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92 lines
3.3 KiB
JavaScript
92 lines
3.3 KiB
JavaScript
const Command = require('../../structures/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'],
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group: 'mp-games',
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memberName: 'battle',
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description: 'Engage in a turn-based battle against another user or the AI.',
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args: [
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{
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key: 'opponent',
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prompt: 'What user would you like to battle?',
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type: 'user',
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default: () => this.client.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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const current = this.client.games.get(msg.channel.id);
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if (current) return msg.reply(`Please wait until the current game of \`${current.name}\` is finished.`);
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this.client.games.set(msg.channel.id, { name: this.name, data: new Battle(msg.author, opponent) });
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const battle = this.client.games.get(msg.channel.id).data;
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try {
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if (!opponent.bot) {
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await msg.say(`${opponent}, do you accept this challenge?`);
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const verification = await verify(msg.channel, opponent);
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if (!verification) {
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this.client.games.delete(msg.channel.id);
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return msg.say('Looks like they declined...');
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}
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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(`${battle.attacker} defends!`);
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battle.attacker.changeGuard();
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battle.reset(false);
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} else if (choice === 'special') {
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const miss = Math.floor(Math.random() * 3);
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if (miss) {
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await msg.say(`${battle.attacker}'s special attack missed!`);
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} else {
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const damage = randomRange(battle.defender.guard ? 50 : 100, battle.defender.guard ? 100 : 150);
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await msg.say(`${battle.attacker} deals **${damage}** damage!`);
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battle.defender.dealDamage(damage);
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}
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battle.attacker.useMP(50);
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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(`${battle.attacker} uses their final move, dealing **150** damage!`);
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battle.defender.dealDamage(150);
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battle.attacker.useMP(100);
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battle.attacker.usedFinal = true;
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battle.reset();
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} else if (choice === 'run') {
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await msg.say(`${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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} 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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}
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const { winner } = battle;
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this.client.games.delete(msg.channel.id);
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return msg.say(`The match is over! Congrats, ${winner}!`);
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} catch (err) {
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this.client.games.delete(msg.channel.id);
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throw err;
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}
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}
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};
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