const Command = require('../../structures/Command'); const { stripIndents } = require('common-tags'); module.exports = class BattleCommand extends Command { constructor(client) { super(client, { name: 'battle', aliases: ['fight', 'death-battle'], group: 'games', memberName: 'battle', description: 'Engage in a turn-based battle against another user.', guildOnly: true, args: [ { key: 'opponent', prompt: 'Who would you like to battle?', type: 'user' } ] }); this.fighting = new Set(); } async run(msg, args) { const { opponent } = args; if (opponent.bot) return msg.say('Bots may not be fought.'); if (opponent.id === msg.author.id) return msg.say('You may not fight yourself.'); if (this.fighting.has(msg.guild.id)) return msg.say('Only one fight may be occurring per server.'); this.fighting.add(msg.guild.id); await msg.say(`${opponent}, do you accept this challenge? **__Y__es** or **No**?`); const verify = await msg.channel.awaitMessages((res) => res.author.id === opponent.id, { max: 1, time: 30000 }); if (!verify.size || !['yes', 'y'].includes(verify.first().content.toLowerCase())) { this.fighting.delete(msg.guild.id); return msg.say('Looks like they declined...'); } let userHP = 500; let oppoHP = 500; let userTurn = false; let guard = false; const reset = (changeGuard = true) => { if (userTurn) userTurn = false; else userTurn = true; if (changeGuard && guard) guard = false; }; const dealDamage = (damage) => { if (userTurn) oppoHP -= damage; else userHP -= damage; }; const forfeit = () => { if (userTurn) userHP = 0; else oppoHP = 0; }; while (userHP > 0 && oppoHP > 0) { // eslint-disable-line no-unmodified-loop-condition const user = userTurn ? msg.author : opponent; const id = userTurn ? msg.author.id : opponent.id; await msg.say(stripIndents` ${user}, do you **fight**, **guard**, **special**, or **run**? **${msg.author.username}**: ${userHP}HP **${opponent.username}**: ${oppoHP}HP `); const turn = await msg.channel.awaitMessages((res) => res.author.id === id, { max: 1, time: 30000 }); if (!turn.size) { await msg.say('Time!'); forfeit(); break; } const choice = turn.first().content.toLowerCase(); if (choice === 'fight') { const damage = Math.floor(Math.random() * (guard ? 10 : 100)) + 1; await msg.say(`${user} deals **${damage}** damage!`); dealDamage(damage); reset(); } else if (choice === 'guard') { await msg.say(`${user} guards!`); guard = true; reset(false); } else if (choice === 'special') { const hit = Math.floor(Math.random() * 4) + 1; if (hit === 1) { const damage = Math.floor(Math.random() * ((guard ? 300 : 150) - 100 + 1) + 100); await msg.say(`${user} deals **${damage}** damage!`); dealDamage(damage); reset(); } else { await msg.say(`${user}'s attack missed!`); reset(); } } else if (choice === 'run') { await msg.say(`${user} flees!`); forfeit(); break; } else { await msg.say(`${user}, I do not understand what you want to do.`); } } this.fighting.delete(msg.guild.id); return msg.say(stripIndents` The match is over! **Winner:** ${userHP > oppoHP ? `${msg.author} (${userHP}HP)` : `${opponent} (${oppoHP}HP)`} **Loser:** ${userHP > oppoHP ? `${opponent} (${oppoHP}HP)` : `${msg.author} (${userHP}HP)`} `); } };