* reformatting of skill checks table

* Including own Random "generator", more refactoring
This commit is contained in:
2021-04-22 17:36:10 +02:00
committed by GitHub
parent cc8387256a
commit 126dce828d
14 changed files with 127 additions and 208 deletions

View File

@ -3,7 +3,9 @@ const Discord = require('discord.js');
const db = globals.db;
const { roll } = require('@dsabot/Roll');
const { findMessage } = require('@dsabot/findMessage');
const { getSkill } = require('@dsabot/getSkill')
const { getSkill } = require('@dsabot/getSkill');
const { CalculateQuality } = require('@dsabot/CalculateQuality');
const { CompareResults } = require('@dsabot/CompareResults');
module.exports = {
name: 'talent',
description: ' Du machst eine Fertigkeitsprobe.\n' +
@ -42,10 +44,7 @@ module.exports = {
const Reply = new Discord.MessageEmbed();
Reply.addFields({
name: `Du würfelst auf das Talent **${Skill.Name}** (Stufe ${Skill.Level} + ${Bonus})`,
value:`\`\`\`\u200B\u2003\u2003\u2003\u2003${Attributes.map(a => a.Name).join('\u2003\u2003')}\n` +
`\u200B✊🏻\u2003\u2003${Attributes.map(a => a.Level).join('\u2003\u2003')}\n` +
`\u200B🎲\u2003\u2003${DiceThrow.join('\u2003\u2003')}\n` +
`\u200B-\u2003\u2003\u2003${PointsUsed.join('\u2003\u2003')}\`\`\``,
value: CreateTable({Attributes: Attributes, Throws: DiceThrow, PointsUsed: PointsUsed}),
inline: false
});
if (Fumbles >= 2) {
@ -65,13 +64,13 @@ module.exports = {
} else if (Passed < 3) {
Reply.addFields({
name: findMessage('TITLE_FAILURE'),
value: `nur ${Passed}/3 Proben erfolgreich. 😪`,
value: `${(Passed === 0) ? 'Keine Probe' : `nur ${Passed}/3 Proben`} erfolgreich. 😪`,
inline: false
});
} else {
Reply.addFields({
name: findMessage('TITLE_SUCCESS'),
value: `Dein Bonus: ${PointsRemaining}/${Skill.Level} (QS${CalculateQuality(PointsRemaining)})`,
value: `Dein verbleibender Bonus: ${PointsRemaining}/${Skill.Level} (QS${CalculateQuality(PointsRemaining)})`,
inline: false
});
}
@ -85,49 +84,18 @@ module.exports = {
},
};
const CalculateQuality = (PointsAvailable = 0) => {
if (PointsAvailable<=3) return 1;
else if (PointsAvailable>3&&PointsAvailable<=6) return 2;
else if (PointsAvailable>6&&PointsAvailable<=9) return 3;
else if (PointsAvailable>9&&PointsAvailable<=12) return 4;
else if (PointsAvailable>12&&PointsAvailable<=15) return 5;
else if (PointsAvailable>15) return 6;
};
const CompareResults = (Throws = [], AttributeLevels = [8,8,8], Bonus = 0, PointsRemaining= 0) => {
let Passed = 0;
let Fumbles = 0;
let CriticalHit = 0;
let AllPointsUsed = [];
for (let i = 0; i < Throws.length; i++) {
let PointsUsed = 0;
if (Math.floor(AttributeLevels[i] + Bonus) >= Throws[i]) {
Passed++;
} else if (Math.floor(AttributeLevels[i] + PointsRemaining + Bonus) >= Throws[i]) {
Passed++;
PointsUsed = (Throws[i] - Bonus - AttributeLevels[i]);
PointsRemaining -= PointsUsed;
}
else {
// We need to use all our points, so that next die/dice
// would not return a 'Passed'.
PointsUsed = PointsRemaining;
PointsRemaining -= PointsUsed;
}
if(Throws[i] == 1) {CriticalHit++;}
if(Throws[i] == 20) {Fumbles++;}
AllPointsUsed.push(PointsUsed);
}
return {
Passed: Passed,
CriticalHit: CriticalHit,
Fumbles: Fumbles,
PointsUsed: AllPointsUsed,
PointsRemaining: PointsRemaining };
};
function Pad(Number = 0) {
return Number.toString().padStart(2, '0');
}
return Number.toString().padStart(1, ' ');
}
const CreateTable = ({Attributes: Attributes, Throws: Throws, PointsUsed: PointsUsed}) => {
return `
\`\`\`
${' '.padEnd(15)} ${Attributes.map(attr => `${attr.Name}`.padStart(5)).join('\t|\t')}\t|
${'Dein Wert'.padEnd(15)} ${Attributes.map(attr => `${attr.Level}`.padStart(5)).join('\t|\t')}\t|
${'Dein Wurf'.padEnd(15)} ${Throws.map(Throw => `${Throw}`.padStart(5)).join('\t|\t')}\t|
${'Abzüge'.padEnd(15)} ${PointsUsed.map(Points => `${Points}`.replace(0,'--').padStart(5)).join('\t|\t')}\t|
${'Gesamt'.padEnd(15)} ${PointsUsed.reduce((acc,cur) => acc+cur).toString().padStart(5)}
\`\`\`
`;
};