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@ianjsikes
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Save ianjsikes/0e270bf15c34a1ea8c2f0e51b4f8aafa to your computer and use it in GitHub Desktop.
A Roll20 API script for Paranoia 2017, including character creation wizard and NODE dice roller.
/**
* SLO_UTILS
* Copied from SloUtils.js
*/
class _Slo {
version = '0.2.1';
randomId = () =>
Math.random().toString(36).substring(2, 15) +
Math.random().toString(36).substring(2, 15);
who = (name) => name.replace(/\(GM\)/, '').trim();
whisper = (from, to, msg) => sendChat(from, `/w "${this.who(to)}" ${msg}`);
sendChatAsync = (from, msg, opts) =>
new Promise((resolve, reject) => {
try {
sendChat(from, msg, (results) => resolve(results), opts);
} catch (err) {
reject(err);
}
});
roll = async (rollFormula) => {
const [rollResultMsg] = await this.sendChatAsync('', `/r ${rollFormula}`);
if (rollResultMsg.type !== 'rollresult') {
throw new Error(`Roll failed: ${rollFormula}`);
}
const rollResult = JSON.parse(rollResultMsg.content);
return rollResult.total;
};
rollData = async (rollFormula) => {
const [rollResultMsg] = await this.sendChatAsync('', `/r ${rollFormula}`);
if (rollResultMsg.type !== 'rollresult') {
throw new Error(`Roll failed: ${rollFormula}`);
}
const rollResult = JSON.parse(rollResultMsg.content);
return rollResult;
};
getTokens = (ids) =>
(ids || []).map(({ _type, _id }) => getObj(_type, _id)).filter((o) => !!o);
}
const Slo = new _Slo();
const _tcache = {};
const TC = new Proxy(_tcache, {
get: (obj, tokenId) => {
if (tokenId in obj) return obj[tokenId];
let token = getObj('graphic', tokenId);
if (token) {
obj[tokenId] = token;
}
return token;
},
});
const _ccache = {};
const CC = new Proxy(_ccache, {
get: (obj, characterId) => {
if (characterId in obj) return obj[characterId];
let character = getObj('character', characterId);
if (character) {
obj[characterId] = character;
}
return character;
},
});
class CommandParser {
constructor(trigger, ...aliases) {
this.trigger = trigger;
this.aliases = aliases || [];
this.defaultCmd;
this.subCmds = {};
this.buttonActions = {
__ungrouped: {},
};
}
default(action) {
this.defaultCmd = { action };
return this;
}
command(name, action) {
this.subCmds[name] = { action };
return this;
}
button({ action, group = '__ungrouped' }) {
if (!this.buttonActions[group]) {
this.buttonActions[group] = {};
}
let id = Slo.randomId();
this.buttonActions[group][id] = action;
return `${this.trigger} _btn_${id}`;
}
async handleMessage(msg) {
if (msg.type !== 'api') return;
let content = msg.content.trim();
let [trigger, subCommand, ...args] = content.split(' ');
if (trigger !== this.trigger) {
if (!this.aliases.length || !this.aliases.includes(trigger)) {
return;
}
}
if (subCommand && subCommand.startsWith('_btn_')) {
let btnId = subCommand.replace('_btn_', '');
for (const group in this.buttonActions) {
if (btnId in this.buttonActions[group]) {
let action = this.buttonActions[group][btnId];
if (group !== '__ungrouped') {
delete this.buttonActions[group];
} else {
delete group[btnId];
}
await action();
return;
}
}
throw new Error(`Hey, that button is expired!`);
}
if (
!subCommand ||
subCommand.startsWith('--') ||
!(subCommand in this.subCmds)
) {
if (this.defaultCmd) {
const opts = this.parseArgs([subCommand, ...args]);
await this.defaultCmd.action(opts, msg);
} else {
this.showHelp();
}
} else {
if (subCommand in this.subCmds) {
const opts = this.parseArgs(args);
await this.subCmds[subCommand].action(opts, msg);
return;
}
this.showHelp();
}
}
parseArgs(args) {
let options = args.reduce(
(opts, arg) => {
if (!arg) return opts;
if (arg.startsWith('--')) {
let [key, val] = arg.slice(2).split('=');
return { ...opts, [key]: val === undefined ? true : val };
}
return {
...opts,
_: [...opts._, arg],
};
},
{ _: [] }
);
return options;
}
showHelp() {}
}
const ScriptBase = ({ name, version, stateKey = name, initialState = {} }) =>
class {
version = version;
name = name;
get state() {
if (!state[stateKey]) {
state[stateKey] = initialState;
}
return state[stateKey];
}
onMessage = async (msg) => {
if (!this.parser) return;
try {
await this.parser.handleMessage(msg);
} catch (err) {
log(`${name} ERROR: ${err.message}`);
sendChat(
`${name} ERROR:`,
`/w ${msg.who.replace(/\(GM\)/, '').trim()} ${err.message}`
);
}
};
constructor() {
on('chat:message', this.onMessage);
on('ready', () => {
log(`\n[====== ${name} v${version} ======]`);
});
}
resetState(newState = initialState) {
state[stateKey] = newState;
}
};
/**
* FRIEND_COMPUTER
* Copied from FriendComputer.js
*/
const SKILLS = [
'athletics',
'guns',
'melee',
'throw',
'bluff',
'charm',
'intimidate',
'stealth',
'science',
'psychology',
'bureaucracy',
'alpha-complex',
'operate',
'engineer',
'program',
'demolitions',
];
const SKILLS_BY_STAT = [
['athletics', 'guns', 'melee', 'throw'],
['bluff', 'charm', 'intimidate', 'stealth'],
['science', 'psychology', 'bureaucracy', 'alpha-complex'],
['operate', 'engineer', 'program', 'demolitions'],
];
const STATS = ['violence', 'chutzpah', 'brains', 'mechanics'];
class Troubleshooter {
constructor(id) {
this.id = id;
this.char = CC[id];
if (!this.char) throw new Error(`Unable to find character ${id}`);
}
hasAttr = (attr) => {
log(`Checking ${this.name} for attribute ${attr}`);
let val = getAttrByName(this.id, attr);
log(`Found value ${val} ||| ${typeof val}`);
return val !== '' && val !== undefined;
};
getAttr = (attr) => {
let val = getAttrByName(this.id, attr);
if (val === '') {
val = undefined;
}
return val;
};
setAttr = (attr, val) => {
log(`Setting ${this.name}'s value for ${attr} to ${val}`);
if (!this.hasAttr(attr)) {
log('Does not have attribute!');
createObj('attribute', {
name: attr,
current: val,
_characterid: this.id,
});
return;
}
let [currAttribute] = findObjs({
_type: 'attribute',
_characterid: this.id,
name: attr,
});
if (!currAttribute) {
createObj('attribute', {
name: attr,
current: val,
_characterid: this.id,
});
return;
}
log(`Found attribute ${JSON.stringify(currAttribute)}`);
currAttribute.set({ current: val });
};
get name() {
return this.char.get('name');
}
/**
* CLONES
*/
get cloneNumber() {
let num = this.getAttr('clone-number');
if (!num) this.setAttr('clone-number', 1);
return parseInt(num || 1);
}
set cloneNumber(num) {
this.setAttr('clone-number', num);
}
/**
* Description
*/
get description() {
let desc = this.getAttr('description');
return desc.split(', ');
}
set description(descArr) {
this.setAttr('description', descArr.join(', '));
}
/**
* Some bullshit for handling the weird multi-attribute values
*/
__initMultiStat(name, max, onOrOff) {
for (let i = 1; i <= max; i++) {
this.setAttr(`${name}-${i}`, onOrOff ? 'on' : 0);
}
}
__getMultiStat(name, max, onOrOff) {
let levels = [];
for (let i = 1; i <= max; i++) {
levels.push(this.getAttr(`${name}-${i}`));
}
if (levels.some((level) => level === undefined)) {
this.__initMultiStat(name, max, onOrOff);
return onOrOff ? max : 0;
}
return levels.reduce(
(count, level) => (level === 'on' ? count + 1 : count),
0
);
}
__setMultiStat(name, max, onOrOff, num) {
for (let i = 1; i <= max; i++) {
if (i <= num) {
this.setAttr(`${name}-${i}`, 'on');
} else {
this.setAttr(`${name}-${i}`, 0);
}
}
}
/**
* MOXIE
*/
get moxie() {
let max = this.getSkill('moxie-maximum');
if (max === undefined) {
this.setSkill('moxie-maximum', 8);
max = 8;
}
let mox = this.__getMultiStat('moxie-level', 8, true);
if (mox > max) {
this.__setMultiStat('moxie-level', 8, true, max);
return max;
}
return mox;
}
set moxie(num) {
let max = this.getSkill('moxie-maximum');
if (max === undefined) {
this.setSkill('moxie-maximum', 8);
max = 8;
}
if (num > max) {
num = max;
}
this.__setMultiStat('moxie-level', 8, true, num);
}
/**
* TREASON
*/
get treason() {
return this.__getMultiStat('treason-level', 5, false);
}
set treason(num) {
this.__setMultiStat('treason-level', 5, false, num);
}
/**
* WOUNDS
*/
get wounds() {
return this.__getMultiStat('wounds-level', 4, false);
}
set wounds(num) {
this.__setMultiStat('wounds-level', 4, false, num);
}
takeDamage = (level) => {
let currDamage = this.wounds;
if (currDamage > level) return;
this.wounds = level;
};
/**
* SKILLS
*/
hasSkill = (skill) => {
return this.hasAttr(skill);
};
getSkill = (skill) => {
let val = this.getAttr(skill);
if (val !== undefined) val = parseInt(val);
return val;
};
setSkill = (skill, val) => {
this.setAttr(skill, val);
};
getStatVals = () => {
return SKILLS_BY_STAT.map((skillsForStat) => {
let valsForStat = skillsForStat.map((skill) => this.getSkill(skill));
return valsForStat.reduce(
(numPositive, val) => (val > 0 ? numPositive + 1 : numPositive),
0
);
});
};
}
class _FriendComputer extends ScriptBase({
name: 'FriendComputer',
version: '0.2.0',
stateKey: 'FRIEND_COMPUTER',
initialState: {
charIds: [],
skillsThisRound: [],
charSkills: {},
currCharId: null,
nextCharId: null,
},
}) {
constructor() {
super();
on('ready', () => {
this.createPlayerMacros();
});
if (!this.state.charIds) this.state.charIds = [];
if (!this.state.skillsThisRound) this.state.skillsThisRound = [];
if (!this.state.charSkills) this.state.charSkills = {};
if (!CC) {
throw new Error('CharacterCache must be installed!');
}
this.parser = new CommandParser('!computer')
.command('config', this.config)
.command('define', () => {
this.defineGenerator = this.define();
this.defineGenerator.next();
})
.command('skills', () => {
this.skillGenerator = this.skills();
this.skillGenerator.next();
})
.command('stats', () => {
this.statsGenerator = this.stats();
this.statsGenerator.next();
})
.command('optimize', () => {
this.optimizeGenerator = this.optimize();
this.optimizeGenerator.next();
})
.command('redefine', () => {
this.redefineGenerator = this.redefine();
this.redefineGenerator.next();
})
.command('defineChar', this.defineChar)
.command('redefineChar', this.redefineChar)
.command('roll', this.roll)
.command('takeDamage', this.takeDamage)
.command('die', this.die)
.command('reset', (opts, msg) => {
log('resetting state');
this.resetState();
})
.command('setMacros', this.createPlayerMacros)
.default((opts, msg) => {
log('Showing menu to ' + msg.who);
this.showMenu(msg.who, msg.playerid);
});
}
config = (opts, msg) => {
const allChars = findObjs({ _type: 'character' });
Slo.whisper(
'Computer',
msg.who,
this.makeTextBox(
'Paranoia Config',
['Click a character to add/remove from character creation'],
allChars.map((char) => {
if (this.state.charIds.includes(char.id)) {
return {
text: `✅ ${char.get('name')}`,
link: this.parser.button({
group: `computer-config`,
action: () => {
this.state.charIds = this.state.charIds.filter(
(id) => id !== char.id
);
this.config(opts, msg);
},
}),
};
}
return {
text: `🚫 ${char.get('name')}`,
link: this.parser.button({
group: `computer-config`,
action: () => {
this.state.charIds.push(char.id);
this.config(opts, msg);
},
}),
};
})
)
);
};
define = function* () {
log("Running 'define' command");
let characters = this.fetchCharacters();
sendChat(
'Computer',
this.makeTextBox('1. Define', [
'You will be prompted for your home sector (make it up!) and 3 adjectives for your personality',
'You can also fill in your gender (not important) and security clearance (extremely important)',
])
);
if (!this.defineGenerators) this.defineGenerators = {};
for (const character of characters) {
this.defineGenerators[character.id] = this.definePlayerGen(character);
this.defineGenerators[character.id].next();
}
for (let i = 0; i < characters.length; i++) {
yield;
}
this.defineGenerator = null;
sendChat('Computer', 'Define completed!');
};
definePlayerGen = function* (character) {
Slo.whisper(
'Computer',
character.name,
this.makeTextBox(
character.name,
[
`Press the button below`,
`You will be be asked your home sector and 3 adjectives for your personality`,
],
[
{
text: 'Press Me',
link: `!computer defineChar --id=${character.id} --sector=&#63;{Home Sector} --adj1=&#63;{Adjective One} --adj2=&#63;{Adjective Two} --adj3=&#63;{Adjective Three}`,
},
]
)
);
const { sector, adj1, adj2, adj3 } = yield;
character.setAttr('sector', sector);
character.description = [adj1, adj2, adj3];
// Set some character defaults
character.moxie = 8;
character.cloneNumber = 1;
character.treason = 0;
character.wounds = 0;
if (character.id in this.defineGenerators) {
delete this.defineGenerators[character.id];
this.defineGenerator.next();
}
};
defineChar = (opts, msg) => {
this.defineGenerators[opts.id].next({
sector: opts.sector,
adj1: opts.adj1,
adj2: opts.adj2,
adj3: opts.adj3,
});
};
skills = function* () {
let characters = this.fetchCharacters();
sendChat(
'Computer',
this.makeTextBox('2. Skills', [
'Take turns assigning points to skills',
'The person to your left will receive a negative bonus in the skill you choose',
])
);
for (let skillBonus = 1; skillBonus <= 5; skillBonus++) {
for (let i = 0; i < characters.length; i++) {
let currChar = characters[i];
let nextChar = characters[(i + 1) % characters.length];
let skillOpts = SKILLS.filter(
(skill) =>
!this.state.skillsThisRound.includes(skill) &&
!this.state.charSkills[currChar.id].includes(skill)
);
let group = `skill-gen-${currChar.id}`;
let menu = this.makeTextBox(
currChar.name,
[
`Choose a skill to give a +${skillBonus} bonus`,
`${nextChar.name} will receive a -${skillBonus} in the same skill`,
],
skillOpts.map((opt) => ({
text: opt,
link: this.parser.button({
group,
action: () => {
this.skillGenerator.next(opt);
},
}),
}))
);
Slo.whisper('Computer', currChar.name, menu);
let selectedSkill = yield; // This is where the magic happens ✨
currChar.setSkill(selectedSkill, skillBonus);
nextChar.setSkill(selectedSkill, -1 * skillBonus);
this.state.charSkills[currChar.id].push(selectedSkill);
this.state.charSkills[nextChar.id].push(selectedSkill);
this.state.skillsThisRound.push(selectedSkill);
Slo.whisper(
'Computer',
currChar.name,
this.makeAlert('STOP!', 'Someone else is choosing skills')
);
Slo.whisper(
'Computer',
nextChar.name,
this.makeTextBox(nextChar.name, [
`${currChar.name} has given you a -${skillBonus} in ${selectedSkill}!`,
])
);
}
this.state.skillsThisRound = [];
characters = characters.reverse();
}
for (const character of characters) {
for (const SKILL of SKILLS) {
if (character.getSkill(SKILL) === undefined) {
character.setSkill(SKILL, 0);
}
}
}
this.skillsGenerator = null;
this.state.skillsThisRound = [];
this.state.charSkills = {};
sendChat('Computer', 'Skill selection completed!');
};
stats = function* () {
let characters = this.fetchCharacters();
sendChat(
'Computer',
this.makeTextBox('3. Stats', [
'Assign stat values for the character to your left',
])
);
for (let i = 0; i < characters.length; i++) {
let currChar = characters[i];
let nextChar = characters[(i + 1) % characters.length];
sendChat(
'Computer',
this.makeTextBox('WAIT!', [
`${currChar.name} is selecting stats for ${nextChar.name}`,
])
);
let statVals = nextChar.getStatVals();
const group = `stat-gen-${currChar.id}`;
for (const STAT of STATS) {
Slo.whisper(
'Computer',
currChar.name,
this.makeTextBox(
`Stats for ${nextChar.name}`,
[`Choose a value for ${nextChar.name}'s ${STAT} stat:`],
statVals.map((val) => ({
text: val > 0 ? `+${val}` : `${val}`,
link: this.parser.button({
group,
action: () => {
this.statsGenerator.next(val);
},
}),
}))
)
);
const selectedVal = yield;
Slo.whisper(
'Computer',
nextChar.name,
this.makeTextBox(nextChar.name, [
`${currChar.name} has assigned your ${STAT} a value of ${selectedVal}!`,
])
);
nextChar.setSkill(STAT, selectedVal);
let indexOfSelectedVal = statVals.indexOf(selectedVal);
statVals = [
...statVals.slice(0, indexOfSelectedVal),
...statVals.slice(indexOfSelectedVal + 1),
];
}
}
this.statsGenerator = null;
sendChat('Computer', 'Stat selection completed!');
};
optimize = function* () {
let characters = this.fetchCharacters();
sendChat(
'Computer',
this.makeTextBox('4. Optimize', [
'Tweak your skills and stats by burning clones and moxie',
])
);
if (!this.optimizeGenerators) this.optimizeGenerators = {};
for (const character of characters) {
this.optimizeGenerators[character.id] = this.optimizePlayerGen(character);
this.optimizeGenerators[character.id].next(true);
this.optimizeGenerators[character.id].next(true);
}
for (let i = 0; i < characters.length; i++) {
yield;
}
this.optimizeGenerator = null;
sendChat('Computer', 'Optimization completed!');
};
optimizePlayerGen = function* (character) {
while (yield) {
let moxie = character.moxie;
let cloneNumber = character.cloneNumber;
let buttonGroup = `optimize-${character.id}`;
let options = [
{
text: `Done Optimizing`,
link: this.parser.button({
group: buttonGroup,
action: () => this.optimizeGenerators[character.id].next(false),
}),
},
];
if (cloneNumber <= 5) {
options.unshift({
text: `Burn clone (${6 - cloneNumber}/6)`,
link: this.parser.button({
group: buttonGroup,
action: () => this.burnCloneMenu(character),
}),
});
}
if (moxie > 3) {
options.unshift({
text: `Burn Moxie (${moxie}/8)`,
link: this.parser.button({
group: buttonGroup,
action: () => this.burnMoxieMenu(character),
}),
});
}
if (options.length === 1) break;
Slo.whisper(
'Computer',
character.name,
this.makeTextBox(
'Optimize',
[
`You can burn up to 5 Moxie points to raise your skill. One skill point per moxie point.`,
`You can burn up to 5 clones to raise your stats. One clone per stat point.`,
`Burning moxie reduces your moxie maximum.`,
`You can not raise a skill above 5 or a stat above 3.`,
],
options
)
);
}
if (character.id in this.optimizeGenerators) {
delete this.optimizeGenerators[character.id];
this.optimizeGenerator.next();
}
};
burnMoxieMenu = (character) => {
let options = [];
let buttonGroup = `burn-moxie-${character.id}`;
for (const SKILL of SKILLS) {
let val = character.getSkill(SKILL) || 0;
if (val < 5) {
options.push({
text: `${SKILL} (${val > 0 ? `+${val}` : val})`,
link: this.parser.button({
group: buttonGroup,
action: () => {
character.setSkill(SKILL, val + 1);
character.moxie--;
let moxieMax = character.getSkill('moxie-maximum');
character.setSkill('moxie-maximum', moxieMax - 1);
this.optimizeGenerators[character.id].next(true);
},
}),
});
}
}
options.push({
text: 'Cancel Moxie Burn',
link: this.parser.button({
group: buttonGroup,
action: () => {
this.optimizeGenerators[opts.id].next(true);
},
}),
});
Slo.whisper(
'Computer',
character.name,
this.makeTextBox(
'Burn Moxie',
[
`You have ${character.moxie}/8 moxie remaining.`,
`Spend one to raise a skill by one.`,
],
options
)
);
};
burnCloneMenu = (character) => {
let options = [];
let buttonGroup = `burn-clone-${character.id}`;
for (const STAT of STATS) {
let val = character.getSkill(STAT) || 0;
if (val < 3) {
options.push({
text: `${STAT} (${val})`,
link: this.parser.button({
group: buttonGroup,
action: () => {
character.setSkill(STAT, val + 1);
character.cloneNumber++;
this.optimizeGenerators[character.id].next(true);
},
}),
});
}
}
options.push({
text: 'Cancel Clone Burn',
link: this.parser.button({
group: buttonGroup,
action: () => {
this.optimizeGenerators[character.id].next(true);
},
}),
});
Slo.whisper(
'Computer',
character.name,
this.makeTextBox(
'Burn Clones',
[
`You have ${6 - character.cloneNumber}/6 clones remaining.`,
`Spend one to raise a stat by one.`,
],
options
)
);
};
redefine = function* () {
log("Running 'redefine' command");
let characters = this.fetchCharacters();
sendChat(
'Computer',
this.makeTextBox('6. Redefine', [
'Look at the character of the person to your left',
'Choose one of the adjectives in their description and FLIP it to the opposite',
])
);
for (let i = 0; i < characters.length; i++) {
let currChar = characters[i];
let nextChar = characters[(i + 1) % characters.length];
sendChat(
'Computer',
this.makeTextBox('WAIT!', [
`${currChar.name} is redefining a trait for ${nextChar.name}`,
])
);
let traits = nextChar.description;
Slo.whisper(
'Computer',
currChar.name,
this.makeTextBox(
`Redefine ${nextChar.name}`,
[`Choose one of ${nextChar.name}'s traits to FLIP to the opposite`],
traits.map((trait, index) => ({
text: trait,
link: `!computer redefineChar --id=${nextChar.id} --traitIdx=${index} --opposite=&#63;{What is the opposite of ${trait}?}`,
}))
)
);
const { traitIdx, opposite } = yield;
let oldTrait = traits[traitIdx];
Slo.whisper(
'Computer',
nextChar.name,
this.makeTextBox(nextChar.name, [
`${currChar.name} has flipped your ${oldTrait} trait to ${opposite}!`,
])
);
nextChar.description = [
...traits.slice(0, traitIdx),
opposite,
...traits.slice(traitIdx + 1),
];
}
this.redefineGenerator = null;
sendChat('Computer', 'Redefine completed!');
};
redefineChar = (opts, msg) => {
this.redefineGenerator.next({
traitIdx: parseInt(opts.traitIdx),
opposite: opts.opposite,
});
};
roll = async (opts, msg) => {
const character = this.getCharacterForPlayer(msg.who, msg.playerid);
if (!character) {
throw new Error(`Unable to find a character controlled by ${msg.who}`);
}
if (
!opts.stat ||
!opts.skill ||
opts.moxie === undefined ||
opts.bonus === undefined
) {
throw new Error(
`Invalid roll command! You must include the following parameters: stat, skill, moxie, bonus`
);
}
let stat = opts.stat;
let skill = opts.skill;
let moxie = parseInt(opts.moxie);
let bonus = parseInt(opts.bonus);
let currMoxie = character.moxie;
if (moxie > currMoxie) {
throw new Error(
`You can not spend ${moxie} moxie! You only have ${currMoxie} remaining!`
);
}
let node =
character.getSkill(stat) +
character.getSkill(skill) +
moxie +
bonus -
character.wounds;
let negative = node < 0;
if (negative) node = -node;
const rollData = await Slo.rollData(`${node}d6 + 1d6`);
const values = rollData.rolls[0].results.map((result) => result.v);
const computerDieResult = rollData.rolls[2].results[0].v;
let successes = values.reduce((successes, value) => {
if (value >= 5) {
return successes + 1;
}
if (negative) {
return successes - 1;
}
return successes;
}, 0);
let computer = computerDieResult === 6;
if (computerDieResult === 5) {
successes += 1;
} else if (computerDieResult < 5 && negative) {
successes -= 1;
}
sendChat(
'Computer',
this.makeTextBox(`${character.name}: ${successes}`, [
`${character.name} rolled ${skill} + ${stat}`,
bonus !== 0 ? `${bonus > 0 ? '+' + bonus : bonus} bonus` : ``,
moxie > 0 ? `${moxie} moxie burned` : ``,
character.wounds > 0 ? `-${character.wounds} penalty for wounds` : ``,
`Total NODE: ${negative ? '-' + node : node}`,
`-`,
`RESULT: ${successes}`,
computer ? `COMPUTER DICE ACTIVATED!` : ``,
])
);
if (computer) {
moxie += 1;
}
if (moxie > 0) {
character.moxie = currMoxie - moxie;
}
if (character.moxie === 0) {
sendChat(
'Computer',
this.makeAlert('WARNING!', `${character.name} is about to LOSE IT!`)
);
}
};
takeDamage = (opts, msg) => {
const character = this.getCharacterForPlayer(msg.who, msg.playerid);
if (!character) {
throw new Error(`Unable to find a character controlled by ${msg.who}`);
}
if (opts.damage === undefined) {
throw new Error(
`Invalid takeDamage command! You must include the following parameters: damage`
);
}
let damage = parseInt(opts.damage);
character.takeDamage(damage);
let wounds = character.wounds;
let woundStrings = ['HEALTHY', 'HURT', 'INJURED', 'MAIMED', 'DEAD'];
if (wounds > 0) {
sendChat(
'Computer',
this.makeAlert(`OUCH`, `${character.name} is ${woundStrings[wounds]}`)
);
if (wounds === 4) {
Slo.whisper(
'Computer',
character.name,
`Run the #die macro to get a fresh clone`
);
}
} else {
Slo.whisper(
'Computer',
character.name,
`You take ${damage} damage but you are unaffected.`
);
}
};
die = (opts, msg) => {
const character = this.getCharacterForPlayer(msg.who, msg.playerid);
if (!character) {
throw new Error(`Unable to find a character controlled by ${msg.who}`);
}
character.treason = 0;
character.moxie = 8;
character.cloneNumber++;
character.wounds = 0;
sendChat(
'Computer',
this.makeTextBox('Computer', [
`Decanting clone #${character.cloneNumber} for ${character.name}`,
])
);
};
/**
* HELPERS
*/
getCharacterForPlayer = (name, playerId) => {
const allChars = findObjs({ _type: 'character' });
for (const char of allChars) {
if (char.get('name') === name) return new Troubleshooter(char.id);
}
for (const char of allChars) {
if (char.get('controlledby').includes(playerId))
return new Troubleshooter(char.id);
}
return null;
};
fetchCharacters = () => {
if (this.state.charIds.length < 2)
throw new Error(
'Not enough characters! Run !computer config to add characters.'
);
for (const id of this.state.charIds) {
this.state.charSkills[id] = [];
}
return this.state.charIds.map((id) => new Troubleshooter(id));
};
makeAlert = (warning, description = '') => {
let menu = new HtmlBuilder('.menu');
menu.append('.warning', warning);
menu.append('.description', description);
return menu.toString(this.WARNING_CSS);
};
makeTextBox = (header, sections, buttons) => {
let menu = new HtmlBuilder('.menu');
menu.append('.menuHeader', header);
let textContent = new HtmlBuilder('div');
for (const section of sections) {
textContent.append('.section', section);
}
menu.append('.textContainer', textContent);
if (buttons && buttons.length) {
let buttonContent = new HtmlBuilder('div');
for (const button of buttons) {
buttonContent
.append('.centeredBtn')
.append('a', button.text, { href: button.link });
}
menu.append('.buttonContainer', buttonContent);
}
return menu.toString(this.TEXT_BOX_CSS);
};
makeMenu = (header, options) => {
let content = new HtmlBuilder('div');
for (const option of options) {
content
.append('.centeredBtn')
.append('a', option.text, { href: option.link });
}
let menu = new HtmlBuilder('.menu');
menu.append('.menuHeader', header);
menu.append('.menuBody', content);
return menu.toString(this.MENU_CSS);
};
showMenu = (who, playerid) => {
Slo.whisper(
'Computer',
who,
this.makeTextBox(
'Computer',
[],
[
{
text: '0. Configure Computer',
link: '!computer config',
},
{
text: '1. Define',
link: '!computer define',
},
{
text: '2. Skills',
link: '!computer skills',
},
{
text: '3. Stats',
link: '!computer stats',
},
{
text: '4. Optimize',
link: '!computer optimize',
},
{
text: '6. Redefine',
link: '!computer redefine',
},
]
)
);
};
createPlayerMacros = () => {
let players = findObjs({
_type: 'player',
});
const setMacro = (player, name, macroText) => {
let [macro] = findObjs({
_type: 'macro',
_playerid: player.get('_id'),
name,
});
if (macro) macro.set('action', macroText);
else
createObj('macro', {
_playerid: player.get('_id'),
name,
action: macroText,
});
};
// Create the macro, or update the players' old macro if they already have it.
_.each(players, (player) => {
setMacro(
player,
'roll',
'!computer roll --skill=?{Pick a skill to use|athletics|guns|melee|throw|bluff|charm|intimidate|stealth|science|psychology|bureaucracy|alpha-complex|operate|engineer|program|demolitions} --stat=?{Pick a stat to use|violence|chutzpah|brains|mechanics} --moxie=?{How many points of moxie do you want to burn|0|1|2|3|4|5|6|7|8} --bonus=?{Any extra bonuses|0}'
);
setMacro(
player,
'takeDamage',
'!computer takeDamage --damage=?{What level of damage|Hurt,1|Injured,2|Maimed,3|Dead,4}'
);
setMacro(player, 'die', '!computer die');
});
};
WARNING_CSS = {
warning: {
color: '#f00',
'font-size': '36px',
'font-weight': 'bold',
},
description: {
color: '#f00',
'font-size': '28px',
'font-weight': 'bold',
},
menu: {
background: '#fff',
border: 'solid 1px #000',
'border-radius': '5px',
'font-weight': 'bold',
'margin-bottom': '1em',
overflow: 'hidden',
},
};
MENU_CSS = {
centeredBtn: {
'text-align': 'center',
},
menu: {
background: '#fff',
border: 'solid 1px #000',
'border-radius': '5px',
'font-weight': 'bold',
'margin-bottom': '1em',
overflow: 'hidden',
},
menuBody: {
padding: '5px',
'text-align': 'center',
},
menuHeader: {
background: '#000',
color: '#fff',
'text-align': 'center',
},
};
TEXT_BOX_CSS = {
centeredBtn: {
'text-align': 'center',
},
menu: {
background: '#fff',
border: 'solid 1px #000',
'border-radius': '5px',
'margin-bottom': '1em',
overflow: 'hidden',
},
textContainer: {
padding: '5px',
'text-align': 'left',
},
buttonContainer: {
padding: '5px',
'padding-top': '12px',
'border-top': 'solid 1px #000',
'text-align': 'center',
},
section: {
'margin-bottom': '12px',
},
menuHeader: {
background: '#000',
color: '#fff',
'font-weight': 'bold',
'font-size': '24px',
'padding-top': '8px',
'padding-bottom': '8px',
'text-align': 'center',
},
};
}
const FriendComputer = new _FriendComputer();
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