jillo-bot/src/commands/attack.ts

79 lines
3.3 KiB
TypeScript

import { GuildMember, CommandInteraction, SlashCommandBuilder } from 'discord.js';
import { getItem, getItemQuantity, formatItems, formatItem, weaponInventoryAutocomplete } from '../lib/rpg/items';
import { Command } from '../types/index';
import { initHealth, dealDamage, BLOOD_ITEM, BLOOD_ID, resetInvincible, INVINCIBLE_TIMER, getInvincibleMs } from '../lib/rpg/pvp';
import { getBehavior, getBehaviors } from '../lib/rpg/behaviors';
import { Right } from '../lib/util';
export default {
data: new SlashCommandBuilder()
.setName('attack')
.setDescription('Attack someone using a weapon you have')
.addStringOption(option =>
option
.setName('weapon')
.setAutocomplete(true)
.setDescription('The weapon to use')
.setRequired(true)
)
.addUserOption(option =>
option
.setName('user')
.setRequired(true)
.setDescription('Who to attack with the weapon')
)
.setDMPermission(false),
execute: async (interaction: CommandInteraction) => {
if (!interaction.isChatInputCommand()) return;
const member = interaction.member! as GuildMember;
await initHealth(member.id);
const weaponID = parseInt(interaction.options.getString('weapon', true));
const target = interaction.options.getUser('user', true);
await interaction.deferReply({ephemeral: true});
const weapon = await getItem(weaponID);
if (!weapon) return interaction.followUp('No such item exists!');
if (weapon.type !== 'weapon') return interaction.followUp('That is not a weapon!');
const inv = await getItemQuantity(member.id, weapon.id);
if (inv.quantity === 0) return interaction.followUp('You do not have this weapon!');
const invinTimer = await getInvincibleMs(target.id);
if (invinTimer > 0) return interaction.followUp(`You can only attack this user <t:${Math.floor((Date.now() + invinTimer) / 1000)}:R> (or if they perform an action first)!`);
let dmg = weapon.maxStack;
const messages = [];
const behaviors = await getBehaviors(weapon);
for (const itemBehavior of behaviors) {
const behavior = getBehavior(itemBehavior.behavior);
if (!behavior) continue;
if (!behavior.onAttack) continue;
const res = await behavior.onAttack({
value: itemBehavior.value,
damage: dmg,
item: weapon,
user: member.id,
target: target.id,
});
if (res instanceof Right) {
await interaction.followUp(`You tried to attack with ${formatItem(weapon)}... but failed!\n${res.getValue()}`);
return;
} else {
const { message, damage } = res.getValue();
if (message) messages.push(message);
if (damage) dmg = damage;
}
}
await dealDamage(target.id, dmg);
const newHealth = await getItemQuantity(target.id, BLOOD_ID);
if (target.id !== member.id) await resetInvincible(member.id);
await interaction.followUp(`You hit ${target} with ${formatItem(weapon)} for ${BLOOD_ITEM.emoji} **${dmg}** damage!\n${messages.map(m => `_${m}_\n`).join('')}They are now at ${formatItems(BLOOD_ITEM, newHealth.quantity)}.\nYou can attack them again <t:${Math.floor((Date.now() + INVINCIBLE_TIMER) / 1000)}:R> (or if they perform an action first).`);
},
autocomplete: weaponInventoryAutocomplete,
} satisfies Command;