Did a bunch of refactoring

This commit is contained in:
2018-11-03 17:44:21 +11:00
parent 7812ceb9d7
commit cd19546ec8
12 changed files with 82 additions and 135 deletions

205
BOT_Mori/bot-mori.js Normal file
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// .env Variables
require('dotenv').config({path: '../.env'});
// Node Modules
let discord = require('discord.js');
let client = new discord.Client();
let cron = require('node-cron');
// Bot Modules
let npcSettings = require('./npcSettings');
let shared = require("../Shared/shared");
//dialog system
let dialog = shared.GenerateDialogFunction(require("./dialog.json"));
//global settings
const itemCount = 3;
const treatments = [
// Name | Crystals | HP | Revive | Description
["Patch", 10, "50", false, "Heals 50HP immediately. Must have more than 0HP."],
["PatchV2", 15, "50%", false, "Heals to 50% HP immediately. Must have more than 0HP."],
["Regen", 20, "100", false, "Heals 100HP immediately. Must have more than 0HP."],
["RegenV2", 25, "100%", false, "Heals all HP to maximum immediately. Must have more than 0HP."],
["Revive", 20, "25", true, "Brings a traveler back from a KO (0HP) to 25HP immediately."],
["ReviveV2", 25, "50%", true, "Brings a traveler back from a KO (0HP) to 50% HP immediately."],
["ReviveV3", 30, "100%", true, "Brings a traveler back from a KO (0HP) to 100% HP immediately."]
];
let availableTreatments = [];
//handle errors
client.on('error', console.error);
// The ready event is vital, it means that your bot will only start reacting to information from discord _after_ ready is emitted
client.on('ready', async () => {
// Generates invite link
try {
let link = await client.generateInvite(["ADMINISTRATOR"]);
console.log("Invite Link: " + link);
} catch(e) {
console.log(e.stack);
}
// You can set status to 'online', 'invisible', 'away', or 'dnd' (do not disturb)
client.user.setStatus('online');
// Sets your "Playing"
if (npcSettings.activity) {
client.user.setActivity(npcSettings.activity, { type: npcSettings.type })
//DEBUGGING
.then(presence => console.log("Activity set to " + (presence.game ? presence.game.name : 'none')) )
.catch(console.error);
}
console.log("Logged in as: " + client.user.username + " - " + client.user.id);
//connect to the server
shared.ConnectToServer(client.user.username, process.env.SERVER_ADDRESS, process.env.SERVER_PORT, process.env.SERVER_PASS_KEY);
//revive each day
cron.schedule("0 7 * * *", () => {
console.log("Trying to revive...");
shared.OnServerData("reviveAll", () => { //TODO: server-side reviveAll command
console.log("Revive successful");
shared.SendPublicMessage(client, process.env.TAVERN_CHANNEL_ID, dialog("reviveAll")); //TODO: add a reference to Alexis in the dialog here
});
resetInventory(itemCount);
});
//initialize the healing options
resetInventory(itemCount);
});
// Create an event listener for messages
client.on('message', async message => {
// Ignores ALL bot messages
if (message.author.bot) {
return;
}
//skip the statis channel
if (message.channel.id === process.env.STASIS_CHANNEL_ID) {
return;
}
//skip the gate channel
if (message.channel.id === process.env.GATE_CHANNEL_ID) {
return;
}
// Has to be (prefix)command
if (message.content.indexOf(process.env.PREFIX) !== 0) {
return;
}
//handle basic commands
if (processBasicCommands(client, message)) {
return;
}
});
//Log our bot in
client.login(npcSettings.token);
function processBasicCommands(client, message) {
// "This is the best way to define args. Trust me."
// - Some tutorial dude on the internet
let args = message.content.slice(process.env.PREFIX.length).trim().split(/ +/g);
let command = args.shift().toLowerCase();
switch (command) {
case "ping":
if (shared.IsAdmin(client, message.author)) {
shared.SendPublicMessage(client, message.author, message.channel, "PONG!");
}
return true;
case "help":
printTreatments(message.author, message.channel);
return true;
case "heal":
if (!args[0]) {
printTreatments(message.author, message.channel);
} else {
processHealCommand(message.author, message.channel, args);
}
return true;
default:
shared.SendPublicMessage(client, message.author, message.channel, dialog(command));
return true;
}
return false;
}
//only certain items will be available each day
function resetInventory(itemCount) {
console.log("resetting inventory...");
//generate random numbers to select treatments to use
let randomNumbers = [];
do {
let num = shared.Random(0, treatments.length - 1); //there's probably a more efficient way to do this
if (!randomNumbers.includes(num)) {
randomNumbers.push(num);
}
} while (randomNumbers.length < itemCount);
randomNumbers.sort((a, b) => a - b);
//actually select the randomized treatments
availableTreatments = [];
for (let i = 0; i < randomNumbers.length; i++) {
availableTreatments.push( treatments[randomNumbers[i]] );
//shuffle the cost a little
if (shared.Random(0, 1) === 1) {
availableTreatments[i][1] += Math.floor( parseFloat(availableTreatments[i][1]) / 6);
} else {
availableTreatments[i][1] -= Math.floor( parseFloat(availableTreatments[i][1]) / 6);
}
}
}
function printTreatments(user, channel) {
let handleResponse = function(stats) {
//build the treatment message
let treatmentMessage = "";
for (let i = 0; i < availableTreatments.length; i++) {
treatmentMessage += `${availableTreatments[i][0]} - :crystals: **${availableTreatments[i][1]}**\n` + "```" + availableTreatments[i][4] + "```\n";
}
//create the embed
let embed = new discord.RichEmbed()
.setAuthor(client.user.username, client.user.avatarURL)
.setColor(client.guilds.get(process.env.SANCTUM_ID).roles.find(role => role.name === "NPC").color) //NOTE: probably a better way to do this
.setTitle("Biotech Healing")
.setDescription(treatmentMessage)
.setFooter(`${user.username}, you have ${stats.wallet} crystals. Use !heal [OPTION] to buy.`);
shared.SendPublicMessage(client, user, channel, dialog("healHeading"));
channel.send({ embed });
}
shared.OnServerData("userStats", handleResponse, user.id);
}
function processHealCommand(user, channel, args) {
//get the selected treatment
let selectedTreatment = availableTreatments.filter((treatment) => treatment[0].toLowerCase() === args[0].toLowerCase())[0];
if (!selectedTreatment) {
shared.SendPublicMessage(client, user, channel, dialog("healFailure"));
}
let handleResponse = function(response) {
shared.SendPublicMessage(client, user, channel, dialog(response, selectedTreatment[0], selectedTreatment[1], selectedTreatment[2]));
}
if (selectedTreatment[3]) { //should it be a revive command?
shared.OnServerData("revive", handleResponse, user.id, selectedTreatment[1], selectedTreatment[2]);
} else {
shared.OnServerData("heal", handleResponse, user.id, selectedTreatment[1], selectedTreatment[2]);
}
}