//@ts-check const { MessageActionRow, MessageButton, MessageSelectMenu, Client, CommandInteractionOptionResolver } = require('discord.js'); const { STATE } = require('../db/econ'); const { winGame, getCustomEmoji } = require('./external_game_functions.js'); const { changeTurn } = require('../turnManager.js'); const { game_class_battle } = require('./game_classes'); const { MongoClient } = require('mongodb'); const { convertSnowflakeToDate } = require('../db/addons/snowflake'); function postActionBar(thread, user_dbo) { user_dbo.find({'hpmp.hp': {$exists: true}}).toArray((err, docs) => { const hp = docs[0].hpmp.hp; const mp = docs[0].hpmp.mp; let row; if (docs[0].gamesettings.battle.class != 'none' && docs[0].gamesettings.battle.ultimate) { row = new MessageActionRow() .addComponents( new MessageButton() .setCustomId('ATTACK') .setLabel('ATTACK') .setStyle('DANGER'), new MessageButton() .setCustomId('HEAL') .setLabel('HEAL') .setStyle('SUCCESS'), new MessageButton() .setCustomId('DEFEND') .setLabel('DEFEND') .setStyle('PRIMARY'), new MessageButton() .setCustomId('ULTIMATE') .setLabel('ULTIMATE') .setStyle('DANGER') ); } else { //If the ultimate can't be used, change the menu row = new MessageActionRow() .addComponents( new MessageButton() .setCustomId('ATTACK') .setLabel('ATTACK') .setStyle('DANGER'), new MessageButton() .setCustomId('HEAL') .setLabel('HEAL') .setStyle('SUCCESS'), new MessageButton() .setCustomId('DEFEND') .setLabel('DEFEND') .setStyle('PRIMARY'), ); } /* //UNDER DEVELOPMENT new MessageButton() .setCustomId('ITEMS') .setLabel('ITEMS') .setStyle('SECONDARY') */ thread.send({ content: `Your turn <@${user_dbo.s.namespace.collection}>!\nHP: ${hp}\t|\tMP: ${mp}`, components: [row] }); }) } /** * Called by "attack" * @param {game_class_battle} gclass */ function attack_special(client, user_dbo, other_dbo, bot, thread, xp_collection, interaction, gclass) { const atk = gclass.specialAttack; if (!atk) { return thread.send("You don't have a class, and so can't use an ultimate!"); } user_dbo.find({'rank': {$exists: true}}).toArray((err, docs) => { const doc = docs[0]; //Check if the user can use ultimate if (atk.dmg.split('*')[0] == 'r') { const rank = doc.rank; const dmg = Number(atk.dmg.split('*')[1]) * rank; attack(client, user_dbo, other_dbo, bot, thread, xp_collection, interaction, dmg); } }) //Apply a "stunned" effect if (atk.prone == true) { other_dbo.updateOne({'state': {$exists: true}}, {$set: {state: STATE.PRONE}}); thread.send(`<@${interaction.user.id}> was knocked prone and lost 1 turn!`); } changeTurn(client, bot, interaction); } //Bow special phrase: Σ>―(´・ω・`)→ function attack(client, user_dbo, other_dbo, bot, thread, xp_collection, interaction, preset_damage = 0) { //Get the weapon user_dbo.find({'equipped': {$exists: true}}).toArray(function(err, docs) { const doc = docs[0]; const all_weapons = doc.equipped.weapons; const weapon = all_weapons.main; var dmg = 0; //No weapons (punch) if (preset_damage > 0) { dmg = preset_damage; } else { 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}}, { $set: { 'hpmp.hp': new_hp, state: STATE.FIGHTING }}); //Change turns changeTurn(client, bot, interaction); } }); }) //Check for a "special" animation } async function heal(interaction, client, user_dbo, bot, thread, command, mongouri, items) { if (interaction.message.content.toLowerCase().indexOf('Which item would you like to use?') != -1) { // The person picked out an item //I think this is unecessary } //Get the 'healing' items (stored in "{item}: num" format) user_dbo.find({'equipped': {$exists: true}}).toArray(async function(err, docs) { const doc = docs[0]; const rawitems = doc.equipped.items; if (JSON.stringify(rawitems) == '{}') { interaction.editReply("You don't have any items!"); return postActionBar(thread, user_dbo); } console.log(rawitems); const items = rawitems.filter(function(f) { return (f.sect.toLowerCase() == 'hp') }); if (JSON.stringify(items) == '[]') { interaction.editReply("You don't have any healing items!"); return postActionBar(thread, user_dbo); } else { console.log(JSON.stringify(items))} var itemlist = []; items.forEach(function(item) { let n = item.name; let h = (doc.rank - 1) + Math.round(item.cost/10); itemlist.push({label: n, description: `Restores ${h} health (${item.num})`, value: `${n}`}); }); //Find something to heal with const row = new MessageActionRow() .addComponents( new MessageSelectMenu() .setCustomId(`${interaction.user.id}|heal`) .setPlaceholder('Nothing selected') .addOptions(itemlist), ); await interaction.editReply({ content: 'Please choose a health potion!', components: [row] }); }); } //Gets items by section/name, reacts with them to the message, when pressed, trigger a response function presentItems(interaction, client, user_dbo, bot, thread) { // throw 'THE "ITEM" COMMAND HAS NOT BEEN SET UP YET!'; user_dbo.find({'equipped': {$exists: true}}).toArray(async function(err, docs) { const doc = docs[0]; const items = doc.equipped.items; // const items = rawitems.filter(function(f) { return (f.sect.toLowerCase() == 'hp') }); if (JSON.stringify(items) == '[]' || JSON.stringify(items) == '{}') { interaction.editReply("You don't have any items!"); return postActionBar(thread, user_dbo); } else { console.log(JSON.stringify(items))} var itemlist = []; items.forEach(function(item) { let n = item.name; itemlist.push({label: n, description: `${item.num} equipped!`, value: `${n}`}); }); //Find something to heal with const row = new MessageActionRow() .addComponents( new MessageSelectMenu() .setCustomId(`${interaction.user.id}|item`) .setPlaceholder('Nothing selected') .addOptions(itemlist) ); await interaction.editReply({ content: 'Please choose an item!', components: [row] }); }); } function defend(client, interaction, user_dbo, bot, thread) { user_dbo.find({'equipped': {$exists: true}}).toArray(function(err, docs) { const doc = docs[0]; const all_weapons = doc.equipped.weapons; //They don't have a shield if (all_weapons == undefined) { thread.send("You don't have a shield equipped!"); } const shield = all_weapons.secondary; //Change state user_dbo.updateOne({state: {$exists: true}}, {$set: {state: STATE.DEFENDING}}); changeTurn(client, bot, interaction); }) } function usePotion(interaction, client, user_dbo, bot, thread) { const name = interaction.values[0]; const cursor = user_dbo.find({'equipped.items': {$exists: true}}); let doc = cursor.next().then((result) => { var allitems = Array.from(result.equipped.items); let items = allitems.filter((it) => { return it.name == name; })[0]; let ind = allitems.findIndex((it) => { return it.name == name; }) //Apply the item's effects if (name.toLowerCase().indexOf('hp') != -1) { let h = (result.rank - 1) + Math.round(items.cost/10); user_dbo.updateOne({"game": {$exists: true}}, { $set: {'hpmp.hp': (result.hpmp.hp + h)}}) } //Deal with the item itself //If there's more than 1, subtract 1 if (items.num > 1) { items.num -= 1; allitems[ind] = items; } else { allitems.splice(ind, 1) } user_dbo.updateOne({'equipped.items': {$exists: true}}, {$set: {'equipped.items': allitems}}); }) changeTurn(client, bot, interaction); postActionBar(thread, user_dbo); } function cast() { } /** * * @param {MongoClient} client * @param {*} user_dbo * @param {*} other_dbo * @param {Client} bot * @param {*} thread * @param {String} command * @param {String} mongouri * @param {String[]} items * @param {*} interaction * @param {Map} xp_collection */ async function handle(client, user_dbo, other_dbo, bot, thread, command, mongouri, items, interaction, xp_collection) { if (command == 'initalize') { return postActionBar(thread, user_dbo); } else if (command == 'attack') { attack(client, user_dbo, other_dbo, bot, thread, xp_collection, interaction); postActionBar(thread, other_dbo); } else if (command == 'items') { presentItems(interaction, client, user_dbo, bot, thread); //Maybe like wands? } else if (command == 'heal') { heal(interaction, client, user_dbo, bot, thread, command, mongouri, items); //.then(() => {postActionBar(thread, other_dbo)}); } else if (command == 'usepotion') { usePotion(interaction, client, user_dbo, bot, thread); } else if (command == 'defend') { defend(client, interaction, user_dbo, bot, thread); postActionBar(thread, user_dbo); } else if (command == 'ultimate') { user_dbo.find({'gamesettings': {$exists: true}}).toArray((err, docs) => { var gclass = new game_class_battle(docs[0].gamesettings.battle.class); attack_special(client, user_dbo, other_dbo, bot, thread, xp_collection, interaction, gclass); postActionBar(thread, user_dbo); }); } } module.exports = { handle, postActionBar }