Combat is working
This commit is contained in:
+2
-2
@@ -14,8 +14,8 @@ let excluded = [ //messages that should not be logged
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'Profile sent',
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'Ladder sent',
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// 'attacking',
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// 'idle'
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'attacking',
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'idle'
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];
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const log = (msg, ...args) => {
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+111
-17
@@ -1,6 +1,9 @@
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//environment variables
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require('dotenv').config();
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//libraries
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let CronJob = require('cron').CronJob;
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//utilities
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let { log } = require('../common/utilities.js');
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@@ -53,12 +56,17 @@ const attackRequest = (connection) => (req, res) => {
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}
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//create the pending attack value
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let query = 'INSERT INTO pendingCombat (eventTime, attackerId, defenderId, attackingUnits) VALUES (DATE_ADD(CURRENT_TIMESTAMP(), INTERVAL 10 * ? SECOND), ?, ?, ?);';
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let query = 'INSERT INTO pendingCombat (eventTime, attackerId, defenderId, attackingUnits) VALUES (DATE_ADD(CURRENT_TIMESTAMP(), INTERVAL 60 * ? SECOND), ?, ?, ?);';
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connection.query(query, [attackingUnits, attackerId, defenderId, attackingUnits], (err) => {
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if (err) throw err;
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res.status(200).write(log(`Your soldiers are on their way to attack ${req.body.defender}`, req.body.attacker, req.body.defender));
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res.status(200).json({
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status: 'attacking',
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defender: req.body.defender
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});
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res.end();
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log(`attacking ${req.body.defender}`, req.body.attacker, req.body.defender)
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});
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});
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});
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@@ -67,37 +75,123 @@ const attackRequest = (connection) => (req, res) => {
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}
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const attackStatusRequest = (connection) => (req, res) => {
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isAttacking(connection, req.body.username, (isAttacking) => {
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res.status(200).write(log(isAttacking ? 'attacking' : 'idle', req.body.username));
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isAttacking(connection, req.body.username, (isAttacking, defender) => {
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res.status(200).json({
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status: log(isAttacking ? 'attacking' : 'idle', req.body.username, defender),
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defender: defender
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});
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res.end();
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});
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}
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const isAttacking = (connection, username, cb) => {
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let query = 'SELECT * FROM pendingCombat WHERE attackerId IN (SELECT id FROM accounts WHERE username = ?);';
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connection.query(query, [username], (err, results) => {
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const runCombatTick = (connection) => {
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let combatTick = new CronJob('* * * * * *', () => {
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//find each pending combat
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let query = 'SELECT * FROM pendingCombat WHERE eventTime < CURRENT_TIMESTAMP();';
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connection.query(query, (err, results) => {
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if (err) throw err;
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results.forEach((pendingCombat) => {
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//get the defender's undefended status
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isAttacking(connection, pendingCombat.defenderId, (undefended) => {
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//get the defending unit count, gold
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let query = 'SELECT soldiers, recruits, gold FROM profiles WHERE accountId = ?;';
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connection.query(query, [pendingCombat.defenderId], (err, results) => {
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if (err) throw err;
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let defendingUnits;
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if (!undefended && results[0].soldiers > 0) {
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defendingUnits = results[0].soldiers;
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} else {
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defendingUnits = results[0].recruits;
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}
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//determine the victor
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let rand = Math.random() * (pendingCombat.attackingUnits + defendingUnits * (undefended ? 0.25 : 1));
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let victor = rand <= pendingCombat.attackingUnits ? 'attacker' : 'defender';
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//determine the spoils and casualties
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let spoilsGold = Math.floor(results[0].gold * (victor === 'attacker' ? 0.1 : 0.02));
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let casualtiesVictor = Math.floor((pendingCombat.attackingUnits >= 10 ? pendingCombat.attackingUnits - 10 : 0) * (victor === 'attacker' ? 0.05 : 0.1));
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//save the combat
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let query = 'INSERT INTO pastCombat (eventTime, attackerId, defenderId, attackingUnits, defendingUnits, undefended, victor, spoilsGold, casualtiesVictor) VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?);';
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connection.query(query, [pendingCombat.eventTime, pendingCombat.attackerId, pendingCombat.defenderId, pendingCombat.attackingUnits, defendingUnits, undefended, victor, spoilsGold, casualtiesVictor], (err) => {
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if (err) throw err;
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//update the attacker profile
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let query = 'UPDATE profiles SET gold = gold + ?, soldiers = soldiers - ? WHERE id = ?;';
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connection.query(query, [spoilsGold, casualtiesVictor, pendingCombat.attackerId], (err) => {
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if (err) throw err;
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//update the defender profile
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let query = 'UPDATE profiles SET gold = gold - ? WHERE id = ?;';
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connection.query(query, [spoilsGold, pendingCombat.defenderId], (err) => {
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if (err) throw err;
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//delete the pending combat
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let query = 'DELETE FROM pendingCombat WHERE id = ?;';
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connection.query(query, [pendingCombat.id], (err) => {
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if (err) throw err;
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log('Combat executed', pendingCombat.attackerId, pendingCombat.defenderId, victor);
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});
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});
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});
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});
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});
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});
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});
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});
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});
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combatTick.start();
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}
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const isAttacking = (connection, user, cb) => {
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let query;
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if (typeof(user) === 'string') {
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query = 'SELECT * FROM pendingCombat WHERE attackerId IN (SELECT id FROM accounts WHERE username = ?);';
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} else if (typeof(user) === 'number') {
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query = 'SELECT * FROM pendingCombat WHERE attackerId = ?;';
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}
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connection.query(query, [user], (err, results) => {
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if (err) throw err;
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return cb(results.length !== 0);
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if (results.length === 0) {
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cb(false);
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} else {
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//get the username of the person being attacked
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let query = 'SELECT username FROM accounts WHERE id = ?;';
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connection.query(query, [results[0].defenderId], (err, results) => {
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if (err) throw err;
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cb(true, results[0].username);
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});
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}
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});
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}
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module.exports = {
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attackRequest: attackRequest,
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attackStatusRequest: attackStatusRequest
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attackStatusRequest: attackStatusRequest,
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runCombatTick: runCombatTick
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}
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/*
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> You can attack another player using your soldiers (it doesn't work without soldiers).
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* Doing so takes time, up to 10 seconds for every soldier you have.
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* Combat takes place at the end of the time delay, at which point you can attack people again (after reloading the page).
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> Doing so takes time, up to 10 seconds for every soldier you have.
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> Combat takes place at the end of the time delay, at which point you can attack people again (after reloading the page).
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> While attacking, you are undefended.
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* While undefended, your recruits act as combatants, otherwise your soldiers do.
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* The chance of success is determined by the ratio of each side's combatant strength.
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* Recruits have a strength equal to 0.25 times that of a soldier.
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* On a success, you steal 10% of the target's gold. On a failure, you steal 2% of the target's gold.
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* 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).
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* If the server resets (which happens alot) combat still progresses as expected.
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> While undefended, your recruits act as combatants, otherwise your soldiers do.
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> The chance of success is determined by the ratio of each side's combatant strength.
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> Recruits have a strength equal to 0.25 times that of a soldier.
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> On a success, you steal 10% of the target's gold. On a failure, you steal 2% of the target's gold.
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> 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).
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> If the server resets (which happens alot) combat still progresses as expected.
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* All combat is logged and presented to the player.
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*/
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@@ -43,6 +43,7 @@ profiles.runGoldTick(connection);
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let combat = require('./combat.js');
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app.post('/attackrequest', combat.attackRequest(connection));
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app.post('/attackstatusrequest', combat.attackStatusRequest(connection));
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combat.runCombatTick(connection);
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//static directories
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app.use('/styles', express.static(path.resolve(__dirname + '/../public/styles')) );
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@@ -80,7 +80,7 @@ CREATE TABLE IF NOT EXISTS pastCombat (
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attackerId INTEGER UNSIGNED,
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defenderId INTEGER UNSIGNED,
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attackingUnits INTEGER UNSIGNED,
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defindingUnits INTEGER UNSIGNED,
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defendingUnits INTEGER UNSIGNED,
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undefended BOOLEAN,
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@@ -1,8 +1,5 @@
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import React from 'react';
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import PropTypes from 'prop-types';
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import { connect } from 'react-redux';
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import { setAttackDisabled } from '../../actions/combat.js';
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class AttackButton extends React.Component {
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constructor(props) {
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@@ -17,11 +14,11 @@ class AttackButton extends React.Component {
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render() {
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if (this.state.message !== '') {
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return (
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<p>{this.state.message}</p>
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<p className={this.props.className} style={this.props.style}>{this.state.message}</p>
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);
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} else {
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return (
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<button className={this.props.className} style={this.props.style} onClick={this.sendAttackRequest.bind(this)} disabled={this.props.disabled}>Attack</button>
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<button className={this.props.className} style={this.props.style} onClick={this.sendAttackRequest.bind(this)}>Attack</button>
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);
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}
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}
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@@ -34,7 +31,10 @@ class AttackButton extends React.Component {
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xhr.onreadystatechange = () => {
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if (xhr.readyState === 4) {
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if (xhr.status === 200) {
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this.setState({message: xhr.responseText});
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let json = JSON.parse(xhr.responseText);
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if (json.status === 'attacking') {
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this.setState({ message: `Your soldiers are attacking ${json.defender}` });
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}
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} else if (xhr.status === 400) {
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if (this.props.setWarning) {
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this.props.setWarning(xhr.responseText);
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@@ -64,8 +64,9 @@ class AttackButton extends React.Component {
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xhr.onreadystatechange = () => {
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if (xhr.readyState === 4) {
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if (xhr.status === 200) {
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if (xhr.responseText === 'attacking') {
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this.props.setDisabled(true);
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let json = JSON.parse(xhr.responseText);
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if (json.status === 'attacking') {
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this.setState({ message: `Your soldiers are attacking ${json.defender}` });
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}
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}
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}
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@@ -85,24 +86,7 @@ AttackButton.propTypes = {
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setWarning: PropTypes.func,
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attacker: PropTypes.string.isRequired,
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defender: PropTypes.string.isRequired,
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token: PropTypes.number.isRequired,
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disabled: PropTypes.bool.isRequired,
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setDisabled: PropTypes.func.isRequired
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token: PropTypes.number.isRequired
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};
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function mapStoreToProps(store) {
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return {
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disabled: store.combat.attackDisabled
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}
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}
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function mapDispatchToProps(dispatch) {
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return {
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setDisabled: (disabled) => dispatch(setAttackDisabled(disabled))
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}
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}
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AttackButton = connect(mapStoreToProps, mapDispatchToProps)(AttackButton);
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export default AttackButton;
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