module Degenz.HackerBattle open System open System.Threading.Tasks open DSharpPlus open DSharpPlus.Entities open DSharpPlus.EventArgs open DSharpPlus.SlashCommands open Degenz open Degenz.Messaging let getTimeTillCooldownFinishes (timespan : TimeSpan) timestamp = let timeRemaining = timespan - (DateTime.UtcNow - timestamp) if timeRemaining.Hours > 0 then $"{timeRemaining.Hours} hours" elif timeRemaining.Minutes > 0 then $"{timeRemaining.Minutes} minutes" else $"{timeRemaining.Seconds} seconds" let checkIfPlayerIsAttackingThemselves 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 checkForExistingHack defenderId attacker = attacker.Actions |> Player.removeExpiredActions |> Player.getAttacksFlat |> Array.tryFind (fun (_,t,_) -> t.Id = defenderId) |> function | Some ( atk , target , _ ) -> let cooldown = getTimeTillCooldownFinishes (TimeSpan.FromHours(24)) atk.Timestamp Error $"You can only hack the same target once every 24 hours, wait {cooldown} to attempt another hack on {target.Name}." | None -> Ok attacker let checkIfHackHasCooldown hackId attacker = let mostRecentHackAttack = attacker.Actions |> Array.tryFind (fun a -> a.ActionId = hackId) |> function | Some a -> a.Timestamp | None -> DateTime.MinValue; if DateTime.UtcNow - mostRecentHackAttack > TimeSpan.FromMinutes(5) then Ok attacker else let cooldown = getTimeTillCooldownFinishes (TimeSpan.FromMinutes(5)) mostRecentHackAttack let item = Armoury.battleItems |> Array.find (fun i -> i.Id = hackId) Error $"{item.Name} is currently on cooldown, wait {cooldown} to use it again." let checkIfInventoryIsEmpty attacker = match attacker.Arsenal with | [||] -> Error $"You currently do not have any Hacks to use against others. Please go to the store and purchase one." | _ -> Ok attacker let calculateDamage (hack : BattleItem) (shield : BattleItem) = if hack.Class = shield.Class then Strong else Weak let runHackerBattle defender hack = Player.defenses defender |> Player.removeExpiredActions |> Array.map (fun dfn -> Armoury.battleItems |> Array.find (fun w -> w.Id = dfn.ActionId)) |> Array.map (calculateDamage (hack)) |> Array.contains Weak let updateCombatants attacker defender hack prize = let updatePlayer amount attack p = { p with Actions = Array.append [| attack |] p.Actions ; Bank = max (p.Bank + amount) 0 } let target = { Id = defender.DiscordId ; Name = defender.Name } let attack = { ActionId = int hack ; Type = Attack { Target = target ; Result = prize > 0 } ; Timestamp = DateTime.UtcNow } [ DbService.updatePlayer <| updatePlayer prize attack attacker DbService.updatePlayer <| Player.modifyBank defender -prize ] |> Async.Parallel |> Async.Ignore let successfulHack (event : ComponentInteractionCreateEventArgs) attacker defender hack = async { let prize = 3 do! updateCombatants attacker defender hack prize let embed = Embeds.responseSuccessfulHack defender.Name hack prize do! event.Interaction.CreateResponseAsync(InteractionResponseType.ChannelMessageWithSource, embed) |> Async.AwaitTask let builder = Embeds.eventSuccessfulHack event defender.DiscordId prize let channel = event.Guild.GetChannel(GuildEnvironment.channelEventsHackerBattle) do! channel.SendMessageAsync(builder) |> Async.AwaitTask |> Async.Ignore } let failedHack (event : ComponentInteractionCreateEventArgs) attacker defender hack = async { let builder = DiscordInteractionResponseBuilder() let prize = 2 builder.IsEphemeral <- true builder.Content <- $"Hack failed! {defender.Name} was able to mount a successful defense! You lost {prize} GoodBoyTokenz!" do! event.Interaction.CreateResponseAsync(InteractionResponseType.ChannelMessageWithSource, builder) |> Async.AwaitTask do! updateCombatants attacker defender hack -prize let builder = DiscordMessageBuilder() builder.WithContent($"Hacking attempt failed! <@{defender.DiscordId}> defended hack from {event.User.Username} and took {prize} from them! ") |> ignore let channel = (event.Guild.GetChannel(GuildEnvironment.channelEventsHackerBattle)) do! channel.SendMessageAsync(builder) |> Async.AwaitTask |> Async.Ignore } let attack (ctx : InteractionContext) (target : DiscordUser) = Game.executePlayerAction ctx (fun attacker -> async { let! defender = DbService.tryFindPlayer target.Id match defender with | Some defender -> let hackAttempt = checkForExistingHack defender.DiscordId attacker |> Result.bind checkIfInventoryIsEmpty |> Result.bind (checkIfPlayerIsAttackingThemselves defender) match hackAttempt with | Ok _ -> let embed = Embeds.pickHack "Attack" attacker defender do! ctx.CreateResponseAsync(InteractionResponseType.ChannelMessageWithSource, embed) |> Async.AwaitTask | Error msg -> let builder = DiscordInteractionResponseBuilder() .WithContent(msg) .AsEphemeral(true) do! ctx.CreateResponseAsync(InteractionResponseType.ChannelMessageWithSource, builder) |> Async.AwaitTask | None -> do! sendSimpleResponse ctx "Your target is not connected to the network, they must join first by using the /redpill command" }) let handleAttack (event : ComponentInteractionCreateEventArgs) = async { let split = event.Id.Split("-") let hack = enum(int split.[1]) let ( resultId , targetId ) = UInt64.TryParse split.[2] let! resultPlayer = DbService.tryFindPlayer event.User.Id let! resultTarget = DbService.tryFindPlayer targetId match resultPlayer , resultTarget , true , resultId with | Some attacker , Some defender , true , true -> do! checkForExistingHack defender.DiscordId attacker |> Result.bind (checkIfHackHasCooldown (int hack)) |> function | Ok _ -> runHackerBattle defender (Armoury.getItem (int hack)) |> function | false -> successfulHack event attacker defender hack | true -> failedHack event attacker defender hack | Error msg -> let builder = DiscordInteractionResponseBuilder() .WithContent(msg) .AsEphemeral(true) event.Interaction.CreateResponseAsync(InteractionResponseType.ChannelMessageWithSource, builder) |> Async.AwaitTask | _ -> let builder = DiscordInteractionResponseBuilder() builder.IsEphemeral <- true builder.Content <- "Error occurred processing attack" do! event.Interaction.CreateResponseAsync(InteractionResponseType.ChannelMessageWithSource, builder) |> Async.AwaitTask } let defend (ctx : InteractionContext) = Game.executePlayerAction ctx (fun player -> async { if Player.shields player |> Array.length > 0 then let embed = Embeds.pickDefense "Defend" player do! ctx.CreateResponseAsync(InteractionResponseType.ChannelMessageWithSource, embed) |> Async.AwaitTask else let builder = DiscordInteractionResponseBuilder() builder.Content <- $"You currently do not have any Shields to protect your system. Please go to the armoury and purchase one." builder.AsEphemeral true |> ignore do! ctx.CreateResponseAsync(InteractionResponseType.ChannelMessageWithSource, builder) |> Async.AwaitTask }) let handleDefense (event : ComponentInteractionCreateEventArgs) = async { let split = event.Id.Split("-") let shield = enum(int split.[1]) let! playerResult = DbService.tryFindPlayer event.User.Id match playerResult with | Some player -> let updatedDefenses = Player.defenses player |> Player.removeExpiredActions let alreadyUsedShield = updatedDefenses |> Array.exists (fun d -> d.ActionId = int shield) match alreadyUsedShield , updatedDefenses.Length < 2 with | false , true -> let embed = Embeds.responseCreatedShield shield do! event.Interaction.CreateResponseAsync(InteractionResponseType.ChannelMessageWithSource, embed) |> Async.AwaitTask let defense = { ActionId = int shield ; Type = Defense ; Timestamp = DateTime.UtcNow } do! DbService.updatePlayer <| { player with Actions = Array.append [| defense |] player.Actions } let builder = DiscordMessageBuilder() builder.WithContent($"{event.User.Username} has protected their system!") |> ignore let channel = event.Guild.GetChannel(GuildEnvironment.channelEventsHackerBattle) do! channel.SendMessageAsync(builder) |> Async.AwaitTask |> Async.Ignore | _ , false -> let builder = DiscordInteractionResponseBuilder() builder.IsEphemeral <- true let timestamp = updatedDefenses |> Array.rev |> Array.head |> fun a -> a.Timestamp // This should be the next expiring timestamp let cooldown = getTimeTillCooldownFinishes (TimeSpan.FromHours(6)) timestamp builder.Content <- $"You are only allowed two shields at a time. Wait {cooldown} minutes to add another shield" do! event.Interaction.CreateResponseAsync(InteractionResponseType.ChannelMessageWithSource, builder) |> Async.AwaitTask do! DbService.updatePlayer <| { player with Actions = updatedDefenses } | true , _ -> let builder = DiscordInteractionResponseBuilder() builder.IsEphemeral <- true let timestamp = updatedDefenses |> Array.find (fun d -> d.ActionId = int shield) |> fun a -> a.Timestamp let cooldown = getTimeTillCooldownFinishes (TimeSpan.FromHours(6)) timestamp builder.Content <- $"{shield} shield is already in use. Wait {cooldown} minutes to use this shield again" do! event.Interaction.CreateResponseAsync(InteractionResponseType.ChannelMessageWithSource, builder) |> Async.AwaitTask do! DbService.updatePlayer <| { player with Actions = updatedDefenses } | _ -> let builder = DiscordInteractionResponseBuilder() builder.IsEphemeral <- true builder.Content <- "Error parsing Button Id" do! event.Interaction.CreateResponseAsync(InteractionResponseType.ChannelMessageWithSource, builder) |> Async.AwaitTask } let handleButtonEvent (_ : DiscordClient) (event : ComponentInteractionCreateEventArgs) = let task = match event.Id with | id when id.StartsWith("Attack") -> handleAttack event | id when id.StartsWith("Defend") -> handleDefense event | id when id.StartsWith("Trainer") -> Trainer.handleButtonEvent event | _ -> async { let builder = DiscordInteractionResponseBuilder() builder.IsEphemeral <- true builder.Content <- $"Incorrect Action identifier {event.Id}" do! event.Interaction.CreateResponseAsync(InteractionResponseType.ChannelMessageWithSource, builder) |> Async.AwaitTask } async { return! task } |> Async.StartAsTask :> Task type HackerGame() = inherit ApplicationCommandModule () [] member this.AttackCommand (ctx : InteractionContext, [] target : DiscordUser) = if ctx.Channel.Id = GuildEnvironment.channelTraining then Trainer.attack ctx target else attack ctx target [] member this.DefendCommand (ctx : InteractionContext) = if ctx.Channel.Id = GuildEnvironment.channelTraining then Trainer.defend ctx else defend ctx // [] member this.TestAutoComplete (ctx : InteractionContext) = async { let builder = DiscordInteractionResponseBuilder() // builder.WithContent("Not working") builder.IsEphemeral <- true do! ctx.Interaction.CreateResponseAsync(InteractionResponseType.ChannelMessageWithSource, builder) |> Async.AwaitTask } |> Async.StartAsTask :> Task