UNPKG

falgames

Version:

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

215 lines (185 loc) 9.72 kB
import { EmbedBuilder, ActionRowBuilder } from "discord.js" import { disableButtons, formatMessage, ButtonBuilder } from "../utils/utils.js" const squares = ["🟥", "🟦", "🟧", "🟪", "🟩"] import events from "node:events" /** * This class allows you to create and manage a Flood game in Discord, including handling user interactions and game logic. * It extends the Node.js `events` module to allow for event-driven programming, specifically emitting a `gameOver` event when the game ends. * * @class Flood * @param {FloodOptions} options - The options for the Flood game. * * @extends {events} * @fires Flood#gameOver * @typedef {Object} FloodOptions */ export class Flood extends events { /** * Represents a Flood game. * @constructor * @param {Object} options - The options for the Flood 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.embed] - The embed options for the game. * @param {string} [options.embed.title='Flood'] - The title of the embed. * @param {string} [options.embed.color='#551476'] - The color of the embed. * @param {number} [options.difficulty=13] - The difficulty level of the game. * @param {number} [options.timeoutTime=60000] - The timeout time for the game. * @param {string} [options.buttonStyle='PRIMARY'] - The style of the buttons. * @param {string} [options.winMessage='You won! You took **{turns}** turns.'] - The win message. * @param {string} [options.loseMessage='You lost! You took **{turns}** turns.'] - The lose message. * @param {string[]} [options.emojis] - The emojis to use for the game. * @param {string} [options.playerOnlyMessage='Only {player} 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 (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 = "#551476" 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.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) 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 } 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 } }