discord-bot-game/Bot/HackerBattle.fs

285 lines
13 KiB
Forth

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 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 defenderId attacker =
attacker.Events
|> Array.tryFind (fun pe -> pe.Adversary.Id = defenderId)
|> function
| Some event ->
let cooldown = getTimeText true Game.SameTargetAttackCooldown event.Timestamp
Error $"You can only hack the same target once every {Game.SameTargetAttackCooldown.Hours} hours, wait {cooldown} to attempt another hack on {event.Adversary.Name}."
| None -> Ok attacker
let checkItemHasCooldown itemId attacker =
let cooldown =
attacker.Events
|> Array.tryFind (fun a -> a.ItemId = itemId)
|> function
| Some a -> a.Timestamp
| None -> DateTime.MinValue
let item = Armory.getItem itemId
if DateTime.UtcNow - cooldown > TimeSpan.FromMinutes(int item.Cooldown) then
Ok attacker
else
let cooldown = getTimeText true (TimeSpan.FromMinutes(int item.Cooldown)) cooldown
let item = Armory.battleItems |> Array.find (fun i -> i.Id = itemId)
Error $"{item.Name} is currently on cooldown, wait {cooldown} to use it again."
let checkHasEmptyHacks attacker =
match Player.getHacks attacker with
| [||] -> Error $"You currently do not have any Hacks to steal 💰$GBT from others. Please go to the <#{GuildEnvironment.channelArmory}> and purchase one."
| _ -> Ok attacker
let checkPlayerOwnsWeapon itemId player =
match player.Inventory |> Array.exists (fun i -> i.Id = itemId) with
| true -> Ok player
| false -> Error $"You sold your weapon already, you cheeky bastard..."
let checkTargetHasMoney (target : PlayerData) attacker =
if target.Bank < Game.HackPrize
then Error $"{target.Name} does not have enough 💰$GBT to steal from, the broke loser. Pick a different target."
else Ok attacker
let checkPlayerHasShieldSlotsAvailable shield player =
let updatedPlayer = player |> Player.removeExpiredActions false
let defenses = Player.getShieldEvents updatedPlayer
match defenses |> Array.length >= 2 with
| true ->
let timestamp = defenses |> Array.rev |> Array.head |> fun a -> a.Timestamp // This should be the next expiring timestamp
let cooldown = getTimeText true (TimeSpan.FromMinutes(int shield.Cooldown)) timestamp
Error $"You are only allowed two shields at a time. Wait {cooldown} to add another shield"
| false -> Ok updatedPlayer
// TODO H: Need to update the new hacker game mechanics
let calculateDamage (hack : Item) (shield : Item) =
if hack.Power < shield.Power
then Weak
else Strong
let runHackerBattle defender hack =
defender
|> Player.removeExpiredActions false
|> Player.getShieldEvents
|> Array.map (fun dfn -> Armory.battleItems |> Array.find (fun w -> w.Id = dfn.ItemId))
|> Array.map (calculateDamage (hack))
|> Array.contains Weak
let updateCombatants attacker defender hack prize =
let updatePlayer amount attack p =
{ p with Events = Array.append [| attack |] p.Events ; Bank = max (p.Bank + amount) 0<GBT> }
let target = { Id = defender.DiscordId ; Name = defender.Name }
let attack = {
ItemId = int hack
Type = PlayerEventType.Hacking
Adversary = target
Result = if prize > 0<GBT> then PlayerEventResult.Positive else PlayerEventResult.Negative
Timestamp = DateTime.UtcNow
}
// TODO: This is what I was talking about, this isn't a "Shield" event, this is a hack event but there's an adversary
// who loses, so the event itself is to just "hack", so there's no "mugged" event, there's just a failed steal defense
// or something like that.
[ DbService.updatePlayer <| updatePlayer prize attack attacker
DbService.updatePlayer <| Player.modifyBank defender -prize ]
|> Async.Parallel
|> Async.Ignore
let successfulHack (ctx : IDiscordContext) attacker defender hack =
async {
do! updateCombatants attacker defender hack Game.HackPrize
let embed = Embeds.responseSuccessfulHack true defender.DiscordId (Armory.getItem hack)
do! ctx.FollowUp embed |> Async.AwaitTask
let builder = Embeds.eventSuccessfulHack ctx defender Game.HackPrize
let channel = ctx.GetGuild().GetChannel(GuildEnvironment.channelEventsHackerBattle)
do! channel.SendMessageAsync(builder)
|> Async.AwaitTask
|> Async.Ignore
}
let failedHack (ctx : IDiscordContext) attacker defender hack =
async {
let msg = $"Hack failed! {defender.Name} was able to mount a successful defense! You lost {Game.ShieldPrize} $GBT!"
do! sendFollowUpMessage ctx msg
do! updateCombatants attacker defender hack -Game.ShieldPrize
let builder = DiscordMessageBuilder()
builder.WithContent($"Hacking attempt failed! <@{defender.DiscordId}> defended hack from {ctx.GetDiscordMember().Username} and stole {Game.ShieldPrize} $GBT from them! ") |> ignore
let channel = (ctx.GetGuild().GetChannel(GuildEnvironment.channelEventsHackerBattle))
do! channel.SendMessageAsync(builder)
|> Async.AwaitTask
|> Async.Ignore
}
let attack (target : DiscordUser) (ctx : IDiscordContext) =
Game.executePlayerActionWithTarget target ctx (fun attacker defender -> async {
do! attacker
|> checkAlreadyHackedTarget defender.DiscordId
<!> (Player.removeExpiredActions true)
>>= checkHasEmptyHacks
>>= checkTargetHasMoney defender
>>= checkPlayerIsAttackingThemselves defender
|> function
| Ok atkr ->
let embed = Embeds.pickHack "Attack" atkr defender false
ctx.FollowUp(embed) |> Async.AwaitTask
| Error msg -> sendFollowUpMessage ctx msg
})
let handleAttack (ctx : IDiscordContext) =
Game.executePlayerAction ctx (fun attacker -> async {
let split = ctx.GetInteractionId().Split("-")
let hackId = int split.[1]
let hack = enum<HackId>(hackId)
let ( resultId , targetId ) = UInt64.TryParse split.[2]
let! resultTarget = DbService.tryFindPlayer targetId
match resultTarget , true , resultId with
| Some defender , true , true ->
do! attacker
|> Player.removeExpiredActions false
|> checkAlreadyHackedTarget defender.DiscordId
>>= checkPlayerOwnsWeapon hackId
>>= checkItemHasCooldown hackId
|> function
| Ok atkr ->
runHackerBattle defender (Armory.getItem (int hackId))
|> function
| false -> successfulHack ctx atkr defender hackId
| true -> failedHack ctx attacker defender hackId
| Error msg -> Messaging.sendFollowUpMessage ctx msg
| _ -> do! Messaging.sendFollowUpMessage ctx "Error occurred processing attack"
})
let defend (ctx : IDiscordContext) =
Game.executePlayerAction ctx (fun player -> async {
if Player.getShields player |> Array.length > 0 then
let p = Player.removeExpiredActions false player
let embed = Embeds.pickDefense "Defend" p false
do! ctx.FollowUp embed |> Async.AwaitTask
else
let msg = $"You currently do not have any Shields to protect yourself from hacks. Please go to the <#{GuildEnvironment.channelArmory}> and purchase one."
do! Messaging.sendFollowUpMessage ctx msg
})
let handleDefense (ctx : IDiscordContext) =
Game.executePlayerAction ctx (fun player -> async {
let split = ctx.GetInteractionId().Split("-")
let shieldId = int split.[1]
let shield = Armory.getItem shieldId
do! player
|> checkPlayerOwnsWeapon shieldId
>>= checkPlayerHasShieldSlotsAvailable shield
>>= checkItemHasCooldown shieldId
|> handleResultWithResponse ctx (fun _ -> async { // Don't use this player, it removes player cooldowns
let embed = Embeds.responseCreatedShield (Armory.getItem shieldId)
do! ctx.FollowUp embed |> Async.AwaitTask
let defense = {
ItemId = shieldId
Type = PlayerEventType.Shielding
Result = PlayerEventResult.Positive
Timestamp = DateTime.UtcNow
Adversary = DiscordPlayer.empty
}
do! DbService.updatePlayer <| { player with Events = Array.append [| defense |] player.Events }
let builder = DiscordMessageBuilder()
builder.WithContent($"{ctx.GetDiscordMember().Username} has protected their system!") |> ignore
let channel = ctx.GetGuild().GetChannel(GuildEnvironment.channelEventsHackerBattle)
do! channel.SendMessageAsync(builder)
|> Async.AwaitTask
|> Async.Ignore
})
})
let arsenal (ctx : IDiscordContext) =
Game.executePlayerAction ctx (fun player -> async {
let updatedPlayer = Player.removeExpiredActions false 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
})
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
}
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
}
[<SlashCommand("arsenal", "Get the Hacks and Shields you own, and which ones are active")>]
member this.Arsenal (ctx : InteractionContext) =
enforceChannels (DiscordInteractionContext ctx) (Trainer.handleArsenal) arsenal
[<SlashCommand("hack", "Send a hack attack to another player")>]
member this.AttackCommand (ctx : InteractionContext, [<Option("target", "The player you want to hack")>] target : DiscordUser) =
enforceChannels (DiscordInteractionContext ctx) (Trainer.attack target) (attack target)
[<SlashCommand("shield", "Create a passive shield that will protect you for a certain time")>]
member this.ShieldCommand (ctx : InteractionContext) =
enforceChannels (DiscordInteractionContext ctx) Trainer.defend defend
// [<SlashCommand("test-autocomplete", "Create a passive defense that will last 24 hours")>]
member this.TestAutoComplete (ctx : InteractionContext) =
async {
let builder = DiscordInteractionResponseBuilder()
builder.IsEphemeral <- true
do! ctx.Interaction.CreateResponseAsync(InteractionResponseType.ChannelMessageWithSource, builder)
|> Async.AwaitTask
} |> Async.StartAsTask
:> Task