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90 lines
3.5 KiB
JavaScript
90 lines
3.5 KiB
JavaScript
const Command = require('../../framework/Command');
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const Battle = require('../../structures/battle/Battle');
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const { randomRange, verify } = require('../../util/Util');
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module.exports = class BattleCommand extends Command {
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constructor(client) {
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super(client, {
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name: 'battle',
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aliases: ['fight', 'death-battle', 'rpg-battle'],
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group: 'games-mp',
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description: 'Engage in a turn-based battle against another user or the AI.',
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game: true,
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args: [
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{
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key: 'opponent',
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type: 'user'
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}
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]
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});
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}
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async run(msg, { opponent }) {
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if (opponent.id === msg.author.id) return msg.reply('You may not battle yourself.');
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if (this.client.blacklist.user.includes(opponent.id)) return msg.reply('This user is blacklisted.');
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const battle = new Battle(msg.author, opponent);
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if (!opponent.bot) {
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await msg.say(`${opponent}, do you accept this challenge?`);
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const verification = await verify(msg.channel, opponent);
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if (!verification) return msg.say('Looks like they declined...');
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}
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while (!battle.winner) {
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const choice = await battle.attacker.chooseAction(msg);
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if (choice === 'attack') {
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const damage = randomRange(battle.defender.guard ? 5 : 20, battle.defender.guard ? 20 : 50);
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await msg.say(`${battle.attacker} deals **${damage}** damage!`);
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battle.defender.dealDamage(damage);
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battle.reset();
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} else if (choice === 'defend') {
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await msg.say(`${battle.attacker} defends!`);
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battle.attacker.changeGuard();
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battle.reset(false);
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} else if (choice === 'special') {
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const miss = Math.floor(Math.random() * 5);
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if (miss === 0 || miss === 3) {
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await msg.say(`${battle.attacker}'s special attack missed!`);
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} else if (miss === 1 || miss === 5) {
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const damage = randomRange(battle.defender.guard ? 10 : 40, battle.defender.guard ? 40 : 100);
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await msg.say(`${battle.attacker}'s special attack grazed the opponent, dealing **${damage}** damage!`);
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battle.defender.dealDamage(damage);
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} else if (miss === 2) {
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const damage = randomRange(battle.defender.guard ? 20 : 80, battle.defender.guard ? 80 : 200);
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await msg.say(`${battle.attacker}'s special attack hit directly, dealing **${damage}** damage!`);
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battle.defender.dealDamage(damage);
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}
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battle.attacker.useMP(25);
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battle.reset();
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} else if (choice === 'cure') {
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const amount = Math.round(battle.attacker.mp / 2);
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await msg.say(`${battle.attacker} heals **${amount}** HP!`);
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battle.attacker.heal(amount);
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battle.attacker.useMP(battle.attacker.mp);
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battle.reset();
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} else if (choice === 'final') {
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await msg.say(`${battle.attacker} uses their final move, dealing **100** damage!`);
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battle.defender.dealDamage(100);
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battle.attacker.useMP(50);
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battle.attacker.usedFinal = true;
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battle.reset();
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} else if (choice === 'run') {
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await msg.say(`${battle.attacker} flees!`);
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battle.attacker.forfeit();
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} else if (choice === 'failed:time') {
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await msg.say(`Time's up, ${battle.attacker}!`);
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battle.reset();
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if (battle.lastTurnTimeout) {
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battle.endedDueToInactivity = true;
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break;
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} else {
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battle.lastTurnTimeout = true;
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}
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} else {
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await msg.say('I do not understand what you want to do.');
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}
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if (choice !== 'failed:time' && battle.lastTurnTimeout) battle.lastTurnTimeout = false;
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}
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if (battle.winner === 'time') return msg.say('Game ended due to inactivity.');
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return msg.say(`The match is over! Congrats, ${battle.winner}!`);
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}
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};
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