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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 { EmbedBuilder, ActionRowBuilder } = require('discord.js'); const { disableButtons, formatMessage, ButtonBuilder } = require('../utils/utils'); const squares = ['🟥', '🟦', '🟧', '🟪', '🟩']; const events = require('events'); module.exports = class Flood extends events { constructor(options = {}) { if (!options.isSlashGame) options.isSlashGame = false; if (!options.message) throw new TypeError('NO_MESSAGE: No message 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 (!options.embed) options.embed = {}; if (!options.embed.title) options.embed.title = 'Flood'; if (!options.embed.color) options.embed.color = '#5865F2'; if (!options.difficulty) options.difficulty = 13; if (!options.timeoutTime) options.timeoutTime = 60000; if (!options.buttonStyle) options.buttonStyle = 'PRIMARY'; if (!options.winMessage) options.winMessage = 'You won! You took **{turns}** turns.'; if (!options.loseMessage) options.loseMessage = 'You lost! You took **{turns}** turns.'; if (options.emojis && Array.isArray(options.emojis)) squares.splice(0, 5, ...options.emojis); 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.color !== 'string') throw new TypeError('INVALID_EMBED: embed color must be a string.'); if (typeof options.timeoutTime !== 'number') throw new TypeError('INVALID_TIME: Timeout time option must be a number.'); if (typeof options.difficulty !== 'number') throw new TypeError('INVALID_LENGTH: length 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.winMessage !== 'string') throw new TypeError('INVALID_MESSAGE: Win Message option must be a string.'); if (typeof options.loseMessage !== 'string') throw new TypeError('INVALID_MESSAGE: Lose Message option must be a string.'); if (options.playerOnlyMessage !== false) { if (!options.playerOnlyMessage) options.playerOnlyMessage = 'Only {player} can use these buttons.'; if (typeof options.playerOnlyMessage !== 'string') throw new TypeError('INVALID_MESSAGE: playerOnly Message option must be a string.'); } super(); this.options = options; this.message = options.message; this.length = options.difficulty; this.gameBoard = []; this.maxTurns = 0; this.turns = 0; for (let y = 0; y < this.length; y++) { for (let x = 0; x < this.length; x++) { this.gameBoard[y * this.length + x] = squares[Math.floor(Math.random() * squares.length)]; } } } getBoardContent() { let board = ''; for (let y = 0; y < this.length; y++) { for (let x = 0; x < this.length; x++) { board += this.gameBoard[y * this.length + x]; } board += '\n'; } 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; } this.maxTurns = Math.floor((25 * (this.length * 2)) / 26); const embed = new EmbedBuilder() .setColor(this.options.embed.color) .setTitle(this.options.embed.title) .setDescription(this.getBoardContent()) .addFields({ name: 'Turns', value: `${this.turns}/${this.maxTurns}` }) .setAuthor({ name: this.message.author.tag, iconURL: this.message.author.displayAvatarURL({ dynamic: true }) }); const btn1 = new ButtonBuilder().setStyle(this.options.buttonStyle).setEmoji(squares[0]).setCustomId('flood_0'); const btn2 = new ButtonBuilder().setStyle(this.options.buttonStyle).setEmoji(squares[1]).setCustomId('flood_1'); const btn3 = new ButtonBuilder().setStyle(this.options.buttonStyle).setEmoji(squares[2]).setCustomId('flood_2'); const btn4 = new ButtonBuilder().setStyle(this.options.buttonStyle).setEmoji(squares[3]).setCustomId('flood_3'); const btn5 = new ButtonBuilder().setStyle(this.options.buttonStyle).setEmoji(squares[4]).setCustomId('flood_4'); const row = new ActionRowBuilder().addComponents(btn1, btn2, btn3, btn4, btn5); const msg = await this.sendMessage({ embeds: [embed], components: [row] }); 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) { if (this.options.playerOnlyMessage) btn.followUp({ content: formatMessage(this.options, 'playerOnlyMessage'), ephemeral: true }); return; } const update = await this.updateGame(squares[btn.customId.split('_')[1]], msg); if (!update && update !== false) return collector.stop(); if (update === false) return; const embed = new EmbedBuilder() .setColor(this.options.embed.color) .setTitle(this.options.embed.title) .setDescription(this.getBoardContent()) .addFields({ name: 'Turns', value: `${this.turns}/${this.maxTurns}` }) .setAuthor({ name: this.message.author.tag, iconURL: this.message.author.displayAvatarURL({ dynamic: true }) }); return await msg.edit({ embeds: [embed], components: [row] }); }) collector.on('end', (_, reason) => { if (reason === 'idle') return this.gameOver(msg, false); }) } gameOver(msg, result) { const FloodGame = { player: this.message.author, turns: this.turns, maxTurns: this.maxTurns, boardColor: this.gameBoard[0] }; const GameOverMessage = result ? this.options.winMessage : this.options.loseMessage; this.emit('gameOver', { result: (result ? 'win' : 'lose'), ...FloodGame }); const embed = new EmbedBuilder() .setColor(this.options.embed.color) .setTitle(this.options.embed.title) .setDescription(this.getBoardContent()) .addFields({ name: 'Game Over', value: GameOverMessage.replace('{turns}', this.turns) }) .setAuthor({ name: this.message.author.tag, iconURL: this.message.author.displayAvatarURL({ dynamic: true }) }); return msg.edit({ embeds: [embed], components: disableButtons(msg.components) }); } async updateGame(selected, msg) { if (selected === this.gameBoard[0]) return false; const firstBlock = this.gameBoard[0]; const queue = [{ x: 0, y: 0 }]; const visited = []; this.turns += 1; while (queue.length > 0) { const block = queue.shift(); if (!block || visited.some(v => v.x === block.x && v.y === block.y)) continue; const index = (block.y * this.length + block.x); visited.push(block); if (this.gameBoard[index] === firstBlock) { this.gameBoard[index] = selected; const up = { x: block.x, y: block.y - 1 }; if (!visited.some(v => v.x === up.x && v.y === up.y) && up.y >= 0) queue.push(up); const down = { x: block.x, y: block.y + 1 }; if (!visited.some(v => v.x === down.x && v.y === down.y) && down.y < this.length) queue.push(down); const left = { x: block.x - 1, y: block.y }; if (!visited.some(v => v.x === left.x && v.y === left.y) && left.x >= 0) queue.push(left); const right = { x: block.x + 1, y: block.y }; if (!visited.some(v => v.x === right.x && v.y === right.y) && right.x < this.length) queue.push(right); } } let gameOver = true; for (let y = 0; y < this.length; y++) { for (let x = 0; x < this.length; x++) { if (this.gameBoard[y * this.length + x] !== selected) gameOver = false; } } if (this.turns >= this.maxTurns && !gameOver) return void this.gameOver(msg, false); if (gameOver) return void this.gameOver(msg, true); return true; } }