dbmmods
Version:
A free open source modification collection for Discord Bot Maker.
217 lines (181 loc) • 6.76 kB
JavaScript
module.exports = {
//---------------------------------------------------------------------
// Action Name
//
// This is the name of the action displayed in the editor.
//---------------------------------------------------------------------
name: "Youtube Time Converter",
//---------------------------------------------------------------------
// Action Section
//
// This is the section the action will fall into.
//---------------------------------------------------------------------
section: "Audio Control",
//---------------------------------------------------------------------
// Action Subtitle
//
// This function generates the subtitle displayed next to the name.
//---------------------------------------------------------------------
subtitle: function(data) {
return `Convert into ${data.varName}`;
},
//---------------------------------------------------------------------
// DBM Mods Manager Variables (Optional but nice to have!)
//
// These are variables that DBM Mods Manager uses to show information
// about the mods for people to see in the list.
//---------------------------------------------------------------------
// Who made the mod (If not set, defaults to "DBM Mods")
author: "General Wrex", //Idea by Tresmos
// The version of the mod (Defaults to 1.0.0)
version: "1.8.6",
// A short description to show on the mod line for this mod (Must be on a single line)
short_description: "Converts YouTube Time Code into numeric time.",
// If it depends on any other mods by name, ex: WrexMODS if the mod uses something from WrexMods
//---------------------------------------------------------------------
//---------------------------------------------------------------------
// Action Storage Function
//
// Stores the relevant variable info for the editor.
//---------------------------------------------------------------------
variableStorage: function(data, varType) {
const type = parseInt(data.storage);
if(type !== varType) return;
return ([data.varName, 'Time']);
},
//---------------------------------------------------------------------
// Action Fields
//
// These are the fields for the action. These fields are customized
// by creating elements with corresponding IDs in the HTML. These
// are also the names of the fields stored in the action's JSON data.
//---------------------------------------------------------------------
fields: ["ytTime", "storage", "varName"],
//---------------------------------------------------------------------
// Command HTML
//
// This function returns a string containing the HTML used for
// editting actions.
//
// The "isEvent" parameter will be true if this action is being used
// for an event. Due to their nature, events lack certain information,
// so edit the HTML to reflect this.
//
// The "data" parameter stores constants for select elements to use.
// Each is an array: index 0 for commands, index 1 for events.
// The names are: sendTargets, members, roles, channels,
// messages, servers, variables
//---------------------------------------------------------------------
html: function(isEvent, data) {
return `
<div>
<p>
<u>Mod Info:</u><br>
Created by General Wrex!
</p>
</div><br>
<div>
<br>
Youtube Time:<br>
<textarea id="ytTime" class="round" style="width: 35%; resize: none;" type="textarea" rows="1" cols="20"></textarea><br>
<div style="float: left; width: 35%;">
Store In:<br>
<select id="storage" class="round">
${data.variables[1]}
</select>
</div>
<div id="varNameContainer" style="float: right; width: 60%;">
Variable Name:<br>
<input id="varName" class="round" type="text"><br>
</div>
</div>`;
},
//---------------------------------------------------------------------
// Action Editor Init Code
//
// When the HTML is first applied to the action editor, this code
// is also run. This helps add modifications or setup reactionary
// functions for the DOM elements.
//---------------------------------------------------------------------
init: function() {},
//---------------------------------------------------------------------
// Action Bot Function
//
// This is the function for the action within the Bot's Action class.
// Keep in mind event calls won't have access to the "msg" parameter,
// so be sure to provide checks for variable existance.
//---------------------------------------------------------------------
action: function (cache) {
const data = cache.actions[cache.index];
const storage = parseInt(data.storage);
const varName = this.evalMessage(data.varName, cache);
const ytTime = this.evalMessage(data.ytTime, cache);
// Taken from https://www.npmjs.com/package/youtube-duration-format
function parseDuration(PT, format) {
var output = [];
var durationInSec = 0;
var matches = PT.match(/P(?:(\d*)Y)?(?:(\d*)M)?(?:(\d*)W)?(?:(\d*)D)?T?(?:(\d*)H)?(?:(\d*)M)?(?:(\d*)S)?/i);
var parts = [
{ // years
pos: 1,
multiplier: 86400 * 365
},
{ // months
pos: 2,
multiplier: 86400 * 30
},
{ // weeks
pos: 3,
multiplier: 604800
},
{ // days
pos: 4,
multiplier: 86400
},
{ // hours
pos: 5,
multiplier: 3600
},
{ // minutes
pos: 6,
multiplier: 60
},
{ // seconds
pos: 7,
multiplier: 1
}
];
for (var i = 0; i < parts.length; i++) {
if (typeof matches[parts[i].pos] != 'undefined') {
durationInSec += parseInt(matches[parts[i].pos]) * parts[i].multiplier;
}
}
var totalSec = durationInSec;
// Hours extraction
if (durationInSec > 3599) {
output.push(parseInt(durationInSec / 3600));
durationInSec %= 3600;
}
// Minutes extraction with leading zero
output.push(('0' + parseInt(durationInSec / 60)).slice(-2));
// Seconds extraction with leading zero
output.push(('0' + durationInSec % 60).slice(-2));
if (format === undefined)
return output.join(':');
else if (format === 'sec')
return totalSec;
};
this.storeValue(parseDuration(ytTime), storage, varName, cache);
this.callNextAction(cache);
},
//---------------------------------------------------------------------
// Action Bot Mod
//
// Upon initialization of the bot, this code is run. Using the bot's
// DBM namespace, one can add/modify existing functions if necessary.
// In order to reduce conflictions between mods, be sure to alias
// functions you wish to overwrite.
//---------------------------------------------------------------------
mod: function(DBM) {
}
}; // End of module