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falgames

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Falgames is a helpful package to enhance your discord bot with fun and interactive minigames

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import { disableButtons, formatMessage, ButtonBuilder } from "../utils/utils.js" import { EmbedBuilder, ActionRowBuilder } from "discord.js" import approve from "../utils/approve.js" /** * This class allows you to create and manage a Connect 4 game in Discord, including handling user interactions and game logic. * It extends the `approve` class to handle the approval process for the second player (opponent). * * @class Connect4 * @param {Connect4Options} options - The options for the Connect 4 game. * * @extends {approve} * @fires Connect4#gameOver * @typedef {Object} Connect4Options */ export class Connect4 extends approve { /** * Represents a Connect4 game. * @constructor * @param {Object} options - The options for the Connect4 game. * @param {boolean} [options.isSlashGame=false] - Whether the game is played using slash commands. * @param {Object} options.message - The message object associated with the game. * @param {Object} options.opponent - The opponent object for the game. * @param {Object} [options.embed={}] - The embed options for the game. * @param {string} [options.embed.title='Connect4 Game'] - The title of the embed. * @param {string} [options.embed.statusTitle='Status'] - The title of the status field in the embed. * @param {string} [options.embed.color='#551476'] - The color of the embed. * @param {Object} [options.emojis={}] - The emojis for the game. * @param {string} [options.emojis.board='⚪'] - The emoji for the game board. * @param {string} [options.emojis.player1='🔴'] - The emoji for player 1. * @param {string} [options.emojis.player2='🟡'] - The emoji for player 2. * @param {number} [options.timeoutTime=60000] - The timeout time for the game. * @param {string} [options.buttonStyle='PRIMARY'] - The style of the buttons. * @param {string} [options.turnMessage='{emoji} | Its turn of player **{player}**.'] - The message displayed when it's a player's turn. * @param {string} [options.winMessage='{emoji} | **{player}** won the Connect4 Game.'] - The message displayed when a player wins the game. * @param {string} [options.tieMessage='The Game tied! No one won the Game!'] - The message displayed when the game ends in a tie. * @param {string} [options.timeoutMessage='The Game went unfinished! No one won the Game!'] - The message displayed when the game times out. * @param {string} [options.requestMessage='{player} has invited you for a round of **Connect4**.'] - The message displayed when a player invites another player for a game. * @param {string} [options.rejectMessage='The player denied your request for a round of **Connect4**.'] - The message displayed when a player rejects an invitation for a game. * @param {string} [options.playerOnlyMessage='Only {player} and {opponent} can use these buttons.'] - The message to show when someone else tries to use the buttons. */ 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 = "#551476" 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.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) else return await this.message.channel.send(content) } 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 } }