const Command = require('../../structures/Command'); const { stripIndents } = require('common-tags'); const { verify, list } = require('../../util/Util'); const colors = require('../../assets/json/domineering'); const blankEmoji = '⬜'; const nums = ['1️⃣', '2️⃣', '3️⃣', '4️⃣', '5️⃣', '6️⃣', '7️⃣', '8️⃣', '9️⃣', '🔟']; const turnRegex = /^(v|h) ?(\d+), ?(\d+)/i; module.exports = class CramCommand extends Command { constructor(client) { super(client, { name: 'cram', aliases: ['plugg', 'dots-and-pairs'], group: 'games-mp', memberName: 'cram', description: 'Play a game of Cram with another user.', guildOnly: true, args: [ { key: 'opponent', prompt: 'What user would you like to challenge?', type: 'user' }, { key: 'color', prompt: `What color do you want to be? Either ${list(Object.keys(colors), 'or')}.`, type: 'string', oneOf: Object.keys(colors), parse: color => color.toLowerCase() }, { key: 'size', prompt: 'What board size do you want to use?', type: 'integer', min: 3, max: 10, default: 5 } ] }); } async run(msg, { opponent, color, size }) { if (opponent.bot) return msg.reply('Bots may not be played against.'); if (opponent.id === msg.author.id) return msg.reply('You may not play against yourself.'); const current = this.client.games.get(msg.channel.id); if (current) return msg.reply(`Please wait until the current game of \`${current.name}\` is finished.`); this.client.games.set(msg.channel.id, { name: this.name }); const userEmoji = colors[color]; let oppoEmoji = userEmoji === colors.blue ? colors.red : colors.blue; try { const available = Object.keys(colors).filter(clr => color !== clr); await msg.say(`${opponent}, do you accept this challenge?`); const verification = await verify(msg.channel, opponent); if (!verification) { this.client.games.delete(msg.channel.id); return msg.say('Looks like they declined...'); } await msg.say(`${opponent}, what color do you want to be? Either ${list(available, 'or')}.`); const filter = res => { if (res.author.id !== opponent.id) return false; return available.includes(res.content.toLowerCase()); }; const p2Color = await msg.channel.awaitMessages(filter, { max: 1, time: 30000 }); if (p2Color.size) oppoEmoji = colors[p2Color.first().content.toLowerCase()]; const board = this.generateBoard(size); let userTurn = true; let winner = null; let lastTurnTimeout = false; while (!winner) { const user = userTurn ? msg.author : opponent; await msg.say(stripIndents` ${user}, at what coordinates do you want to place your block? Type \`end\` to forefeit. You must also choose a direction. (ex. v1,1 or h3,4). ${this.displayBoard(board, userEmoji, oppoEmoji)} `); const possibleMoves = this.possibleMoves(board); const colorFilter = res => { if (res.author.id !== user.id) return false; const pick = res.content; if (pick.toLowerCase() === 'end') return true; const coordPicked = pick.match(turnRegex); if (!coordPicked) return false; const direction = coordPicked[1].toLowerCase(); const x = Number.parseInt(coordPicked[2], 10); const y = Number.parseInt(coordPicked[3], 10); if (x > size || y > size || x < 1 || y < 1) return false; if (!possibleMoves.includes(`${direction}${x - 1},${y - 1}`)) return false; return true; }; const turn = await msg.channel.awaitMessages(colorFilter, { max: 1, time: 60000 }); if (!turn.size) { await msg.say('Sorry, time is up!'); if (lastTurnTimeout) { winner = 'time'; break; } else { lastTurnTimeout = true; userTurn = !userTurn; continue; } } const choice = turn.first().content; if (choice.toLowerCase() === 'end') { winner = userTurn ? opponent : msg.author; break; } const matched = choice.match(turnRegex); const direction = matched[1].toLowerCase(); const x = Number.parseInt(matched[2], 10); const y = Number.parseInt(matched[3], 10); board[y - 1][x - 1] = userTurn ? 'U' : 'O'; board[direction === 'v' ? y : y - 1][direction === 'v' ? x - 1 : x] = userTurn ? 'U' : 'O'; userTurn = !userTurn; if (lastTurnTimeout) lastTurnTimeout = false; const oppoPossible = this.possibleMoves(board, userTurn); if (!oppoPossible.length) { winner = userTurn ? opponent : msg.author; break; } } this.client.games.delete(msg.channel.id); if (winner === 'time') return msg.say('Game ended due to inactivity.'); return msg.say(stripIndents` Congrats, ${winner}! Your opponent has no possible moves left! ${this.displayBoard(board, userEmoji, oppoEmoji)} `); } catch (err) { this.client.games.delete(msg.channel.id); throw err; } } possibleMoves(board) { const possibleMoves = []; for (let i = 0; i < board.length; i++) { for (let j = 0; j < board[i].length; j++) { if (board[i][j]) continue; if (board[i + 1] && board[i + 1][j] === null) possibleMoves.push(`v${j},${i}`); if (board[i][j + 1] === null) possibleMoves.push(`h${j},${i}`); } } return possibleMoves; } generateBoard(size) { const arr = []; for (let i = 0; i < size; i++) { const row = []; for (let j = 0; j < size; j++) row.push(null); arr.push(row); } return arr; } displayBoard(board, userColor, oppoColor) { let str = ''; str += '⬛'; str += nums.slice(0, board.length).join(''); str += '\n'; for (let i = 0; i < board.length; i++) { str += nums[i]; board[i].forEach(item => { if (item === 'U') str += userColor; else if (item === 'O') str += oppoColor; else str += blankEmoji; }); str += '\n'; } return str; } };