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Copy pathCode.js
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90 lines (71 loc) · 2.24 KB
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function doGet(e) {
const userId = e.parameter.u
const user = findUser(userId)
const htmlOutput = HtmlService.createTemplateFromFile('index')
htmlOutput.userId = userId
if (user.lastSceneId) {
const scene = findScene(user.lastSceneId)
const session = findSession(scene.rpgSessionId)
htmlOutput.sessionType = session.type
htmlOutput.continueGame = true
htmlOutput.rpgSessionId = scene.rpgSessionId
let htmlResponse = htmlOutput.evaluate()
htmlResponse.setTitle("UGNOME")
return htmlResponse
}
htmlOutput.sessionType = returnSessionType(e.parameter.st)
htmlOutput.continueGame = false
let htmlResponse = htmlOutput.evaluate()
htmlResponse.setTitle("UGNOME")
return htmlResponse
}
function doPost(e) {
const userId = e.parameter.u
const user = findUser(userId)
const result = {hasGame: !!user.lastSceneId}
return ContentService.createTextOutput(JSON.stringify(result))
.setMimeType(ContentService.MimeType.JSON);
}
/**
* Endpoint to process the player message. Is called when the player clicks in the send message button's
*/
function messageController(playerAction, rpgSessionId) {
// PlayerMessage.gs
return processMessage(playerAction, rpgSessionId)
}
function generatorController(generationType, subtype) {
// RamdomGenerator.gs
return randomGenerateWrap(generationType, subtype)
}
function textGenerateController(form) {
// AITextGenerator.gs
return generateTextWrap(form.textSeed)
}
function generatedTextController(message, feedback) {
// Sheets.gs
return saveFeedback(message, feedback)
}
function checkController(checkValue, rpgSessionId) {
// GameMechanics.gs
return processCheck(checkValue, rpgSessionId)
}
function rpgSessionController(selectedClass, userId, selectedSessionType) {
// GameMechanics.gs
return startGame(selectedClass, userId, selectedSessionType)
}
function characterClassController() {
// Dnd5eCharacterClass.gs
return getCharacterClass()
}
function attackController(actionName, rpgSessionId) {
// GameMechanics.gs
return combat(actionName, rpgSessionId)
}
function gameController(userId) {
// GameMechanics.gs
return continueGame(userId)
}
function restartGameController(userId) {
// GameMechanics.gs
return saveLastScene(userId, '')
}