Files
xiao/commands/games-mp/battle.js
T
2024-03-30 11:59:42 -04:00

91 lines
3.5 KiB
JavaScript

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