public static function useItem($user, $fight, $action) { if (strtolower($action) === "taunt") { FightActionController::registerAction($user, $fight->fight_id, $user->tag() . " uses Taunt!"); return [new FightMessage("good", [$user->tag() . " uses Taunt!", "What an insult!"]), new FightReaction($fight->channel_id)]; } $move = FightItemController::getMove($user, $action); if (!$move) { $result = [$action . " not available! Options:"]; $moves = FightItemModel::findWhere(["user_id" => $user->user_id, "type" => "move", "deleted" => 0]); foreach ($moves->objects as $move) { $result[] = "`" . $move->name . "`"; } return new FightMessage("danger", $result); } else { $action = FightItemController::useMove($move, $user, $fight); if (!is_array($action)) { $action = [$action]; } $action[] = new FightReaction($fight->channel_id); return $action; } }
public static function useMove($move, $user, $fight, $opponent, $otherFight) { if (!$opponent) { list($otherFight, $opponent) = FightController::getOpponent($fight); } $message = [$user->tag() . " uses " . $move->name]; $weapon = FightItemModel::findById($user->weapon); $armor = FightItemModel::findById($opponent->armor); if ($weapon) { $message[0] .= " with their " . $weapon->name; } $message[0] .= "!"; $critical = 0; $effective = 0; $moveAlignment = $move->stats["alignment"] ?: "none"; $weaponAlignment = $weapon ? $weapon->stats["alignment"] : "none"; $armorAlignment = $armor ? $armor->stats["alignment"] : "none"; if (!$weaponAlignment) { $weaponAlignment = "none"; } if (!$armorAlignment) { $armorAlignment = "none"; } // Super and not effective if (in_array($armorAlignment, self::$superEffective[$moveAlignment])) { $move->stats["physical"] *= 1.5; $move->stats["elemental"] *= 1.5; $effective += 1; } if (in_array($armorAlignment, self::$notEffective[$moveAlignment])) { $move->stats["physical"] /= 2; $move->stats["elemental"] /= 2; $effective -= 1; } // Critical stuff if (rand(0, 100) <= 5 + $move->stats["luck"]) { $move->stats["physical"] *= 1.5; $move->stats["elemental"] *= 1.5; $critical += 1; } // Compute damage $physicalDamage = $move->stats["physical"]; $elementalDamage = [$moveAlignment => $move->stats["elemental"]]; // Weapon stuff if ($weapon) { if (rand(0, 100) <= 5 + $weapon->stats["luck"]) { $weapon->stats["physical"] *= 1.5; $weapon->stats["elemental"] *= 1.5; $critical += 1; } if (in_array($armorAlignment, self::$superEffective[$weaponAlignment])) { $weapon->stats["physical"] *= 1.5; $weapon->stats["elemental"] *= 1.5; $effective += 1; } if (in_array($armorAlignment, self::$notEffective[$weaponAlignment])) { $weapon->stats["physical"] /= 2; $weapon->stats["elemental"] /= 2; $effective -= 1; } $physicalDamage += $weapon->stats["physical"]; $elementalDamage[$weaponAlignment] += $weapon->stats["elemental"]; } // Physical attack $damage = max(2, $physicalDamage * (1 - $armor->stats["physical"] / 100) - $armor->stats["defense"]); foreach ($elementalDamage as $element => $dmg) { if ($armorAlignment === $element || in_array($armorAlignment, self::$notEffective[$element])) { $damage += max(2, $dmg * (1 - $armor->stats["elemental"] / 100)); } } $damage = round($damage); if ($critical === 1) { $message[] = "Critical hit!"; } elseif ($critical === 2) { $message[] = "HYPERCritical hit!!!!"; } if ($effective === -2) { $message[] = "But it hardly does anything!"; } elseif ($effective === -1) { $message[] = "It wasn't very effective..."; } elseif ($effective === 1) { $message[] = "It's super effective!"; } elseif ($effective === 2) { $message[] = "OMIGOD YOU KNOCKED HIS SOCKS OFF SO EFFECTIVE!!"; } $color = null; if ($move->stats["alignment"] === "iron") { $color = "#FF0000"; } if ($move->stats["alignment"] === "earth") { $color = "#00FF00"; } if ($move->stats["alignment"] === "water") { $color = "#0000FF"; } // Fight result $newHealth = $otherFight->health - $damage; if ($newHealth > 0) { $otherFight->update(["health" => $newHealth]); $message[] = "(" . $damage . " damage) " . $opponent->tag() . " now has " . $newHealth . " health."; } else { $levelUp = FightController::registerVictory($user, $fight, $opponent, $otherFight); $otherFight->update(["health" => $newHealth]); $message[] = "(" . $damage . " damage) " . $opponent->tag() . " fainted!!"; if ($opponent->AI && ($item = FightAIController::dropitem($opponent))) { $item->update(["user_id" => $user->user_id]); return [new FightMessage($color, $message), new FightMessage("good", "You picked up: " . $item->name . "!")]; } return [new FightMessage($color, $message), $levelUp]; } $result = new FightMessage($color, $message); FightActionController::registerAction($user, $fight->fight_id, $result->toString()); if ($opponent->AI) { $opponentMove = FightAIController::computerMove($user, $fight, $opponent, $otherFight); if (!is_array($opponentMove)) { $opponentMove = [$opponentMove]; } array_unshift($opponentMove, $result); return $opponentMove; } return $result; }
public static function equip_($argc, $argv, $user, $fight, $params) { $itemName = implode(" ", array_slice($argv, 2)); if ($argv[1] !== "weapon" && $argv[1] !== "armor") { return new FightInfoMessage("Usage: `equip (weapon|armor) " . $argv[1] . "`"); } $item = FightItemController::getItem($user, $itemName); if ($item) { if ($fight) { self::requireTurn($user, $fight); } $user->update([$argv[1] => $item->item_id]); if ($fight) { FightActionController::registerAction($user, $fight->fight_id, $user->tag() . "equipped `" . $itemName . "`!"); return new FightMessage("good", "You equipped `" . $itemName . "`! (yes, it used your turn)"); } else { return new FightMessage("good", "You equipped `" . $itemName . "`!"); } } else { return new FightMessage("warning", "Sorry, you don't have an item named `" . $itemName . "`"); } }