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Added #memory
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29ee398f9d
commit
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3 changed files with 221 additions and 1 deletions
141
Input.js
141
Input.js
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@ -90,6 +90,7 @@ const spellShopSynonyms = ["spellshop", "spellstore"]
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const itemShopSynonyms = ["itemshop", "itemstore"]
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const stragedySynonyms = ["stragedy", "playgame", "game", "startgame", "begingame", "playcards", "playstragedy", "startstragedy", "beginstragedy"]
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const lockpickSynonyms = ["lockpick", "lockpicking", "codebreaker", "pick", "hack", "hacking", "mastermind"]
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const memorySynonyms = ["memory", "matchmaking", "matching", "matchmaker", "match2"]
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const addCardSynonyms = ["addcard"]
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const equipSynonyms = ["equip", "arm", "wear"]
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const rewardSynonyms = ["reward"]
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@ -141,6 +142,12 @@ const modifier = (text) => {
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else text = rawText
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}
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if (state.memoryTurn != null) {
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text = handleMemoryTurn(text)
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if (state.memoryTurn != null) return { text }
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else text = rawText
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}
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if (state.initialized == null || !text.includes("#")) {
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state.initialized = true;
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return { text }
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@ -170,7 +177,7 @@ const modifier = (text) => {
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return { text }
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}
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if (!found) found = processCommandSynonyms(command, commandName, helpSynonyms.concat(rollSynonyms, noteSynonyms, eraseNoteSynonyms, showNotesSynonyms, clearNotesSynonyms, showCharactersSynonyms, removeCharacterSynonyms, generateNameSynonyms, setDefaultDifficultySynonyms, showDefaultDifficultySynonyms, renameCharacterSynonyms, cloneCharacterSynonyms, createLocationSynonyms, showLocationsSynonyms, goToLocationSynonyms, removeLocationSynonyms, getLocationSynonyms, clearLocationsSynonyms, goNorthSynonyms, goSouthSynonyms, goEastSynonyms, goWestSynonyms, encounterSynonyms, showEnemiesSynonyms, addEnemySynonyms, removeEnemySynonyms, clearEnemiesSynonyms, initiativeSynonyms, turnSynonyms, fleeSynonyms, versionSynonyms, setupEnemySynonyms, healSynonyms, damageSynonyms, restSynonyms, addExperienceSynonyms, healPartySynonyms, blockSynonyms, repeatTurnSynonyms, lockpickSynonyms, resetSynonyms), function () {return true})
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if (!found) found = processCommandSynonyms(command, commandName, helpSynonyms.concat(rollSynonyms, noteSynonyms, eraseNoteSynonyms, showNotesSynonyms, clearNotesSynonyms, showCharactersSynonyms, removeCharacterSynonyms, generateNameSynonyms, setDefaultDifficultySynonyms, showDefaultDifficultySynonyms, renameCharacterSynonyms, cloneCharacterSynonyms, createLocationSynonyms, showLocationsSynonyms, goToLocationSynonyms, removeLocationSynonyms, getLocationSynonyms, clearLocationsSynonyms, goNorthSynonyms, goSouthSynonyms, goEastSynonyms, goWestSynonyms, encounterSynonyms, showEnemiesSynonyms, addEnemySynonyms, removeEnemySynonyms, clearEnemiesSynonyms, initiativeSynonyms, turnSynonyms, fleeSynonyms, versionSynonyms, setupEnemySynonyms, healSynonyms, damageSynonyms, restSynonyms, addExperienceSynonyms, healPartySynonyms, blockSynonyms, repeatTurnSynonyms, lockpickSynonyms, memorySynonyms, resetSynonyms), function () {return true})
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if (found == null) {
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if (state.characterName == null) {
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@ -273,6 +280,7 @@ const modifier = (text) => {
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if (text == null) text = processCommandSynonyms(command, commandName, itemShopSynonyms, doItemShop)
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if (text == null) text = processCommandSynonyms(command, commandName, stragedySynonyms, doStragedy)
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if (text == null) text = processCommandSynonyms(command, commandName, lockpickSynonyms, doLockpick)
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if (text == null) text = processCommandSynonyms(command, commandName, memorySynonyms, doMemory)
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if (text == null) text = processCommandSynonyms(command, commandName, addCardSynonyms, doAddCard)
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if (text == null) text = processCommandSynonyms(command, commandName, equipSynonyms, doEquip)
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if (text == null) text = processCommandSynonyms(command, commandName, rewardSynonyms, doReward)
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@ -1309,6 +1317,137 @@ function doSetupEnemy(command) {
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return " "
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}
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function doMemory(command) {
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var arg0 = getArgument(command, 0)
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if (arg0 == null) {
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arg0 = "easy"
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}
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switch(arg0) {
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case "impossible":
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state.memoryWidth = 6
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state.memoryHeight = 6
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state.memoryMaxTurns = 46
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break
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case "hard":
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state.memoryWidth = 5
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state.memoryHeight = 6
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state.memoryMaxTurns = 40
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break
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case "medium":
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state.memoryWidth = 4
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state.memoryHeight = 5
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state.memoryMaxTurns = 30
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break
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case "effortless":
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state.memoryWidth = 3
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state.memoryHeight = 2
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state.memoryMaxTurns = 25
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break
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case "automatic":
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state.memoryWidth = 2
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state.memoryHeight = 2
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state.memoryMaxTurns = 25
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break
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case "easy":
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default:
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state.memoryWidth = 4
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state.memoryHeight = 3
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state.memoryMaxTurns = 25
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break
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}
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state.memoryTurns = 1
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let possibleSymbols = ["❤️", "💙", "🐉", "🐸", "⚔️", "🛡️", "🐻", "👻", "🦁", "😺", "😈", "🧙", "💀", "🐵", "🐓", "🦉", "🕷️", "🏹", "🎁", "🎲", "❄️", "🔥", "⚡", "🌳", "💦", "🍎", "🥒", "🍖"]
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shuffle(possibleSymbols)
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possibleSymbols = possibleSymbols.splice(0, state.memoryWidth * state.memoryHeight / 2)
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state.memoryCards = possibleSymbols.concat(possibleSymbols)
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shuffle(state.memoryCards)
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state.memorySolved = new Array(state.memoryCards.length)
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state.memoryRevealed = null
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state.memoryTurn = "game"
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state.show = "memory"
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return " "
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}
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function handleMemoryTurn(text) {
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state.show = "memory"
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if (/^\s*>.*says? ".*/.test(text)) {
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text = text.replace(/^\s*>.*says? "/, "")
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text = text.replace(/"\s*$/, "")
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} else if (/^\s*>\s.*/.test(text)) {
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text = text.replace(/\s*> /, "")
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for (var i = 0; i < info.characters.length; i++) {
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var matchString = info.characters[i] == "" ? "You " : `${info.characters[i]} `
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if (text.startsWith(matchString)) {
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text = text.replace(matchString, "")
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break
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}
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}
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text = text.replace(/\.?\s*$/, "")
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} else {
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text = text.replace(/^\s+/, "")
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}
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text = text.toLowerCase()
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if (text == "q") {
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state.memoryTurn = "forfeit"
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return text
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}
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switch (state.memoryTurn) {
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case "game":
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if (isNaN(text)) return text
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let guess = parseInt(text)
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state.memoryTurns++
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if (guess < 1 || guess > state.memoryCards.length) return text
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if (state.memoryRevealed == null) {
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state.message = `Card ${guess} is revealed to be:\n${state.memoryCards[guess -1]}`
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state.memoryRevealed = guess
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} else {
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if (state.memoryRevealed == guess) {
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state.message = `Card ${guess} is the same card you already picked, silly:\n${state.memoryCards[guess - 1]}`
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state.memoryTurns--
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} else if (state.memoryCards[state.memoryRevealed - 1] == state.memoryCards[guess - 1]) {
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state.message = `Cards ${state.memoryRevealed} and ${guess} are a match!\n${state.memoryCards[state.memoryRevealed - 1]} ${state.memoryCards[guess - 1]}`
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state.memorySolved[state.memoryRevealed - 1] = true
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state.memorySolved[guess - 1] = true
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state.memoryRevealed = null
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} else {
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state.message = `Card ${guess} is revealed to be: ${state.memoryCards[guess - 1]}\nCards ${state.memoryRevealed} and ${guess} are NOT a match:${state.memoryCards[state.memoryRevealed - 1]} ${state.memoryCards[guess - 1]}`
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state.memoryRevealed = null
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}
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}
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let win = true
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for (let i = 0; i < state.memorySolved.length; i++) {
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if (state.memorySolved[i] != true) {
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win = false
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break
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}
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}
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if (win) state.memoryTurn = "win"
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if (state.memoryTurns > state.memoryMaxTurns) state.memoryTurn = "lose"
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log(state.memorySolved)
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return text
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case "win":
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case "lose":
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case "forfeit":
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state.show = null
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state.memoryTurn = null
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return text
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}
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return `\nUnexpected Mastermind state. Input text: ${text}`
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}
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function doLockpick(command) {
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var arg0 = getArgument(command, 0)
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if (arg0 == null) {
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