209 lines
7.7 KiB
JavaScript
209 lines
7.7 KiB
JavaScript
//environment variables
|
|
require('dotenv').config();
|
|
|
|
//libraries
|
|
let CronJob = require('cron').CronJob;
|
|
|
|
//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 60 * ? SECOND), ?, ?, ?);';
|
|
connection.query(query, [attackingUnits, attackerId, defenderId, attackingUnits], (err) => {
|
|
if (err) throw err;
|
|
|
|
res.status(200).json({
|
|
status: 'attacking',
|
|
defender: req.body.defender
|
|
});
|
|
res.end();
|
|
|
|
log(`attacking ${req.body.defender}`, req.body.attacker, req.body.defender)
|
|
});
|
|
});
|
|
});
|
|
});
|
|
});
|
|
}
|
|
|
|
const attackStatusRequest = (connection) => (req, res) => {
|
|
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 combatLogRequest = (connection) => (req, res) => {
|
|
let query = 'SELECT pastCombat.*, atk.username AS attackerUsername, def.username AS defenderUsername FROM pastCombat JOIN accounts AS atk ON pastCombat.attackerId = atk.id JOIN accounts AS def ON pastCombat.defenderId = def.id WHERE def.username = ? ORDER BY eventTime DESC LIMIT ?, ?;';
|
|
connection.query(query, [req.body.username, req.body.start, req.body.length], (err, results) => {
|
|
if (err) throw err;
|
|
|
|
res.status(200).json(results);
|
|
log('Combat log sent', req.body.username, req.body.start, req.body.length, JSON.stringify(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;
|
|
|
|
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,
|
|
combatLogRequest: combatLogRequest,
|
|
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).
|
|
> 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.
|
|
*/
|
|
|