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import Discord , { EmbedBuilder , SlashCommandBuilder } from 'discord.js' ;
import { TClient } from 'src/client' ;
import MPDB from '../models/MPServer' ;
async function MPdata ( client :TClient , interaction :Discord.ChatInputCommandInteraction , embed : EmbedBuilder ) {
let FSserver ;
MPDB . sync ( ) ;
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if ( ! await MPDB . findOne ( { where : { serverId : interaction.guildId } } ) ) return interaction . reply ( 'This server isn\'t linked.' )
const ServerURL = await MPDB . findOne ( { where : { serverId : interaction.guildId } } ) ;
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if ( ! ServerURL ) return interaction . reply ( ` No gameserver found, please contact <@& ${ client . config . mainServer . roles . mpmanager } > to add it. ` )
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const DBURL = ServerURL . ip
const DBCode = ServerURL . code
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const verifyURL = DBURL . match ( /http/ )
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const completedURL = DBURL + '/feed/dedicated-server-stats.json?code=' + DBCode
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if ( ! verifyURL ) return interaction . reply ( ` Invalid gameserver IP, please contact <@& ${ client . config . mainServer . roles . mpmanager } > to update it. ` )
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// Fetch dss
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try { // v I am aware timeout has decreased from 2800 to 2588 to fit within Discord's interaction timeouts (3s) -Toast
FSserver = await client . axios . get ( completedURL , { timeout : 2588 } ) // Finally got around to fixing the command when it cannot ping the host.
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} catch ( err ) {
// Blame Nawdic & RedRover92
embed . setTitle ( 'Host is not responding.' ) ;
embed . setColor ( client . config . embedColorRed ) ;
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console . log ( ` [ ${ client . moment ( ) . format ( 'DD/MM/YY HH:mm:ss' ) } ] dag mp fail to fetch, host is not responding. ` ) ;
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return interaction . reply ( 'Server didn\'t respond in time.' ) ;
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}
return FSserver
}
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export default {
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async run ( client : TClient , interaction : Discord.ChatInputCommandInteraction < 'cached' > ) {
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if ( interaction . channelId == '468835769092669461' && ! client . isStaff ( interaction . member ) && [ 'status' , 'players' ] . includes ( interaction . options . getSubcommand ( ) ) ) {
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interaction . reply ( ` Please use <#739084625862852715> for \` /mp status/players \` commands to prevent clutter in this channel. ` ) . then ( ( msg ) = > {
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setTimeout ( ( ) = > { interaction . deleteReply ( ) } , 6000 )
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} ) ;
return ;
}
const Subb = interaction . options . getSubcommand ( ) ;
switch ( Subb ) {
case 'status' :
const embed0 = new client . embed ( ) ;
const FSserver0 = await MPdata ( client , interaction , embed0 ) ;
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if ( ! FSserver0 ? . data ) return console . log ( 'FSserver0 failed - status' ) ;
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try {
if ( FSserver0 . data . server . name . length > 1 ) {
embed0 . setTitle ( 'Status/Details' ) . setColor ( client . config . embedColor ) . addFields (
{ name : 'Server name' , value : ` ${ FSserver0 ? . data . server . name . length == 0 ? '\u200b' : ` \` ${ FSserver0 ? . data . server . name } \` ` } ` , inline : true } ,
{ name : 'Players' , value : ` ${ FSserver0 . data . slots . used } out of ${ FSserver0 . data . slots . capacity } ` , inline : true } ,
{ name : 'Current map' , value : ` ${ FSserver0 ? . data . server . mapName . length == 0 ? '\u200b' : FSserver0 . data . server . mapName } ` , inline : true } ,
{ name : 'Version' , value : ` ${ FSserver0 ? . data . server . version . length == 0 ? '\u200b' : FSserver0 . data . server . version } ` , inline : true } ,
{ name : 'In-game Time' , value : ` ${ ( '0' + Math . floor ( ( FSserver0 . data . server . dayTime / 3600 / 1000 ) ) ) . slice ( - 2 ) } : ${ ( '0' + Math . floor ( ( FSserver0 . data . server . dayTime / 60 / 1000 ) % 60 ) ) . slice ( - 2 ) } ` , inline : true }
)
interaction . reply ( { embeds : [ embed0 ] } )
} else if ( FSserver0 . data . server . name . length == 0 ) {
interaction . reply ( 'Server is currently offline.' )
}
} catch ( err ) {
console . log ( err )
interaction . reply ( 'FSserver0 Placeholder' )
} ;
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break ;
case 'players' :
const embed1 = new client . embed ( ) ;
const data = require ( '../database/MPPlayerData.json' ) . slice ( - 60 )
// handle negative days
data . forEach ( ( change : number , i : number ) = > {
if ( change < 0 ) data [ i ] = data [ i - 1 ] || data [ i + 1 ] || 0 ;
} ) ;
const first_graph_top = 16 ;
const second_graph_top = 16 ;
const textSize = 40 ;
const canvas = require ( 'canvas' ) ;
const img = canvas . createCanvas ( 1500 , 750 ) ;
const ctx = img . getContext ( '2d' ) ;
const graphOrigin = [ 15 , 65 ] ;
const graphSize = [ 1300 , 630 ] ;
const nodeWidth = graphSize [ 0 ] / ( data . length - 1 ) ;
ctx . fillStyle = '#36393f' ;
ctx . fillRect ( 0 , 0 , img . width , img . height ) ;
// grey horizontal lines
ctx . lineWidth = 5 ;
let interval_candidates = [ ] ;
for ( let i = 4 ; i < 10 ; i ++ ) {
const interval = first_graph_top / i ;
if ( Number . isInteger ( interval ) ) {
let intervalString = interval . toString ( ) ;
const reference_number = i * Math . max ( intervalString . split ( '' ) . filter ( x = > x === '0' ) . length / intervalString . length , 0.3 ) * ( [ '1' , '2' , '4' , '5' , '6' , '8' ] . includes ( intervalString [ 0 ] ) ? 1.5 : 0.67 )
interval_candidates . push ( [ interval , i , reference_number ] ) ;
}
}
const chosen_interval = interval_candidates . sort ( ( a , b ) = > b [ 2 ] - a [ 2 ] ) [ 0 ] ;
const previousY : Array < number > = [ ] ;
ctx . strokeStyle = '#202225' ;
for ( let i = 0 ; i <= chosen_interval [ 1 ] ; i ++ ) {
const y = graphOrigin [ 1 ] + graphSize [ 1 ] - ( i * ( chosen_interval [ 0 ] / second_graph_top ) * graphSize [ 1 ] ) ;
if ( y < graphOrigin [ 1 ] ) continue ;
const even = ( ( i + 1 ) % 2 ) === 0 ;
if ( even ) ctx . strokeStyle = '#2c2f33' ;
ctx . beginPath ( ) ;
ctx . lineTo ( graphOrigin [ 0 ] , y ) ;
ctx . lineTo ( graphOrigin [ 0 ] + graphSize [ 0 ] , y ) ;
ctx . stroke ( ) ;
ctx . closePath ( ) ;
if ( even ) ctx . strokeStyle = '#202225' ;
previousY . push ( y , i * chosen_interval [ 0 ] ) ;
}
// 30m mark
ctx . setLineDash ( [ 8 , 16 ] ) ;
ctx . beginPath ( ) ;
const lastMonthStart = graphOrigin [ 0 ] + ( nodeWidth * ( data . length - 60 ) ) ;
ctx . lineTo ( lastMonthStart , graphOrigin [ 1 ] ) ;
ctx . lineTo ( lastMonthStart , graphOrigin [ 1 ] + graphSize [ 1 ] ) ;
ctx . stroke ( ) ;
ctx . closePath ( ) ;
ctx . setLineDash ( [ ] ) ;
// draw points
ctx . lineWidth = 5 ;
function getYCoordinate ( value : number ) {
return ( ( 1 - ( value / second_graph_top ) ) * graphSize [ 1 ] ) + graphOrigin [ 1 ] ;
}
function colorAtPlayercount ( playercount : number ) {
if ( playercount === first_graph_top ) {
return client . config . embedColorRed ;
} else if ( playercount > 9 ) {
return client . config . embedColorYellow ;
} else { return client . config . embedColorGreen ; }
}
let lastCoords : Array < number > = [ ] ;
data . forEach ( ( curPC : number /* current player count */ , i : number ) = > {
if ( curPC < 0 ) curPC = 0 ;
const x = i * nodeWidth + graphOrigin [ 0 ] ;
const y = getYCoordinate ( curPC ) ;
const nexPC /* next player count */ = data [ i + 1 ] ;
const prvPC /* previous player count */ = data [ i - 1 ] ;
const curColor = colorAtPlayercount ( curPC ) ; // color now
const prvColor = colorAtPlayercount ( prvPC ) ; // color at last point
if ( curColor !== prvColor && ! isNaN ( prvPC ) && lastCoords . length > 0 ) { // gradient should be used when the color between now and last point is not the same
// gradient from now to last point
const grd = ctx . createLinearGradient ( . . . lastCoords , x , y ) ;
grd . addColorStop ( 0 , colorAtPlayercount ( prvPC ) ) ; // prev color at the beginning
grd . addColorStop ( 1 , colorAtPlayercount ( curPC ) ) ; // cur color at the end
// special case: playercount rises or falls rapidly accross all colors (eg. straight from red to green)
if ( curColor !== client . config . embedColorYellow && prvColor !== client . config . embedColorYellow ) {
const yellowY = getYCoordinate ( 10 ) ; // y coordinate at which line should be yellow
const stop = ( yellowY - lastCoords [ 1 ] ) / ( y - lastCoords [ 1 ] ) ; // between 0 and 1, where is yellowY between y and nextPointCoords[1] ?
grd . addColorStop ( stop , client . config . embedColorYellow ) ; // add a yellow stop to the gradient
}
ctx . strokeStyle = grd ;
} else {
ctx . strokeStyle = colorAtPlayercount ( curPC ) ;
}
ctx . beginPath ( ) ;
if ( lastCoords . length > 0 ) ctx . moveTo ( . . . lastCoords ) ;
// if the line being drawn is horizontal, make it go until it has to go down
if ( y === lastCoords [ 1 ] ) {
let newX = x ;
for ( let j = i + 1 ; j <= data . length ; j ++ ) {
if ( data [ j ] === curPC ) newX += nodeWidth ; else break ;
}
ctx . lineTo ( newX , y ) ;
} else {
ctx . lineTo ( x , y ) ;
}
lastCoords = [ x , y ] ;
ctx . stroke ( ) ;
ctx . closePath ( ) ;
if ( curPC === prvPC && curPC === nexPC ) {
return ; // no ball because no vertical difference to next or prev point
} else {
// ball
ctx . fillStyle = colorAtPlayercount ( curPC ) ;
ctx . beginPath ( ) ;
ctx . arc ( x , y , ctx . lineWidth * 1.3 , 0 , 2 * Math . PI )
ctx . closePath ( ) ;
ctx . fill ( ) ;
}
} ) ;
// draw text
ctx . font = '400 ' + textSize + 'px sans-serif' ;
ctx . fillStyle = 'white' ;
// highest value
const maxx = graphOrigin [ 0 ] + graphSize [ 0 ] + textSize / 2 ;
const maxy = previousY [ 0 ] + ( textSize / 3 ) ;
ctx . fillText ( previousY [ 1 ] . toLocaleString ( 'en-US' ) , maxx , maxy ) ;
// lowest value
const lowx = graphOrigin [ 0 ] + graphSize [ 0 ] + textSize / 2 ;
const lowy = graphOrigin [ 1 ] + graphSize [ 1 ] + ( textSize / 3 ) ;
ctx . fillText ( '0 players' , lowx , lowy ) ;
// 30m
ctx . fillText ( '30 mins ago' , lastMonthStart , graphOrigin [ 1 ] - ( textSize / 2 ) ) ;
// time ->
const tx = graphOrigin [ 0 ] + ( textSize / 2 ) ;
const ty = graphOrigin [ 1 ] + graphSize [ 1 ] + ( textSize ) ;
ctx . fillText ( 'time ->' , tx , ty ) ;
const Image = new client . attachmentBuilder ( img . toBuffer ( ) , { name : 'FSStats.png' } )
embed1 . setImage ( 'attachment://FSStats.png' )
const FSserver1 = await MPdata ( client , interaction , embed1 )
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if ( ! FSserver1 ? . data ) return console . log ( 'FSserver1 failed - players' )
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embed1 . setTitle ( FSserver1 ? . data . server . name . length == 0 ? 'Offline' : FSserver1 ? . data . server . name )
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. setDescription ( ` ${ FSserver1 ? . data . slots . used } / ${ FSserver1 ? . data . slots . capacity } ` )
. setColor ( FSserver1 ? . data . server . name . length == 0 ? client.config.embedColorRed : client.config.embedColor ) ;
FSserver1 ? . data . slots . players . filter ( x = > x . isUsed ) . forEach ( player = > {
embed1 . addFields ( { name : ` ${ player . name } ${ player . isAdmin ? '| admin' : '' } ` , value : ` Farming for ${ ( Math . floor ( player . uptime / 60 ) ) } hr, ${ ( '0' + ( player . uptime % 60 ) ) . slice ( - 2 ) } min ` } )
} )
interaction . reply ( { embeds : [ embed1 ] , files : [ Image ] } )
break ;
case 'info' :
const embed2 = new client . embed ( ) . setColor ( client . config . embedColor )
const FSserver2 = await MPdata ( client , interaction , embed2 )
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if ( ! FSserver2 ? . data ) return console . log ( 'FSserver2 failed - info' )
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const DBURL = MPDB . findOne ( { where : { serverId : interaction.guildId } } )
embed2 . setDescription ( [
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` **Server name**: \` Official Daggerwin Game Server \` ` ,
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'**Password:** `mf4700`' ,
'**Crossplay server**' ,
` **Map:** ${ FSserver2 . data . server . mapName . length == 0 ? 'Null Island' : FSserver2 . data . server . mapName } ` ,
` **Mods:** [Click here]( ${ ( await DBURL ) . ip } /mods.html) **|** [Direct Download]( ${ ( await DBURL ) . ip } /all_mods_download?onlyActive=true) ` ,
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'**Filters:** [Click here](https://discord.com/channels/468835415093411861/468835769092669461/926581585938120724)' ,
'Please see <#543494084363288637> for additional information.'
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] . join ( '\n' ) ) ;
interaction . reply ( { embeds : [ embed2 ] } )
break ;
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/ * c a s e ' s e r i e s ' :
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const embed3 = new client . embed ( ) . setColor ( client . config . embedColor ) . setTitle ( 'How to join the Daggerwin MP series' )
. setDescription ( [
'To join the Daggerwin MP series, you first need to:' ,
'**1:** Note that only PC players can join the MP series due to the mods that are used.' ,
'**2:** Become a YouTube Member by pressing the `Join` button on [Daggerwin\'s YouTube page](https://www.youtube.com/c/Daggerwin) next to the `Subscribe` button.' ,
'**3:** Link your YouTube account to your Discord account via Settings>Connections>Add connection. Be sure that you link the same YouTube account you used to become a channel member.' ,
'**4:** If you don\'t receive the role within a day or so, please message an Admin and they will sort it out.' ,
'**5:** Take a look in <#511657659364147200> to get information on how to join the server.'
] . join ( '\n' ) ) ;
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interaction . reply ( { embeds : [ embed3 ] } ) * /
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}
} ,
data : new SlashCommandBuilder ( )
. setName ( 'mp' )
. setDescription ( 'Display MP status and other things' )
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. setDMPermission ( false )
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. addSubcommand ( ( opt ) = > opt
. setName ( 'status' )
. setDescription ( 'Check server status and details' ) )
. addSubcommand ( ( opt ) = > opt
. setName ( 'players' )
. setDescription ( 'Check who\'s playing on the server' ) )
. addSubcommand ( ( opt ) = > opt
. setName ( 'info' )
. setDescription ( 'Provides you with server information such as filters and so on' ) )
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/ * . a d d S u b c o m m a n d ( ( o p t ) = > o p t
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. setName ( 'series' )
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. setDescription ( 'Step-by-step on joining Daggerwin\'s MP series' ) ) * /
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}