Combat is working
This commit is contained in:
+111
-17
@@ -1,6 +1,9 @@
|
||||
//environment variables
|
||||
require('dotenv').config();
|
||||
|
||||
//libraries
|
||||
let CronJob = require('cron').CronJob;
|
||||
|
||||
//utilities
|
||||
let { log } = require('../common/utilities.js');
|
||||
|
||||
@@ -53,12 +56,17 @@ const attackRequest = (connection) => (req, res) => {
|
||||
}
|
||||
|
||||
//create the pending attack value
|
||||
let query = 'INSERT INTO pendingCombat (eventTime, attackerId, defenderId, attackingUnits) VALUES (DATE_ADD(CURRENT_TIMESTAMP(), INTERVAL 10 * ? SECOND), ?, ?, ?);';
|
||||
let query = 'INSERT INTO pendingCombat (eventTime, attackerId, defenderId, attackingUnits) VALUES (DATE_ADD(CURRENT_TIMESTAMP(), INTERVAL 60 * ? SECOND), ?, ?, ?);';
|
||||
connection.query(query, [attackingUnits, attackerId, defenderId, attackingUnits], (err) => {
|
||||
if (err) throw err;
|
||||
|
||||
res.status(200).write(log(`Your soldiers are on their way to attack ${req.body.defender}`, req.body.attacker, req.body.defender));
|
||||
res.status(200).json({
|
||||
status: 'attacking',
|
||||
defender: req.body.defender
|
||||
});
|
||||
res.end();
|
||||
|
||||
log(`attacking ${req.body.defender}`, req.body.attacker, req.body.defender)
|
||||
});
|
||||
});
|
||||
});
|
||||
@@ -67,37 +75,123 @@ const attackRequest = (connection) => (req, res) => {
|
||||
}
|
||||
|
||||
const attackStatusRequest = (connection) => (req, res) => {
|
||||
isAttacking(connection, req.body.username, (isAttacking) => {
|
||||
res.status(200).write(log(isAttacking ? 'attacking' : 'idle', req.body.username));
|
||||
isAttacking(connection, req.body.username, (isAttacking, defender) => {
|
||||
res.status(200).json({
|
||||
status: log(isAttacking ? 'attacking' : 'idle', req.body.username, defender),
|
||||
defender: defender
|
||||
});
|
||||
|
||||
res.end();
|
||||
});
|
||||
}
|
||||
|
||||
const isAttacking = (connection, username, cb) => {
|
||||
let query = 'SELECT * FROM pendingCombat WHERE attackerId IN (SELECT id FROM accounts WHERE username = ?);';
|
||||
connection.query(query, [username], (err, results) => {
|
||||
const runCombatTick = (connection) => {
|
||||
let combatTick = new CronJob('* * * * * *', () => {
|
||||
//find each pending combat
|
||||
let query = 'SELECT * FROM pendingCombat WHERE eventTime < CURRENT_TIMESTAMP();';
|
||||
connection.query(query, (err, results) => {
|
||||
if (err) throw err;
|
||||
|
||||
results.forEach((pendingCombat) => {
|
||||
//get the defender's undefended status
|
||||
isAttacking(connection, pendingCombat.defenderId, (undefended) => {
|
||||
//get the defending unit count, gold
|
||||
let query = 'SELECT soldiers, recruits, gold FROM profiles WHERE accountId = ?;';
|
||||
|
||||
connection.query(query, [pendingCombat.defenderId], (err, results) => {
|
||||
if (err) throw err;
|
||||
|
||||
let defendingUnits;
|
||||
if (!undefended && results[0].soldiers > 0) {
|
||||
defendingUnits = results[0].soldiers;
|
||||
} else {
|
||||
defendingUnits = results[0].recruits;
|
||||
}
|
||||
|
||||
//determine the victor
|
||||
let rand = Math.random() * (pendingCombat.attackingUnits + defendingUnits * (undefended ? 0.25 : 1));
|
||||
let victor = rand <= pendingCombat.attackingUnits ? 'attacker' : 'defender';
|
||||
|
||||
//determine the spoils and casualties
|
||||
let spoilsGold = Math.floor(results[0].gold * (victor === 'attacker' ? 0.1 : 0.02));
|
||||
let casualtiesVictor = Math.floor((pendingCombat.attackingUnits >= 10 ? pendingCombat.attackingUnits - 10 : 0) * (victor === 'attacker' ? 0.05 : 0.1));
|
||||
|
||||
//save the combat
|
||||
let query = 'INSERT INTO pastCombat (eventTime, attackerId, defenderId, attackingUnits, defendingUnits, undefended, victor, spoilsGold, casualtiesVictor) VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?);';
|
||||
connection.query(query, [pendingCombat.eventTime, pendingCombat.attackerId, pendingCombat.defenderId, pendingCombat.attackingUnits, defendingUnits, undefended, victor, spoilsGold, casualtiesVictor], (err) => {
|
||||
if (err) throw err;
|
||||
|
||||
//update the attacker profile
|
||||
let query = 'UPDATE profiles SET gold = gold + ?, soldiers = soldiers - ? WHERE id = ?;';
|
||||
connection.query(query, [spoilsGold, casualtiesVictor, pendingCombat.attackerId], (err) => {
|
||||
if (err) throw err;
|
||||
|
||||
//update the defender profile
|
||||
let query = 'UPDATE profiles SET gold = gold - ? WHERE id = ?;';
|
||||
connection.query(query, [spoilsGold, pendingCombat.defenderId], (err) => {
|
||||
if (err) throw err;
|
||||
|
||||
//delete the pending combat
|
||||
let query = 'DELETE FROM pendingCombat WHERE id = ?;';
|
||||
connection.query(query, [pendingCombat.id], (err) => {
|
||||
if (err) throw err;
|
||||
|
||||
log('Combat executed', pendingCombat.attackerId, pendingCombat.defenderId, victor);
|
||||
});
|
||||
});
|
||||
});
|
||||
});
|
||||
});
|
||||
});
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
combatTick.start();
|
||||
}
|
||||
|
||||
const isAttacking = (connection, user, cb) => {
|
||||
let query;
|
||||
|
||||
if (typeof(user) === 'string') {
|
||||
query = 'SELECT * FROM pendingCombat WHERE attackerId IN (SELECT id FROM accounts WHERE username = ?);';
|
||||
} else if (typeof(user) === 'number') {
|
||||
query = 'SELECT * FROM pendingCombat WHERE attackerId = ?;';
|
||||
}
|
||||
|
||||
connection.query(query, [user], (err, results) => {
|
||||
if (err) throw err;
|
||||
|
||||
return cb(results.length !== 0);
|
||||
if (results.length === 0) {
|
||||
cb(false);
|
||||
} else {
|
||||
//get the username of the person being attacked
|
||||
let query = 'SELECT username FROM accounts WHERE id = ?;';
|
||||
connection.query(query, [results[0].defenderId], (err, results) => {
|
||||
if (err) throw err;
|
||||
cb(true, results[0].username);
|
||||
});
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
module.exports = {
|
||||
attackRequest: attackRequest,
|
||||
attackStatusRequest: attackStatusRequest
|
||||
attackStatusRequest: attackStatusRequest,
|
||||
runCombatTick: runCombatTick
|
||||
}
|
||||
|
||||
/*
|
||||
> You can attack another player using your soldiers (it doesn't work without soldiers).
|
||||
* Doing so takes time, up to 10 seconds for every soldier you have.
|
||||
* Combat takes place at the end of the time delay, at which point you can attack people again (after reloading the page).
|
||||
> Doing so takes time, up to 10 seconds for every soldier you have.
|
||||
> Combat takes place at the end of the time delay, at which point you can attack people again (after reloading the page).
|
||||
> While attacking, you are undefended.
|
||||
* While undefended, your recruits act as combatants, otherwise your soldiers do.
|
||||
* The chance of success is determined by the ratio of each side's combatant strength.
|
||||
* Recruits have a strength equal to 0.25 times that of a soldier.
|
||||
* On a success, you steal 10% of the target's gold. On a failure, you steal 2% of the target's gold.
|
||||
* The attacking force will lose a percentage, rounded down, of their units - 5% on a success, 10% on a failure (edit: excluding the first 10 units).
|
||||
* If the server resets (which happens alot) combat still progresses as expected.
|
||||
> While undefended, your recruits act as combatants, otherwise your soldiers do.
|
||||
> The chance of success is determined by the ratio of each side's combatant strength.
|
||||
> Recruits have a strength equal to 0.25 times that of a soldier.
|
||||
> On a success, you steal 10% of the target's gold. On a failure, you steal 2% of the target's gold.
|
||||
> The attacking force will lose a percentage, rounded down, of their units - 5% on a success, 10% on a failure (edit: excluding the first 10 units).
|
||||
> If the server resets (which happens alot) combat still progresses as expected.
|
||||
* All combat is logged and presented to the player.
|
||||
*/
|
||||
|
||||
|
||||
Reference in New Issue
Block a user