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index.js
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index.js
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// discord imports
const Discord = require("discord.js");
const bot = new Discord.Client();
// regular imports
const humanizeDuration = require("humanize-duration");
const ping = require("minecraft-server-util");
const Danbooru = require('danbooru');
//js files
const adventureController = require("./scripts/adventure.js");
const partyController = require("./scripts/party.js");
const shopController = require("./scripts/shop.js");
const classesController = require("./scripts/classes.js");
const haremController = require("./scripts/harem.js");
const dungeonController = require("./scripts/dungeon.js")
const utils = require("./scripts/isekaiUtils.js");
// constant variables
const xpToNextLevelMultiplier = 1.5;
bot.on("ready", () => {
console.log("Bot is online.");
});
bot.on("message", (message) => {
noPrefixListener(message);
if (!message.content.startsWith(utils.prefix)) return;
let args = message.content.slice(utils.prefix.length).split(" ");
if (!utils.checkSaveExists(message) && args[0].toLowerCase() != "create") {
message.channel.send(`Sorry you don't have save data ${utils.mentionUser(message.author.id)}. Try doing ${utils.prefix}create to make a new character.`);
return;
}
switch (args[0].toLowerCase()) {
case "create":
start(message);
break;
case "up":
utils.up(message);
break;
case "display":
utils.display(message);
break;
case "train":
train(message);
break;
case "work":
work(message);
break;
case "ping":
message.channel.send("don't ping me you fuck");
break;
case "help":
message.channel.send("there ain't shit here");
break;
case "ratemywaifu":
switch (args[1].toLowerCase()) {
case "endorsi":
message.channel.send("<:ayaya:720228188055273473>");
break;
default:
message.channel.send("garbo");
}
break;
case "prefix":
message.channel.send("current prefix is: " + utils.prefix);
break;
case "adventure":
adventureController.adventureSwitch(message, args);
break;
case "party":
partyController.partySwitch(message, args);
break;
case "shop":
shopController.shopSwitch(message, args);
break;
case "buy":
shopController.shopBuy(message, args[1]);
break;
case "class":
classesController.classesSwitch(message, args);
break;
case "balance":
balance(message);
break;
case "inventory":
case "i":
inventory(message);
break;
case "mc":
mc(args[1], message);
break;
case "anime":
danbooru(message);
break;
case "gacha":
haremController.gachaRoll(message);
break;
case "dungeon":
dungeonController.dungeonSwitch(message, args);
break;
}
});
/*
Helper function to return an object (player) with all necessary starting stats.
*/
function createNewPlayer(authorId) {
let currentSaveData = utils.getJsonData(utils.saveDataPath);
currentSaveData[authorId] = {
level: 0,
currentXP: 0,
xpToNextLevel: 100,
combatStats: {
pAtk: 10,
mAtk: 10,
pDef: 10,
mDef: 10,
currentHP: 100,
maxHP: 100,
},
rawStats: {
str: 10,
agi: 10,
int: 10,
vit: 10
},
currentClass: 'unclassed',
classes: [{}],
money: 0,
partyId: null,
inventory: [],
};
return currentSaveData;
}
/*
Called when a player levels up. Look at the classes.json, get their class,
and increase their raw stats by the multipliers.
*/
function increaseStats(currentSaveData, authorId) {
const classes = utils.getJsonData(utils.classesPath);
let playerClass = currentSaveData[authorId]['currentClass'];
let str = currentSaveData[authorId]['rawStats']['str'];
let agi = currentSaveData[authorId]['rawStats']['agi'];
let int = currentSaveData[authorId]['rawStats']['int'];
let vit = currentSaveData[authorId]['rawStats']['vit'];
// Make the current stat equal to itself multiplied by the multiplier.
// outermost parseFloat is because the .toFixed(2) method keeps 2 decimal places, but returns as a string.
currentSaveData[authorId]['rawStats']['str'] = parseFloat((parseFloat(str) * classes[playerClass]['rawStatsMultiplier']['str']).toFixed(2));
currentSaveData[authorId]['rawStats']['agi'] = parseFloat((parseFloat(agi) * classes[playerClass]['rawStatsMultiplier']['agi']).toFixed(2));
currentSaveData[authorId]['rawStats']['int'] = parseFloat((parseFloat(int) * classes[playerClass]['rawStatsMultiplier']['int']).toFixed(2));
currentSaveData[authorId]['rawStats']['vit'] = parseFloat((parseFloat(vit) * classes[playerClass]['rawStatsMultiplier']['vit']).toFixed(2));
}
/*
Helper function to populate all necessary cooldowns for new players.
*/
function createCooldowns(authorId) {
let currentCooldowns = utils.getJsonData(utils.cooldownsPath);
currentCooldowns[authorId] = {
train: Date.now(),
work: Date.now(),
adventure: Date.now(),
};
return currentCooldowns;
}
/*
Creates new save data for a user with their id as the key.
If id already exists in the file, return immediately.
*/
function start(message) {
const authorId = message.author.id;
// If the id already exists in the save file, don't bother with creating a new user.
if (utils.getJsonData(utils.saveDataPath).hasOwnProperty(authorId)) {
message.channel.send(`Sorry ${utils.mentionUser(authorId)}, you've already been isekai'd. Try prestiging to isekai yourself again!`);
return;
}
// Passed all checks, append a new user id key to the current file.
utils.writeJson(utils.saveDataPath, createNewPlayer(authorId));
// Also add all cooldowns
utils.writeJson(utils.cooldownsPath, createCooldowns(authorId));
message.channel.send(`Created a new save for ${utils.mentionUser(authorId)}!`);
}
function checkLevelUpAndChangeXP(message, currentSaveData, xpGain) {
const authorId = message.author.id;
let currentXP = parseInt(currentSaveData[authorId]["currentXP"]);
let xpToNextLevel = parseInt(currentSaveData[authorId]["xpToNextLevel"]);
let currentLevel = parseInt(currentSaveData[authorId]["level"]);
// This case means you need to level up the player.
if (currentXP + xpGain >= xpToNextLevel) {
let leftoverXP = currentXP + xpGain - xpToNextLevel;
currentSaveData[authorId]["level"] = currentLevel + 1;
currentSaveData[authorId]["currentXP"] = leftoverXP;
currentSaveData[authorId]["xpToNextLevel"] = xpToNextLevel * xpToNextLevelMultiplier;
increaseStats(currentSaveData, authorId);
// This case means just change the currentXP value.
} else {
currentSaveData[authorId]["currentXP"] = currentXP + xpGain;
}
// Save the changes
utils.writeJson(utils.saveDataPath, currentSaveData);
// There are scenarios where you can level up twice in one xpGain, hence need to check and recall this function.
// (I call utils.getJsonData() here because I think currentSaveData will be the OLD copy of the json, before xp and levels are applied)
if (parseInt(utils.getJsonData(utils.saveDataPath)[authorId]["currentXP"]) >= parseInt(utils.getJsonData(utils.saveDataPath)[authorId]["xpToNextLevel"])) {
checkLevelUpAndChangeXP(message, utils.getJsonData(utils.saveDataPath), 0);
}
}
/*
Train command gives player free exp, between 5% - 10% of their xpToNextLevel.
*/
function train(message) {
const authorId = message.author.id;
let trainingCooldown = utils.getJsonData(utils.cooldownsPath)[authorId]["train"];
if (Date.now() < trainingCooldown) {
let remainingTime = humanizeDuration(trainingCooldown - Date.now());
message.channel.send(`You've already trained your butt off today ${utils.mentionUser(authorId)}! Train again in ${remainingTime}.`);
} else {
let currentSaveData = utils.getJsonData(utils.saveDataPath);
let cooldowns = utils.getJsonData(utils.cooldownsPath);
let previousLevel = currentSaveData[authorId]["level"];
// The minimum xp gain is 5% of your xp needed to level up.
let minXpGain = parseInt(currentSaveData[authorId]["xpToNextLevel"]) * 0.05;
// The maximum xp gain is 10% of your xp needed to level up.
let maxXpGain = parseInt(currentSaveData[authorId]["xpToNextLevel"]) * 0.1;
let xpGain = utils.getRandomInt(minXpGain, maxXpGain);
message.channel.send(`You've done your training for the day ${utils.mentionUser(authorId)}! You've gained ${xpGain}XP.`);
checkLevelUpAndChangeXP(message, currentSaveData, xpGain);
// If the levels are not equal then the player must've leveled up.
if (previousLevel != utils.getJsonData(utils.saveDataPath)[authorId]["level"])
message.channel.send(`${utils.mentionUser(authorId)} has leveled up from level ${previousLevel} to level ${utils.getJsonData(utils.saveDataPath)[authorId]["level"]}!`);
// They can train again in 24 hours.
cooldowns[authorId]["train"] = Date.now() + 86400000;
utils.writeJson(utils.cooldownsPath, cooldowns);
}
}
/*
Work command will give money, calculated based on a formula with your level.
*/
function work(message) {
const authorId = message.author.id;
let workCooldown = utils.getJsonData(utils.cooldownsPath)[authorId]["work"];
if (Date.now() < workCooldown) {
let remainingTime = humanizeDuration(workCooldown - Date.now());
message.channel.send(`No one is looking for work right now ${utils.mentionUser(authorId)}. Come check back in ${remainingTime} for some work!`);
} else {
let currentSaveData = utils.getJsonData(utils.saveDataPath);
let cooldowns = utils.getJsonData(utils.cooldownsPath);
let minMoneyGain = 10;
let maxMoneyGain = 50;
let moneyGain = utils.getRandomInt(minMoneyGain, maxMoneyGain);
currentSaveData[authorId]['money'] = moneyGain;
utils.writeJson(utils.saveDataPath, currentSaveData);
// 30 minutes between working
cooldowns[authorId]['work'] = Date.now() + 1800000;
utils.writeJson(utils.cooldownsPath, cooldowns);
message.channel.send(`You did some work for the townspeople ${utils.mentionUser(authorId)}! You've earned $${moneyGain}.`);
}
}
function balance(message) {
let players = utils.getJsonData(utils.saveDataPath);
let player;
let playerName = utils.mentionUser(message.author.id);
for (var id in players) {
if (id == message.author.id) {
player = players[id];
}
}
message.channel.send(`${playerName}'s Wallet: $${player.money}`);
}
function inventory(message) {
let players = utils.getJsonData(utils.saveDataPath);
let player;
let playerName = utils.mentionUser(message.author.id);
let inventoryList = "";
for (var id in players) {
if (id == message.author.id) {
player = players[id];
}
}
message.channel.send(`${playerName}'s Inventory:`);
//Log out the number of the items with the same name instead of just having copies (future ticket)
for (let item of player.inventory) {
inventoryList += `${item.name} x${item.quantity}\n`;
}
if (inventoryList == "") {
message.channel.send(`Sorry you don't have anything.`);
} else {
message.channel.send(`${inventoryList}`);
}
}
function noPrefixListener(message) {
switch (message.content.toLowerCase()) {
case "garbo":
case "who":
case "???":
message.channel.send("WH <:OMEGALUL:719390337323237410>");
break;
case "no":
message.channel.send("N <:OMEGALUL:719390337323237410>");
break;
}
}
function mc(server, message) {
let port = 25565;
switch (server.toLowerCase()) {
case "omni":
port = 25566;
}
ping("122.111.176.250", port, (error, response) => {
if (error) {
message.channel.send("Server ping timed out.");
throw error;
}
const Embed = new Discord.MessageEmbed()
.setTitle('Server Status')
.addField('Server IP', response.host)
.addField('Server Version', response.version)
.addField('Online Players', response.onlinePlayers);
message.channel.send(Embed);
})
}
function danbooru(message) {
// Perform a search for popular image posts
const booru = new Danbooru();
booru.posts({tags: 'rating:safe order:rank'}).then(posts => {
// Select a random post from posts array
const index = Math.floor(Math.random() * posts.length);
const post = posts[index];
// Get post's url and create a filename for it
const url = booru.url(post.file_url);
//const name = `${post.md5}.${post.file_ext}`;
message.channel.send({files: [url.href]});
})
}
bot.login(utils.token);