discord-gamecord
Version:
Discord Gamecord is a powerful npm package with a collection of minigames for your discord bot
255 lines (203 loc) • 11.8 kB
JavaScript
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;
}
}