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import {
ApplicationCommandType,
AutocompleteContext,
type CommandContext,
CommandOptionType,
Message,
SlashCommand,
type SlashCreator
} from "slash-create";
import {type GameCharacter, listCharacters, loadCharacter, saveCharacter} from "../character.js";
import {renderStatus} from "../renderStatus.js";
import {readFile} from "fs/promises";
import {join} from "path";
import {
AbstractCharacterStatusCommand,
CharacterOptionTemplate,
type GameCharacterData,
type LoadedCharacterData
} from "./base.js";
export class HarmCharacterCommand extends AbstractCharacterStatusCommand {
constructor(creator: SlashCreator) {
super(creator, {
name: "harm",
description: "Harms the given character(s).",
type: ApplicationCommandType.CHAT_INPUT,
guildIDs: process.env.DEVELOPMENT_GUILD_ID,
options: [
{
...CharacterOptionTemplate,
description: "The name of the character(s) to harm.",
required: true,
},
{
type: CommandOptionType.INTEGER,
name: "damage",
description: "The amount of harm to deal to the character(s).",
max_value: 99,
min_value: 0,
required: true,
},
{
type: CommandOptionType.BOOLEAN,
name: "piercing",
description: "If set, ignores any armor the character(s) may have.",
},
{
type: CommandOptionType.BOOLEAN,
name: "destabilize",
description: "True to force unstable, False to never set unstable. Default based on remaining health.",
required: false,
}
]
});
}
async process(ctx: CommandContext, characters: Map<string, readonly GameCharacterData[]>): Promise<readonly [string, LoadedCharacterData[]] | readonly [string, LoadedCharacterData] | readonly LoadedCharacterData[] | LoadedCharacterData | string> {
const baseDamage: number = ctx.options["damage"]
const piercing: boolean = ctx.options["piercing"] ?? false
const makeUnstable: boolean|null = ctx.options["destabilize"] ?? null
const description: string[] = []
const result: LoadedCharacterData[] = []
for (const character of characters.get("character")!) {
if (!character.success) {
description.push(`**${character.name}** took ${baseDamage} Harm${piercing ? " ignore-armour" : ""}${baseDamage > 0 ? "!" : "."}${makeUnstable ? " ***Unstable!***" : ""}`)
continue
}
character.newData = {
...(character.newData ?? character.originalData)
}
const effectiveDamage = Math.max(0, baseDamage - (piercing ? 0 : (character.newData.armor ?? 0)))
const blocked = Math.max(0, baseDamage - effectiveDamage)
const wasUnstable = character.newData.unstable ?? false
const wasAlive = (character.newData.health ?? 8) > 0
character.newData.health = Math.max(0, (character.newData.health ?? 8) - effectiveDamage)
if ((makeUnstable === null && character.newData.health <= 4) || makeUnstable) {
character.newData.unstable = true
}
const isUnstable = character.newData.unstable ?? false
const isAlive = character.newData.health > 0
description.push(`**${character.name}** took ${effectiveDamage} Harm${
piercing ? " ignore-armour" : blocked > 0 ? ` (${blocked} blocked)` : ""}${effectiveDamage > 0 ? "!" : "."}${
wasAlive && !isAlive ? " ***Defeated...***" : !wasUnstable && isUnstable ? " ***Unstable!***" : ""}`)
result.push(character)
}
return [description.join("\n"), result]
}
}