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selmerBot/commands/db/battle.js
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//@ts-check
const { STATE } = require('./econ');
const { winGame } = require('./external_game_functions.js');
/**
* Called by "attack"
*/
function attack_special() {
}
//Bow special phrase: Σ>―(´・ω・`)→
function attack(client, user_dbo, other_dbo, bot, thread, command, mongouri, items, xp_collection, interaction) {
//Get the weapon
user_dbo.find({'equipped': {$exists: true}}).toArray(function(err, docs) {
const doc = docs[0];
const all_weapons = doc.equipped.weapons;
console.log(all_weapons);
const weapon = all_weapons.main;
var dmg = 0;
//No weapons (punch)
if (weapon == null) {
dmg = doc.rank;
} else {
dmg = (doc.rank - 1) + Math.round(weapon.cost/5);
}
other_dbo.find({'equipped': {$exists: true}}).toArray(function (err, docs) {
const odoc = docs[0];
//Handle defending
if (odoc.state == STATE.DEFENDING) {
var def = odoc.rank - doc.rank;
//Make sure we don't go negative
if (def < 0) { def = 0; }
dmg /= 2 + def;
}
var new_hp = odoc.hpmp.hp -= dmg;
if (new_hp <= 0) {
winGame(client, bot, client.db(user_dbo.s.namespace.db), user_dbo, xp_collection, interaction.message);
} else {
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other_dbo.updateOne({'equipped': {$exists: true}}, { $set: { hp :new_hp }}); //THIS DOES NOT WORK (OVERWRITES HPMP MAP WITH ONE VALUE)
}
});
})
//Check for a "special" animation
}
/**
* Called by "item"
*/
function heal(user_dbo, bot, thread, command, mongouri, items) {
}
//Gets items by section/name, reacts with them to the message, when pressed, trigger a response
function item() {
throw 'THE "ITEM" COMMAND HAS NOT BEEN SET UP YET!';
}
function defend(user_dbo, bot, thread, command, mongouri, items) {
user_dbo.find({'equipped': {$exists: true}}).toArray(function(err, docs) {
const doc = docs[0];
const all_weapons = doc.get('weapons');
const shield = all_weapons.get('secondary');
})
}
function cast() {
}
function postActionBar(thread, user_dbo) {
const { MessageActionRow, MessageButton } = require('discord.js');
const row = new MessageActionRow()
.addComponents(
new MessageButton()
.setCustomId('ATTACK')
.setLabel('ATTACK')
.setStyle('DANGER'),
new MessageButton()
.setCustomId('HEAL')
.setLabel('HEAL')
.setStyle('SUCCESS'),
new MessageButton()
.setCustomId('DEFEND')
.setLabel('DEFEND')
.setStyle('PRIMARY'),
new MessageButton()
.setCustomId('ITEMS')
.setLabel('ITEMS')
.setStyle('SECONDARY')
);
thread.send({ content: `Your turn <@${user_dbo.s.namespace.collection}>!`, components: [row] });
}
function handle(client, user_dbo, other_dbo, bot, thread, command, mongouri, items, interaction, xp_collection) {
if (command == 'initalize') {
return postActionBar(thread, user_dbo);
} else if (command == 'attack') {
attack(client, user_dbo, other_dbo, bot, thread, command, mongouri, items, xp_collection, interaction);
} else if (command == 'items') {
item();
} else if (command == 'heal') {
heal();
}
//Post the action bar for the next person's turn
postActionBar(thread, other_dbo);
// initiate(user_dbo, other_dbo, command, message);
}
module.exports = { handle }