@mateo-wallace/rpg-dice-js
Version:
Npm package that allows users to roll dice with all math and various forms of response
89 lines (87 loc) • 5.05 kB
JavaScript
;
Object.defineProperty(exports, "__esModule", {
value: true
});
exports["default"] = void 0;
var _roll = _interopRequireDefault(require("../methods/roll.js"));
function _interopRequireDefault(e) { return e && e.__esModule ? e : { "default": e }; }
function ownKeys(e, r) { var t = Object.keys(e); if (Object.getOwnPropertySymbols) { var o = Object.getOwnPropertySymbols(e); r && (o = o.filter(function (r) { return Object.getOwnPropertyDescriptor(e, r).enumerable; })), t.push.apply(t, o); } return t; }
function _objectSpread(e) { for (var r = 1; r < arguments.length; r++) { var t = null != arguments[r] ? arguments[r] : {}; r % 2 ? ownKeys(Object(t), !0).forEach(function (r) { _defineProperty(e, r, t[r]); }) : Object.getOwnPropertyDescriptors ? Object.defineProperties(e, Object.getOwnPropertyDescriptors(t)) : ownKeys(Object(t)).forEach(function (r) { Object.defineProperty(e, r, Object.getOwnPropertyDescriptor(t, r)); }); } return e; }
function _defineProperty(e, r, t) { return (r = _toPropertyKey(r)) in e ? Object.defineProperty(e, r, { value: t, enumerable: !0, configurable: !0, writable: !0 }) : e[r] = t, e; }
function _typeof(o) { "@babel/helpers - typeof"; return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof(o); }
function _classCallCheck(a, n) { if (!(a instanceof n)) throw new TypeError("Cannot call a class as a function"); }
function _defineProperties(e, r) { for (var t = 0; t < r.length; t++) { var o = r[t]; o.enumerable = o.enumerable || !1, o.configurable = !0, "value" in o && (o.writable = !0), Object.defineProperty(e, _toPropertyKey(o.key), o); } }
function _createClass(e, r, t) { return r && _defineProperties(e.prototype, r), t && _defineProperties(e, t), Object.defineProperty(e, "prototype", { writable: !1 }), e; }
function _toPropertyKey(t) { var i = _toPrimitive(t, "string"); return "symbol" == _typeof(i) ? i : i + ""; }
function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e = t[Symbol.toPrimitive]; if (void 0 !== e) { var i = e.call(t, r || "default"); if ("object" != _typeof(i)) return i; throw new TypeError("@@toPrimitive must return a primitive value."); } return ("string" === r ? String : Number)(t); }
/**
* Class representing a dice.
*/
var Dice = /*#__PURE__*/function () {
/**
* Create a dice.
* @param {Object} options - The options for the dice.
*/
function Dice(_ref) {
var _ref$isBoldCrit = _ref.isBoldCrit,
isBoldCrit = _ref$isBoldCrit === void 0 ? false : _ref$isBoldCrit,
_ref$boldWrapper = _ref.boldWrapper,
boldWrapper = _ref$boldWrapper === void 0 ? ["**", "**"] : _ref$boldWrapper,
_ref$defaultDie = _ref.defaultDie,
defaultDie = _ref$defaultDie === void 0 ? 20 : _ref$defaultDie,
_ref$ok = _ref.ok,
ok = _ref$ok === void 0 ? true : _ref$ok,
_ref$input = _ref.input,
input = _ref$input === void 0 ? true : _ref$input,
_ref$result = _ref.result,
result = _ref$result === void 0 ? true : _ref$result,
_ref$total = _ref.total,
total = _ref$total === void 0 ? true : _ref$total,
_ref$resultNoDice = _ref.resultNoDice,
resultNoDice = _ref$resultNoDice === void 0 ? true : _ref$resultNoDice,
_ref$prefab = _ref.prefab,
prefab = _ref$prefab === void 0 ? true : _ref$prefab,
_ref$inputArray = _ref.inputArray,
inputArray = _ref$inputArray === void 0 ? true : _ref$inputArray,
_ref$resultArray = _ref.resultArray,
resultArray = _ref$resultArray === void 0 ? true : _ref$resultArray,
_ref$resultNoDiceArra = _ref.resultNoDiceArray,
resultNoDiceArray = _ref$resultNoDiceArra === void 0 ? true : _ref$resultNoDiceArra,
_ref$totalCrit = _ref.totalCrit,
totalCrit = _ref$totalCrit === void 0 ? true : _ref$totalCrit;
_classCallCheck(this, Dice);
this.responseOptions = {
ok: ok,
input: input,
result: result,
total: total,
resultNoDice: resultNoDice,
prefab: prefab,
inputArray: inputArray,
resultArray: resultArray,
resultNoDiceArray: resultNoDiceArray,
totalCrit: totalCrit
};
this.settings = {
isBoldCrit: isBoldCrit,
defaultDie: defaultDie,
boldWrapper: boldWrapper,
responseOptions: this.responseOptions
};
}
/**
* Roll the dice.
* @param {string} userInput - The user input for the dice roll.
* @return {Object} The result of the dice roll.
*/
return _createClass(Dice, [{
key: "roll",
value: function roll(userInput) {
if (userInput !== undefined && typeof userInput !== "string") throw new Error("Input must be a string or empty. X ".concat(_typeof(userInput)));
return (0, _roll["default"])(_objectSpread({
userInput: userInput
}, this.settings));
}
}]);
}();
var _default = exports["default"] = Dice;