Refactoring (#29)

* refactor Attack command

* add test to Attack functions

* changed README.md

* install dev dependency rewire

* stop autoloading due to ci errors
This commit is contained in:
2021-04-30 23:14:27 +02:00
committed by GitHub
parent edcfba3d7b
commit f22df0dec1
7 changed files with 1859 additions and 171 deletions

View File

@ -1,124 +1,149 @@
require('module-alias/register');
const globals = require('../globals');
const db = globals.db;
const Random = require('random');
//const { roll } = require('@dsabot/Roll');
const { findMessage }= require('@dsabot/findMessage');
const { roll } = require('@dsabot/Roll');
const { findMessage } = require('@dsabot/findMessage');
module.exports = {
name: 'attack',
description: 'Würfelt den Attackewert auf eine Nahkampfwaffe.',
aliases: ['angriff','attacke'],
usage: '<Waffe>',
needs_args: true,
name: 'attack',
description: 'Würfelt den Attackewert auf eine Nahkampfwaffe.',
aliases: ['angriff', 'attacke'],
usage: '<Waffe>',
needs_args: true,
async exec(message, args) {
try {
db.find({
user: message.author.tag,
}, function(err, docs) {
if (docs.length === 0) {
return message.reply(findMessage('NOENTRY'));
}
else {
async exec(message, args) {
try {
db.find({ user: message.author.tag }, (err, docs) => handleAttack(err, docs, message));
} catch (e) {
throw e;
}
},
};
Random.use(message.author.tag);
function handleAttack(err, docs, message) {
if (docs.length === 0) {
return message.reply(findMessage('NOENTRY'));
}
const Player = docs[0].character;
const Weapon = globals.Weapons.find(w => w.id === args[0].toLowerCase());
if(!Weapon) { return message.reply(globals.Replies.find(r => r.id === 'NO_SUCH_WEAPON').string); }
const Player = docs[0].character;
const Weapon = getWeapon(args[0]);
if (!Weapon) {
return message.reply(findMessage('NO_SUCH_WEAPON'));
}
// Determining Both Attack and Ranged Attack Values.
const CombatTechnique = globals.CombatTechniques.find(technique => technique.id === Weapon.combattechnique);
let PlayerCombatTechnique = Player.combattechniques.find(technique => technique.id === CombatTechnique.id);
let CombatTechniqueValue = null;
if (PlayerCombatTechnique) { CombatTechniqueValue = PlayerCombatTechnique.level; }
if(!CombatTechniqueValue) { CombatTechniqueValue = 6; }
let Attribute;
let AttackValue = CombatTechniqueValue;
if (globals.MeleeWeapons.find(MeleeWeapon => MeleeWeapon.id === Weapon.id)) {
// For melee combat, MU is used for determining the Attack Value. Also, any weapon-based attack modifiers apply.
Attribute = Player.attributes.find(a => a.id === 'mut').level;
AttackValue += Weapon.at_mod;
}
else {
// For ranged combat, FF is used for determining Attack Value
Attribute = Player.attributes.find(a => a.id === 'fingerfertigkeit').level;
}
AttackValue += Math.floor((Attribute - 8)/3);
// Determining Both Attack and Ranged Attack Values.
let CombatTechnique = getCombatTechniqueLevel(Player, getCombatTechnique(Weapon)); //?+
let dice = [];
let Bonus = 0;
if(args[1] && !isNaN(parseInt(args[1]))) { Bonus = parseInt(args[1]); }
let Comparison = Math.floor(AttackValue + Bonus);
let CriticalHit = false;
let Patzer = false;
let Ok = false;
let DoubleDamage = false;
let Attribute = isMeleeWeapon(Weapon)
? getAttributeLevel(Player, 'mut')
: getAttributeLevel(Player, 'fingerfertigkeit');
for (let i = 0; i < 2; i++) {
dice.push(Random.int(1,20));
}
let AttackValue = isMeleeWeapon(Weapon)
? CombatTechnique.level + Weapon.at_mod
: CombatTechnique.level;
// If there is a cleaner way to do these checks, I'm all into it.
if((dice[0] == 1) && dice[1] <= Comparison) { CriticalHit = true; DoubleDamage = true; Ok = true; }
else if((dice[0] == 1) && dice[1] > Comparison) { CriticalHit = true; Ok = true; }
else if((dice[0] == 20) && dice[1] > Comparison) { Patzer = true; }
else if(dice[0] <= Comparison && !CriticalHit) { Ok = true; dice.pop(); }
else if(dice[0] > Comparison ) { dice.pop(); }
AttackValue += Math.floor((Attribute - 8) / 3);
let dice = roll(2, 20).dice;
let Bonus = parseInt(args[1]) || 0;
let Comparison = Math.floor(AttackValue + Bonus);
const AttackResult = CompareAttackResult(dice, Comparison);
let Reply = 'Du greifst mit ' + globals.Declination[Weapon.article] + ' ' + Weapon.name + ' an.\n';
Reply += 'Dein Angriffswert für ' + CombatTechnique.name + ' ist ' + Math.floor(((Attribute - 8)/3) + CombatTechniqueValue) + '. (KtW: ' + CombatTechniqueValue + ')\n';
Reply += 'Deine 🎲: ` ' + dice.join(', ') + ' `.\n\n';
let Reply = `Du greifst mit ${Weapon.name} an.\n Dein Angriffswert für ${CombatTechnique.name} ist ${AttackValue} (KtW: ${CombatTechnique.level})\n`;
Reply += 'Deine 🎲: ` ' + AttackResult.Dice.join(', ') + ' `.\n\n';
if(!Ok) {
Reply += globals.Replies.find(reply => reply.id === 'COMBAT_FAIL').string;
if(Patzer) { Reply += globals.Replies.find(reply => reply.id === 'COMBAT_CRIT_FAIL').string; }
}
else {
if(CriticalHit) { Reply += globals.Replies.find(reply => reply.id === 'COMBAT_CRIT_SUCCESS').string; }
if(DoubleDamage) { Reply += globals.Replies.find(reply => reply.id === 'COMBAT_DOUBLEDAMAGE').string; }
if(!CriticalHit) { Reply += globals.Replies.find(reply => reply.id === 'COMBAT_SUCCESS').string; }
Reply += !AttackResult.Ok ? findMessage('COMBAT_FAIL') : findMessage('COMBAT_SUCCESS');
Reply += AttackResult.Patzer ? findMessage('COMBAT_CRIT_FAIL') : '';
Reply += AttackResult.CriticalHit ? findMessage('COMBAT_CRIT_SUCCESS') : '';
Reply += AttackResult.DoubleDamage ? findMessage('COMBAT_DOUBLEDAMAGE') : '';
// adding 1 to damage for every point above weapon's "Leiteigenschaft"
// applies only to Melee Weapons.
let AttackBonus = 0;
if (globals.MeleeWeapons.find(MeleeWeapon => MeleeWeapon.id === Weapon.id))
{
if(Weapon.DmgThreshold) {
CombatTechnique.Leiteigenschaft.forEach(LEKuerzel => {
let Leiteigenschaft = globals.Werte.find(attribute => attribute.kuerzel === LEKuerzel);
let DmgThreshold = Weapon.DmgThreshold;
let AttributeValue = Player.attributes.find(attribute => attribute.id === Leiteigenschaft.id).level;
if(DmgThreshold<AttributeValue) {
AttackBonus += Math.floor(AttributeValue - DmgThreshold);
}
});
}
}
const DieModificator = Weapon.diemodificator;
let Damage = DieModificator + AttackBonus;
let DamageDice = [];
for (let i = 0; i < Weapon.dice; i++) {
DamageDice.push(Random.int(1,6));
}
DamageDice.forEach(result => {
Damage += result;
});
if(DoubleDamage) { Damage *= 2; }
if (AttackResult.Ok) {
// adding 1 to damage for every point above weapon's "Leiteigenschaft"
// applies only to Melee Weapons.
let AttackBonus = 0;
if (isMeleeWeapon(Weapon) && Weapon.DmgThreshold) {
CombatTechnique.Leiteigenschaft.forEach(abbr => {
let Attribute = getAttribute(abbr);
let AttributeValue = getAttributeLevel(Player, Attribute.id);
if (Weapon.DmgThreshold < AttributeValue) {
AttackBonus += Math.floor(AttributeValue - Weapon.DmgThreshold);
}
});
}
Reply += '\n\nHier aufklappen, wenn der Gegner nicht parieren/Ausweichen konnte:\n';
Reply += '||' + globals.Articles[Weapon.article] + ' ' + Weapon.name + ' (' + Weapon.dice + 'W6+' + Weapon.diemodificator +') erzielt ` ' + Damage + ' ` Schaden.';
Reply += '\nDeine 🎲: ` ' + DamageDice.join(',') + ' `.||\n';
}
let DamageDice = roll(1, 6).dice;
let Damage = Weapon.diemodificator + AttackBonus + DamageDice.reduce((p, v) => p + v);
Damage = AttackResult.DoubleDamage ? (Damage *= 2) : Damage;
return message.reply( Reply );
Reply += '\n\nHier aufklappen, wenn der Gegner nicht parieren/Ausweichen konnte:\n';
Reply += `|| ${Weapon.name} (${Weapon.dice}W6+${Weapon.diemodificator}) richtet ${Damage} schaden an.`;
Reply += '\nDeine 🎲: ` ' + DamageDice.join(',') + ' `.||\n';
}
}
});
}
catch (e) {
throw e;
}
},
};
return message.reply(Reply);
}
function getCombatTechnique(Weapon) {
if (Weapon)
return globals.CombatTechniques.find(technique => technique.id === Weapon.combattechnique);
}
function getAttribute(abbr) {
return globals.Werte.find(attribute => attribute.kuerzel === abbr);
}
function CompareAttackResult(dice = [8, 8], Comparison = 6) {
let ok = false,
crit = false,
dd = false,
fumble = false;
dice.forEach((val, index) => {
if (index === 0) {
ok = val <= Comparison ? true : false;
crit = val === 1 ? true : false;
fumble = val === 20 ? true : false;
if ((ok && !crit) || (!ok && !fumble)) {
dice.pop();
}
}
if (index === 1) {
dd = crit && val < Comparison ? true : false;
fumble = !crit && val > Comparison ? true : false;
}
});
return {
Ok: ok,
Patzer: fumble,
CriticalHit: crit,
DoubleDamage: dd,
Dice: dice,
};
}
function getAttributeLevel(Player = {}, Attribute = '') {
return Player.attributes.find(a => a.id === Attribute).level;
}
function getCombatTechniqueLevel(Player = {}, CombatTechnique = {}) {
if (Player && CombatTechnique) {
const p = Player.combattechniques.find(technique => technique.id === CombatTechnique.id);
return {
id: CombatTechnique.id,
name: CombatTechnique.name,
level: p ? p.level : 6,
Leiteigenschaft: CombatTechnique.Leiteigenschaft,
};
}
}
function getWeapon(Weapon = '') {
if (Weapon)
return globals.Weapons.find(
w => w.id === Weapon.toLowerCase() || w.name.toLowerCase() === Weapon.toLowerCase()
);
}
function isMeleeWeapon(Weapon) {
if (globals.MeleeWeapons.find(MeleeWeapon => MeleeWeapon.id === Weapon.id)) return true;
else return false;
}