Files
splendor-clone/src/components/Player/ActionMethods/buyCardActions.ts

142 lines
5.8 KiB
TypeScript

import { turnOrderUtil } from "../../../util/turnOrderUtil";
import getTotalBuyingPower from "../../../util/getTotalBuyingPower";
import { AppState, CardData, PlayerCards, ResourceCost, setStateType } from "../../../util/types";
import cardTierToKey from "../../../util/cardTierToKey";
import { canPickUpNoble } from "../../Nobles/canPickUpNoble";
import { initialActions, setStateGetNoble } from "../../../hooks/stateSetters";
import { useCurrentPlayer } from "../../../hooks/useCurrentPlayer";
import usePreviousPlayer from "../../../hooks/usePreviousPlayer";
export const tooExpensive = (card: CardData, state: AppState): boolean => {
const currentPlayer = useCurrentPlayer(state);
if (!currentPlayer) return true;
let availableGold = currentPlayer.inventory.gold || 0;
// iterate through resource costs on card
for (let [cardResource, cardQuantity] of Object.entries(card.resourceCost)) {
let totalBuyingPower = getTotalBuyingPower(currentPlayer);
// iterate through each section of player's total buying power
for (let [heldResource, heldQuantity] of Object.entries(totalBuyingPower)) {
// match card resource to held quantity
if (cardResource === heldResource) {
let adjustedQuantity = heldQuantity;
// enter while loop if adjustedQuantity does not cover cost
while (adjustedQuantity < cardQuantity) {
// if there is no gold available to modify cost, card is too expensive
if (!availableGold) return true;
// else, add to the insufficient quantity and decrement available gold
adjustedQuantity++;
availableGold--;
}
}
}
}
return false;
}
export const buyCard = (state: AppState, setState: setStateType, card: CardData) => {
const currentPlayer = useCurrentPlayer(state);
if (!currentPlayer) return;
setState((prev) => {
// shift turn order and identify current player in new player state
const { newPlayers, roundIncrement } = turnOrderUtil(prev, currentPlayer);
const idx = newPlayers.indexOf(currentPlayer);
const newResourcePool = prev.gameboard.tradingResources;
const cardCost = card.resourceCost;
const updatedPlayer = newPlayers[idx];
const totalBuyingPower = getTotalBuyingPower(updatedPlayer);
let availableGold = updatedPlayer.inventory['gold'] || 0;
for (let key of Object.keys(totalBuyingPower)) {
const typedKey = key as keyof ResourceCost;
if (key === 'gold') continue;
if (cardCost[typedKey] === 0) continue;
let tempPlayerInventory = updatedPlayer.inventory[typedKey] || 0;
let tempResourcePool = newResourcePool[typedKey] || 0;
let cardCostPointer = cardCost[typedKey] || 0;
let goldToReturn = 0;
while (cardCostPointer > tempPlayerInventory && availableGold > 0) {
availableGold--;
goldToReturn++;
tempPlayerInventory++;
}
while (goldToReturn) {
goldToReturn--;
cardCostPointer--;
tempPlayerInventory--;
newResourcePool['gold'] && newResourcePool['gold']++;
}
while (cardCostPointer > 0) {
cardCostPointer--;
tempPlayerInventory--;
tempResourcePool++;
}
newResourcePool[typedKey] = tempResourcePool;
updatedPlayer.inventory[typedKey] = tempPlayerInventory;
updatedPlayer.inventory['gold'] = availableGold;
}
updatedPlayer.cards = { ...updatedPlayer.cards, [card.gemValue]: [...updatedPlayer.cards[card.gemValue as keyof PlayerCards], card] }
let reservedCardCheck = false;
// checks if current card was bought from reserved cards, removing it if so
if (updatedPlayer.reservedCards) {
let beforeLength = updatedPlayer.reservedCards.length;
updatedPlayer.reservedCards = updatedPlayer.reservedCards.filter((each: CardData) => each.resourceCost !== card.resourceCost);
let afterLength = updatedPlayer.reservedCards.length;
if (beforeLength !== afterLength) reservedCardCheck = true;
}
const typedCardTier = cardTierToKey(card.tier);
let newFullDeckTargetTier = prev.gameboard.deck[typedCardTier];
let newTargetCardRow = prev.gameboard.cardRows[typedCardTier];
if (!reservedCardCheck) {
const replacementCard = newFullDeckTargetTier.shift();
newTargetCardRow = newTargetCardRow.filter((data: CardData) => data.resourceCost !== card.resourceCost);
if (replacementCard) newTargetCardRow.push(replacementCard);
}
return {
...prev,
players: newPlayers,
round: (roundIncrement ? prev.round + 1 : prev.round),
actions: initialActions,
gameboard: {
...prev.gameboard,
tradingResources: newResourcePool,
cardRows: {
...prev.gameboard.cardRows,
[typedCardTier]: newTargetCardRow
},
deck: {
...prev.gameboard.deck,
[typedCardTier]: newFullDeckTargetTier
}
}
}
});
console.log(state.players);
// iterates through gameboard nobles to determine if any can be acquired
for (let noble of state.gameboard.nobles) {
const previousPlayer = usePreviousPlayer(state);
if (!previousPlayer) return;
if (canPickUpNoble(previousPlayer, noble)) {
setState((prev) => setStateGetNoble(prev, noble, previousPlayer));
}
}
}