//environment variables require('dotenv').config(); //utilities let { log } = require('../common/utilities.js'); const attackRequest = (connection) => (req, res) => { //verify the attacker's credentials let query = 'SELECT accountId FROM sessions WHERE accountId IN (SELECT id FROM accounts WHERE username = ?) AND token = ?;'; connection.query(query, [req.body.attacker, req.body.token], (err, results) => { if (err) throw err; if (results.length !== 1) { res.status(400).write(log('Invalid attack credentials', req.body.attacker, req.body.defender, req.body.token)); res.end(); return; } let attackerId = results[0].accountId; //verify that the defender exists let query = 'SELECT id FROM accounts WHERE username = ?;'; connection.query(query, [req.body.defender], (err, results) => { if (err) throw err; if (results.length !== 1) { res.status(400).write(log('Invalid defender credentials', req.body.attacker, req.body.defender)); res.end(); return; } let defenderId = results[0].id; //verify that the attacker has enough soldiers let query = 'SELECT soldiers FROM profiles WHERE accountId = ?;'; connection.query(query, [attackerId], (err, results) => { if (err) throw err; if (results[0].soldiers <= 0) { res.status(400).write(log('Not enough soldiers', req.body.attacker, req.body.defender, results[0].soldiers)); res.end(); return; } let attackingUnits = results[0].soldiers; //verify that the attacker is not already attacking someone isAttacking(connection, req.body.attacker, (isAttacking) => { if (isAttacking) { res.status(400).write(log('You are already attacking someone', req.body.attacker, req.body.defender)); res.end(); return; } //create the pending attack value let query = 'INSERT INTO pendingCombat (eventTime, attackerId, defenderId, attackingUnits) VALUES (DATE_ADD(CURRENT_TIMESTAMP(), INTERVAL 10 * ? 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.end(); }); }); }); }); }); } const attackStatusRequest = (connection) => (req, res) => { isAttacking(connection, req.body.username, (isAttacking) => { res.status(200).write(log(isAttacking ? 'attacking' : 'idle', req.body.username)); 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) => { if (err) throw err; return cb(results.length !== 0); }); } module.exports = { attackRequest: attackRequest, attackStatusRequest: attackStatusRequest } /* > 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). > 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. * All combat is logged and presented to the player. */