Spying is done, just need spy logging
This commit is contained in:
+124
-57
@@ -155,10 +155,10 @@ const spyGameplayLogic = (connection, pendingSpying) => {
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let totalEyes = results[0].recruits + results[0].soldiers * !defenderIsAttacking + results[0].spies * !defenderIsSpying + results[0].scientists;
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//more spies reduces the chances of being seen? Counter intuitive
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let chanceSeen = totalEyes / pendingSpying.attackingUnits;
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let chanceSeen = totalEyes / (pendingSpying.attackingUnits * 10); //it takes 10 eyes to guarantee the capture of 1 spy, 50% chance to capture 2 spies, etc.
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//if seen
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if (Math.random() * 100 <= chanceSeen) { //TODO: balance this
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if (Math.random() <= chanceSeen) {
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let query = 'INSERT INTO pastSpying (eventTime, attackerId, defenderId, attackingUnits, success, spoilsGold) VALUES (?, ?, ?, ?, "failure", 0);';
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connection.query(query, [pendingSpying.eventTime, pendingSpying.attackerId, pendingSpying.defenderId, pendingSpying.attackingUnits], (err) => {
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if (err) throw err;
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@@ -199,7 +199,7 @@ const spyGameplayLogic = (connection, pendingSpying) => {
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log('Spy succeeded', pendingSpying.attackerId, pendingSpying.defenderId, pendingSpying.attackingUnits, totalEyes, spoilsGold);
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// spyStealEquipment(connection, pendingSpying, spoilsGold);
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spyStealEquipment(connection, pendingSpying, spoilsGold);
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});
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});
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});
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@@ -209,7 +209,7 @@ const spyGameplayLogic = (connection, pendingSpying) => {
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});;
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});
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};
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/*
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const spyStealEquipment = (connection, pendingSpying, spoilsGold) => {
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let query = 'SELECT id FROM pastSpying WHERE eventTime = ? AND attackerId = ? AND defenderId = ? AND spoilsGold = ?;'; //make it VERY hard to grab the wrong one
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connection.query(query, [pendingSpying.eventTime, pendingSpying.attackerId, pendingSpying.defenderId, spoilsGold], (err, results) => {
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@@ -219,7 +219,7 @@ const spyStealEquipment = (connection, pendingSpying, spoilsGold) => {
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for (let i = 0; i < pendingSpying.attackingUnits; i++) {
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//50% chance of stealing equipment
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if (Math.random() >= 0.5 || true) { //DEBUG
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if (Math.random() >= 0.5) {
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successfulSpies += 1;
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}
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}
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@@ -237,7 +237,7 @@ const spyStealEquipmentInner = (connection, attackerId, defenderId, attackingUni
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//if he's not attacking, skip to the next step
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if (!attacking) {
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return spyStealEquipmentInnerInner(connection, attackerId, defenderId, attackingUnits, results, pastSpyingId);
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return spyStealEquipmentSelectItemsToSteal(connection, attackerId, defenderId, attackingUnits, results, pastSpyingId);
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}
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//count the number of weapons/consumable items to be skipped, from strongest to weakest
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@@ -252,7 +252,7 @@ const spyStealEquipmentInner = (connection, attackerId, defenderId, attackingUni
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connection.query(query, [defenderId], (err, armourResults) => {
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if (err) throw err;
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//NOTE: Armour stays at home - it's never carried by soldiers
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//NOTE: Armour stays at home - it's never carried by soldiers (don't call removeForEachSoldier)
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//weapons
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let query = 'SELECT * FROM equipment WHERE accountId = ? AND type = "Weapon";';
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@@ -273,7 +273,7 @@ const spyStealEquipmentInner = (connection, attackerId, defenderId, attackingUni
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//splice the two arrays back together
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let results = weaponResults.concat(consumableResults, armourResults);
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spyStealEquipmentInnerInner(connection, attackerId, defenderId, attackingUnits, results, pastSpyingId);
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spyStealEquipmentSelectItemsToSteal(connection, attackerId, defenderId, attackingUnits, results, pastSpyingId);
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});
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});
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});
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@@ -308,7 +308,7 @@ const removeForEachSoldier = (results, soldiers, cb) => {
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});
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}
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const spyStealEquipmentInnerInner = (connection, attackerId, defenderId, attackingUnits, results, pastSpyingId) => {
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const spyStealEquipmentSelectItemsToSteal = (connection, attackerId, defenderId, attackingUnits, results, pastSpyingId) => {
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//count the total items
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let totalItems = 0;
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results.forEach((item) => totalItems += item.quantity);
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@@ -318,72 +318,139 @@ const spyStealEquipmentInnerInner = (connection, attackerId, defenderId, attacki
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for (let i = 0; i < attackingUnits; i++) {
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//select the specific item to steal
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let selection = Math.floor(Math.random() * totalItems);
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totalItems -= 1;
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//find the exact item that will be stolen
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items.push(results.filter((item) => {
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//find the exact item that will be stolen (records[0])
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let records = results.filter((item) => {
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selection -= item.quantity;
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if (selection < 0) {
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return item;
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}
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})[0]);
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log(results.indexOf(items[items.length-1]));
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results[results.indexOf(items[items.length-1])].quantity -= 1;
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return selection < 0;
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});
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if (results[results.indexOf(items[items.length-1])].quantity === 0) {
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// log(items[items.length-1].name);
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// log(items[items.length-1].quantity);
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log(results[results.indexOf(items[items.length-1])].name);
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log(results[results.indexOf(items[items.length-1])].quantity);
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// results[results.indexOf(items[items.length-1])].splice(1);
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//move to items (quantity = 1)
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if (records.length > 0) {
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items.unshift({
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id: records[0].id,
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name: records[0].name,
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type: records[0].type,
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quantity: 1
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});
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}
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//remove it from results (decrement and/or delete)
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for (let i = 0; i < results.length; i++) {
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if (results[i].id === items[0].id) {
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results[i].quantity -= 1;
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if (results[i].quantity <= 0) {
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results.splice(i, 1);
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}
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break;
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}
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}
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//skip the rest
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if (results.length <= 0) {
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break;
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}
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}
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return;
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//NOTE: this is glacially slow
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//collapse the {quantity:1} into {quantity:n}
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let collapsedItems = [];
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//insert a new record - will clean up duplicates later
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let query = 'INSERT INTO equipment (accountId, name, type, quantity) VALUES (?, ?, ?, 1);';
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connection.query(query, [attackerId, item.name, item.type], (err) => {
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if (err) throw err;
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spyStealEquipmentInnerInnerInner(connection, attackerId, defenderId, item, pastSpyingId);
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items.forEach((item) => {
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if (!collapsedItems[item.id]) {
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collapsedItems[item.id] = { ...item };
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} else {
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collapsedItems[item.id].quantity += item.quantity;
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}
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});
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items = []; //clear
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collapsedItems.forEach((record) => {
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items.push(record);
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});
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//next steps
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spyStealEquipmentIncrementItemsToInventory(connection, attackerId, items);
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spyStealEquipmentDecrementItemsFromInventory(connection, defenderId, items);
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recordEquipmentStolen(connection, items, pastSpyingId);
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};
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const spyStealEquipmentInnerInnerInner = (connection, attackerId, defenderId, item, pastSpyingId) => {
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//decrement or remove the item
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if (item.quantity > 1) {
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let query = 'UPDATE equipment SET quantity = quantity - 1 WHERE id = ? AND quantity > 0;';
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connection.query(query, [item.id], (err) => {
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const spyStealEquipmentIncrementItemsToInventory = (connection, accountId, items) => {
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//add the items to the players's inventory
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items.forEach((item) => {
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let query = 'SELECT * FROM equipment WHERE accountId = ? AND name = ? AND type = ?;';
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connection.query(query, [accountId, item.name, item.type], (err, results) => {
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if (err) throw err;
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//move on to the next step
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// spyStealEquipmentInnerInnerInnerInner(connection, attackerId, defenderId, item, pastSpyingId);
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log('MARK 1');
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let query;
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//if the player has this item, or not
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if (results.length > 0) {
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query = 'UPDATE equipment SET quantity = quantity + ? WHERE accountId = ? AND name = ? AND type = ?;';
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} else {
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query = 'INSERT INTO equipment (quantity, accountId, name, type) VALUES (?, ?, ?, ?);';
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}
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connection.query(query, [item.quantity, accountId, item.name, item.type], (err) => {
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if (err) throw err;
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});
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});
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} else {
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let query = 'DELETE FROM equipment WHERE id = ?;';
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connection.query(query, [item.id], (err) => {
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});
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//error checking
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items.forEach((item) => {
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let query = 'SELECT * FROM equipment WHERE accountId = ? AND name = ? AND type = ?;';
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connection.query(query, [accountId, item.name, item.type], (err, results) => {
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if (err) throw err;
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//
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// spyStealEquipmentInnerInnerInnerInner(connection, attackerId, defenderId, item, pastSpyingId);
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log('MARK 2');
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if (results.length > 1) {
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log('WARNING: Duplicate items detected', JSON.stringify(results));
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}
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})
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}
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};
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const spyStealEquipmentInnerInnerInnerInner = (connection, attackerId, defenderId, item, pastSpyingId) => {
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//insert into items stolen
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let query = 'INSERT INTO equipmentStolen (pastSpyingId, name, type, quantity) VALUES (?, ?, ?, 1);';
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connection.query(query, [pastSpyingId, item.name, item.type], (err) => {
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if (err) throw err;
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//Holy nesting, batman!
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log('equipment stolen', attackerId, defenderId, item.id, item.name, item.type, pastSpyingId);
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});
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};
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*/
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const spyStealEquipmentDecrementItemsFromInventory = (connection, accountId, items) => {
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//remove these items from the player's inventory
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items.forEach((item) => {
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let query = 'UPDATE equipment SET quantity = quantity - ? WHERE accountId = ? AND id = ?;';
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connection.query(query, [item.quantity, accountId, item.id], (err) => {
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if (err) throw err;
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});
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});
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//check to see if any quantities are negative
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let query = 'SELECT * FROM equipment WHERE quantity < 0;';
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connection.query(query, (err, results) => {
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if (err) throw err;
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if (results.length !== 0) {
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log('WARNING: equipment quantity below zero', JSON.stringify(results));
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}
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});
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//clean the database from quantities of 0
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query = 'DELETE FROM equipment WHERE accountId = ? AND quantity = 0;';
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connection.query(query, [accountId], (err) => {
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if (err) throw err;
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log('Cleaned database', 'equipment decrement');
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});
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};
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const recordEquipmentStolen = (connection, items, pastSpyingId) => {
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//record in the database
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let query = 'INSERT INTO equipmentStolen (pastSpyingId, name, type, quantity) VALUES (?, ?, ?, ?);';
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items.forEach((item) => {
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connection.query(query, [pastSpyingId, item.name, item.type, item.quantity], (err) => {
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if (err) throw err;
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log('Items stolen', pastSpyingId, JSON.stringify(item));
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});
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});
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};
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module.exports = {
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spyRequest: spyRequest,
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spyStatusRequest: spyStatusRequest,
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