Added the battle fighting commands, restructured the way hp and mp are stored, and added weapons. NOTE: UPDATING THE HP AND MP DOES NOT WORK

This commit is contained in:
ION606
2022-05-29 20:59:39 +03:00
parent 7fa6b85f10
commit 69a5a2e18d
6 changed files with 288 additions and 185 deletions
+66 -8
View File
@@ -1,5 +1,7 @@
//@ts-check
const { STATE } = require('./econ');
const { winGame } = require('./external_game_functions.js');
/**
* Called by "attack"
@@ -9,9 +11,50 @@ function attack_special() {
}
function attack(user_dbo, other_dbo, bot, thread, command, mongouri, items) {
//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 {
other_dbo.updateOne({'equipped': {$exists: true}}, { $set: { hp :new_hp }}); //THIS DOES NOT WORK
}
});
})
//Check for a "special" animation
postActionBar(thread, other_dbo);
}
@@ -19,7 +62,8 @@ function attack(user_dbo, other_dbo, bot, thread, command, mongouri, items) {
* Called by "item"
*/
function heal(user_dbo, bot, thread, command, mongouri, items) {
postActionBar(thread, user_dbo);
}
@@ -29,6 +73,15 @@ function item() {
}
function defend(user_dbo, bot, thread, command, mongouri, items) {
user_dbo.find({'equipped': {$exists: true}}).toArray(function(err, docs) {
const doc = docs[0];
const all_weapons = doc.get('weapons');
const shield = all_weapons.get('secondary');
})
}
function cast() {
}
@@ -46,6 +99,10 @@ function postActionBar(thread, user_dbo) {
.setCustomId('HEAL')
.setLabel('HEAL')
.setStyle('SUCCESS'),
new MessageButton()
.setCustomId('DEFEND')
.setLabel('DEFEND')
.setStyle('PRIMARY'),
new MessageButton()
.setCustomId('ITEMS')
.setLabel('ITEMS')
@@ -57,19 +114,20 @@ function postActionBar(thread, user_dbo) {
function handle(user_dbo, other_dbo, bot, thread, command, mongouri, items) {
function handle(client, user_dbo, other_dbo, bot, thread, command, mongouri, items, interaction, xp_collection) {
if (command == 'initalize') {
postActionBar(thread, user_dbo);
return postActionBar(thread, user_dbo);
} else if (command == 'attack') {
attack(user_dbo, other_dbo, bot, thread, command, mongouri, items);
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 }