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namespace DSALib.Commands {
/*public class Iam
{
[Command("Iam"), Summary("Wechselt den Character")]
[Alias("iam", "I_am", "i_am", "IchBin", "ichbin", "Ichbin", "Ich_bin", "ich_bin", "Ich", "ich", "I", "i")]
public Task Change_Character(params string[] givenName) // use fancy parameters
{
string res;
string name;
if (givenName.Length == 0 || (givenName.Length == 1 && (givenName[0].ToLower().Equals("bin") || givenName[0].ToLower().Equals("am"))))
{
res = " \nDu bist " + Dsa.Session.Relation[this.Context.User.Username] + "!\n \n";
return this.ReplyAsync("```xl\n" + res + "\n```");
}
if (givenName.Length > 1 && (givenName[0].ToLower().Equals("bin") || givenName[0].ToLower().Equals("am")) )
{
name = givenName.Skip(1).Aggregate((s, c) => s + c); // (Skip(1)) don't use the first element; Aggregate: take source s and do operation s = s+c for all elements
}
else
{
name = givenName.Aggregate((s, c) => s + c);
}
if (name.ToLower().Equals("man") || name.ToLower().Equals("help"))
{
return this.ReplyAsync("```xl\n" + Help.Get_Specific_Help("ich bin") + "\n```");
}
var character = Dsa.Chars.OrderBy(x => SpellCorrect.CompareEasy(name, x.Name)).First(); // usage of compareEasy
Dsa.Session.Relation[this.Context.User.Username] = character.Name;
res = " \nWillkommen " + character.Name + "!\n \n";
return this.ReplyAsync("```xl\n" + res + "\n```");
}
}
public class Gm : ModuleBase
{
public static string CheckCommand(string name, CommandTypes command, string waffe, int erschwernis = 0)
{
var comp = new SpellCorrect();
var chr = Dsa.Chars.OrderBy(x => comp.Compare(name, x.Name)).First();
switch (command)
{
case CommandTypes.Talent:
return chr.TestTalent(waffe, erschwernis);
case CommandTypes.Eigenschaft:
return chr.TestEigenschaft(waffe, erschwernis);
case CommandTypes.Angriff:
return chr.Angriff(waffe, erschwernis);
case CommandTypes.Parade:
return chr.Parade(waffe, erschwernis);
case CommandTypes.Fernkampf:
return chr.Fernkampf(waffe, erschwernis);
case CommandTypes.Zauber:
return chr.TestZauber(waffe, erschwernis);
}
return $"{name} verwendet {waffe}";
}
[Command("gm"), Summary("Führt eine probe aus")]
[Alias("GM", "as", "As", "als")]
public async Task ProbeAsync([Summary("Fernkampfwaffe")] string name, string command, string cmdText = "", int modifier = 0)
{
if (!Permissions.Test(this.Context, "Meister")) return;
command = command.ToLower();
string res;
string temp = string.Empty;
ICharacter cha = Dsa.Chars.OrderBy(x =>
SpellCorrect.CompareEasy(name, x.Name)).First();
switch (command)
{
case "le":
case "leben":
case "lp":
LE le = new LE();
temp = string.Empty;
if (modifier != 0)
{
temp = modifier.ToString();
}
res = cha.get_LE_Text(cmdText.Trim() + temp);
break;
case "ae":
case "asp":
case "astral":
AE ae = new AE();
temp = string.Empty;
if (modifier != 0)
{
temp = modifier.ToString();
}
res = cha.get_AE_Text(cmdText.Trim() + temp);
break;
default:
res = this.Test(name, command, cmdText, modifier);
break;
}
if (Dsa.GeneralContext != null && Dsa.GeneralContext.Channel.Id != this.Context.Channel.Id)
{
await Dsa.GeneralContext.Channel.SendMessageAsync("```xl\n" + res + "\n```");
}
await this.ReplyAsync("```xl\n" + res + "\n```");
}
private string Test(string name, string command, string waffe, int erschwernis = 0)
{
string res;
switch (command.ToLower())
{
case "f":
case "fern":
case "fernkampf":
res = CheckCommand(name, CommandTypes.Fernkampf, waffe, erschwernis);
break;
case "t":
case "ta":
case "talent":
case "talente":
res = CheckCommand(name, CommandTypes.Talent, waffe, erschwernis);
break;
case "e":
case "ei":
case "eigenschaft":
res = CheckCommand(name, CommandTypes.Eigenschaft, waffe, erschwernis);
break;
case "z":
case "za":
case "zauber":
case "magie":
case "m":
res = CheckCommand(name, CommandTypes.Talent, waffe, erschwernis);
break;
case "a":
case "at":
case "an":
case "angrif":
case "angriff":
res = CheckCommand(name, CommandTypes.Angriff, waffe, erschwernis);
break;
case "p":
case "pa":
case "parade":
res = CheckCommand(name, CommandTypes.Parade, waffe, erschwernis);
break;
default:
res = $"Kommando {command} nicht gefunden";
break;
}
return res;
}
}*/
}
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