implement skill search by name or id
This commit is contained in:
107
skill.go
Normal file
107
skill.go
Normal file
@@ -0,0 +1,107 @@
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package main
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import (
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"fmt"
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"strings"
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"git.sunturtle.xyz/zephyr/horse/horse"
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"github.com/disgoorg/disgo/discord"
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)
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func RenderSkill(s horse.Skill) discord.ContainerComponent {
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skilltype := discord.TextDisplayComponent{
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ID: 4,
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Content: "Skill Issue",
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}
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r := discord.ContainerComponent{
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ID: 1, // specify ids so we guarantee we don't get collisions with related skill buttons
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Components: []discord.ContainerSubComponent{
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discord.SectionComponent{
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ID: 2,
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Components: []discord.SectionSubComponent{
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discord.TextDisplayComponent{
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ID: 3,
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Content: "## " + s.Name + "\n" + s.Description,
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},
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&skilltype, // doing something evil :)
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},
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Accessory: discord.NewThumbnail(fmt.Sprintf("https://gametora.com/images/umamusume/skill_icons/utx_ico_skill_%d.png", s.IconID)),
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},
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},
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}
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switch {
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case s.Rarity == 3, s.Rarity == 4, s.Rarity == 5:
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// unique of various star levels
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r.AccentColor = 0xaca4d4
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skilltype.Content = "Unique Skill"
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case s.Rarity == 2:
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// rare (gold)
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r.AccentColor = 0xd7c25b
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skilltype.Content = "Rare Skill"
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case s.GroupRate == -1:
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// negative (purple) skill
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r.AccentColor = 0x9151d4
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skilltype.Content = "Negative Skill"
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case !s.WitCheck:
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// should be passive (green)
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r.AccentColor = 0x66ae1c
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skilltype.Content = "Passive Skill"
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// TODO(zeph): debuff (red)
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case s.Rarity == 1:
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// common (white)
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r.AccentColor = 0xcccccc
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skilltype.Content = "Common Skill"
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}
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r.Components = append(r.Components, discord.SeparatorComponent{ID: 5, Spacing: discord.SeparatorSpacingSizeSmall})
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text := make([]string, 0, 3)
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abils := make([]string, 0, 3)
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for i, act := range s.Activations {
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text, abils = text[:0], abils[:0]
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if act.Precondition != "" {
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text = append(text, "Precondition: "+formatCondition(act.Precondition))
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}
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text = append(text, "Condition: "+formatCondition(act.Condition))
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var t string
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switch {
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case act.Duration < 0:
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// passive; do nothing
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case act.Duration == 0:
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t = "Instantaneous "
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case act.Duration >= 500e4:
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t = "Permanent "
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default:
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t = act.Duration.String() + "s "
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}
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for _, a := range act.Abilities {
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abils = append(abils, a.String())
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}
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t += strings.Join(abils, ", ")
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if act.Cooldown < 500e4 {
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t += " on " + act.Cooldown.String() + "s cooldown"
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}
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text = append(text, t)
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r.Components = append(r.Components, discord.TextDisplayComponent{
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ID: 10 + i,
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Content: strings.Join(text, "\n"),
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})
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}
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r.Components = append(r.Components, discord.SeparatorComponent{ID: 50, Spacing: discord.SeparatorSpacingSizeSmall})
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r.Components = append(r.Components, discord.TextDisplayComponent{
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ID: 51,
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Content: fmt.Sprintf("SP cost %d. Grade value %d.", s.SPCost, s.GradeValue),
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})
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// TODO(zeph): related skills, use a row of buttons with skill numbers for the ids and edit the message when clicked?
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return r
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}
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func formatCondition(s string) string {
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s = strings.ReplaceAll(s, "&", " & ")
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if strings.ContainsRune(s, '@') {
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return "```\n" + strings.ReplaceAll(s, "@", "\n@\n") + "```"
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}
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return "`" + s + "`"
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}
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// TODO(zeph): autocomplete
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// if we want to backgroundify construction of an autocomplete map,
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// use sync.OnceValue and launch a goroutine in main to get the value and discard it
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