// .env Variables require('dotenv').config({path: '../.env'}); // Node Modules let discord = require('discord.js'); let client = new discord.Client(); // Bot Modules let core = require("../ADAM/core"); let npcSettings = require('./npcSettings'); let shared = require("../Shared/shared"); //dialog system let dialog = shared.GenerateDialogFunction(require("./dialog.json")); //dialog decorator dialog = function(baseDialog) { return function(key, ...data) { if ( (key === "help" || key === "lore") && typeof(data[0]) !== "undefined") { //force the arg into camelCase arg = data[0].toLowerCase(); arg = arg.charAt(0).toUpperCase() + arg.substr(1); key += arg; } let result = baseDialog(key, ...data); if (result === "") { return dialog("noResult", key); } return result; } }(dialog); //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); }); // 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; } // Has to be (prefix)command if (message.content.indexOf(process.env.PREFIX) !== 0) { return; } if (processBasicCommands(client, message)) { return; } //check if can continue (used primarily by the faction leaders) if (!shared.CheckValidDisplay(client, message.member, message.channel)) { return; } //handle gameplay commands if (core.ProcessGameplayCommands(client, message, dialog)) { 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 "hand": core.ProcessFactionChangeAttempt(client, message, process.env.GROUP_C_ROLE, dialog, "Hand"); return true; //ADAM and the faction leaders print the intros in the gate case "introhand": if (shared.IsAdmin(client, message.author) && message.channel.id == process.env.GATE_CHANNEL_ID) { shared.SendPublicMessage(client, client.channels.get(process.env.GATE_CHANNEL_ID), dialog("introHand", process.env.GROUP_C_ROLE)); message.delete(1000); } return true; case "help": case "lore": //skip the gate channel if (message.channel.id === process.env.GATE_CHANNEL_ID) { return true; } shared.SendPublicMessage(client, message.author, message.channel, dialog(command, args[0])); return true; } return false; }