exports = module.exports = {}; let dataRequest = require("../Shared/data_request"); let discord = require('discord.js'); let shared = require("../Shared/shared"); let calcRandom = require('../Shared/calc_random'); //ProcessGameplayCommands //client - discord.js client //message - discord.js message //dialog - the dialog function exports.ProcessGameplayCommands = function(client, message, dialog) { // "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 "checkin": let checkinAmount = calcRandom.Random(4, 9); let checkInResponse = String(dataRequest.SendServerData("checkin", message.author.id, checkinAmount)); if (checkInResponse === "available") { shared.SendPublicMessage(client, message.author, message.channel, dialog("checkin", checkinAmount)); shared.AddXP(client, message.author, 1); //1XP exports.HandleLevelUp(client, message.member, message.channel, dialog); } else { shared.SendPublicMessage(client, message.channel, dialog("checkinLocked", message.author.id, checkInResponse)); } return true; case "give": //TODO: fold this code into a function let amount = Math.floor(parseFloat(args[0])); if (isNaN(amount)) { shared.SendPublicMessage(client, message.channel, dialog("giveFailed", message.author.id)); return true; } //not enough if (amount <= 0) { shared.SendPublicMessage(client, message.channel, dialog("giveNotAboveZero", message.author.id)); return true; } //didn't mention anyone if (message.mentions.members.size == 0) { shared.SendPublicMessage(client, message.channel, dialog("giveInvalidUser", message.author.id)); return true; } let targetMember = message.mentions.members.first(); //can't give to yourself if (targetMember.id === message.author.id) { shared.SendPublicMessage(client, message.channel, dialog("giveInvalidUserSelf", message.author.id)); return true; } let accountBalance = dataRequest.LoadServerData("account", message.author.id); //not enough money in account if (accountBalance < amount) { shared.SendPublicMessage(client, message.channel, dialog("giveNotEnoughInAccount", message.author.id)); return true; } //try to send the money if (dataRequest.SendServerData("transfer", message.author.id, targetMember.id, amount) != "success") { shared.SendPublicMessage(client, message.channel, dialog("giveFailed", message.author.id)); return true; } //print the success message shared.SendPublicMessage(client, message.author, message.channel, dialog("giveSuccessful", targetMember.id, amount)); return true; case "stats": exports.ProcessStatsCommand(client, message.member, message.channel, dialog); return true; } //didn't process it return false; } //ProcessFactionChangeAttempt //client - discord.js client //message - discord.js message //factionRole - the new faction's role //dialog - the dialog function //factionShorthand - the shorthand name of the new faction (TEMPORARY) exports.ProcessFactionChangeAttempt = function(client, message, factionRole, dialog, factionShorthand) { //tailor this for each faction leader? shared.ChangeFaction(client, factionRole, message.channel, message.member) .then(result => { switch (result) { case "alreadyJoined": shared.SendPublicMessage(client, message.channel, dialog("alreadyJoined" + factionShorthand, message.author.id)); break; case "hasConvertedToday": shared.SendPublicMessage(client, message.channel, dialog("conversionLocked", message.author.id)); break; case "createdUser": shared.SendPublicMessage(client, message.author, shared.GetFactionChannel(factionRole), dialog("newUserPublicMessage", shared.GetFactionName(factionRole), shared.GetFactionChannel(factionRole))); shared.SendPrivateMessage(client, message.author, dialog("newUserPrivateMessage", dialog("newUserPrivateMessageRemark" + factionShorthand))); break; case "joined": shared.SendPublicMessage(client, message.author, message.channel, dialog("join" + factionShorthand)); break; default: //DEBUGGING console.log("processFactionChangeAttempt failed:" + result); } }) .catch(console.error); return true; } //ProcessStatsCommand //client - discord.js client //member - discord.js member //channel - discord.js channel //dialog - dialog function exports.ProcessStatsCommand = function(client, member, channel, dialog) { exports.HandleLevelUp(client, member, channel, dialog); let stats = exports.GetStats(member.user); exports.PrintStats(client, member, channel, stats); } //GetStats //user - discord.js user OR username exports.GetStats = function(user) { //Grabs all parameters from server //handle user strings if (typeof(user) === "string") { user = client.users.find(item => item.username === user || item.id === user); } let userStatsResponse = String(dataRequest.LoadServerData("userStats", user.id)).split(","); if (userStatsResponse[0] == "failure") { throw "server returned an error to userStats request"; } let strength = parseFloat(userStatsResponse[1]); //TODO: constants representing the player structure instead of [0] let speed = parseFloat(userStatsResponse[2]); let stamina = parseFloat(userStatsResponse[3]); let health = parseFloat(userStatsResponse[4]); let maxStamina = parseFloat(userStatsResponse[5]); let maxHealth = parseFloat(userStatsResponse[6]); let wallet = parseFloat(userStatsResponse[7]); let experience = parseFloat(userStatsResponse[8]); let level = Math.floor(parseFloat(userStatsResponse[9])); let levelPercent = parseFloat(userStatsResponse[10]); let statPoints = parseFloat(userStatsResponse[11]); return { strength: strength, speed: speed, stamina: stamina, health: health, maxStamina: maxStamina, maxHealth: maxHealth, wallet: wallet, experience: experience, level: level, levelPercent: levelPercent, statPoints: statPoints }; } //PrintStats //client - discord.js client //member - discord.js member OR username OR id //channel - discord.js channel OR channel name OR id //stats - stats generated by GetStats exports.PrintStats = function(client, member, channel, stats) { //handle member strings if (typeof(member) === "string") { //TODO: fold these into their own functions EVERYWHERE. //get the member let user = client.users.find(item => item.username === member || item.id === member); member = guild.members.get(user.id); } //handle channel strings if (typeof(channel) === "string") { channel = client.channels.find(item => item.name === channel || item.id === channel); } // Forms stats into a string let levelText = `:level: **${stats.level}**`; //NOTE: I don't like backticks let levelProgress = `(${stats.levelPercent}%)`; let crystalText = `:crystals: **${stats.wallet}**`; let cannisterText = `:cannister: **${stats.statPoints}**`; let userStats = "```" + `STR: ${stats.strength} | SPD: ${stats.speed} | STAM: ${stats.stamina}/${stats.maxStamina} | HP: ${stats.health}/${stats.maxHealth}` + "```"; // Says level is maxed out if it is LVL 30+ if (stats.level >= process.env.RANK_3_THRESHOLD) { levelProgress = "(MAX)"; } // Creates embed & sends it const embed = new discord.RichEmbed() .setAuthor(`${member.user.username}`, member.user.avatarURL) .setColor(member.displayColor) .setDescription(`${levelText} ${levelProgress} | ${crystalText} | ${cannisterText}`) .addField("Stats", userStats) .setFooter("Commands: !help | !lore | !checkin | !give"); channel.send({ embed }); } //HandleLevelUp //client - discord.js client //member - discord.js member //channel - discord.js channel //dialog - dialog function exports.HandleLevelUp = function(client, member, channel, dialog) { //handle member strings if (typeof(member) === "string") { //TODO: fold these into their own functions EVERYWHERE. //get the member let user = client.users.find(item => item.username === member || item.id === member); member = guild.members.get(user.id); } //handle channel strings if (typeof(channel) === "string") { channel = client.channels.find(item => item.name === channel || item.id === channel); } // Sees if the user is supposed to level up let [levelUpResponse, level, statPoints] = shared.LevelUp(client, member); //handle channel strings if (typeof(channel) === "string") { channel = client.channels.find(item => item.name === channel || item.id === channel); } //handle levelling up if (levelUpResponse === "levelUp" || levelUpResponse === "RankUp") { if (level >= process.env.RANK_3_THRESHOLD) { shared.SendPublicMessage(client, member.user, channel, dialog("levelUpCap", dialog("levelUpCapRemark"), level)); } else { shared.SendPublicMessage(client, member.user, channel, dialog("LevelUp", dialog("levelUpRemark"), level, statPoints)); } } }