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UnicornBattle.ts
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var defaultCatalog = "CharacterClasses";
var GEM_CURRENCY_CODE = "GM";
var GOLD_CURRENCY_CODE = "AU";
var HEART_CURRENCY_CODE = "HT";
interface ICreateCharacter {
characterName: string;
catalogCode: string;
}
interface ILCharacterId {
characterId: string;
}
interface ICCharacterId {
CharacterId: string;
}
interface IItemIds {
ItemIds: Array<string>;
}
interface IGetBaseClassForType {
cCode: string;
}
interface ISaveProgress {
CurrentPlayerData: ICharacterInfo;
QuestProgress: IQuestProgress;
LevelRamp: { [key: string]: number };
PlayerVitals: IPlayerVitals;
}
interface ICharacterInfo {
characterDetails?: ICharacterDetails;
baseClass?: IClassDefinition;
characterData?: ICharacterData;
PlayerVitals?: IPlayerVitals;
}
interface ICharacterData { // here
ClassDetails: IClassDetail;
TotalExp: number;
ExpThisLevel: number;
Health: number;
Mana: number;
Defense: number;
Speed: number;
CharacterLevel: number;
Spell1_Level: number;
Spell2_Level: number;
Spell3_Level: number;
CustomAvatar: string,
}
interface IPlayerVitals {
Health: number;
Mana: number;
Speed: number;
Defense: number;
ActiveStati: Array<ISpellStatus>;
MaxHealth: number;
MaxMana: number;
MaxSpeed: number;
MaxDefense: number;
didLevelUp: boolean;
skillSelected: number;
}
interface ISpellStatus {
StatusName: string;
Target: string;
UpgradeReq: string;
StatusDescription: string;
StatModifierCode: string; // prbably need to map to an enum
ModifyAmount: number;
ChanceToApply: number;
Turns: number;
Icon: string;
FX: string;
}
interface IQuestProgress {
XpCollected?: number;
GoldCollected?: number;
}
interface IClassDefinition {
DPLevelBonus: number;
SPLevelBonus: number;
MPLevelBonus: number;
HPLevelBonus: number;
}
interface ICharacterDetails {
CharacterId?: string;
}
interface IClassDetail {
Description: string;
CatalogCode: string;
Icon: string;
Spell1: string;
Spell2: string;
Spell3: string;
BaseHP: number;
BaseMP: number;
BaseDP: number;
BaseSP: number;
HPLevelBonus: number;
MPLevelBonus: number;
DPLevelBonus: number;
SPLevelBonus: number;
Prereq: string;
DisplayStatus: string;
}
interface IAchievementData {
AchievementName: string;
MatchingStatistic: string;
SingleStat: boolean;
Threshold: number;
Icon: string;
}
///////////////////////// Cloud Script Handler Functions /////////////////////////
function CreateCharacter(args: ICreateCharacter): boolean {
var grantItemsRequest: PlayFabServerModels.GrantItemsToUserRequest = {
PlayFabId: currentPlayerId,
CatalogVersion: defaultCatalog,
ItemIds: [args.catalogCode]
};
server.GrantItemsToUser(grantItemsRequest);
var grantCharRequest: PlayFabServerModels.GrantCharacterToUserRequest = {
PlayFabId: currentPlayerId,
CharacterName: args.characterName,
CharacterType: args.catalogCode
};
var result = server.GrantCharacterToUser(grantCharRequest);
InitializeNewCharacterData(result.CharacterId, args.catalogCode); // set up default character data
return true;
}
function DeleteCharacter(args: ILCharacterId): boolean {
var deleteRequest: PlayFabServerModels.DeleteCharacterFromUserRequest = {
PlayFabId: currentPlayerId,
CharacterId: args.characterId,
SaveCharacterInventory: false
};
server.DeleteCharacterFromUser(deleteRequest);
return true;
}
function GetBaseClassForType(args: IGetBaseClassForType): IClassDetail {
var getTitleDataRequest: PlayFabServerModels.GetTitleDataRequest = { Keys: ["Classes"] };
var result = server.GetTitleData(getTitleDataRequest);
var classes: { [key: string]: IClassDetail } = JSON.parse(result.Data["Classes"]);
for (var each in classes)
if (classes[each].CatalogCode === args.cCode)
return classes[each];
return null;
}
function SaveProgress(args: ISaveProgress): void {
args.CurrentPlayerData = !args.CurrentPlayerData ? {} : args.CurrentPlayerData;
args.QuestProgress = !args.QuestProgress ? {} : args.QuestProgress;
args.LevelRamp = !args.LevelRamp ? {} : args.LevelRamp;
//check for level up
var baseStats = args.CurrentPlayerData.baseClass;
var characterData = args.CurrentPlayerData.characterData;
var vitals = args.CurrentPlayerData.PlayerVitals;
var questProgress = args.QuestProgress;
var experienceLevel = "" + characterData.CharacterLevel;
var experienceTarget: number = args.LevelRamp[experienceLevel]; // int
if (vitals.didLevelUp) {
// increment the spell
if (vitals.skillSelected === 0)
characterData.Spell1_Level++;
else if (vitals.skillSelected === 1)
characterData.Spell2_Level++;
else
characterData.Spell3_Level++;
//Update stats
characterData.CharacterLevel++;
characterData.Defense += baseStats.DPLevelBonus;
characterData.Speed += baseStats.SPLevelBonus;
characterData.Mana += baseStats.MPLevelBonus;
characterData.Health += baseStats.HPLevelBonus;
characterData.TotalExp += questProgress.XpCollected;
characterData.ExpThisLevel = characterData.TotalExp - experienceTarget;
} else {
characterData.ExpThisLevel += questProgress.XpCollected;
}
//check for achievements & offers
EvaluateAchievements(args.CurrentPlayerData.characterDetails.CharacterId);
// API params
var updateDataRequest: PlayFabServerModels.UpdateCharacterDataRequest = {
PlayFabId: currentPlayerId,
CharacterId: args.CurrentPlayerData.characterDetails.CharacterId,
Data: { CharacterData: JSON.stringify(characterData) },
Permission: "Public"
};
server.UpdateCharacterReadOnlyData(updateDataRequest);
// set up Gold VC
var addVcRequest: PlayFabServerModels.AddUserVirtualCurrencyRequest = {
PlayFabId: currentPlayerId,
VirtualCurrency: GOLD_CURRENCY_CODE,
Amount: questProgress.GoldCollected
};
server.AddUserVirtualCurrency(addVcRequest);
}
function RetriveQuestItems(args: IItemIds): string {
var grantRequest: PlayFabServerModels.GrantItemsToUserRequest = {
PlayFabId: currentPlayerId,
ItemIds: args.ItemIds
};
var response = server.GrantItemsToUser(grantRequest);
return JSON.stringify(response.ItemGrantResults);
}
function SubtractLife(): PlayFabServerModels.ModifyUserVirtualCurrencyResult {
var subtractVcRequest: PlayFabServerModels.SubtractUserVirtualCurrencyRequest = {
PlayFabId: currentPlayerId,
VirtualCurrency: HEART_CURRENCY_CODE,
Amount: 1
};
return server.SubtractUserVirtualCurrency(subtractVcRequest);
}
function EnableValentinesEvent(): void {
SetEventActive("evalentine", true);
}
function DisableValentinesEvent(): void {
SetEventActive("evalentine", false);
}
function EnablePresEvent(): void {
SetEventActive("epresident", true);
}
function DisablePresEvent(): void {
SetEventActive("epresident", false);
}
///////////////////////// HELPER FUNCTIONS (NOT DIRECTLY CALLABLE FROM THE CLIENT) /////////////////////////
function InitializeNewCharacterData(characterId: string, catalogItemId: string): void {
var cDetails: IClassDetail = GetBaseClassForType({ cCode: catalogItemId });
// default character properties
var CharacterData: ICharacterData = {
ClassDetails: cDetails,
TotalExp: 0,
ExpThisLevel: 0,
Health: cDetails.BaseHP,
Mana: cDetails.BaseMP,
Defense: cDetails.BaseDP,
Speed: cDetails.BaseSP,
CharacterLevel: 1,
Spell1_Level: 0,
Spell2_Level: 0,
Spell3_Level: 0,
CustomAvatar: null
};
// Char Data
var updateDataRequest: PlayFabServerModels.UpdateCharacterDataRequest = {
PlayFabId: currentPlayerId,
CharacterId: characterId,
Data: { CharacterData: JSON.stringify(CharacterData) },
Permission: "Public"
};
server.UpdateCharacterReadOnlyData(updateDataRequest);
// set up Heart VC
var vcHeartRequest: PlayFabServerModels.AddUserVirtualCurrencyRequest = {
PlayFabId: currentPlayerId,
VirtualCurrency: HEART_CURRENCY_CODE,
Amount: 0
};
server.AddUserVirtualCurrency(vcHeartRequest);
// set up Gold VC
var vcGoldRequest: PlayFabServerModels.AddUserVirtualCurrencyRequest = {
PlayFabId: currentPlayerId,
VirtualCurrency: GOLD_CURRENCY_CODE,
Amount: 0
};
server.AddUserVirtualCurrency(vcGoldRequest);
// set up Gem VC
var vcGemRequest: PlayFabServerModels.AddUserVirtualCurrencyRequest = {
PlayFabId: currentPlayerId,
VirtualCurrency: GEM_CURRENCY_CODE,
Amount: 0
};
server.AddUserVirtualCurrency(vcGemRequest);
}
function HasAchievement(achievement: IAchievementData, playerStats: { [key: string]: number }): boolean {
if (achievement.SingleStat) {
for (var stat in playerStats)
if (playerStats.hasOwnProperty(stat) && stat.indexOf(achievement.MatchingStatistic) > -1
&& playerStats[stat] >= achievement.Threshold)
// Stat found and exceeds the achievement threshold
return true;
} else {
// process aggregate stats
var statTotal = 0;
for (var stat in playerStats)
if (playerStats.hasOwnProperty(stat) && stat.indexOf(achievement.MatchingStatistic) > -1)
statTotal += playerStats[stat];
if (statTotal >= achievement.Threshold)
return true; // sum of stats found exceeds the achievement threshold
}
return false;
}
function EvaluateAchievements(characterId: string): void {
// get the achievement thresholds set by TitleData
var getTitleAchievementsRequest = { Keys: ["Achievements"] };
var titleDataResult = server.GetTitleData(getTitleAchievementsRequest);
var serverAchievements: { [key: string]: IAchievementData };
if (titleDataResult.Data.hasOwnProperty("Achievements"))
serverAchievements = JSON.parse(titleDataResult.Data["Achievements"]);
else
throw "Achievements not found on Server. Check TitleData[\"Achievements\"]";
// get the character stats
var statsRequest: PlayFabServerModels.GetCharacterStatisticsRequest = {
PlayFabId: currentPlayerId,
CharacterId: characterId,
};
var statsResult = server.GetCharacterStatistics(statsRequest);
var charStats = statsResult.CharacterStatistics;
// get the unlocked stats for the character
var getCharDataRequest = {
PlayFabId: currentPlayerId,
CharacterId: characterId,
Keys: ["Achievements"]
};
var charDataResult = server.GetCharacterReadOnlyData(getCharDataRequest);
var awardedAchievements: Array<string>;
if (charDataResult.Data.hasOwnProperty("Achievements"))
awardedAchievements = JSON.parse(charDataResult.Data["Achievements"].Value);
else
awardedAchievements = []; // no achievements
// TODO -- need to track new achievements and toss them over to the offer evaluator
var arrayCount = awardedAchievements.length;
for (var achievementName in serverAchievements)
// if the player does not already have the achievement, evaluate progress
if (awardedAchievements.indexOf(achievementName) === -1 && HasAchievement(serverAchievements[achievementName], charStats))
awardedAchievements.push(achievementName);
// if we added some new achievements, save details to character data
if (arrayCount < awardedAchievements.length) {
var updateCharDataRequest: PlayFabServerModels.UpdateCharacterDataRequest = {
PlayFabId: currentPlayerId,
CharacterId: characterId,
Data: { Achievements: JSON.stringify(awardedAchievements) },
Permission: "Public"
};
server.UpdateCharacterReadOnlyData(updateCharDataRequest);
}
}
var EVENT_TITLE_DATA_KEY: string = "ActiveEventKeys";
function SetEventActive(eventKey: string, isActive: boolean): void {
var getRequest: PlayFabServerModels.GetTitleDataRequest = { Keys: [EVENT_TITLE_DATA_KEY] };
var serverData = server.GetTitleData(getRequest);
var eventKeys: Array<string> = JSON.parse(serverData.Data[EVENT_TITLE_DATA_KEY]);
if (isActive)
eventKeys.push(eventKey);
else {
var temp: Array<string> = [];
for (var idx in eventKeys)
if (eventKeys[idx] != eventKey)
temp.push(eventKeys[idx]);
eventKeys = temp;
}
var setRequest: PlayFabServerModels.SetTitleDataRequest = {
Key: EVENT_TITLE_DATA_KEY,
Value: JSON.stringify(eventKeys)
};
server.SetTitleData(setRequest);
}
///////////////////////// Define the handlers /////////////////////////
handlers["GetBaseClassForType"] = GetBaseClassForType;
handlers["CreateCharacter"] = CreateCharacter;
handlers["DeleteCharacter"] = DeleteCharacter;
handlers["SaveProgress"] = SaveProgress;
handlers["RetriveQuestItems"] = RetriveQuestItems;
handlers["SubtractLife"] = SubtractLife;