refactored Skillcheck Command

This commit is contained in:
2021-04-20 18:09:34 +02:00
parent 6ec0a2fe68
commit 91e62f3b28
5 changed files with 102 additions and 62 deletions

View File

@ -28,5 +28,4 @@ module.exports = {
throw e;
}
},
};
};

View File

@ -1,13 +1,9 @@
const globals = require('../globals');
const Discord = require('discord.js');
const db = globals.db;
const {
roll
} = require('@dsabot/Roll');
const {
findMessage
} = require('@dsabot/findMessage');
const { roll } = require('@dsabot/Roll');
const { findMessage } = require('@dsabot/findMessage');
const { getSkill } = require('@dsabot/getSkill')
module.exports = {
name: 'talent',
description: ' Du machst eine Fertigkeitsprobe.\n' +
@ -27,80 +23,59 @@ module.exports = {
if (!isNaN(args[0])) {
return message.reply(findMessage('WRONG_ARGUMENTS'));
} else {
const Character = docs[0].character;
const values = [];
const erschwernis = parseInt(args[1]) || 0;
const talent = globals.Talente.find(talent => talent.id.toLocaleLowerCase() === args[0].toLowerCase());
if (!talent) {
return message.reply(findMessage('TALENT_UNKNOWN'));
}
let bonus = Character.skills.find(skill => skill.id === talent.id).level || 0;
const bonus_orig = bonus;
talent.values.forEach(v => {
let abbr = globals.Werte.find(wert => wert.kuerzel === v);
values.push((Character.attributes.find(attr => attr.id === abbr.id)).level);
});
const dice = roll(3, 20, message.author.tag).dice;
let ok = 0;
let patzer = 0;
let crit = 0;
// compare results
for (let i = 0; i < dice.length; i++) {
if (Math.floor(values[i] + erschwernis) >= dice[i]) {
ok++;
} else if (Math.floor(values[i] + bonus + erschwernis) >= dice[i]) {
ok++;
bonus -= (dice[i] - erschwernis - values[i]);
}
if (dice[i] == 1) {
crit++;
}
if (dice[i] == 20) {
patzer++;
}
}
const Skill = getSkill({Character: docs[0].character, args: args});
if(!Skill) { return message.reply(findMessage('TALENT_UNKNOWN'));}
const Attributes = Skill.Attributes;
const DiceThrow = roll(3, 20, message.author.tag).dice;
const Bonus = parseInt(args[1]) || 0;
let { Passed,
CriticalHit,
Fumbles,
PointsUsed,
PointsRemaining } = CompareResults(
DiceThrow,
Attributes.map(attr => attr.Level),
Bonus,
Skill.Level);
const Reply = new Discord.MessageEmbed();
Reply.setTitle('Du würfelst auf das Talent ' + talent.name + '. (v2)');
Reply.setDescription('Deine Werte für ' + talent.values.join(', ') + ' sind ' + values.join(', ') + '. (Bonus: ' + bonus_orig + ')');
Reply.addFields({
name: 'Deine 🎲: ' + dice.join(', ') + '.',
value: '\u200B',
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')}\`\`\``,
inline: false
});
if (patzer >= 2) {
if (Fumbles >= 2) {
Reply.setColor('#900c3f');
Reply.addFields({
name: findMessage('TITLE_CRIT_FAILURE'),
value: findMessage('MSG_CRIT_FAILURE'),
inline: false
});
} else if (crit >= 2) {
} else if (CriticalHit >= 2) {
Reply.setColor('#1E8449');
Reply.addFields({
name: findMessage('TITLE_CRIT_SUCCESS'),
value: findMessage('MSG_CRIT_SUCCESS'),
inline: false
});
} else if (ok < 3) {
} else if (Passed < 3) {
Reply.addFields({
name: findMessage('TITLE_FAILURE'),
value: 'nur ' + ok + '/3 Proben erfolgreich. 😪',
value: `nur ${Passed}/3 Proben erfolgreich. 😪`,
inline: false
});
} else {
Reply.addFields({
name: findMessage('TITLE_SUCCESS'),
value: ok + '/3 Proben erfolgreich. Dein Bonus: ' + bonus + '/' + bonus_orig + '.',
value: `Dein Bonus: ${PointsRemaining}/${Skill.Level} (QS${CalculateQuality(PointsRemaining)})`,
inline: false
});
}
message.reply(Reply);
}
});
@ -108,4 +83,51 @@ module.exports = {
throw e;
}
},
};
};
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');
}