mirror of
https://github.com/aydenjahola/discord-multipurpose-bot.git
synced 2024-11-25 10:15:55 +00:00
401 lines
12 KiB
JavaScript
401 lines
12 KiB
JavaScript
const {
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SlashCommandBuilder,
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EmbedBuilder,
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ButtonBuilder,
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ActionRowBuilder,
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ButtonStyle,
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} = require("discord.js");
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const SpyfallGame = require("../../models/SpyfallGame");
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const SpyfallLocation = require("../../models/SpyfallLocation");
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const { v4: uuidv4 } = require("uuid");
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module.exports = {
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data: new SlashCommandBuilder()
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.setName("spyfall")
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.setDescription("Start a game of Spyfall."),
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async execute(interaction) {
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const guildId = interaction.guild.id;
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const gameId = uuidv4();
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const existingGame = await SpyfallGame.findOne({ gameId });
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if (existingGame && existingGame.status === "ongoing") {
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return interaction.reply(
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"A game is already in progress! Please finish the current game first."
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);
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}
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try {
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const locations = await SpyfallLocation.find({});
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if (!locations || locations.length === 0) {
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return interaction.reply("No locations found. Please try again later.");
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}
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const selectedLocation =
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locations[Math.floor(Math.random() * locations.length)].name;
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const players = new Set();
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const joinEmbed = new EmbedBuilder()
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.setColor("#ffcc00")
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.setTitle("Join the Spyfall Game!")
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.setDescription("Click the button below to join the game.")
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.addFields({ name: "Current Players:", value: "None yet." })
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.setFooter({ text: "You need at least 2 players to start!" })
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.setTimestamp();
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const joinButton = new ButtonBuilder()
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.setCustomId("join_game")
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.setLabel("Join Game")
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.setStyle(ButtonStyle.Success);
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const leaveButton = new ButtonBuilder()
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.setCustomId("leave_game")
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.setLabel("Leave Game")
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.setStyle(ButtonStyle.Danger);
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const startButton = new ButtonBuilder()
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.setCustomId("start_game")
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.setLabel("Start Game")
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.setStyle(ButtonStyle.Primary)
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.setDisabled(true);
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const buttonRow = new ActionRowBuilder().addComponents(
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joinButton,
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leaveButton,
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startButton
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);
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const joinMessage = await interaction.reply({
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embeds: [joinEmbed],
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components: [buttonRow],
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fetchReply: true,
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});
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const filter = (i) =>
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i.customId === "join_game" ||
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i.customId === "leave_game" ||
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i.customId === "start_game";
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const collector = joinMessage.createMessageComponentCollector({ filter });
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collector.on("collect", async (i) => {
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try {
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if (!players.has(i.user.id) && i.customId !== "join_game") {
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return i.reply({
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content: "You cannot interact with this button.",
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ephemeral: true,
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});
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}
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if (i.customId === "join_game") {
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if (players.has(i.user.id)) {
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return i.reply({
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content: "You are already in the game!",
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ephemeral: true,
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});
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}
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players.add(i.user.id);
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const currentPlayers =
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Array.from(players)
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.map(
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(id) => interaction.guild.members.cache.get(id).user.username
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)
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.join(", ") || "None yet.";
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joinEmbed
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.setDescription("Click the button below to join the game.")
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.setFields([{ name: "Current Players:", value: currentPlayers }]);
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if (players.size >= 2) {
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startButton.setDisabled(false);
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}
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await i.update({ embeds: [joinEmbed], components: [buttonRow] });
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} else if (i.customId === "leave_game") {
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if (players.has(i.user.id)) {
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players.delete(i.user.id);
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const currentPlayers =
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Array.from(players)
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.map(
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(id) =>
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interaction.guild.members.cache.get(id).user.username
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)
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.join(", ") || "None yet.";
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joinEmbed
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.setDescription("Click the button below to join the game.")
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.setFields([
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{ name: "Current Players:", value: currentPlayers },
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]);
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await i.update({ embeds: [joinEmbed], components: [buttonRow] });
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} else {
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await i.reply({
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content: "You are not part of the game.",
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ephemeral: true,
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});
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}
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} else if (i.customId === "start_game") {
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if (players.size < 2) {
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return i.reply({
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content: "You need at least 2 players to start the game.",
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ephemeral: true,
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});
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}
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const spyIndex = Math.floor(Math.random() * players.size);
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const spy = Array.from(players)[spyIndex];
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const newGame = new SpyfallGame({
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gameId,
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guildId,
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location: selectedLocation,
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spy,
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players: Array.from(players),
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status: "ongoing",
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});
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await newGame.save();
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const locationMessage = `The game has started! The location is **${selectedLocation}**.`;
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for (const playerId of players) {
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const player = await interaction.guild.members.cache.get(playerId)
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.user;
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if (playerId !== spy) {
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await player.send(locationMessage);
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} else {
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await player.send(
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"The game has started! You are the spy! Try to blend in!"
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);
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}
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}
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const embed = new EmbedBuilder()
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.setColor("#ffcc00")
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.setTitle("Spyfall Game Started!")
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.setDescription("The game has started! One of you is the spy!")
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.setFooter({
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text: "The spy must figure out the location without revealing themselves!",
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})
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.setTimestamp();
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await interaction.followUp({ embeds: [embed], components: [] });
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collector.stop();
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await interaction.channel.send({
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content: "The game has started! Use `/stopspyfall` to end it.",
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});
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await startQuestioningPhase(
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interaction,
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spy,
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players,
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selectedLocation,
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gameId
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);
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return;
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}
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} catch (error) {
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console.error("Error during button interaction:", error);
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await i.reply({
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content:
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"There was an error processing your request. Please try again later.",
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ephemeral: true,
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});
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}
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});
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} catch (error) {
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console.error("Error fetching locations or starting the game:", error);
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await interaction.reply(
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"There was an error fetching locations or starting the game. Please try again later."
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);
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}
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},
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};
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async function startQuestioningPhase(
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interaction,
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spy,
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players,
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selectedLocation,
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gameId
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) {
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const ongoingGame = await SpyfallGame.findOne({ gameId });
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if (!ongoingGame || ongoingGame.status !== "ongoing") {
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return;
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}
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const playerArray = Array.from(players);
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let currentIndex = 0;
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async function askQuestion() {
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if (currentIndex >= playerArray.length) {
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return startVotingPhase(interaction, spy, playerArray, gameId);
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}
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const currentPlayerId = playerArray[currentIndex];
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const currentPlayer =
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interaction.guild.members.cache.get(currentPlayerId).user;
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const questionEmbed = new EmbedBuilder()
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.setColor("#ffcc00")
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.setTitle("Your Turn to Ask a Question!")
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.setDescription(
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`It's **${currentPlayer.username}**'s turn to ask a question about the location.`
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)
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.setFooter({ text: "Click 'Finish Turn' when you're done." });
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const finishButton = new ButtonBuilder()
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.setCustomId(`finish_turn_${currentPlayerId}`)
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.setLabel("Finish Turn")
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.setStyle(ButtonStyle.Primary);
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const buttonRow = new ActionRowBuilder().addComponents(finishButton);
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await interaction.channel.send({
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embeds: [questionEmbed],
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components: [buttonRow],
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});
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const filter = (i) =>
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i.customId === `finish_turn_${currentPlayerId}` &&
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i.user.id === currentPlayerId;
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const collector = interaction.channel.createMessageComponentCollector({
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filter,
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time: 30000,
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});
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collector.on("collect", async (i) => {
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await i.reply({ content: "Your turn has ended!", ephemeral: true });
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collector.stop();
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});
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collector.on("end", async () => {
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currentIndex++;
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await askQuestion();
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});
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}
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askQuestion();
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}
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async function startVotingPhase(
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interaction,
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spy,
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players,
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gameId,
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selectedLocation
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) {
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// Ensure players is an array
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if (!Array.isArray(players)) {
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console.error("Players is not an array:", players);
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return;
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}
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const ongoingGame = await SpyfallGame.findOne({ gameId });
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if (!ongoingGame || ongoingGame.status !== "ongoing") {
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return;
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}
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const votes = new Map();
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const voteEmbed = new EmbedBuilder()
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.setColor("#ffcc00")
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.setTitle("Voting Phase")
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.setDescription(
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"Vote for who you think the spy is! (You cannot vote for yourself)"
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)
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.setFooter({ text: "Click the buttons below to vote." });
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const voteButtons = players.map((playerId) =>
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new ButtonBuilder()
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.setCustomId(`vote_${playerId}`)
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.setLabel(interaction.guild.members.cache.get(playerId).user.username)
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.setStyle(ButtonStyle.Primary)
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);
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const voteRow = new ActionRowBuilder().addComponents(voteButtons);
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const voteMessage = await interaction.channel.send({
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embeds: [voteEmbed],
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components: [voteRow],
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});
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const voteFilter = (i) =>
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i.customId.startsWith("vote_") && players.includes(i.user.id);
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const voteCollector = voteMessage.createMessageComponentCollector({
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filter: voteFilter,
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});
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voteCollector.on("collect", async (i) => {
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const votedPlayerId = i.customId.split("_")[1];
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if (i.user.id === votedPlayerId) {
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await i.reply({
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content: "You cannot vote for yourself.",
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ephemeral: true,
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});
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return;
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}
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// Add the vote
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votes.set(votedPlayerId, (votes.get(votedPlayerId) || 0) + 1);
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await i.reply({
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content: `You voted for ${
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interaction.guild.members.cache.get(votedPlayerId).user.username
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}.`,
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ephemeral: true,
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});
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if (votes.size === players.length) {
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voteCollector.stop();
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await revealSpy(interaction, spy, votes, selectedLocation, gameId);
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}
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});
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voteCollector.on("end", async () => {
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if (votes.size > 0) {
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await revealSpy(interaction, spy, votes, selectedLocation, gameId);
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} else {
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await interaction.channel.send("Voting timed out! No votes were cast.");
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}
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});
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}
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async function revealSpy(interaction, spy, votes, selectedLocation, gameId) {
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const voteEntries = Array.from(votes.entries());
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const highestVote = Math.max(...voteEntries.map(([_, v]) => v));
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const suspectedSpy = voteEntries.find(([_, v]) => v === highestVote)[0];
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const resultEmbed = new EmbedBuilder()
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.setColor("#ffcc00")
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.setTitle("Voting Results")
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.addFields(
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{
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name: "Suspected Spy:",
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value: interaction.guild.members.cache.get(suspectedSpy).user.username,
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},
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{
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name: "Actual Spy:",
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value: interaction.guild.members.cache.get(spy).user.username,
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}
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)
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.setFooter({
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text:
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suspectedSpy === spy
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? "The spy has been caught!"
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: "The spy has escaped!",
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})
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.setTimestamp();
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const result = await SpyfallGame.updateOne({ gameId }, { status: "ended" });
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if (result.modifiedCount === 0) {
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console.log("No game found or status was already 'ended'.");
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}
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await interaction.channel.send({ embeds: [resultEmbed] });
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}
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