mirror of
https://github.com/arthur-pbty/xiao.git
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230 lines
6.7 KiB
JavaScript
230 lines
6.7 KiB
JavaScript
const Command = require('../../structures/Command');
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const jsChess = require('js-chess-engine');
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const { createCanvas, loadImage } = require('canvas');
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const { stripIndents } = require('common-tags');
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const path = require('path');
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const { verify, reactIfAble } = require('../../util/Util');
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const { drawImageWithTint } = require('../../util/Canvas');
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const { FAILURE_EMOJI_ID } = process.env;
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const turnRegex = /^([A-H][1-8]) ?([A-H][1-8])$/;
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const pieces = ['pawn', 'rook', 'knight', 'king', 'queen', 'bishop'];
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const cols = ['A', 'B', 'C', 'D', 'E', 'F', 'G', 'H'];
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module.exports = class ChessCommand extends Command {
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constructor(client) {
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super(client, {
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name: 'chess',
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group: 'games-mp',
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memberName: 'chess',
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description: 'Play a game of Chess with another user or the AI.',
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credit: [
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{
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name: 'Chessboard Image',
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url: 'https://chessboardimage.com/',
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reason: 'Piece Images'
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},
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{
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name: 'Wikimedia Commons',
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url: 'https://commons.wikimedia.org/wiki/Main_Page',
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reason: 'Board Image',
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reasonURL: 'https://commons.wikimedia.org/wiki/File:Chess_board_blank.svg'
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}
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],
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args: [
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{
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key: 'opponent',
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prompt: 'What user would you like to challenge?',
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type: 'user',
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default: () => this.client.user
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}
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]
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});
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this.images = null;
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}
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async run(msg, { opponent }) {
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if (opponent.id === msg.author.id) return msg.reply('You may not play against yourself.');
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const current = this.client.games.get(msg.channel.id);
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if (current) return msg.reply(`Please wait until the current game of \`${current.name}\` is finished.`);
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this.client.games.set(msg.channel.id, { name: this.name });
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if (!this.images) await this.loadImages();
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try {
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if (!opponent.bot) {
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await msg.say(`${opponent}, do you accept this challenge?`);
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const verification = await verify(msg.channel, opponent);
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if (!verification) {
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this.client.games.delete(msg.channel.id);
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return msg.say('Looks like they declined...');
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}
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}
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const game = new jsChess.Game();
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let lastTurnTimeout = false;
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let prevGameState = null;
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while (!game.exportJson().checkMate) {
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const user = game.exportJson().turn === 'black' ? opponent : msg.author;
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const gameState = game.exportJson();
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if (user.bot) {
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prevGameState = gameState;
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game.aiMove(3);
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} else {
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await msg.say(stripIndents`
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${user}, what move do you want to make (ex. A1A2)? Type \`end\` to forfeit.
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_You are ${gameState.check ? '**in check!**' : 'not in check.'}_
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`, { files: [{ attachment: this.displayBoard(gameState, prevGameState), name: 'chess.png' }] });
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prevGameState = game.exportJson();
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const moves = game.moves();
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const pickFilter = res => {
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if (res.author.id !== user.id) return false;
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const choice = res.content.toUpperCase();
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if (choice === 'END') return true;
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const move = choice.match(turnRegex);
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if (!move) return false;
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if (!moves[move[1]] || !moves[move[1]].includes(move[2])) {
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reactIfAble(res, res.author, FAILURE_EMOJI_ID, '❌');
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return false;
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}
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return true;
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};
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const turn = await msg.channel.awaitMessages(pickFilter, {
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max: 1,
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time: 60000
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});
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if (!turn.size) {
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if (lastTurnTimeout) {
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break;
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} else {
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await msg.say('Sorry, time is up! Playing random move.');
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const available = Object.keys(moves);
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const piece = available[Math.floor(Math.random() * available.length)];
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const move = moves[piece][Math.floor(Math.random() * moves[piece].length)];
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game.move(piece, move);
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lastTurnTimeout = true;
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continue;
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}
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}
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if (turn.first().content.toLowerCase() === 'end') break;
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const choice = turn.first().content.toUpperCase().match(turnRegex);
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game.move(choice[1], choice[2]);
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}
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}
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this.client.games.delete(msg.channel.id);
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const gameState = game.exportJson();
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if (!gameState.checkMate) return msg.say('Game ended due to inactivity or forfeit.');
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const winner = gameState.turn === 'black' ? msg.author : opponent;
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return msg.say(`Checkmate! Congrats, ${winner}!`, {
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files: [{ attachment: this.displayBoard(gameState), name: 'chess.png' }]
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});
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} catch (err) {
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this.client.games.delete(msg.channel.id);
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throw err;
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}
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}
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displayBoard(gameState, prevGameState) {
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const canvas = createCanvas(this.images.board.width, this.images.board.height);
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const ctx = canvas.getContext('2d');
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ctx.drawImage(this.images.board, 0, 0);
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let w = 36;
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let h = 40;
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let row = 8;
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let col = 0;
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for (let i = 0; i < 64; i++) {
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const piece = gameState.pieces[`${cols[col]}${row}`];
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const prevGamePiece = prevGameState ? prevGameState.pieces[`${cols[col]}${row}`] : null;
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if (piece) {
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const parsed = this.pickImage(piece);
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if (prevGameState && !prevGamePiece) {
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drawImageWithTint(ctx, this.images[parsed.color][parsed.name], 'green', w, h, 52, 52);
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} else {
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ctx.drawImage(this.images[parsed.color][parsed.name], w, h, 52, 52);
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}
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}
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if (prevGameState && !piece && prevGamePiece) {
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ctx.fillStyle = 'green';
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ctx.globalAlpha = 0.5;
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ctx.fillRect(w, h, 52, 52);
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ctx.globalAlpha = 1;
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}
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w += 52 + 2;
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col += 1;
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if (col % 8 === 0 && col !== 0) {
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w = 36;
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col = 0;
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h += 52 + 2;
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row -= 1;
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}
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}
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return canvas.toBuffer();
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}
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async loadImages() {
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const images = { black: {}, white: {} };
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images.board = await loadImage(path.join(__dirname, '..', '..', 'assets', 'images', 'chess', 'board.png'));
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for (const piece of pieces) {
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const blk = `black-${piece}.png`;
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images.black[piece] = await loadImage(path.join(__dirname, '..', '..', 'assets', 'images', 'chess', blk));
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const whi = `white-${piece}.png`;
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images.white[piece] = await loadImage(path.join(__dirname, '..', '..', 'assets', 'images', 'chess', whi));
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}
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this.images = images;
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return images;
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}
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pickImage(piece) {
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let name;
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let color;
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switch (piece) {
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case 'p':
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name = 'pawn';
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color = 'black';
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break;
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case 'n':
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name = 'knight';
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color = 'black';
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break;
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case 'b':
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name = 'bishop';
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color = 'black';
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break;
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case 'r':
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name = 'rook';
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color = 'black';
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break;
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case 'q':
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name = 'queen';
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color = 'black';
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break;
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case 'k':
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name = 'king';
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color = 'black';
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break;
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case 'P':
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name = 'pawn';
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color = 'white';
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break;
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case 'N':
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name = 'knight';
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color = 'white';
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break;
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case 'B':
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name = 'bishop';
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color = 'white';
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break;
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case 'R':
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name = 'rook';
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color = 'white';
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break;
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case 'Q':
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name = 'queen';
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color = 'white';
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break;
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case 'K':
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name = 'king';
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color = 'white';
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break;
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}
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return { name, color };
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}
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};
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