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selmerBot/commands/db/game_classes.js
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//Leave this as it's own file in case I want to expand the classes in the future
const { MessageActionRow, MessageSelectMenu } = require("discord.js");
//#region multiplayer games
/**
* A temporary container to keep track of what abilities each class has
* @param {string} name - the name of the class ('fighter', 'wizard', etc.)
* @property { Boolean } canUseWeapons
* @property { Boolean } canUseSpells
* @example var myClass = new game_class('wizard');
*/
class game_class_battle {
constructor(name = 'none') {
if (name == 'fighter') {
this.canUseWeapons = true;
this.canUseSpells = false;
this.specialAttack = {
icon: 'spatkfight',
dmg: 'r*2.5',
prone: false
};
this.description = 'More damage, less effects!';
} else if (name == 'wizard') {
this.canUseWeapons = false;
this.canUseSpells = true;
this.specialAttack = {
icon: 'spatkwiz',
dmg: 'r*2.0',
prone: true
}
this.description = 'Less damage, more effects!';
} else if (name == 'none') {
//The player doesn't have a class
this.canUseSpells = undefined;
this.canUseWeapons = undefined;
this.specialAttack = undefined;
this.description = undefined;
}
this.className = name;
}
}
//#endregion
//#region functions
function presentClasses(message, game) {
let classes;
if (game == 'battle') {
classes = [new game_class_battle('fighter'), new game_class_battle('wizard')];
} else {
return message.reply('Please use the following format for this command: _!game class [game name]_');
}
var classList = [];
classes.forEach(function(c) {
let n = c.className;
classList.push({label: n, description: `${c.description}`, value: `${n}`});
});
const row = new MessageActionRow()
.addComponents(
new MessageSelectMenu()
.setCustomId(`${message.author.id}|class`)
.setPlaceholder('none')
.addOptions(classList)
)
message.reply({ content: `Please choose your class <@${message.author.id}>`, components: [row] });
}
function chooseClass(user_dbo, message, game) {
}
//#endregion
module.exports = { game_class_battle, presentClasses, chooseClass }