Files
xiao/commands/games-mp/chess.js
T
2026-01-30 16:48:45 -05:00

376 lines
12 KiB
JavaScript

const Command = require('../../framework/Command');
const jsChess = require('js-chess-engine');
const { createCanvas, loadImage } = require('@napi-rs/canvas');
const moment = require('moment');
const validateFEN = require('fen-validator').default;
const { stripIndents } = require('common-tags');
const path = require('path');
const { verify, reactIfAble } = require('../../util/Util');
const { centerImagePart } = require('../../util/Canvas');
const { FAILURE_EMOJI_ID } = process.env;
const turnRegex = /^(?:((?:[A-H][1-8])|(?:[PKRQBN]))?([A-H]|X)?([A-H][1-8])(?:=([QRNB]))?)|(?:0-0(?:-0)?)$/;
const pieces = ['pawn', 'rook', 'knight', 'king', 'queen', 'bishop'];
const cols = ['A', 'B', 'C', 'D', 'E', 'F', 'G', 'H'];
module.exports = class ChessCommand extends Command {
constructor(client) {
super(client, {
name: 'chess',
group: 'games-mp',
description: 'Play a game of Chess with another user or the AI.',
game: true,
credit: [
{
name: 'Wikimedia Commons',
url: 'https://commons.wikimedia.org/wiki/Main_Page',
reason: 'Piece Images',
reasonURL: 'https://commons.wikimedia.org/wiki/Category:PNG_chess_pieces/Standard_transparent'
},
{
name: 'Chess.com',
url: 'https://www.chess.com/',
reason: 'Board Image'
}
],
args: [
{
key: 'opponent',
type: 'user'
},
{
key: 'time',
type: 'integer',
max: 120,
min: 0
},
{
key: 'fen',
type: 'string',
default: '',
validate: fen => validateFEN(fen)
}
]
});
this.images = null;
}
async run(msg, { opponent, time, fen }) {
if (opponent.id === msg.author.id) return msg.reply('You may not play against yourself.');
if (this.client.blacklist.user.includes(opponent.id)) return msg.reply('This user is blacklisted.');
if (!this.images) await this.loadImages();
if (!opponent.bot) {
await msg.say(`${opponent}, do you accept this challenge?`);
const verification = await verify(msg.channel, opponent);
if (!verification) return msg.say('Looks like they declined...');
}
const resumeGame = await this.client.redis.db.get(`chess-${msg.author.id}`);
let game;
let whiteTime = time === 0 ? Infinity : time * 60000;
let blackTime = time === 0 ? Infinity : time * 60000;
let whitePlayer = msg.author;
let blackPlayer = opponent;
if (resumeGame) {
await msg.reply(stripIndents`
You have a saved game, do you want to resume it?
**This will delete your saved game.**
`);
const verification = await verify(msg.channel, msg.author);
if (verification) {
try {
const data = JSON.parse(resumeGame);
game = new jsChess.Game(data.fen);
whiteTime = data.whiteTime === -1 ? Infinity : data.whiteTime;
blackTime = data.blackTime === -1 ? Infinity : data.blackTime;
whitePlayer = data.color === 'white' ? msg.author : opponent;
blackPlayer = data.color === 'black' ? msg.author : opponent;
await this.client.redis.db.del(`chess-${msg.author.id}`);
} catch {
await this.client.redis.db.del(`chess-${msg.author.id}`);
return msg.reply('An error occurred reading your saved game. It will be deleted.');
}
} else {
game = new jsChess.Game(fen || undefined);
}
} else {
game = new jsChess.Game(fen || undefined);
}
let prevPieces = null;
let saved = false;
while (!game.exportJson().isFinished && game.exportJson().halfMove <= 50) {
const gameState = game.exportJson();
const user = gameState.turn === 'black' ? blackPlayer : whitePlayer;
const userTime = gameState.turn === 'black' ? blackTime : whiteTime;
if (user.bot) {
prevPieces = Object.assign({}, game.exportJson().pieces);
const now = new Date();
game.aiMove(2);
const timeTaken = new Date() - now;
if (gameState.turn === 'black') blackTime -= timeTaken - 5000;
if (gameState.turn === 'white') whiteTime -= timeTaken - 5000;
} else {
const displayTime = userTime === Infinity ? 'Infinite' : moment.duration(userTime).format();
await msg.say(stripIndents`
${user}, what move do you want to make (ex. A1A2 or NC3)? Type \`end\` to forfeit.
You can save your game by typing \`save\`. Can't think of a move? Use \`play for me\`.
_You are ${gameState.check ? '**in check!**' : 'not in check.'}_
**Time Remaining: ${displayTime}** (Max 10min per turn)
**FEN:** \`${game.exportFEN()}\`
`, { files: [{ attachment: this.displayBoard(gameState, prevPieces), name: 'chess.png' }] });
prevPieces = Object.assign({}, game.exportJson().pieces);
const moves = game.moves();
const pickFilter = res => {
if (![msg.author.id, opponent.id].includes(res.author.id)) return false;
const choice = res.content.toUpperCase();
if (choice === 'END') return true;
if (choice === 'SAVE') return true;
if (choice === 'PLAY FOR ME') return true;
if (res.author.id !== user.id) return false;
const move = choice.match(turnRegex);
if (!move) return false;
const parsed = this.parseSAN(gameState, moves, move);
if (!parsed || !moves[parsed[0]] || !moves[parsed[0]].includes(parsed[1])) {
reactIfAble(res, res.author, FAILURE_EMOJI_ID, '❌');
return false;
}
return true;
};
const now = new Date();
const turn = await msg.channel.awaitMessages({
filter: pickFilter,
max: 1,
time: Math.min(userTime, 600000)
});
if (!turn.size) {
const timeTaken = new Date() - now;
if (userTime - timeTaken <= 0) {
return msg.say(`${user.id === msg.author.id ? opponent : msg.author} wins from timeout!`);
} else {
return msg.say(`${user}, the game has been ended. You cannot take more than 10 minutes.`);
}
}
if (turn.first().content.toLowerCase() === 'end') break;
if (turn.first().content.toLowerCase() === 'save') {
const { author } = turn.first();
const alreadySaved = await this.client.redis.db.get(`chess-${author.id}`);
if (alreadySaved) {
await msg.say('You already have a saved game, do you want to overwrite it?');
const verification = await verify(msg.channel, author);
if (!verification) continue;
}
if (gameState.turn === 'black') blackTime -= new Date() - now;
if (gameState.turn === 'white') whiteTime -= new Date() - now;
await this.client.redis.db.set(
`chess-${author.id}`,
this.exportGame(
game,
blackTime,
whiteTime,
whitePlayer.id === author.id ? 'white' : 'black'
)
);
saved = true;
break;
}
if (turn.first().content.toLowerCase() === 'play for me') {
game.aiMove(1);
} else {
const choice = this.parseSAN(gameState, moves, turn.first().content.toUpperCase().match(turnRegex));
const pawnMoved = gameState.pieces[choice[0]].toUpperCase() === 'P';
game.move(choice[0], choice[1]);
if (pawnMoved && choice[1].endsWith(gameState.turn === 'white' ? '8' : '1')) {
game.setPiece(choice[1], gameState.turn === 'white' ? choice[2] : choice[2].toLowerCase());
}
}
const timeTaken = new Date() - now;
if (gameState.turn === 'black') blackTime -= timeTaken - 5000;
if (gameState.turn === 'white') whiteTime -= timeTaken - 5000;
}
}
if (saved) {
return msg.say(stripIndents`
Game saved! Use ${this.usage(opponent.tag)} to resume it.
You do not have to use the same opponent to resume the game.
If you want to delete your saved game, use ${this.client.registry.commands.get('chess-delete').usage()}.
`);
}
const gameState = game.exportJson();
if (gameState.halfMove > 50) return msg.say('Due to the fifty move rule, this game is a draw.');
if (!gameState.isFinished) return msg.say('Game ended due to forfeit.');
if (!gameState.checkMate && gameState.isFinished) {
return msg.say('Stalemate! This game is a draw.', {
files: [{ attachment: this.displayBoard(gameState, prevPieces), name: 'chess.png' }]
});
}
const winner = gameState.turn === 'black' ? whitePlayer : blackPlayer;
return msg.say(`Checkmate! Congrats, ${winner}!`, {
files: [{ attachment: this.displayBoard(gameState, prevPieces), name: 'chess.png' }]
});
}
parseSAN(gameState, moves, move) {
if (!move) return null;
if (move[0] === '0-0') {
if (gameState.turn === 'white') {
if (gameState.castling.whiteShort) return ['E1', 'G1'];
return null;
} else if (gameState.turn === 'black') {
if (gameState.castling.blackShort) return ['E8', 'G8'];
return null;
}
}
if (move[0] === '0-0-0') {
if (gameState.turn === 'white') {
if (gameState.castling.whiteLong) return ['E1', 'C1'];
return null;
} else if (gameState.turn === 'black') {
if (gameState.castling.blackLong) return ['E8', 'C8'];
return null;
}
}
if (!move[3]) return null;
const initial = move[1] || 'P';
if (gameState.pieces[initial]) return [initial, move[3], move[4] || 'Q'];
const possiblePieces = Object.keys(gameState.pieces).filter(piece => {
if (this.pickImage(gameState.pieces[piece]).color !== gameState.turn) return false;
if (gameState.pieces[piece].toUpperCase() !== initial) return false;
if (move[2] && move[2] !== 'X' && !piece.startsWith(move[2])) return false;
if (move[4]) {
if (!piece.endsWith(gameState.turn === 'black' ? '2' : '7')) return false;
if (gameState.pieces[piece].toUpperCase() !== 'P') return false;
}
if (!moves[piece]) return false;
return moves[piece].includes(move[3]);
});
if (possiblePieces.length === 1) return [possiblePieces[0], move[3], move[4] || 'Q'];
return null;
}
displayBoard(gameState, prevPieces) {
const canvas = createCanvas(this.images.board.width, this.images.board.height);
const ctx = canvas.getContext('2d');
ctx.drawImage(this.images.board, 0, 0);
let w = 2;
let h = 3;
let row = 8;
let col = 0;
for (let i = 0; i < 64; i++) {
const piece = gameState.pieces[`${cols[col]}${row}`];
const prevGamePiece = prevPieces ? prevPieces[`${cols[col]}${row}`] : null;
if (piece) {
const parsed = this.pickImage(piece);
const img = this.images[parsed.color][parsed.name];
const { x, y, width, height } = centerImagePart(img, 62, 62, w, h);
if ((gameState.check || gameState.checkMate) && piece === (gameState.turn === 'white' ? 'K' : 'k')) {
ctx.fillStyle = 'red';
ctx.globalAlpha = 0.5;
ctx.fillRect(w, h, 62, 62);
ctx.globalAlpha = 1;
ctx.drawImage(img, x, y, width, height);
} else if (prevPieces && (!prevGamePiece || piece !== prevGamePiece)) {
ctx.fillStyle = 'yellow';
ctx.globalAlpha = 0.5;
ctx.fillRect(w, h, 62, 62);
ctx.globalAlpha = 1;
ctx.drawImage(img, x, y, width, height);
} else {
ctx.drawImage(img, x, y, width, height);
}
} else if (prevGamePiece) {
ctx.fillStyle = 'yellow';
ctx.globalAlpha = 0.5;
ctx.fillRect(w, h, 62, 62);
ctx.globalAlpha = 1;
}
w += 62;
col += 1;
if (col % 8 === 0 && col !== 0) {
w = 2;
col = 0;
h += 62;
row -= 1;
}
}
return canvas.toBuffer('image/png');
}
async loadImages() {
const images = { black: {}, white: {} };
images.board = await loadImage(path.join(__dirname, '..', '..', 'assets', 'images', 'chess', 'board.png'));
for (const piece of pieces) {
const blk = `black-${piece}.png`;
images.black[piece] = await loadImage(path.join(__dirname, '..', '..', 'assets', 'images', 'chess', blk));
const whi = `white-${piece}.png`;
images.white[piece] = await loadImage(path.join(__dirname, '..', '..', 'assets', 'images', 'chess', whi));
}
this.images = images;
return images;
}
pickImage(piece) {
let name;
let color;
switch (piece) {
case 'p':
name = 'pawn';
color = 'black';
break;
case 'n':
name = 'knight';
color = 'black';
break;
case 'b':
name = 'bishop';
color = 'black';
break;
case 'r':
name = 'rook';
color = 'black';
break;
case 'q':
name = 'queen';
color = 'black';
break;
case 'k':
name = 'king';
color = 'black';
break;
case 'P':
name = 'pawn';
color = 'white';
break;
case 'N':
name = 'knight';
color = 'white';
break;
case 'B':
name = 'bishop';
color = 'white';
break;
case 'R':
name = 'rook';
color = 'white';
break;
case 'Q':
name = 'queen';
color = 'white';
break;
case 'K':
name = 'king';
color = 'white';
break;
}
return { name, color };
}
exportGame(game, blackTime, whiteTime, playerColor) {
return JSON.stringify({
fen: game.exportFEN(),
blackTime: blackTime === Infinity ? -1 : blackTime,
whiteTime: whiteTime === Infinity ? -1 : whiteTime,
color: playerColor
});
}
};