Jslint (#14)
* linting, rolling dice now calculates the sum of each shown value. * package update
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@ -1,6 +1,6 @@
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const globals = require('../globals')
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const db = globals.db
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const Random = require('random')
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const globals = require('../globals');
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const db = globals.db;
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const Random = require('random');
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module.exports = {
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name: 'attack',
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@ -14,103 +14,103 @@ module.exports = {
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db.find({
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user: message.author.tag,
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}, function(err, docs) {
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if (!docs.length > 0) {
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if (docs.length === 0) {
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return message.reply(globals.Replies.find(r => r.id === 'NOENTRY').string);
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}
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else {
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Random.use(message.author.tag);
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const Player = docs[0].character
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const Weapon = globals.Weapons.find(w => w.id === args[0].toLowerCase())
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if(!Weapon) { return message.reply(globals.Replies.find(r => r.id === 'NO_SUCH_WEAPON').string)}
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const Player = docs[0].character;
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const Weapon = globals.Weapons.find(w => w.id === args[0].toLowerCase());
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if(!Weapon) { return message.reply(globals.Replies.find(r => r.id === 'NO_SUCH_WEAPON').string); }
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// Determining Both Attack and Ranged Attack Values.
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const CombatTechnique = globals.CombatTechniques.find(technique => technique.id === Weapon.combattechnique)
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let PlayerCombatTechnique = Player.combattechniques.find(technique => technique.id === CombatTechnique.id)
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let CombatTechniqueValue = null
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if (PlayerCombatTechnique) { CombatTechniqueValue = PlayerCombatTechnique.level }
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if(!CombatTechniqueValue) { CombatTechniqueValue = 6 }
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let Attribute
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let AttackValue = CombatTechniqueValue
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const CombatTechnique = globals.CombatTechniques.find(technique => technique.id === Weapon.combattechnique);
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let PlayerCombatTechnique = Player.combattechniques.find(technique => technique.id === CombatTechnique.id);
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let CombatTechniqueValue = null;
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if (PlayerCombatTechnique) { CombatTechniqueValue = PlayerCombatTechnique.level; }
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if(!CombatTechniqueValue) { CombatTechniqueValue = 6; }
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let Attribute;
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let AttackValue = CombatTechniqueValue;
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if (globals.MeleeWeapons.find(MeleeWeapon => MeleeWeapon.id === Weapon.id)) {
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// For melee combat, MU is used for determining the Attack Value. Also, any weapon-based attack modifiers apply.
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Attribute = Player.attributes.find(a => a.id === 'mut').level
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AttackValue += Weapon.at_mod
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Attribute = Player.attributes.find(a => a.id === 'mut').level;
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AttackValue += Weapon.at_mod;
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}
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else {
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// For ranged combat, FF is used for determining Attack Value
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Attribute = Player.attributes.find(a => a.id === 'fingerfertigkeit').level
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Attribute = Player.attributes.find(a => a.id === 'fingerfertigkeit').level;
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}
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AttackValue += Math.floor((Attribute - 8)/3)
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AttackValue += Math.floor((Attribute - 8)/3);
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let dice = []
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let Bonus = 0
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if(args[1] && !isNaN(parseInt(args[1]))) { Bonus = parseInt(args[1]) }
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let Comparison = Math.floor(AttackValue + Bonus)
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let CriticalHit = false
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let Patzer = false
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let Ok = false
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let DoubleDamage = false
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let dice = [];
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let Bonus = 0;
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if(args[1] && !isNaN(parseInt(args[1]))) { Bonus = parseInt(args[1]); }
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let Comparison = Math.floor(AttackValue + Bonus);
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let CriticalHit = false;
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let Patzer = false;
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let Ok = false;
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let DoubleDamage = false;
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for (let i = 0; i < 2; i++) {
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dice.push(Random.int(1,20))
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dice.push(Random.int(1,20));
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}
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// If there is a cleaner way to do these checks, I'm all into it.
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if((dice[0] == 1) && dice[1] <= Comparison) { CriticalHit = true; DoubleDamage = true; Ok = true }
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else if((dice[0] == 1) && dice[1] > Comparison) { CriticalHit = true; Ok = true }
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else if((dice[0] == 20) && dice[1] > Comparison) { Patzer = true }
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if((dice[0] == 1) && dice[1] <= Comparison) { CriticalHit = true; DoubleDamage = true; Ok = true; }
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else if((dice[0] == 1) && dice[1] > Comparison) { CriticalHit = true; Ok = true; }
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else if((dice[0] == 20) && dice[1] > Comparison) { Patzer = true; }
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else if(dice[0] <= Comparison && !CriticalHit) { Ok = true; dice.pop(); }
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else if(dice[0] > Comparison ) { dice.pop(); }
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let Reply = 'Du greifst mit ' + globals.Declination[Weapon.article] + ' ' + Weapon.name + ' an.\n'
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Reply += 'Dein Angriffswert für ' + CombatTechnique.name + ' ist ' + Math.floor(((Attribute - 8)/3) + CombatTechniqueValue) + '. (KtW: ' + CombatTechniqueValue + ')\n'
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Reply += 'Deine 🎲: ` ' + dice.join(', ') + ' `.\n\n'
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let Reply = 'Du greifst mit ' + globals.Declination[Weapon.article] + ' ' + Weapon.name + ' an.\n';
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Reply += 'Dein Angriffswert für ' + CombatTechnique.name + ' ist ' + Math.floor(((Attribute - 8)/3) + CombatTechniqueValue) + '. (KtW: ' + CombatTechniqueValue + ')\n';
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Reply += 'Deine 🎲: ` ' + dice.join(', ') + ' `.\n\n';
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if(!Ok) {
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Reply += globals.Replies.find(reply => reply.id === 'COMBAT_FAIL').string
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if(Patzer) { Reply += globals.Replies.find(reply => reply.id === 'COMBAT_CRIT_FAIL').string }
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Reply += globals.Replies.find(reply => reply.id === 'COMBAT_FAIL').string;
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if(Patzer) { Reply += globals.Replies.find(reply => reply.id === 'COMBAT_CRIT_FAIL').string; }
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}
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else {
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if(CriticalHit) { Reply += globals.Replies.find(reply => reply.id === 'COMBAT_CRIT_SUCCESS').string }
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if(DoubleDamage) { Reply += globals.Replies.find(reply => reply.id === 'COMBAT_DOUBLEDAMAGE').string }
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if(!CriticalHit) { Reply += globals.Replies.find(reply => reply.id === 'COMBAT_SUCCESS').string }
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if(CriticalHit) { Reply += globals.Replies.find(reply => reply.id === 'COMBAT_CRIT_SUCCESS').string; }
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if(DoubleDamage) { Reply += globals.Replies.find(reply => reply.id === 'COMBAT_DOUBLEDAMAGE').string; }
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if(!CriticalHit) { Reply += globals.Replies.find(reply => reply.id === 'COMBAT_SUCCESS').string; }
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// adding 1 to damage for every point above weapon's "Leiteigenschaft"
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// applies only to Melee Weapons.
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let AttackBonus = 0
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let AttackBonus = 0;
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if (globals.MeleeWeapons.find(MeleeWeapon => MeleeWeapon.id === Weapon.id))
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{
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if(Weapon.DmgThreshold) {
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CombatTechnique.Leiteigenschaft.forEach(LEKuerzel => {
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let Leiteigenschaft = globals.Werte.find(attribute => attribute.kuerzel === LEKuerzel)
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let DmgThreshold = Weapon.DmgThreshold
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let AttributeValue = Player.attributes.find(attribute => attribute.id === Leiteigenschaft.id).level
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let Leiteigenschaft = globals.Werte.find(attribute => attribute.kuerzel === LEKuerzel);
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let DmgThreshold = Weapon.DmgThreshold;
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let AttributeValue = Player.attributes.find(attribute => attribute.id === Leiteigenschaft.id).level;
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if(DmgThreshold<AttributeValue) {
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AttackBonus += Math.floor(AttributeValue - DmgThreshold)
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AttackBonus += Math.floor(AttributeValue - DmgThreshold);
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}
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})
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});
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}
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}
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const DieModificator = Weapon.diemodificator
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let Damage = DieModificator + AttackBonus
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let DamageDice = []
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const DieModificator = Weapon.diemodificator;
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let Damage = DieModificator + AttackBonus;
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let DamageDice = [];
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for (let i = 0; i < Weapon.dice; i++) {
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DamageDice.push(Random.int(1,6))
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DamageDice.push(Random.int(1,6));
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}
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DamageDice.forEach(result => {
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Damage += result
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})
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if(DoubleDamage) { Damage *= 2 }
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Damage += result;
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});
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if(DoubleDamage) { Damage *= 2; }
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Reply += '\n\nHier aufklappen, wenn der Gegner nicht parieren/Ausweichen konnte:\n'
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Reply += '||' + globals.Articles[Weapon.article] + ' ' + Weapon.name + ' (' + Weapon.dice + 'W6+' + Weapon.diemodificator +') erzielt ` ' + Damage + ' ` Schaden.'
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Reply += '\nDeine 🎲: ` ' + DamageDice.join(',') + ' `.||\n'
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Reply += '\n\nHier aufklappen, wenn der Gegner nicht parieren/Ausweichen konnte:\n';
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Reply += '||' + globals.Articles[Weapon.article] + ' ' + Weapon.name + ' (' + Weapon.dice + 'W6+' + Weapon.diemodificator +') erzielt ` ' + Damage + ' ` Schaden.';
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Reply += '\nDeine 🎲: ` ' + DamageDice.join(',') + ' `.||\n';
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}
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return message.reply( Reply )
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return message.reply( Reply );
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}
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});
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