const globals = require('../globals'); const Discord = require('discord.js'); const db = globals.db; 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' + ' Es werden drei Würfel auf deine Eigenschaftswerte geworfen. Hast du Boni auf dein Talent und/oder' + ' ist der Wurf erleichtert oder erschwert, wird dies in die Berechnung einbezogen.', aliases: ['t'], usage: ' [<-Erschwernis> / <+Erleichterung>]', 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')); } if (!isNaN(args[0])) { return message.reply(findMessage('WRONG_ARGUMENTS')); } else { 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.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')}\`\`\``, inline: false }); if (Fumbles >= 2) { Reply.setColor('#900c3f'); Reply.addFields({ name: findMessage('TITLE_CRIT_FAILURE'), value: findMessage('MSG_CRIT_FAILURE'), inline: false }); } else if (CriticalHit >= 2) { Reply.setColor('#1E8449'); Reply.addFields({ name: findMessage('TITLE_CRIT_SUCCESS'), value: findMessage('MSG_CRIT_SUCCESS'), inline: false }); } else if (Passed < 3) { Reply.addFields({ name: findMessage('TITLE_FAILURE'), value: `nur ${Passed}/3 Proben erfolgreich. 😪`, inline: false }); } else { Reply.addFields({ name: findMessage('TITLE_SUCCESS'), value: `Dein Bonus: ${PointsRemaining}/${Skill.Level} (QS${CalculateQuality(PointsRemaining)})`, inline: false }); } message.reply(Reply); } }); } catch (e) { 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'); }