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