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https://github.com/Ratstail91/SANCTUM.git
synced 2025-11-29 02:24:27 +11:00
Working Mori's heal/revive command
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@@ -25,7 +25,18 @@ dialog = function(baseDialog) {
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}(dialog);
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//global settings
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let itemCount = 3;
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const itemCount = 3;
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const treatments = [
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// Name | Crystals | HP | Revive | Description
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["Patch", 10, "50", false, "Heals 50HP immediately. Must have more than 0HP."],
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["PatchV2", 15, "50%", false, "Heals to 50% HP immediately. Must have more than 0HP."],
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["Regen", 20, "100", false, "Heals 100HP immediately. Must have more than 0HP."],
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["RegenV2", 25, "100%", false, "Heals all HP to maximum immediately. Must have more than 0HP."],
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["Revive", 20, "25", true, "Brings a traveler back from a KO (0HP) to 25HP immediately."],
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["ReviveV2", 25, "50%", true, "Brings a traveler back from a KO (0HP) to 50% HP immediately."],
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["ReviveV3", 30, "100%", true, "Brings a traveler back from a KO (0HP) to 100% HP immediately."]
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];
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let availableTreatments = [];
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//handle errors
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client.on('error', console.error);
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@@ -114,8 +125,12 @@ function processBasicCommands(client, message) {
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}
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return true;
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case "heal": //TODO: wrap this in a function
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//TODO: write this
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case "heal":
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if (!args[0]) {
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printTreatments(message.author, message.channel);
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} else {
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processHealCommand(message.author, message.channel, args);
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}
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return true;
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default:
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@@ -128,5 +143,62 @@ function processBasicCommands(client, message) {
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//only certain items will be available each day
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function resetInventory(itemCount) {
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//TODO
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console.log("resetting inventory...");
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//generate random numbers to select treatments to use
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let randomNumbers = [];
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do {
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let num = shared.Random(0, treatments.length - 1); //there's probably a more efficient way to do this
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if (!randomNumbers.includes(num)) {
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randomNumbers.push(num);
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}
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} while (randomNumbers.length < itemCount);
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randomNumbers.sort((a, b) => a - b);
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//actually select the randomized treatments
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availableTreatments = [];
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for (let i = 0; i < randomNumbers.length; i++) {
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availableTreatments.push( treatments[randomNumbers[i]] );
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//shuffle the cost a little
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if (shared.Random(0, 1) === 1) {
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availableTreatments[i][1] += Math.floor( parseFloat(availableTreatments[i][1]) / 6);
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} else {
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availableTreatments[i][1] -= Math.floor( parseFloat(availableTreatments[i][1]) / 6);
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}
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}
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}
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function printTreatments(user, channel) {
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let handleResponse = function(stats) {
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//build the treatment message
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let treatmentMessage = "";
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for (let i = 0; i < availableTreatments.length; i++) {
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treatmentMessage += `${availableTreatments[i][0]} - :crystals: **${availableTreatments[i][1]}**\n` + "```" + availableTreatments[i][4] + "```\n";
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}
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//create the embed
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let embed = new discord.RichEmbed()
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.setAuthor(client.user.username, client.user.avatarURL)
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.setColor(client.guilds.get(process.env.SANCTUM_ID).roles.find(role => role.name === "NPC").color) //NOTE: probably a better way to do this
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.setTitle("Biotech Healing")
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.setDescription(treatmentMessage)
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.setFooter(`${user.username}, you have ${stats.wallet} crystals. Use !heal [OPTION] to buy.`);
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shared.SendPublicMessage(client, user, channel, dialog("heal"));
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channel.send({ embed });
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}
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shared.OnServerData("userStats", handleResponse, user.id);
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}
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function processHealCommand(user, channel, args) {
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//get the selected treatment
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let selectedTreatment = availableTreatments.filter((treatment) => treatment[0].toLowerCase() === args[0].toLowerCase())[0];
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if (selectedTreatment[3]) { //should it be a revive command?
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shared.OnServerData("revive", handleResponse, user.id, selectedTreatment[1], selectedTreatment[2]);
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} else {
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shared.OnServerData("heal", handleResponse, user.id, selectedTreatment[1], selectedTreatment[2]);
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}
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}
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@@ -1,5 +1,5 @@
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{
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"name": "Librarian",
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"name": "Mori",
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"version": "1.0.0",
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"description": "",
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"main": "server.js",
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@@ -50,6 +50,9 @@ io.on("connection", async (socket) => {
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socket.on("userStats", handleUserStats);
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socket.on("addXP", handleAddXP);
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socket.on("levelUp", handleLevelUp);
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socket.on("reviveAll", handleReviveAll);
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socket.on("revive", handleRevive);
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socket.on("heal", handleHeal);
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});
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//listen
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@@ -291,6 +294,40 @@ async function handleLevelUp({ data }, fn) {
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});
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}
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//handle the daily revives
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async function handleReviveAll({ data }, fn) {
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console.log("received a reviveAll request...");
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//parameters to fn: none
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let query = `UPDATE users SET health = maxHealth;`;
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return dbConnection.query(query, (err, result) => {
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if (err) throw err;
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return fn();
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});
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}
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//handle reviving a specific player
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async function handleRevive({ data }, fn) {
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console.log("received a revive request...");
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//data[0] = user ID
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//data[1] = cost
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//data[2] = amount (potentially percentage)
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//TODO
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}
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//handle healing a specific player
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async function handleHeal({ data }, fn) {
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console.log("received a heal request...");
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//data[0] = user ID
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//data[1] = cost
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//data[2] = amount (potentially percentage)
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//TODO
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}
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//utility functions
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function calculateLevel(experience) {
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const levelBase = 1.2;
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@@ -20,7 +20,7 @@ exports.ConnectToServer = function(username, address, port, pass) { //NOTE: this
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io.on("connect", () => io.emit("authentication", {SERVER_PASS_KEY: pass, username: username}) );
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io.on("authenticated", () => console.log("Authenticated with server: " + `${address}:${port}`));
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io.on("disconnect", () => console.log("disconnected from server: " + `${address}:${port}`));
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io.on("error", (err) => { throw err; } );
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// io.on("error", (err) => { throw err; } );
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initialized = true;
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}
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