discord-mini-games-es.js
Version:
Un paquete para implementar minijuegos usando discord.js-v14 en español
121 lines (120 loc) • 6.58 kB
JavaScript
const discord = require('discord.js');
const words_list = require('./assets/odd_words.json')
const {EmbedBuilder,ButtonBuilder,ButtonStyle,ActionRowBuilder,ComponentType} = require('discord.js')
class OddOneOut{
/**
* Initialises a new instance of OddOneOut Game.
* @param {`Message/Interaction`} message The Message Object.
* @param {`GameOptions-Object`} gameOptions The game Options Object.
* @returns {OddOneOut} Game instance.
*/
constructor(message,gameOptions) {
if(!message) throw new Error("no se proporciona el mensaje.");
this.message = message;
if(gameOptions && typeof gameOptions !== 'object') throw new TypeError("gameOptions debe ser un objeto.");
this.isSlash = gameOptions?.isSlash ?? false;
if(this.isSlash == true){
if(!(this.message instanceof discord.CommandInteraction)){
throw new TypeError("El mensaje debe ser una instancia de Interacción de Comando.")
} } else {
if(!(this.message instanceof discord.Message)) {
throw new TypeError("El mensaje debe ser una instancia de Mensaje de Discord.")
}
}
this.time = gameOptions?.time ?? 30000;
this.replied = false;
this.randomN = (min,max) => {return Math.floor(Math.random()*max)+min;}
this.edit = async (messageOptions,replyMessage) => {
messageOptions.fetchReply = true;
if(this.replied == false) {
this.replied=true;
if(this.isSlash == true) return await replyMessage.editReply(messageOptions)
return await this.message.reply(messageOptions);}
else return await replyMessage.edit(messageOptions)
}
this.options = gameOptions;
this.onWin = gameOptions?.onWin ?? null;
this.onTie = gameOptions?.onTie ?? null;
this.onTimeUp = gameOptions?.onTimeUp ?? null;
this.board = [];
if(this.opponent && this.player.id == this.opponent.id) throw new Error('El jugador y el oponente no pueden ser el mismo.');
if(this.onWin && typeof this.onWin !== 'function') throw new TypeError('onWin debe ser una función.');
if(this.options?.emoji1 && typeof this.options?.emoji1 !== 'string') throw new TypeError('emoji1 Debe ser un String.');
if(this.options?.emoji2 && typeof this.options?.emoji2 !== 'string') throw new TypeError('emoji2 Debe ser un String.');
if(this.options?.emptyEmoji && typeof this.options?.emptyEmoji !== 'string') throw new TypeError('emptyEmoji Debe ser un String.');
if(this.onTie && typeof this.onTie !== 'function') throw new TypeError('onTie Debe de ser una función.');
if(this.onTimeUp && typeof this.onTimeUp!== 'function') throw new TypeError('onTimeUp Debe de ser una función.');
if(typeof this.isSlash !== 'boolean') throw new TypeError('isSlash Debe ser un valor Bolean.');
if(typeof this.time !== 'number') throw new TypeError('time debe de ser un número.');
if(this.options?.resTime && typeof this.options?.resTime !== 'number') throw new TypeError('resTime debe de ser un número');
if(this.time < 5000) throw new RangeError('time Debe ser mayor que 5000');
if(this.options?.title && typeof this.options?.title !== 'string') throw new TypeError('title debe de ser un String.');
if(this.options?.winDes && typeof this.options?.winDes !== 'string') throw new TypeError('winDes debe de ser un String.');
if(this.options?.tieDes && typeof this.options?.tieDes !== 'string') throw new TypeError('tieDes debe de ser un String.');
if(this.options?.nextDes && typeof this.options?.nextDes !== 'string') throw new TypeError('nextDes debe de ser un String.');
if(this.options?.timeUpDes && typeof this.options?.timeUpDes !== 'string') throw new TypeError('timeUpDes debe de ser un String.');
if(this.options?.confirmDes && typeof this.options?.confirmDes !== 'string') throw new TypeError('confirmDes debe de ser un String.');
if(this.options?.declineDes && typeof this.options?.declineDes !== 'string') throw new TypeError('declineDes debe de ser un String.');
if(this.options?.noResDes && typeof this.options?.noResDes !== 'string') throw new TypeError('noResDes debe de ser un String.');
}
/**
* Starts The Game.
*/
async run() {
if(this.isSlash == true) {
await this.message.deferReply().catch(() => {});
}
const game = this;
function oooEm(text,color) {
const embed = new EmbedBuilder()
.setTitle(game.options?.title ?? 'Odd One Out')
.setDescription(text)
.setColor(color)
.setThumbnail(game.player.avatarURL())
.setTimestamp()
.setFooter({text:`Pedido por ${game.player.username}`})
return embed;
}
function shuffleArray(lol) {
let New = new Array().concat(lol)
for (let i = New.length - 1; i > 0; i--) {
const j = Math.floor(Math.random() * (i + 1));
[New[i], New[j]] = [New[j], New[i]];
}
return New;
}
const answer = this.words_data.correct;
this.words_data.others[4] = answer;
const choices = shuffleArray(this.words_data.others)
var Row = new ActionRowBuilder()
for (var i=0; i<5;i++) {
Row.addComponents(new ButtonBuilder().setCustomId('ooo_' + choices[i]).setStyle(ButtonStyle.Secondary).setLabel(choices[i]))
}
const msg = await this.edit({embeds:[oooEm(this.options?.startDes?? 'Encuentra la palabra rara','Green')],components:[Row]},this.message)
const collector = msg.createMessageComponentCollector({ componentType: ComponentType.Button, idle:this.time})
let played = false;
collector.on('collect', async (i) => {
await i.deferUpdate();
if(i.user.id == this.player.id) {
played = true;
collector.stop()
Row.components.find(x => x.data.custom_id == i.customId).setDisabled(true)
if(i.customId.replace('ooo_','') == answer) {
await this.edit({embeds:[oooEm(this.options?.winDes?.replace(/{answer}/g,answer)?.replace(/{user_option}/g,i.customId.replace('ooo_','')) ?? `¡Ganaste!, era ${answer}`,`Yellow`)],components:[Row]},msg)
if(this.onWin) await this.onWin();
}
else {
await this.edit({embeds:[oooEm(this.options?.loseDes?.replace(/{answer}/g,answer)?.replace(/{user_option}/g,i.customId.replace('ooo_','')) ?? `¡Perdiste!, era ${answer}`,`Red`)],components:[Row]},msg)
if(this.onLose) await this.onLose();
}
}
})
collector.on('end', async () => {
if(played == false) {
Row.components.forEach(x => x.setDisabled(true))
await this.edit({embeds:[oooEm(this.options?.timeUpDes?.replace(/{answer}/g,answer) ?? `Juego terminado: Se acabó el tiempo, era ` + answer,'Red')],components:[Row]},msg);
}
})
}
}
module.exports = OddOneOut;