const globals = require('../globals'); const db = globals.db; const Random = require('random'); //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: '', 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 { Random.use(message.author.tag); 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); } // 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); 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; for (let i = 0; i < 2; i++) { dice.push(Random.int(1,20)); } // 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(); } 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'; 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; } // 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 { Damage += result; }); if(DoubleDamage) { Damage *= 2; } 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'; } return message.reply( Reply ); } }); } catch (e) { throw e; } }, };