mirror of
https://github.com/Ratstail91/SANCTUM.git
synced 2025-11-29 02:24:27 +11:00
357 lines
12 KiB
JavaScript
357 lines
12 KiB
JavaScript
// .env Variables
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require('dotenv').config({path: '../.env'});
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// Node Modules
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let Discord = require('discord.js');
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let client = new Discord.Client();
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let cron = require('node-cron');
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// Bot Modules
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let npcSettings = require('./npcSettings');
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let shared = require("../shared/shared");
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let dataRequest = require('../modules/dataRequest');
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let calcRandom = require('../modules/calcRandom');
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//dialog system
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let dialog = shared.GenerateDialogFunction(require("./dialog.json"));
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//dialog decorator
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dialog = function(baseDialog) {
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return function(key, ...data) {
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if ( (key === "help" || key === "lore") && typeof(data[0]) !== "undefined") {
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//force the arg into camelCase
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arg = data[0].toLowerCase();
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arg = arg.charAt(0).toUpperCase() + arg.substr(1);
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key += arg;
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}
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let result = baseDialog(key, ...data);
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if (result === "") {
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return "No result for \"" + key + "\"";
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}
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return result;
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}
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}(dialog);
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//handle errors
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client.on('error', console.error);
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// The ready event is vital, it means that your bot will only start reacting to information from Discord _after_ ready is emitted
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client.on('ready', async () => {
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// Generates invite link
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try {
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let link = await client.generateInvite(["ADMINISTRATOR"]);
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console.log("Invite Link: " + link);
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} catch(e) {
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console.log(e.stack);
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}
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// You can set status to 'online', 'invisible', 'away', or 'dnd' (do not disturb)
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client.user.setStatus('online');
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// Sets your "Playing"
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if (npcSettings.activity) {
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client.user.setActivity(npcSettings.activity, { type: npcSettings.type })
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//DEBUGGING
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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("Logged in as: " + client.user.username + " - " + client.user.id);
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//ADAM updates stamina (1) and health by 1% every 2 min.
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cron.schedule('*/2 * * * *', () => {
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console.log('Updating STAMINA every 2 min.');
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dataRequest.sendServerData("updateStamina");
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});
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});
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// Create an event listener for messages
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client.on('message', async message => {
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// Ignores ALL bot messages
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if (message.author.bot) {
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return;
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}
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//skip the statis channel
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if (message.channel.id === process.env.STASIS_CHANNEL_ID) {
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return;
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}
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//ADAM only - handle the gate
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if (processGateCommands(message)) {
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return;
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}
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// Has to be (prefix)command
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if (message.content.indexOf(process.env.PREFIX) !== 0) {
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return;
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}
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if (processBasicCommands(message)) {
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return;
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}
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//check if can continue (used primarily by the faction leaders)
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if (!shared.CheckValidDisplay(client, message.member, message.channel)) {
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return;
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}
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//TODO: remove this from ADAM
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if (processGameplayCommands(message)) {
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return;
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}
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});
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//Log our bot in
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client.login(npcSettings.token);
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function processGateCommands(message) {
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// If it's not the gate
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if (message.channel.id !== process.env.GATE_CHANNEL_ID) {
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return false; //not processed
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}
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//TODO: parse function for commands to hide these ugly lines
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let args = message.content.slice(process.env.PREFIX.length).trim().split(/ +/g);
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let command = args.shift().toLowerCase();
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//WARNING: string constants used here
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//if laying out the intro
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if (command.substr(0, 5) === "intro") {
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return false;
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}
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//if they haven't chosen a faction
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if (!(command === "obsidian" || command === "genesis" || command === "hand")) {
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message.reply("Please choose one of the factions by typing your desired faction shown above (!genesis, !obsidian, or !hand).")
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.then(msg => msg.delete(10000)) //remove the error message
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.catch(console.error);
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}
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message.delete(100); //remove the user's input to keep the gate clean
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return false; //TODO: set to true once the faction change commands have been assigned to other bots
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}
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function processBasicCommands(message) {
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// "This is the best way to define args. Trust me."
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// - Some tutorial dude on the internet
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let args = message.content.slice(process.env.PREFIX.length).trim().split(/ +/g);
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let command = args.shift().toLowerCase();
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switch (command) {
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case "ping":
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if (shared.IsAdmin(client, message.author)) {
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shared.SendPublicMessage(client, message.author, message.channel, "PONG!");
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}
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return true;
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case "obsidian": //TODO: move this to the other bots
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return processFactionChangeAttempt(client, message, process.env.GROUP_A_ROLE, "Obsidian");
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case "genesis": //TODO: move this to the other bots
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return processFactionChangeAttempt(client, message, process.env.GROUP_B_ROLE, "Genesis");
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case "hand": //TODO: move this to the other bots
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return processFactionChangeAttempt(client, message, process.env.GROUP_C_ROLE, "Hand");
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//ADAM and the faction leaders print the intros in the gate
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//TODO: prune the unneeded intros from each bot
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case "intro":
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if (shared.IsAdmin(client, message.author)) {
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shared.SendPublicMessage(client, client.channels.get(process.env.GATE_CHANNEL_ID), dialog("intro"));
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message.delete(1000);
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}
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return true;
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case "introobsidian":
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if (shared.IsAdmin(client, message.author)) {
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shared.SendPublicMessage(client, client.channels.get(process.env.GATE_CHANNEL_ID), dialog("introObsidian", process.env.GROUP_A_ROLE));
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message.delete(1000);
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}
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return true;
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case "introgenesis":
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if (shared.IsAdmin(client, message.author)) {
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shared.SendPublicMessage(client, client.channels.get(process.env.GATE_CHANNEL_ID), dialog("introGenesis", process.env.GROUP_B_ROLE));
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message.delete(1000);
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}
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return true;
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case "introhand":
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if (shared.IsAdmin(client, message.author)) {
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shared.SendPublicMessage(client, client.channels.get(process.env.GATE_CHANNEL_ID), dialog("introHand", process.env.GROUP_C_ROLE));
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message.delete(1000);
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}
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return true;
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case "introend":
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if (shared.IsAdmin(client, message.author)) {
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shared.SendPublicMessage(client, client.channels.get(process.env.GATE_CHANNEL_ID), dialog("introEnd"));
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message.delete(1000);
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}
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return true;
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case "help":
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case "lore":
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shared.SendPublicMessage(client, message.author, message.channel, dialog(command, args[0]));
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return true;
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case "xp":
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shared.AddXP(client, message.author, args[0]);
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return true;
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}
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return false;
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}
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function processGameplayCommands(message) {
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// "This is the best way to define args. Trust me."
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// - Some tutorial dude on the internet
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let args = message.content.slice(process.env.PREFIX.length).trim().split(/ +/g);
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let command = args.shift().toLowerCase();
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switch (command) {
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case "checkin":
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let checkinAmount = calcRandom.random(4, 9);
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let checkInResponse = String(dataRequest.sendServerData("checkin", checkinAmount, message.author.id));
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if (checkInResponse === "available") {
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shared.SendPublicMessage(client, message.author, message.channel, dialog("checkin", checkinAmount));
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shared.AddXP(client, message.author, 1); //1XP
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} else {
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shared.SendPublicMessage(client, message.channel, dialog("checkinLocked", message.author.id, checkInResponse));
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}
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return true;
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case "give": //TODO: fold this code into a function
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let amount = Math.floor(args[0]);
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//not enough
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if (amount <= 0) {
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shared.SendPublicMessage(client, message.channel, dialog("giveNotAboveZero", message.author.id));
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return true;
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}
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//didn't mention anyone
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if (message.mentions.members.size == 0) {
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shared.SendPublicMessage(client, message.channel, dialog("giveInvalidUser", message.author.id));
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return true;
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}
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let targetMember = message.mentions.members.first();
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//can't give to yourself
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if (targetMember.id === message.author.id) {
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shared.SendPublicMessage(client, message.channel, dialog("giveInvalidUserSelf", message.author.id));
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return true;
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}
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let accountBalance = dataRequest.loadServerData("account",message.author.id);
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//not enough money in account
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if (accountBalance < amount) {
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shared.SendPublicMessage(client, message.channel, dialog("giveNotEnoughInAccount", message.author.id));
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return true;
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}
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//try to send the money
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if (dataRequest.sendServerData("transfer", targetMember.id, message.author.id, amount) != "success") {
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shared.SendPublicMessage(client, message.channel, dialog("giveFailed", message.author.id));
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return true;
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}
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//print the success message
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shared.SendPublicMessage(client, message.author, message.channel, dialog("giveSuccessful", targetMember.id, amount));
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return true;
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case "stats": //TODO: fold this code into a function
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// Sees if the user is supposed to level up
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let levelUp = shared.LevelUp(client, message.member); //TODO: process automatically
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// Grabs all parameters from server
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//TODO: improve this once the server-side has been updated
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let attacker = String(dataRequest.loadServerData("userStats",message.author.id)).split(",");
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if (attacker[0] == "failure") {
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shared.SendPublicMessage(client, message.author, message.channel, "The server returned an error.");
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return true;
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}
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let attackerStrength = parseFloat(attacker[1]); //TODO: constants representing the player structure instead of [0]
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let attackerSpeed = parseFloat(attacker[2]);
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let attackerStamina = parseFloat(attacker[3]);
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let attackerHealth = parseFloat(attacker[4]);
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let attackerMaxStamina = parseFloat(attacker[5]);
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let attackerMaxHealth = parseFloat(attacker[6]);
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let attackerWallet = parseFloat(attacker[7]);
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let attackerXP = parseFloat(attacker[8]);
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let attackerLVL = Math.floor(parseFloat(attacker[9]));
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let attackerLvlPercent = parseFloat(attacker[10]);
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let attackerStatPoints = parseFloat(attacker[11]);
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// Forms stats into a string
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var levelText = `:level: **${attackerLVL}**`; //NOTE: I don't like backticks
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var levelProgress = `(${attackerLvlPercent}%)`;
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var crystalText = `:crystals: **${attackerWallet}**`;
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var cannisterText = `:cannister: **${attackerStatPoints}**`;
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var userStats = "```" + `STR: ${attackerStrength} | SPD: ${attackerSpeed} | STAM: ${attackerStamina}/${attackerMaxStamina} | HP: ${attackerHealth}/${attackerMaxHealth}` + "```";
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// Says level is maxed out if it is LVL 30+
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if (attackerLVL >= process.env.RANK_3_THRESHOLD) {
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levelProgress = "(MAX)";
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}
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// Creates embed & sends it
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const embed = new Discord.RichEmbed()
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.setAuthor(`${message.member.displayName}`, message.author.avatarURL)
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.setColor(message.member.displayColor)
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.setDescription(`${levelText} ${levelProgress} | ${crystalText} | ${cannisterText}`)
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.addField("Stats", userStats)
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.setFooter("Commands: !help | !lore | !checkin | !give");
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message.channel.send(embed);
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//handle levelling up
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if (levelUp === "levelUp" || levelUp === "RankUp") {
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if (attackerLVL >= process.env.RANK_3_THRESHOLD) {
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shared.SendPublicMessage(client, message.author, message.channel, dialog("levelUpCap", dialog("levelUpCapRemark"), attackerLVL));
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} else {
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shared.SendPublicMessage(client, message.author, message.channel, dialog("LevelUp", dialog("levelUpRemark"), attackerLVL, attackerStatPoints));
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}
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}
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return true;
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}
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//didn't process it
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return false;
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}
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//tailor this for each faction leader
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function processFactionChangeAttempt(client, message, factionRole, factionShorthand) {
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shared.ChangeFaction(client, factionRole, message.channel, message.member)
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.then(result => {
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switch (result) {
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case "alreadyJoined":
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shared.SendPublicMessage(client, message.channel, dialog("alreadyJoined" + factionShorthand, message.author.id));
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break;
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case "hasConvertedToday":
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shared.SendPublicMessage(client, message.channel, dialog("conversionLocked", message.author.id));
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break;
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case "createdUser":
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shared.SendPublicMessage(client, message.author, shared.GetFactionChannel(factionRole), dialog("newUserPublicMessage", shared.GetFactionName(factionRole), shared.GetFactionChannel(factionRole)));
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shared.SendPrivateMessage(client, message.author, dialog("newUserPrivateMessage", dialog("newUserPrivateMessageRemark" + factionShorthand)));
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break;
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case "joined":
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shared.SendPublicMessage(client, message.author, message.channel, dialog("join" + factionShorthand));
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break;
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default:
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//DEBUGGING
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console.log("processFactionChangeAttempt failed:" + result);
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}
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})
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.catch(console.error);
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return true;
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} |