134 lines
6.8 KiB
Forth

namespace Degenz
open System.Threading.Tasks
open DSharpPlus
open DSharpPlus.Entities
open DSharpPlus.EventArgs
open DSharpPlus.SlashCommands
open Degenz.DbService
open Degenz.Messaging
module Game =
let HackPrize = 10<GBT>
let ShieldPrize = 5<GBT>
let SameTargetAttackCooldown = System.TimeSpan.FromHours(6)
let executePlayerAction (ctx : IDiscordContext) (dispatch : PlayerData -> Async<unit>) =
async {
let builder = DiscordInteractionResponseBuilder()
builder.IsEphemeral <- true
builder.Content <- "Content"
do! ctx.Respond InteractionResponseType.DeferredChannelMessageWithSource builder |> Async.AwaitTask
let! playerResult = tryFindPlayer (ctx.GetDiscordMember().Id)
match playerResult with
| Some player -> do! dispatch player
| None -> do! Messaging.sendFollowUpMessage ctx "You are currently not a hacker, first use the /redpill command to become one"
} |> Async.StartAsTask :> Task
let executePlayerActionWithTarget (targetPlayer : DiscordUser) (ctx : IDiscordContext) (dispatch : PlayerData -> PlayerData -> Async<unit>) =
async {
let builder = DiscordInteractionResponseBuilder()
builder.IsEphemeral <- true
builder.Content <- "Content"
do! ctx.Respond InteractionResponseType.DeferredChannelMessageWithSource builder |> Async.AwaitTask
let! players =
[ tryFindPlayer (ctx.GetDiscordMember().Id)
tryFindPlayer targetPlayer.Id ]
|> Async.Parallel
match players.[0] , players.[1] with
| Some player , Some target -> do! dispatch player target
| None , _ -> do! Messaging.sendFollowUpMessage ctx "You are currently not a hacker, first use the /redpill command to become one"
| _ , None ->
if targetPlayer.IsBot
then do! Messaging.sendFollowUpMessage ctx $"{targetPlayer.Username} is a bot, pick a real human to hack"
else do! Messaging.sendFollowUpMessage ctx "Your target is not connected to the network, they must join first by using the /redpill command"
} |> Async.StartAsTask :> Task
let executePlayerActionWithTargetId defer (targetId : uint64) (ctx : IDiscordContext) (dispatch : PlayerData -> PlayerData -> Async<unit>) =
async {
let builder = DiscordInteractionResponseBuilder()
builder.IsEphemeral <- true
builder.Content <- "Content"
if defer then
do! ctx.Respond InteractionResponseType.DeferredChannelMessageWithSource builder |> Async.AwaitTask
let! players =
[ tryFindPlayer (ctx.GetDiscordMember().Id)
tryFindPlayer targetId ]
|> Async.Parallel
match players.[0] , players.[1] with
| Some player , Some target -> do! dispatch player target
| None , _ -> do! Messaging.sendFollowUpMessage ctx "You are currently not a hacker, first use the /redpill command to become one"
| _ , None -> do! Messaging.sendFollowUpMessage ctx "Your target is not connected to the network, they must join first by using the /redpill command"
} |> Async.StartAsTask :> Task
module Player =
let getItems itemType (player : PlayerData) = player.Inventory |> Array.filter (fun i -> i.Type = itemType)
let getHacks (player : PlayerData) = getItems ItemType.Hack player
let getShields (player : PlayerData) = getItems ItemType.Shield player
let getHackEvents player =
player.Events
|> Array.filter (fun act -> match act.Type with PlayerEventType.Hacking -> true | _ -> false || act.ItemId < 12)
let getShieldEvents player =
player.Events
|> Array.filter (fun act -> match act.Type with PlayerEventType.Shielding -> true | _ -> false || act.ItemId < 12)
// TODO: This parameter is a result of putting the cooldown on the attack side. Put the cooldown on the defender
// side and only check if it's the same target, we need to refactor Actions
let removeExpiredActions filterByAttackCooldown player =
let actions =
player.Events
|> Array.filter (fun (act : PlayerEvent) ->
let itemCooldown =
if act.ItemId < 12 then
(Armory.getItem act.ItemId).Cooldown
else
match act.Type with
| PlayerEventType.Steal -> 1<mins>
| _ -> 720<mins>
|> int
match act.Type , filterByAttackCooldown with
| PlayerEventType.Hacking , true -> System.DateTime.UtcNow - act.Timestamp < System.TimeSpan.FromMinutes(itemCooldown)
| PlayerEventType.Hacking , false -> System.DateTime.UtcNow - act.Timestamp < Game.SameTargetAttackCooldown
| PlayerEventType.Shielding , _ -> System.DateTime.UtcNow - act.Timestamp < System.TimeSpan.FromMinutes(itemCooldown)
| _ -> System.DateTime.UtcNow - act.Timestamp < System.TimeSpan.FromMinutes(itemCooldown))
{ player with Events = actions }
let modifyBank (player : PlayerData) amount = { player with Bank = max (player.Bank + amount) 0<GBT> }
module Arsenal =
let battleItemFormat (items : Item array) =
match items with
| [||] -> "None"
| _ -> items |> Array.toList |> List.map (fun i -> i.Name) |> String.concat ", "
let actionFormat (actions : PlayerEvent array) =
match actions with
| [||] -> "None"
| _ ->
let hacks , defenses =
actions
|> Array.filter (fun act -> act.ItemId < 12)
|> Array.partition (fun act -> match act.Type with PlayerEventType.Hacking -> true | _ -> false)
let hacks = hacks |> Array.take (min hacks.Length 10)
hacks
|> Array.append defenses
|> Array.map (fun act ->
let item = Armory.getItem act.ItemId
match act.Type with
| PlayerEventType.Hacking ->
let cooldown = Messaging.getTimeText false Game.SameTargetAttackCooldown act.Timestamp
$"Hacked {act.Adversary.Name} {cooldown} ago"
| _ ->
let cooldown = Messaging.getTimeText true (System.TimeSpan.FromMinutes(int item.Cooldown)) act.Timestamp
$"{item.Name} Shield active for {cooldown}")
|> String.concat "\n"
let statusFormat p =
$"**Hacks:** {Player.getHacks p |> battleItemFormat}\n
**Shields:** {Player.getShields p |> battleItemFormat}\n
**Hack Attacks:**\n{Player.getHackEvents p |> actionFormat}\n
**Active Shields:**\n{Player.getShieldEvents p |> actionFormat}"