module Degenz.HackerBattle open System open System.Text open System.Threading.Tasks open DSharpPlus open DSharpPlus.Entities open DSharpPlus.EventArgs open DSharpPlus.SlashCommands open Degenz open Degenz.Messaging open Degenz.PlayerInteractions let checkPlayerIsAttackingThemselves defender attacker = match attacker.DiscordId = defender.DiscordId with | true -> Error "You think you're clever? You can't hack yourself, pal." | false -> Ok attacker let checkAlreadyHackedTarget defender attacker = defender |> Player.removeExpiredActions |> fun d -> d.Events |> List.tryFind (fun event -> match event.Type with | Hacking h -> h.Adversary.Id = attacker.DiscordId && h.IsInstigator = false | _ -> false) |> function | Some event -> let cooldown = TimeSpan.FromMinutes(int event.Cooldown) let cooldownText = getTimeText true cooldown event.Timestamp Error $"You can only hack the same target once every {cooldown.Hours} hours, wait {cooldownText} to attempt another hack on <@{defender.DiscordId}>." | None -> Ok attacker let checkWeaponHasCooldown (weapon : Item) attacker = attacker.Events |> List.tryFind (fun a -> match a.Type with | Hacking h -> h.HackId = weapon.Id && h.IsInstigator | Shielding id -> id = weapon.Id | _ -> false) |> function | Some event -> let cooldown = getTimeText true (TimeSpan.FromMinutes(int event.Cooldown)) event.Timestamp Error $"{weapon.Name} was recently used, wait another {cooldown} to use it again." | None -> Ok attacker let checkHasEmptyHacks (attacker : PlayerData) = match Inventory.getHacks attacker.Inventory with | [] -> Error $"You currently do not have any Hacks to take 💰$GBT from others. Please go to the <#{GuildEnvironment.channelTraining}> and complete the training." | _ -> Ok attacker let checkPlayerOwnsWeapon (item : Item) player = match player.Inventory |> List.exists (fun i -> i.Id = item.Id) with | true -> Ok player | false -> Error $"You sold your weapon already, you cheeky bastard..." let checkPlayerHasShieldSlotsAvailable player = let updatedPlayer = player |> Player.removeExpiredActions let defenses = Player.getShieldEvents updatedPlayer match defenses |> List.length >= 3 with | true -> let event = defenses |> List.rev |> List.head // This should be the next expiring timestamp let cooldown = getTimeText true (TimeSpan.FromMinutes(int event.Cooldown)) event.Timestamp Error $"You are only allowed three shields at a time. Wait {cooldown} to add another shield" | false -> Ok updatedPlayer let checkTargetHasFunds target player = match target.Bank <= 0 with | true -> Error $"Looks like the poor bastard has no $GBT... pick a different victim." | false -> Ok player let checkTargetCompletedTraining target (player : PlayerData) = async { let! targetCompletedTraining = DbService.checkHasAchievement target.DiscordId Trainer.TrainerAchievement if targetCompletedTraining || not target.Inventory.IsEmpty then return Ok player else return Error $"Looks like they haven't completed training with Sensei yet, you can't hack noobs..." } let runHackerBattle defender (hack : HackItem) = defender |> Player.removeExpiredActions |> fun p -> p.Events |> List.exists (fun event -> match event.Type with | Shielding id -> hack.Class = (Inventory.findShieldById id Armory.weapons).Class | _ -> false) let updateCombatants successfulHack (attacker : PlayerData) (defender : PlayerData) (hack : HackItem) prize = let updatePlayer amount attack p = { p with Events = attack::p.Events ; Bank = max (p.Bank + amount) 0 } let event isDefenderEvent = let hackEvent = { HackId = hack.Item.Id Adversary = if isDefenderEvent then attacker.toDiscordPlayer else defender.toDiscordPlayer IsInstigator = not isDefenderEvent Success = successfulHack } { Type = Hacking hackEvent Timestamp = DateTime.UtcNow Cooldown = if isDefenderEvent then int WeaponClass.SameTargetAttackCooldown.TotalMinutes * 1 else hack.Cooldown } [ DbService.updatePlayer <| updatePlayer prize (event false) attacker DbService.updatePlayer <| updatePlayer -prize (event true) defender DbService.addPlayerEvent attacker.DiscordId (event false) DbService.addPlayerEvent defender.DiscordId (event true) ] |> Async.Parallel |> Async.Ignore let successfulHack (ctx : IDiscordContext) attacker defender (hack : HackItem) = async { let prizeAmount = if hack.Power < int defender.Bank then hack.Power else int defender.Bank do! updateCombatants true attacker defender hack (prizeAmount * 1) let embed = Embeds.responseSuccessfulHack true defender.DiscordId prizeAmount hack do! ctx.FollowUp embed |> Async.AwaitTask let builder = Embeds.eventSuccessfulHack ctx defender prizeAmount let channel = ctx.GetGuild().GetChannel(GuildEnvironment.channelEventsHackerBattle) do! channel.SendMessageAsync(builder) |> Async.AwaitTask |> Async.Ignore } let failedHack (ctx : IDiscordContext) attacker defender (hack : HackItem) = async { let lostAmount = if hack.Power < int attacker.Bank then hack.Power else int attacker.Bank let msg = $"Hack failed! {defender.Name} was able to mount a successful defense! You lost {lostAmount} $GBT!" do! sendFollowUpMessage ctx msg do! updateCombatants false attacker defender hack (-lostAmount * 1) let builder = DiscordMessageBuilder() builder.WithContent($"Hacking attempt failed! <@{defender.DiscordId}> defended hack from {ctx.GetDiscordMember().Username} and took {lostAmount} $GBT from them! ") |> ignore let channel = (ctx.GetGuild().GetChannel(GuildEnvironment.channelEventsHackerBattle)) do! channel.SendMessageAsync(builder) |> Async.AwaitTask |> Async.Ignore } let hack (target : DiscordUser) (ctx : IDiscordContext) = executePlayerActionWithTarget target ctx (fun attacker defender -> async { let! result = checkTargetCompletedTraining defender attacker do! attacker |> Player.removeExpiredActions |> checkAlreadyHackedTarget defender >>= fun p -> match result with Ok _ -> Ok p | Error e -> Error e >>= checkTargetHasFunds defender >>= checkHasEmptyHacks >>= checkPlayerIsAttackingThemselves defender |> function | Ok atkr -> async { let embed = Embeds.pickHack "Attack" atkr defender false do! ctx.FollowUp(embed) |> Async.AwaitTask // TODO: Add a call when it's an error with the error type, must include an error code do! Analytics.hackCommand (ctx.GetDiscordMember()) } | Error msg -> sendFollowUpMessage ctx msg }) let handleAttack (ctx : IDiscordContext) = executePlayerAction ctx (fun attacker -> async { let tokens = ctx.GetInteractionId().Split("-") let hackId = int tokens.[1] let hack = Armory.weapons |> Inventory.findHackById hackId let resultId , targetId = UInt64.TryParse tokens.[2] let! resultTarget = DbService.tryFindPlayer targetId match resultTarget , true , resultId with | Some defender , true , true -> do! attacker |> Player.removeExpiredActions |> checkAlreadyHackedTarget defender >>= checkPlayerOwnsWeapon hack.Item >>= checkTargetHasFunds defender >>= checkWeaponHasCooldown hack.Item |> function | Ok atkr -> async { let result = runHackerBattle defender hack match result with | false -> do! successfulHack ctx atkr defender hack | true -> do! failedHack ctx attacker defender hack do! Analytics.hackedTarget (ctx.GetDiscordMember()) hack.Item.Name (not result) } | Error msg -> Messaging.sendFollowUpMessage ctx msg | _ -> do! Messaging.sendFollowUpMessage ctx "Error occurred processing attack" }) let defend (ctx : IDiscordContext) = executePlayerAction ctx (fun player -> async { if player.Inventory |> Inventory.getShields |> List.length > 0 then let p = Player.removeExpiredActions player let embed = Embeds.pickDefense "Defend" p false do! ctx.FollowUp embed |> Async.AwaitTask do! Analytics.shieldCommand (ctx.GetDiscordMember()) else let msg = $"You currently do not have any Shields to protect yourself from hacks. Please go to the <#{GuildEnvironment.channelTraining}> and purchase one." do! Messaging.sendFollowUpMessage ctx msg }) let handleDefense (ctx : IDiscordContext) = executePlayerAction ctx (fun player -> async { let tokens = ctx.GetInteractionId().Split("-") let shieldId = int tokens.[1] let shield = Armory.weapons |> Inventory.findShieldById shieldId do! player |> checkPlayerOwnsWeapon shield.Item >>= checkPlayerHasShieldSlotsAvailable >>= checkWeaponHasCooldown shield.Item |> handleResultWithResponse ctx (fun p -> async { let embed = Embeds.responseCreatedShield shield do! ctx.FollowUp embed |> Async.AwaitTask let defense = { Type = Shielding shieldId Cooldown = shield.Cooldown Timestamp = DateTime.UtcNow } do! DbService.updatePlayer p |> Async.Ignore do! DbService.addPlayerEvent p.DiscordId defense |> Async.Ignore let builder = DiscordMessageBuilder() builder.WithContent($"{ctx.GetDiscordMember().Username} has protected their system!") |> ignore let channel = ctx.GetGuild().GetChannel(GuildEnvironment.channelEventsHackerBattle) do! channel.SendMessageAsync(builder) |> Async.AwaitTask |> Async.Ignore do! Analytics.shieldActivated (ctx.GetDiscordMember()) shield.Item.Name }) }) let scan (ctx : IDiscordContext) = executePlayerAction ctx (fun player -> async { let! targets = DbService.getRandomHackablePlayers (ctx.GetDiscordMember().Id) let targets = let hackedIds = player |> Player.removeExpiredActions |> fun p -> p.Events |> List.choose (fun e -> match e.Type with | Hacking hack -> Some hack.Adversary.Id | _ -> None) targets |> List.filter (fun t -> hackedIds |> List.exists (fun hid -> hid = t.Id) |> not) |> List.truncate 5 let sb = StringBuilder() let mutable count = 0 for t in targets do count <- count + 1 let result , user = ctx.GetGuild().Members.TryGetValue(t.Id) if result then sb.AppendLine($"{count}.) **{user.Username}**") |> ignore else printfn $"Could not find user {t.Id}" sb.AppendLine($"{count}.) **{t.Name}**") |> ignore let msg = if targets.Length > 0 then $"**Targets Connected to the Network:**\n\n These are 5 targets you can attempt to hack right now... let's hope they're not shielded!\n\n{sb}" else $"There don't seem to be any targets available right now" let embed = DiscordEmbedBuilder() .WithColor(DiscordColor.Green) .WithDescription(msg) let builder = DiscordFollowupMessageBuilder() .AddEmbed(embed) .AsEphemeral(true) do! ctx.FollowUp(builder) |> Async.AwaitTask }) let arsenal (ctx : IDiscordContext) = executePlayerAction ctx (fun player -> async { let updatedPlayer = Player.removeExpiredActions player let builder = DiscordFollowupMessageBuilder() let embed = DiscordEmbedBuilder() embed.AddField("Arsenal", Arsenal.statusFormat updatedPlayer) |> ignore builder.AddEmbed(embed) |> ignore builder.IsEphemeral <- true do! ctx.FollowUp(builder) |> Async.AwaitTask do! DbService.updatePlayer updatedPlayer |> Async.Ignore do! Analytics.arsenalCommand (ctx.GetDiscordMember()) }) let handleButtonEvent (_ : DiscordClient) (event : ComponentInteractionCreateEventArgs) = let eventCtx = DiscordEventContext event :> IDiscordContext match event.Id with | id when id.StartsWith("Attack") -> handleAttack eventCtx | id when id.StartsWith("Defend") -> handleDefense eventCtx | id when id.StartsWith("Trainer") -> Trainer.handleButtonEvent eventCtx |> Async.StartAsTask :> Task | id when id.StartsWith("Steal") -> Thief.handleSteal eventCtx | id when id.StartsWith("RPS") -> RockPaperScissors.handleRPS eventCtx | _ -> task { let builder = DiscordInteractionResponseBuilder() builder.IsEphemeral <- true builder.Content <- $"Incorrect Action identifier {eventCtx.GetInteractionId()}" do! eventCtx.Respond(InteractionResponseType.ChannelMessageWithSource, builder) |> Async.AwaitTask } let handleMessageCreated (_ : DiscordClient) (event : MessageCreateEventArgs) = task { if event.Channel.Id = GuildEnvironment.channelTraining && event.Author.Id <> GuildEnvironment.botIdHackerBattle then do! Async.Sleep 1000 do! event.Message.DeleteAsync() } :> Task type HackerGame() = inherit ApplicationCommandModule () let enforceChannels (ctx : IDiscordContext) (trainerFn : IDiscordContext -> Task) (battleFn : IDiscordContext -> Task) = match ctx.GetChannel().Id with | id when id = GuildEnvironment.channelTraining -> let hasTraineeRole = Seq.exists (fun (r : DiscordRole) -> r.Id = GuildEnvironment.roleTrainee) (ctx.GetDiscordMember().Roles) if hasTraineeRole then trainerFn ctx else task { let msg = $"You're currently not in training, either go to <#{GuildEnvironment.channelBattle}> to hack for real, " + "or restart training by clicking on the Pinned embed's button up top." do! Messaging.sendSimpleResponse ctx msg } | id when id = GuildEnvironment.channelBattle -> battleFn ctx | _ -> task { let msg = $"You must go to <#{GuildEnvironment.channelBattle}> channel to hack, shield, or check your arsenal" do! Messaging.sendSimpleResponse ctx msg } [] member this.Arsenal (ctx : InteractionContext) = enforceChannels (DiscordInteractionContext ctx) (Trainer.handleArsenal) arsenal [] member this.AttackCommand (ctx : InteractionContext, [] target : DiscordUser) = enforceChannels (DiscordInteractionContext ctx) (Trainer.hack target) (hack target) [] member this.ShieldCommand (ctx : InteractionContext) = enforceChannels (DiscordInteractionContext ctx) Trainer.defend defend [] member this.ScanCommand (ctx : InteractionContext) = enforceChannels (DiscordInteractionContext ctx) scan scan // [] member this.TestAutoComplete (ctx : InteractionContext) = async { let builder = DiscordInteractionResponseBuilder() builder.IsEphemeral <- true do! ctx.Interaction.CreateResponseAsync(InteractionResponseType.ChannelMessageWithSource, builder) |> Async.AwaitTask } |> Async.StartAsTask :> Task