//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 }