Files
dsabot/commands/Parry.js
TobenderZephyr 8b3d9b4c78 Remove dependency Random, node-fetch (#48)
* removed dependency to Random

* removed dependency to node-fetch

* remove node-fetch, add got

* unstringify json
2021-05-07 22:51:03 +02:00

105 lines
3.7 KiB
JavaScript

const { findMessage } = require('@dsabot/findMessage');
const { isEmpty } = require('@dsabot/isEmpty');
const { Random } = require('@dsabot/Random');
const { db } = require('../globals');
const { Werte } = require('../globals');
const { Weapons } = require('../globals');
const { CombatTechniques } = require('../globals');
const { MeleeWeapons } = require('../globals');
module.exports = {
name: 'parry',
description: 'Würfelt den Paradewert auf eine Nahkampfwaffe.',
aliases: ['parieren', 'parade'],
usage: '<Waffe>',
needs_args: true,
async exec(message, args) {
db.find({ user: message.author.tag }).then(docs => {
if (isEmpty(docs)) {
return message.reply(findMessage('NOENTRY'));
}
const Player = docs[0].character;
const Weapon = Weapons.find(w => w.id === args[0].toLowerCase());
if (!Weapon) {
return message.reply(findMessage('NO_SUCH_WEAPON'));
}
if (!MeleeWeapons.find(MeleeWeapon => MeleeWeapon.id === Weapon.id)) {
return message.reply(findMessage('PARRY_WRONG_WEAPON'));
}
const CombatTechnique = CombatTechniques.find(
technique => technique.id === Weapon.combattechnique
);
const PlayerCombatTechnique = Player.combattechniques.find(
technique => technique.id === CombatTechnique.id
);
let CombatTechniqueValue = null;
if (PlayerCombatTechnique) {
CombatTechniqueValue = PlayerCombatTechnique.level;
}
if (!CombatTechniqueValue) {
CombatTechniqueValue = 6;
}
let ParryValue = Math.ceil(CombatTechniqueValue / 2);
CombatTechniqueValue.Leiteigenschaft.forEach(Property => {
const Attribute = Werte.find(a => a.kuerzel === Property.id);
ParryValue += Math.floor(
(Player.attributes.find(a => a.id === Attribute).level - 8) / 3
);
});
ParryValue += Weapon.pa_mod;
const dice = [];
const Bonus = parseInt(args[1], 10) || 0;
const Comparison = Math.floor(ParryValue + Bonus);
let Patzer = false;
let Critical = false;
let Ok = false;
for (let i = 0; i < 2; i += 1) {
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) {
Critical = true;
Ok = true;
} else if (dice[0] <= Comparison && !Critical) {
Ok = true;
dice.pop();
} else if (dice[0] === 20 && dice[1] > Comparison) {
Patzer = true;
} else if (dice[0] > Comparison) {
dice.pop();
}
let Reply = `Du versuchst, mit ${Weapon.name} zu parieren.\n`;
Reply += `Dein Paradewert für ${CombatTechnique.name} ist ${Math.floor(
ParryValue - Weapon.pa_mod
)}. (Waffe ${Weapon.pa_mod})\n`;
Reply += `Deine 🎲: ${dice.join(', ')}\n\n`;
if (!Ok) {
Reply += findMessage('PARRY_FAIL');
if (Patzer) {
Reply += findMessage('PARRY_CRIT_FAIL');
}
} else {
if (Critical) {
Reply += findMessage('PARRY_CRIT_SUCCESS');
}
if (!Critical) {
Reply += findMessage('PARRY_SUCCESS');
}
}
return message.reply(Reply);
});
},
};