Files
SANCTUM/ADAM/core.js
2018-10-29 18:21:06 +11:00

241 lines
8.3 KiB
JavaScript

exports = module.exports = {};
let dataRequest = require("../Shared/data_request");
let discord = require('discord.js');
let shared = require("../Shared/shared");
//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":
exports.ProcessCheckinCommand(client, message.member, message.channel, dialog);
return true;
case "give":
exports.ProcessGiveCommand(client, message, args, dialog);
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?
let handleResponse = async function(response) {
switch (response) {
case "alreadyJoined":
shared.SendPublicMessage(client, message.channel, dialog("alreadyJoined" + factionShorthand, message.author.id));
break;
case "conversionLocked":
shared.SendPublicMessage(client, message.channel, dialog("conversionLocked", message.author.id));
break;
case "newUser":
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);
}
}
shared.ChangeFaction(client, factionRole, message.channel, message.member, handleResponse);
}
//ProcessCheckinCommand
//client - discord.js client
//member - discord.js member
//channel - discord.js channel
//dialog - dialog function
exports.ProcessCheckinCommand = function(client, member, channel, dialog) {
let handleResponse = function(checkinResponse, checkinAmount) {
if (checkinResponse === "available") {
shared.SendPublicMessage(client, member.user, channel, dialog("checkin", checkinAmount));
exports.HandleLevelUp(client, member, channel, dialog);
} else {
shared.SendPublicMessage(client, channel, dialog("checkinLocked", member.user.id, checkinResponse));
}
}
dataRequest.OnServerData("checkin", handleResponse, member.user.id); //ID of the person who checked in TODO: username too
}
//ProcessGiveCommand
//client - discord.js client
//message - discord.js message
//args - arguments to the give command
//dialog - dialog function
exports.ProcessGiveCommand = function(client, message, args, dialog) {
let amount = Math.floor(parseFloat(args[0]));
if (isNaN(amount)) {
shared.SendPublicMessage(client, message.channel, dialog("giveFailed", message.author.id));
return;
}
//not enough
if (amount <= 0) {
shared.SendPublicMessage(client, message.channel, dialog("giveNotAboveZero", message.author.id));
return;
}
//didn't mention anyone
if (message.mentions.members.size == 0) {
shared.SendPublicMessage(client, message.channel, dialog("giveInvalidUser", message.author.id));
return;
}
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;
}
let handleResponse = function(accountBalance) {
//not enough money in account
if (accountBalance < amount) {
shared.SendPublicMessage(client, message.channel, dialog("giveNotEnoughInAccount", message.author.id));
return;
}
//try to send the money
let handleResponse = function(response) {
if (response !== "success") {
shared.SendPublicMessage(client, message.channel, dialog("giveFailed", message.author.id));
} else {
//print the success message
shared.SendPublicMessage(client, message.author, message.channel, dialog("giveSuccessful", targetMember.id, amount));
}
}
dataRequest.OnServerData("transfer", handleResponse, message.author.id, targetMember.id, amount);
}
dataRequest.OnServerData("wallet", handleResponse, message.author.id);
}
//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, () => {
//BUGFIX: this code is in a next function to resolve the stats display bug
exports.GetStats(member.user, (stats) => {
exports.PrintStats(client, member, channel, stats);
});
});
}
//GetStats
//user - discord.js user OR username
//fn - function to pass the stats to
exports.GetStats = function(user, fn) {
//handle user strings
if (typeof(user) === "string") {
user = client.users.find(item => item.username === user || item.id === user);
}
dataRequest.OnServerData("userStats", fn, user.id);
}
//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.levelProgress}%)`;
let crystalText = `:crystals: **${stats.wallet}**`;
let cannisterText = `:cannister: **${stats.upgradePoints}**`;
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, next) {
//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 handleResponse = function(response, level, upgradePoints) {
//handle levelling up
if (response === "levelUp" || response === "RankUp") {
if (level >= process.env.RANK_3_THRESHOLD) {
shared.SendPublicMessage(client, member.user, channel, dialog("levelUpCap", dialog("levelUpCapRemark"), process.env.RANK_3_THRESHOLD));
} else {
shared.SendPublicMessage(client, member.user, channel, dialog("LevelUp", dialog("levelUpRemark"), level, upgradePoints));
}
}
if (next) next(); //BUGFIX
}
shared.LevelUp(client, member, handleResponse);
}