Reflections on Your Answers
1. Probability Distribution Adjustments
- Dynamic Card Availability: Since not all 20,000 cards will be available during testing, we’ll need to dynamically determine which cards are valid when generating booster packs.
- Flexible Probability Distribution: We’ll design the probability calculations to adapt based on the available cards, ensuring we always provide 5 valid cards to the user when they open a pack.
- Extremely Rare Cards: While it’s extremely rare (<0.1% chance) to get a card more than 200 numbers away from the starting point, it’s always technically possible.
3. Deck Creation and Duplicates
- Duplicates Allowed: Players can receive duplicate cards within the same pack and across different packs.
- Deck Size: Players can create decks with a minimum of 40 cards and a maximum of 100 cards.
- Starter Deck: Players begin with a predefined starter deck consisting of specific cards:
- 2 copies of card numbers 00001, 02001, 04001, 06001, 08001
- 2 copies of card numbers 00002, 02002, 04002, 06002, 08002
- 1 copy each of card numbers 00003-00007, 02003-02007, etc.
- Totaling approximately 45 cards.
4. Future Expansion
- Adding New Packs: The system should be designed to allow for easy addition of new packs and adjustments to existing ones.
- Balance Over Speed: Calculations for card distributions can prioritize accuracy over speed since the game is single-player and server-side.
6. Error Handling
- Server Errors During Pack Opening: If an error occurs, the system should notify the user that the administrator is aware of the issue. A detailed log should be created with the user’s hashed IP, timestamp, error details, and the enemy defeated. Manual intervention can then be performed to rectify the issue.
Chunking the Codebase
Given the output limit per response (~300-350 lines of code), we’ll break down the code into manageable chunks for both server-side and client-side components. Here’s a proposed breakdown:
Server-Side Components (Python)
-
Data Models and Database Setup
- User Model: Handles user authentication and stores hashed IPs and
privkey
.
- Card Model: Represents cards with attributes like card number, color, type, and availability.
- Deck Model: Manages user decks and card collections.
- Booster Pack Model: Defines booster pack types and starting points.
-
Authentication and Account Recovery
- IP Hashing Function: Generates the user’s hashed IP (excluding the second subnet block).
privkey
Generation: Creates an AES-256 hash of the hashed IP for account recovery.
- Login and Recovery Mechanisms: Allows users to log in automatically via IP or use
privkey
if IP changes.
-
Game Logic Implementation
- Game Phases:
- Apply relic effects (placeholder).
- Apply DoT effects.
- Draw phase logic.
- Player action phase logic.
- Enemy turn logic.
- Energy System: Manages energy pools and generation per turn.
- Win/Lose Conditions: Checks for player or monster HP reaching zero or running out of cards.
-
Booster Pack Generation Logic
- Probability Calculation:
- Dynamically calculates probabilities based on available cards.
- Ensures cards more than 200 numbers away from the starting point have <0.1% chance but are possible.
- Card Selection Algorithm: Randomly selects 5 valid cards per pack according to the calculated probabilities.
-
Deck Management
- Starter Deck Allocation: Assigns the starter deck to new users.
- Deck Editing Functions: Allows users to create and modify decks within the allowed size limits.
- Validation: Ensures decks meet minimum and maximum card counts.
-
WebSocket Communication Setup
- Message Handlers: Processes incoming and outgoing messages between the client and server.
- Data Serialization: Uses JSON for data exchange.
-
Error Handling and Logging
- Error Notification: Notifies users of errors and logs details for administrative review.
- Logging System: Records events like booster pack errors, including user info and timestamps.
Client-Side Components (HTML/JS)
-
User Interface Layout
- Game Screen: Displays player’s hand, energy levels, monster and player HP, and game state.
- Deck Editor Screen: Interface for building and editing decks.
- Booster Pack Opening Screen: Visual representation of opening packs and showing new cards.
-
WebSocket Communication
- Connection Establishment: Connects securely to the server via WSS.
- Message Handling: Receives game state updates and sends user actions.
-
Rendering and Display Logic
- Card Display Functions:
- Determines card color based on card number ranges.
- Displays card images, stats, and abilities.
- Energy and HP Indicators: Shows current energy pools and health statuses.
- Game State Updates: Reflects changes in the game as they occur.
-
User Interaction Handling
- Event Listeners: Captures clicks, card selections, and other user inputs.
- Input Validation: Checks that actions are valid before sending to the server.
-
Deck Management Interface
- Card Collection Display: Shows all cards owned by the player.
- Deck Building Tools: Allows adding/removing cards to/from the deck.
- Deck Validation: Ensures deck size is within allowed limits before saving.
-
Booster Pack Interface
- Pack Opening Animation: Provides feedback when a pack is opened.
- New Card Integration: Adds newly obtained cards to the player’s collection.
-
Error and Notification Handling
- User Alerts: Informs the player of any errors or important messages.
- Connection Status Indicators: Shows if the connection to the server is lost or restored.
Chunking Strategy for Code Output
To adhere to the response size limitations, we’ll divide the code into discrete, self-contained modules or functions. Here’s how we can chunk the code:
Server-Side Code Chunks
-
Data Models and Database Schema
- Define the classes for User, Card, Deck, and BoosterPack.
- Include database setup and initial data population.
-
Authentication Functions
- Implement IP hashing and
privkey
generation.
- Code for login and account recovery mechanisms.
-
Game Logic Functions (Part 1)
- Functions for applying relic effects and DoT.
- Draw phase logic and deck management during gameplay.
-
Game Logic Functions (Part 2)
- Player action phase, including playing cards and energy consumption.
- Enemy turn logic and damage calculations.
-
Booster Pack Generation
- Probability calculations and card selection algorithms.
- Handling of unavailable cards and ensuring 5 valid cards are provided.
-
Deck Management Functions
- Functions for creating, editing, and validating decks.
- Starter deck assignment for new users.
-
WebSocket Communication Handlers
- Functions to handle incoming messages from clients.
- Sending game state updates to clients.
-
Error Handling and Logging
- Logging functions for errors and events.
- Notification mechanisms for informing users of issues.
Client-Side Code Chunks
-
HTML Structure
- Base HTML layout for the game interface, deck editor, and booster pack screens.
-
CSS Styling
- Styles for cards, game elements, and overall layout.
-
WebSocket Connection and Message Handling
- Establishing the connection and handling incoming/outgoing messages.
-
Rendering Functions (Part 1)
- Functions for displaying cards and their attributes.
- Logic for determining card colors based on card numbers.
-
Rendering Functions (Part 2)
- Updating energy pools, HP bars, and other dynamic elements.
-
User Interaction Handlers
- Event listeners for playing cards, ending turns, and interacting with the deck editor.
-
Deck Management Scripts
- Functions for displaying the card collection and building decks.
-
Booster Pack Opening Scripts
- Animation and display of new cards when opening packs.
-
Error and Notification Scripts
- Functions to display error messages and notifications to the user.
Implementation Order
Given the dependencies between components, here’s a suggested order for implementing and presenting the code:
Server-Side:
- Data Models and Database Schema
- Authentication and Account Recovery
- Booster Pack Generation Logic
- Deck Management
- Game Logic Implementation (split into two parts)
- WebSocket Communication Setup
- Error Handling and Logging
Client-Side:
- HTML Structure and CSS Styling
- WebSocket Connection and Message Handling
- Rendering Functions (split into two parts)
- User Interaction Handlers
- Deck Management Interface
- Booster Pack Opening Scripts
- Error and Notification Scripts
Additional Considerations
- Modularity: Each code chunk should be self-contained to ensure clarity and maintainability.
- Comments and Documentation: Include comments to explain the purpose and functionality of code sections.
- Testing: Each chunk should be tested independently before integrating with other parts.
- Error Handling: Implement robust error handling within each code chunk to prevent crashes and ensure smooth operation.
Next Steps
With the plan outlined and code chunks defined, we can proceed with the implementation. Given the limitations, we’ll focus on one chunk at a time, ensuring that each is comprehensive yet within the allowed size.
By alternating between server-side and client-side components, we can build the foundational elements first and then progressively add features and complexity.