mirror of
https://github.com/Ratstail91/SANCTUM.git
synced 2025-11-29 02:24:27 +11:00
Added package.json for modules to work, and !inventory Pg. 0 bugfix
This commit is contained in:
@@ -11,18 +11,70 @@ const io = require('socket.io-client');
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var socket = io.connect('http://localhost:80');
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// Bot Modules
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const npcSettings = require('./npcSettings')
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const dataRequest = require('../modules/dataRequest');
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const calcRandom = require('../modules/calcRandom');
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// State Machine
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var RavagerState = {
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var EnemyState = {
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INACTIVE: 0,
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PROWLING: 1,
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ACTIVE: 2,
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UNCONSCIOUS: 3
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}
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const prowling = 'Prowling...';
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// Enemy lists
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class EnemyBatchInstance {
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constructor(channel) {
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this.state = EnemyState.INACTIVE;
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this.enemies = []; // Array of `new Enemy()`s
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this.channel = channel; // Channel of spawning
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this.spawnPrecentage = 100;
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this.hostileLevel = 1;
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this.fastSummon = false; // Show prowling
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}
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}
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// Enemy instance
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class Enemy {
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constructor(type) {
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this.state = EnemyState.INACTIVE;
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this.type = type;
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this.level = 1;
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this.health = 420;
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this.speed = 21;
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this.strength = 33;
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this.stash = 0;
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this.fleeTime = undefined;
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this.guid = undefined;
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this.deletePrevMessage = false;
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}
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// Creates flee time by randomization
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get randomFleeTime() {
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var randomFleeTime;
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randomFleeTime = calcRandom.random(3 * 60 * 1000, 6 * 60 * 1000);
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randomFleeTime -= (randomFleeTime % 1000);
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return randomFleeTime;
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}
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}
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var enemyBatchCollection = [];
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// Spawning patterns
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var spawnPatterns = {
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"types": ['default', 'randomBatch2'],
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"default": {
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"ravager": {
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"amount": 1
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},
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"type": "incrememt"
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},
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"randomBatch2": {
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"amount": 2,
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"type": "incrememt"
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}
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}
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var socketReady = false;
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socket.on('spawn', (data) => {
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@@ -52,10 +104,15 @@ client.on('ready', async () => {
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// You can set status to 'online', 'invisible', 'away', or 'dnd' (do not disturb)
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client.user.setStatus('invisible');
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// Sets your "Playing"
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client.user.setActivity(prowling);
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if (npcSettings.activity) {
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client.user.setActivity(npcSettings.activity, { type: npcSettings.type })
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.then(presence => console.log(`Activity set to ${presence.game ? presence.game.name : 'none'}`))
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.catch(console.error);
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}
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console.log(`Connected! \
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\nLogged in as: ${client.user.username} - (${client.user.id})`);
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// Corrects Ravager username
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if (client.user.username == "Raveger") {
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const newName = "Ravager";
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@@ -91,6 +148,11 @@ client.on('message', async message => {
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if (isAdmin(message.author.id))
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message.reply("***...MRGRGRGR!***");
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break;
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case npcSettings.id:
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if (args[0].toLowerCase() === "summon" && isAdmin(message.author.id)) {
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generateEnemy(process.env.DEADLANDS_CHANNEL_ID);
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}
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break;
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}
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});
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@@ -100,20 +162,95 @@ cron.schedule('*/10 * * * *', function() {
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});
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async function generateEnemy(channelID) {
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console.log("Generating enemy...")
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// Gets an enemy batch instance, or creates if non-existant
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var index = enemyBatchCollection.findIndex(data => data.channel === channelID);
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var enemyBatch;
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console.log(index <= -1)
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if (index <= -1) {
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enemyBatch = new EnemyBatchInstance(channelID);
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} else {
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enemyBatch = enemyBatchCollection[index];
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}
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// Generate a spawn pattern
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var randomSpawnPattern = spawnPatterns.types[calcRandom.randomExc(0, spawnPatterns.types.length)];
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var newSpawnPattern = spawnPatterns[randomSpawnPattern];
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newSpawnPattern = spawnPatterns["default"]; // Overruled!
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// Creates a bunch of new enemies
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var amount = newSpawnPattern[npcSettings.id].amount;
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var newEnemies = [];
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for (let i = 0; i < amount; i++) {
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var enemy = new Enemy(npcSettings.id);
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var elevel = enemyBatch.hostileLevel;
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// Replication of newHostile in sendData.php
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const healthBase = 50; const strengthBase = 3; const speedBase = 3; const stashBase = 3;
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const healthMin = (healthBase * elevel) / 2;
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const healthMax = healthBase * elevel;
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const strengthMin = (strengthBase * elevel) / 2;
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const strengthMax = strengthBase * elevel;
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const speedMin = (speedBase * elevel) / 2;
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const speedMax = speedBase * elevel;
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const stashMin = (stashBase * elevel) / 2;
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const stashMax = stashBase * elevel;
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const health = Math.floor(calcRandom.randomExc(healthMin, healthMax));
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const strength = Math.floor(calcRandom.randomExc(strengthMin, strengthMax));
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const speed = Math.floor(calcRandom.randomExc(speedMin, speedMax));
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const stash = Math.floor(calcRandom.randomExc(stashMin, stashMax));
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enemy.level = elevel;
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enemy.health = health;
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enemy.strength = strength;
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enemy.speed = speed;
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enemy.stash = stash;
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enemy.state = EnemyState.PROWLING;
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enemy.fleeTime = enemy.randomFleeTime;
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enemy.guid = guidGenerator();
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// Logs stats
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console.log(`\n[===== | Enemy Stats | =====]`);
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console.log(`HEALTH: ${health} > ${healthMin} - ${healthMax}`);
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console.log(`STRENGTH: ${strength} > ${strengthMin} - ${strengthMax}`);
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console.log(`SPEED: ${speed} > ${speedMin} - ${speedMax}`);
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console.log(`STASH: ${stash} > ${stashMin} - ${stashMax}`);
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console.log(`[===========================]\n`);
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newEnemies.push(enemy);
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}
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enemyBatch.enemies = newEnemies;
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enemyBatch.hostileLevel++;
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console.log(JSON.stringify(newEnemies, null, 2));
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if (calcRandom.gamble(enemyBatch.spawnPrecentage)) {
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enemyBatch.spawnPrecentage = 50;
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// Creation of Ravager timer
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var creationTime = calcRandom.random(35000, 540000);
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creationTime = 3 * 1000; // shortcuts
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console.log(`[Enemy Spawn] ${amount} "${npcSettings.id}" will be created in ${fmtMSS(creationTime / 1000)} min.`);
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await sleep(creationTime);
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console.log(`[Enemy Spawn] ${amount} "${npcSettings.id}" has spawned!`);
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summonEnemy(enemyBatch);
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enemyBatch.hostileLevel++;
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} else {
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console.log("[Enemy Spawn] Fail to spawn. Adding 10% more to chances.");
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enemyBatch.spawnPrecentage += 10;
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}
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}
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// Turn online and turn offline
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async function summonEnemy(data) {
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// Scans for Ravager already in channel
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/*
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var isRavagerInChannel = false;
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ravagerCollection.forEach(element => {
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if (element.channel === data.channel) {
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console.log("There is already a Ravager in channel " + element.channel);
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isRavagerInChannel = true;
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}
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});
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if (isRavagerInChannel) return;
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*/
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// If timer exists, do outpost
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const summonTime = 4; // 4 is debug, normal is 35
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if (!data.fastSummon) {
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@@ -124,7 +261,7 @@ async function summonEnemy(data) {
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// Sets prowling states on the Ravagers
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for (let i = 0; i < data.enemies.length; i++) {
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const element = data.enemies[i];
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element.state = RavagerState.PROWLING;
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element.state = EnemyState.PROWLING;
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}
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// Notification code
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@@ -151,14 +288,14 @@ async function summonEnemy(data) {
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for (let i = 0; i < data.enemies.length; i++) {
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const element = data.enemies[i];
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element.state = RavagerState.ACTIVE;
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element.state = EnemyState.ACTIVE;
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}
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enemyTimer(element, data, data.channel, element.fleeTime, newMessage);
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}
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}
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// Counts down
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async function enemyTimer(newRavager, data, channel, fleeTime, newMessage) {
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async function enemyTimer(newEnemy, data, channel, fleeTime, newMessage) {
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function addUserToArray(userID) {
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attackingUsers.push(userID);
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}
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@@ -180,84 +317,164 @@ async function enemyTimer(newRavager, data, channel, fleeTime, newMessage) {
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.setTitle("Status")
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.setDescription("...")
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const sendMessageMinimum = true;
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var isReadyToFlee = false;
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var attackingUsers = [];
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var tempAttackUsers = "";
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var newChannel = client.channels.get(channel);
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var interactionMessage = await newChannel.send({embed: interactionEmbed});
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// Collects emotes and reacts upon the reaction
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const collector = newMessage.createReactionCollector(
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(reaction, user) => options.includes(reaction.emoji.name) && user.id !== client.user.id);
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// Possible reaction attacks can go here
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var options = ['🇦', '🇧', '🇨']
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sendReactions(options);
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// Collect
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collector.once("collect", async reaction => {
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var user = reaction.users.last();
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tempAttackUsers += `${user} :crossed_swords: 11 DAM | <:hitback:460969716580745236> MISS (150/150)\n`;
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addUserToArray(user.id);
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console.log(tempAttackUsers);
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if (!interactionMessage.deleted) {
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interactionEmbed.setDescription(`${tempAttackUsers}`);
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interactionMessage = await newChannel.edit({embed: interactionEmbed});
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var options = ['💥', '🇦', '🇧', '🇨']
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// System for no message sending except the minimum
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if (sendMessageMinimum) {
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// Collects emotes and reacts upon the reaction
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const collector = newMessage.createReactionCollector(
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(reaction, user) => options.includes(reaction.emoji.name) && user.id !== client.user.id);
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sendReactions(options);
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// Collect
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collector.on("collect", async reaction => {
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var user = reaction.users.last();
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// Just in case, I managed to bug out Ravager to display its own name.
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if (user.id === client.user.id) {
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console.log("Well then. It bypassed the collector filter, we're stopping the Ravager from attacking itself. Would be interesting though!");
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return;
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}
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// Send damage to server
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// TODO
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tempAttackUsers += `${user} :crossed_swords: 11 DAM | <:hitback:460969716580745236> MISS (150/150)\n`;
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addUserToArray(user.id);
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console.log("Collecting a user! " + user.username)
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});
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// Ends
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collector.once("end", async collector => {
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console.log("Ended collector.")
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flee(newEnemy, data, client.channels.get(channel));
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});
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// Goes every 4 seconds
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var emoteRefresh = setInterval(async () => {
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await newMessage.clearReactions();
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if (isReadyToFlee && newEnemy.state !== EnemyState.UNCONSCIOUS) {
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console.log("Has fled!");
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//interactionEmbed.setDescription("👣 The Ravager has fled...")
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if (interactionMessage) await interactionMessage.edit({embed: interactionEmbed});
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clearInterval(emoteRefresh);
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collector.stop();
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} else {
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console.log("Sending refreshed embed... |" + tempAttackUsers + "|")
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if (tempAttackUsers === "") tempAttackUsers = "...";
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interactionEmbed.setDescription(tempAttackUsers);
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if (interactionMessage) await interactionMessage.edit({embed: interactionEmbed});
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sendReactions(options);
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}
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tempAttackUsers = "";
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}, 5 * 1000);
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// Waits to see if killed, and if not send a fleeing message
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await sleep(fleeTime);
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if (newEnemy.state === EnemyState.ACTIVE) {
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newChannel.send("**YOU ARE WEAK. THERE IS NO CHALLENGE FOR ME HERE.**\n:bangbang:***ATTEMPTING TO FLEE...***");
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await sleep(20 * 1000);
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// If still there despawn
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if (newEnemy.state !== EnemyState.UNCONSCIOUS) {
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console.log('Hostile is now able to flee, now awaiting for collector to finish.');
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isReadyToFlee = true;
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}
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}
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// Send damage.
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} else {
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// Collects emotes and reacts upon the reaction
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var collector = newMessage.createReactionCollector(
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(reaction, user) => options.includes(reaction.emoji.name) && user.id !== client.user.id);
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});
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// Ends
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collector.once("end", async collector => {
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sendReactions(options);
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});
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// Collect
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collector.on("collect", async reaction => {
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var user = reaction.users.last();
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// Goes every 4 seconds
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var emoteRefresh = setInterval(async () => {
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await newMessage.clearReactions();
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interactionEmbed.setDescription("...");
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// Just in case, I managed to bug out Ravager to display its own name.
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if (user.id === client.user.id) {
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console.log("Well then. It bypassed the collector filter, we're stopping the Ravager from attacking itself. Would be interesting though!");
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return;
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}
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if (isReadyToFlee && newRavager.state !== RavagerState.UNCONSCIOUS) {
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interactionEmbed.setDescription("👣 The Ravager has fled...")
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if (interactionMessage) await interactionMessage.edit({embed: interactionEmbed});
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clearInterval(emoteRefresh);
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collector.stop();
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} else {
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if (interactionMessage) await interactionMessage.edit({embed: interactionEmbed});
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sendReactions(options);
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}
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// Send damage to server
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// TODO
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tempAttackUsers = "";
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}, 5 * 1000);
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tempAttackUsers += `${user} :crossed_swords: 11 DAM | <:hitback:460969716580745236> MISS (150/150)\n`;
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addUserToArray(user.id);
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console.log("Collecting a user! " + user.username)
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});
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// Waits to see if killed, and if not send a fleeing message
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await sleep(fleeTime);
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if (newRavager.state === RavagerState.ACTIVE) {
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newChannel.send("**YOU ARE WEAK. THERE IS NO CHALLENGE FOR ME HERE.**\n:bangbang:***ATTEMPTING TO FLEE...***");
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await sleep(20 * 1000);
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// Ends
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collector.once("end", async collector => {
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console.log("Ended collector.")
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flee(newEnemy, data, client.channels.get(channel));
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});
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// Goes every 4 seconds
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var emoteRefresh = setInterval(async () => {
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await newMessage.clearReactions();
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if (isReadyToFlee && newEnemy.state !== EnemyState.UNCONSCIOUS) {
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console.log("Has fled!");
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//interactionEmbed.setDescription("👣 The Ravager has fled...")
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if (interactionMessage) await interactionMessage.edit({embed: interactionEmbed});
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clearInterval(emoteRefresh);
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collector.stop();
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} else {
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console.log("Sending refreshed embed... |" + tempAttackUsers + "|")
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if (tempAttackUsers === "") tempAttackUsers = "...";
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interactionEmbed.setDescription(tempAttackUsers);
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if (interactionMessage) await interactionMessage.edit({embed: interactionEmbed});
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sendReactions(options);
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}
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tempAttackUsers = "";
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}, 5 * 1000);
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// If still there despawn
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if (newRavager.state !== RavagerState.UNCONSCIOUS) {
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console.log('Hostile is now able to flee, now awaiting for collector to finish.');
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isReadyToFlee = true;
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// Waits to see if killed, and if not send a fleeing message
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await sleep(fleeTime);
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if (newEnemy.state === EnemyState.ACTIVE) {
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newChannel.send("**YOU ARE WEAK. THERE IS NO CHALLENGE FOR ME HERE.**\n:bangbang:***ATTEMPTING TO FLEE...***");
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await sleep(20 * 1000);
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// If still there despawn
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if (newEnemy.state !== EnemyState.UNCONSCIOUS) {
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console.log('Hostile is now able to flee, now awaiting for collector to finish.');
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isReadyToFlee = true;
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}
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}
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}
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}
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async function flee(newRavager, data, newChannel) {
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// Does flee sequence
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async function flee(newEnemy, data, newChannel) {
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newChannel.send("**THE POOR, ILL-EQUIPPED TRAVELERS PUT UP NO FIGHT...**\n:footprints:***RETURNS TO THE WILD. ***");
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socket.emit('fled', {
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data: data,
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ravager: newRavager
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ravager: newEnemy
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});
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if (data.length < 1) {
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await client.user.setPresence('invisible');
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client.user.setActivity('Prowling...');
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}
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console.log(data);
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}
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// Health bar
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@@ -306,6 +523,14 @@ function fmtMSS(s){ // accepts seconds as Number or String. Returns m:ss
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) + s ; // and we add Number s to the string (converting it to String as well)
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}
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// https://stackoverflow.com/questions/6860853/generate-random-string-for-div-id/6860916#6860916
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function guidGenerator() {
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var S4 = function() {
|
||||
return (((1+Math.random())*0x10000)|0).toString(16).substring(1);
|
||||
};
|
||||
return (S4()+S4()+"-"+S4()+"-"+S4()+"-"+S4()+"-"+S4()+S4()+S4());
|
||||
}
|
||||
|
||||
function getDialog(dialogTag, data = "", data2 = "") {
|
||||
switch(dialogTag) {
|
||||
case "onTheProwl":
|
||||
|
||||
Reference in New Issue
Block a user