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discord-gamecord

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Discord Gamecord is a powerful npm package with a collection of minigames for your discord bot

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const { disableButtons, formatMessage, ButtonBuilder } = require('../utils/utils'); const { EmbedBuilder, ActionRowBuilder } = require('discord.js'); const approve = require('../utils/approve'); module.exports = class Connect4 extends approve { constructor(options = {}) { if (!options.isSlashGame) options.isSlashGame = false; if (!options.message) throw new TypeError('NO_MESSAGE: No message option was provided.'); if (!options.opponent) throw new TypeError('NO_OPPONENT: No opponent option was provided.'); if (typeof options.message !== 'object') throw new TypeError('INVALID_MESSAGE: message option must be an object.'); if (typeof options.isSlashGame !== 'boolean') throw new TypeError('INVALID_COMMAND_TYPE: isSlashGame option must be a boolean.'); if (typeof options.opponent !== 'object') throw new TypeError('INVALID_OPPONENT: opponent option must be an object.'); if (!options.embed) options.embed = {}; if (!options.embed.title) options.embed.title = 'Connect4 Game'; if (!options.embed.statusTitle) options.embed.statusTitle = 'Status'; if (!options.embed.color) options.embed.color = '#5865F2'; if (!options.emojis) options.emojis = {}; if (!options.emojis.board) options.emojis.board = '⚪'; if (!options.emojis.player1) options.emojis.player1 = '🔴'; if (!options.emojis.player2) options.emojis.player2 = '🟡'; if (!options.timeoutTime) options.timeoutTime = 60000; if (!options.buttonStyle) options.buttonStyle = 'PRIMARY'; if (!options.turnMessage) options.turnMessage = '{emoji} | Its turn of player **{player}**.'; if (!options.winMessage) options.winMessage = '{emoji} | **{player}** won the Connect4 Game.'; if (!options.tieMessage) options.tieMessage = 'The Game tied! No one won the Game!'; if (!options.timeoutMessage) options.timeoutMessage = 'The Game went unfinished! No one won the Game!'; if (!options.requestMessage) options.requestMessage = '{player} has invited you for a round of **Connect4**.'; if (!options.rejectMessage) options.rejectMessage = 'The player denied your request for a round of **Connect4**.'; if (typeof options.embed !== 'object') throw new TypeError('INVALID_EMBED: embed option must be an object.'); if (typeof options.embed.title !== 'string') throw new TypeError('INVALID_EMBED: embed title must be a string.'); if (typeof options.embed.statusTitle !== 'string') throw new TypeError('INVALID_EMBED: embed title must be a string.'); if (typeof options.embed.color !== 'string') throw new TypeError('INVALID_EMBED: embed color must be a string.'); if (typeof options.emojis !== 'object') throw new TypeError('INVALID_EMOJIS: emojis option must be an object.'); if (typeof options.emojis.board !== 'string') throw new TypeError('INVALID_EMOJIS: board emoji must be a string.'); if (typeof options.emojis.player1 !== 'string') throw new TypeError('INVALID_EMOJIS: player1 emoji must be a string.'); if (typeof options.emojis.player2 !== 'string') throw new TypeError('INVALID_EMOJIS: player2 emoji must be a string.'); if (typeof options.timeoutTime !== 'number') throw new TypeError('INVALID_TIME: Timeout time option must be a number.'); if (typeof options.buttonStyle !== 'string') throw new TypeError('INVALID_BUTTON_STYLE: button style must be a string.'); if (typeof options.turnMessage !== 'string') throw new TypeError('INVALID_MESSAGE: Turn message must be a string.'); if (typeof options.winMessage !== 'string') throw new TypeError('INVALID_MESSAGE: Win message must be a string.'); if (typeof options.tieMessage !== 'string') throw new TypeError('INVALID_MESSAGE: Tie message must be a string.'); if (typeof options.timeoutMessage !== 'string') throw new TypeError('INVALID_MESSAGE: Timeout message must be a string.'); if (options.playerOnlyMessage !== false) { if (!options.playerOnlyMessage) options.playerOnlyMessage = 'Only {player} and {opponent} can use these buttons.'; if (typeof options.playerOnlyMessage !== 'string') throw new TypeError('INVALID_MESSAGE: playerOnly Message option must be a string.'); } super(options); this.options = options; this.message = options.message; this.opponent = options.opponent; this.player1Turn = true; this.gameBoard = []; for (let y = 0; y < 6; y++) { for (let x = 0; x < 7; x++) { this.gameBoard[y * 7 + x] = this.options.emojis.board; } } } getBoardContent() { let board = ''; for (let y = 0; y < 6; y++) { for (let x = 0; x < 7; x++) { board += this.gameBoard[y * 7 + x]; } board += '\n'; } board += '1️⃣2️⃣3️⃣4️⃣5️⃣6️⃣7️⃣'; return board; } async sendMessage(content) { if (this.options.isSlashGame) return await this.message.editReply(content).catch(e => {}); else return await this.message.channel.send(content).catch(e => {}); } async startGame() { if (this.options.isSlashGame || !this.message.author) { if (!this.message.deferred) await this.message.deferReply().catch(e => {}); this.message.author = this.message.user; this.options.isSlashGame = true; } const approve = await this.approve(); if (approve) this.connect4Game(approve); } async connect4Game(msg) { const embed = new EmbedBuilder() .setColor(this.options.embed.color) .setTitle(this.options.embed.title) .setDescription(this.getBoardContent()) .addFields({ name: this.options.embed.statusTitle, value: this.getTurnMessage() }) .setFooter({ text: `${this.message.author.tag} vs ${this.opponent.tag}` }) const btn1 = new ButtonBuilder().setStyle(this.options.buttonStyle).setEmoji('1️⃣').setCustomId('connect4_1'); const btn2 = new ButtonBuilder().setStyle(this.options.buttonStyle).setEmoji('2️⃣').setCustomId('connect4_2'); const btn3 = new ButtonBuilder().setStyle(this.options.buttonStyle).setEmoji('3️⃣').setCustomId('connect4_3'); const btn4 = new ButtonBuilder().setStyle(this.options.buttonStyle).setEmoji('4️⃣').setCustomId('connect4_4'); const btn5 = new ButtonBuilder().setStyle(this.options.buttonStyle).setEmoji('5️⃣').setCustomId('connect4_5'); const btn6 = new ButtonBuilder().setStyle(this.options.buttonStyle).setEmoji('6️⃣').setCustomId('connect4_6'); const btn7 = new ButtonBuilder().setStyle(this.options.buttonStyle).setEmoji('7️⃣').setCustomId('connect4_7'); const row1 = new ActionRowBuilder().addComponents(btn1, btn2, btn3, btn4); const row2 = new ActionRowBuilder().addComponents(btn5, btn6, btn7); msg = await msg.edit({ content: null, embeds: [embed], components: [row1, row2] }); return this.handleButtons(msg); } async handleButtons(msg) { const collector = msg.createMessageComponentCollector({ idle: this.options.timeoutTime }); collector.on('collect', async btn => { await btn.deferUpdate().catch(e => {}); if (btn.user.id !== this.message.author.id && btn.user.id !== this.opponent.id) { if (this.options.playerOnlyMessage) btn.followUp({ content: formatMessage(this.options, 'playerOnlyMessage'), ephemeral: true }); return; } if (btn.user.id !== (this.player1Turn ? this.message.author : this.opponent).id) return; const column = parseInt(btn.customId.split('_')[1]) - 1; const block = { x: -1, y: -1 }; for (let y = 6 - 1; y >= 0; y--) { const chip = this.gameBoard[column + (y * 7)]; if (chip === this.options.emojis.board) { this.gameBoard[column + (y * 7)] = this.getPlayerEmoji(); block.x = column; block.y = y; break; } } if (block.y === 0) { const components = msg.components[(column > 3) ? 1 : 0].components; if (column > 3) components[column % 4] = ButtonBuilder.from(components[column % 4]).setDisabled(true); else components[column] = ButtonBuilder.from(components[column]).setDisabled(true); } if (this.foundCheck(block.x, block.y) || this.isBoardFull()) return collector.stop(); this.player1Turn = !this.player1Turn; const embed = new EmbedBuilder() .setColor(this.options.embed.color) .setTitle(this.options.embed.title) .setDescription(this.getBoardContent()) .addFields({ name: this.options.embed.statusTitle, value: this.getTurnMessage() }) .setFooter({ text: `${this.message.author.tag} vs ${this.opponent.tag}` }) return await msg.edit({ embeds: [embed], components: msg.components }); }) collector.on('end', async (_, reason) => { if (reason === 'idle' || reason === 'user') { return this.gameOver(msg, (reason === 'idle') ? 'timeout': (this.isBoardFull() ? 'tie' : 'win')); } }); } async gameOver(msg, result) { const Connect4Game = { player: this.message.author, opponent: this.opponent }; if (result === 'win') Connect4Game.winner = this.player1Turn ? this.message.author.id : this.opponent.id; this.emit('gameOver', { result: result, ...Connect4Game }); const embed = new EmbedBuilder() .setColor(this.options.embed.color) .setTitle(this.options.embed.title) .setDescription(this.getBoardContent()) .addFields({ name: this.options.embed.statusTitle, value: this.getTurnMessage(result + 'Message') }) .setFooter({ text: `${this.message.author.tag} vs ${this.opponent.tag}` }) return msg.edit({ embeds: [embed], components: disableButtons(msg.components) }); } getPlayerEmoji() { return this.player1Turn ? this.options.emojis.player1 : this.options.emojis.player2; } getTurnMessage(msg) { return this.formatTurnMessage(this.options, (msg ?? 'turnMessage')).replace('{emoji}', this.getPlayerEmoji()); } isBoardFull() { for (let y = 0; y < 6; y++) { for (let x = 0; x < 7; x++) { if (this.gameBoard[y * 7 + x] === this.options.emojis.board) return false; } } return true; } foundCheck(blockX, blockY) { const chip = this.getPlayerEmoji(); const board = this.gameBoard; // Horizontal Check for (let i = Math.max(0, blockX - 3); i <= blockX; i++) { const adj = i + (blockY * 7); if (i + 3 < 7) { if (board[adj] === chip && board[adj + 1] === chip && board[adj + 2] === chip && board[adj + 3] === chip) return true; } } // Vertical Check for (let i = Math.max(0, blockY - 3); i <= blockY; i++) { const adj = blockX + (i * 7); if (i + 3 < 6) { if (board[adj] === chip && board[adj + 7] === chip && board[adj + (2*7)] === chip && board[adj + (3*7)] === chip) return true; } } // Ascending Check for (let i = -3; i <= 0; i++) { const block = { x: blockX + i, y: blockY + i }; const adj = block.x + (block.y * 7); if ((block.x + 3) < 7 && (block.y + 3) < 6) { if (board[adj] === chip && board[adj +(7)+ 1] === chip && board[adj +(2*7)+ 2] === chip && board[adj +(3*7)+ 3] === chip) return true; } } // Descending Check for (let i = -3; i <= 0; i++) { const block = { x: blockX + i, y: blockY - i }; const adj = block.x + (block.y * 7); if ((block.x + 3) < 7 && (block.y - 3) >= 0 && block.x >= 0) { if (board[adj] === chip && board[adj -(7)+ 1] === chip && board[adj -(2*7)+ 2] === chip && board[adj -(3*7)+ 3] === chip) return true; } } return false; } }