slight behavior redesign progress

This commit is contained in:
Jill 2023-11-22 00:14:07 +03:00
parent 8ad18e9b19
commit ea24a931ca
Signed by: oat
GPG Key ID: 33489AA58A955108
4 changed files with 90 additions and 16 deletions

View File

@ -91,4 +91,9 @@ export interface InitHealth {
export interface InvincibleUser { export interface InvincibleUser {
user: string, user: string,
since: number, since: number,
}
export interface ItemBehavior {
item: number,
behavior: string,
value?: number
} }

View File

@ -1,26 +1,78 @@
import type { User } from 'discord.js'; import { giveItem, type Item, isDefaultItem } from './items';
import type { Item } from './items'; import { Either, Left } from '../util';
import { ItemBehavior, db } from '../db';
import { BLOOD_ITEM, dealDamage } from './pvp';
export interface Behavior { export interface Behavior {
name: string, name: string,
description: string, description: string,
itemType: 'plain' | 'weapon' | 'consumable', itemType: 'plain' | 'weapon' | 'consumable',
// make it look fancy
format?: (value: number) => string,
// triggers upon use // triggers upon use
// for 'weapons', this is on hit // for 'weapons', this is on attack
// for 'consumable', this is on use // for 'consumable' and `plain`, this is on use
// for 'plain', ...?? // returns Left upon success, the reason for failure otherwise (Right)
// returns `true` upon success, `false` otherwise onUse?: (value: number, item: Item, user: string) => Promise<Either<null, string>>,
action?: (item: Item, user: User) => Promise<boolean> // triggers upon `weapons` attack
// returns the new damage value upon success (Left), the reason for failure otherwise (Right)
onAttack?: (value: number, item: Item, user: string, target: string, damage: number) => Promise<Either<number, string>>,
} }
export const behaviors: Behavior[] = [ export const behaviors: Behavior[] = [
{ {
name: 'heal', name: 'heal',
description: 'Heals the user by `behaviorValue`', description: 'Heals the user by `value`',
itemType: 'consumable', itemType: 'consumable',
action: async (item, user) => { async onUse(value, item, user) {
// todo await dealDamage(user, -Math.floor(value));
return false; return new Left(null);
} },
},
{
name: 'damage',
description: 'Damages the user by `value',
itemType: 'consumable',
async onUse(value, item, user) {
await dealDamage(user, Math.floor(value));
return new Left(null);
},
},
{
name: 'random_up',
description: 'Randomizes the attack value up by a maximum of `value`',
itemType: 'weapon',
format: (value) => `random +${value}`,
async onAttack(value, item, user, target, damage) {
return new Left(damage + Math.round(Math.random() * value));
},
},
{
name: 'random_down',
description: 'Randomizes the attack value down by a maximum of `value`',
itemType: 'weapon',
format: (value) => `random -${value}`,
async onAttack(value, item, user, target, damage) {
return new Left(damage - Math.round(Math.random() * value));
},
},
{
name: 'lifesteal',
description: 'Gain blood by stabbing your foes, scaled by `value`x',
itemType: 'weapon',
format: (value) => `lifesteal: ${value}x`,
async onAttack(value, item, user, target, damage) {
giveItem(user, BLOOD_ITEM, Math.floor(damage * value));
return new Left(damage);
},
} }
]; ];
export async function getBehaviors(item: Item) {
if (isDefaultItem(item)) {
return item.behaviors || [];
} else {
return await db<ItemBehavior>('itemBehaviors')
.where('item', item.id);
}
}

View File

@ -1,8 +1,8 @@
import { AutocompleteInteraction } from 'discord.js'; import { AutocompleteInteraction } from 'discord.js';
import { CustomItem, ItemInventory, db } from '../db'; import { CustomItem, ItemBehavior, ItemInventory, db } from '../db';
// uses negative IDs // uses negative IDs
export type DefaultItem = Omit<CustomItem, 'guild'>; export type DefaultItem = Omit<CustomItem, 'guild'> & { behaviors?: Omit<ItemBehavior, 'item'>[] };
export type Item = DefaultItem | CustomItem; export type Item = DefaultItem | CustomItem;
export interface Items { export interface Items {
@ -362,6 +362,10 @@ export function getMaxStack(item: Item) {
return item.type === 'weapon' ? 1 : item.maxStack; return item.type === 'weapon' ? 1 : item.maxStack;
} }
export function isDefaultItem(item: Item): item is DefaultItem {
return (item as DefaultItem).behaviors !== undefined; // ough
}
export function formatItem(item: Item | undefined, disableBold = false) { export function formatItem(item: Item | undefined, disableBold = false) {
if (!item) return disableBold ? '? MISSINGNO' : '? **MISSINGNO**'; if (!item) return disableBold ? '? MISSINGNO' : '? **MISSINGNO**';
return disableBold ? `${item.emoji} ${item.name}` : `${item.emoji} **${item.name}**`; return disableBold ? `${item.emoji} ${item.name}` : `${item.emoji} **${item.name}**`;

View File

@ -27,4 +27,17 @@ export async function writeTmpFile(data: string | Buffer, filename?: string, ext
export function pickRandom<T>(list: T[]): T { export function pickRandom<T>(list: T[]): T {
return list[Math.floor(Math.random() * list.length)]; return list[Math.floor(Math.random() * list.length)];
} }
// WE OUT HERE
export type Either<L,R> = Left<L> | Right<R>
export class Left<L> {
constructor(private readonly value: L) {}
public getValue() { return this.value; }
}
export class Right<R> {
constructor(private readonly value: R) {}
public getValue() { return this.value; }
}