237 lines
11 KiB
Forth

module Degenz.Store
open System
open System.Threading.Tasks
open DSharpPlus.Entities
open DSharpPlus
open DSharpPlus.EventArgs
open DSharpPlus.SlashCommands
open Degenz
open Degenz.Messaging
open Degenz.PlayerInteractions
let getBuyItemsEmbed (playerInventory : Inventory) (storeInventory : Inventory) =
let embeds , buttons =
storeInventory
|> List.map (fun item ->
let embed = DiscordEmbedBuilder()
match item with
| Hack hack ->
embed.AddField($"$GBT Reward |", string hack.Power, true)
.AddField("Cooldown |", $"{TimeSpan.FromMinutes(int hack.Cooldown).Minutes} minutes", true)
.WithThumbnail(Embeds.getItemIcon item.Id)
|> ignore
| Shield shield ->
embed.AddField($"Strong against |", WeaponClass.getGoodAgainst shield.Class |> snd |> string, true)
// .AddField($"Defensive Strength |", string item.Power, true)
.AddField("Active For |", $"{TimeSpan.FromMinutes(int shield.Cooldown).Hours} hours", true)
.WithThumbnail(Embeds.getItemIcon item.Id)
|> ignore
| Food food ->
embed.AddField($"Stat |", $"{food.TargetStat}", true)
.AddField($"Amount |", $"+{food.BoostAmount}", true) |> ignore
| Accessory accessory ->
embed.AddField($"Stat |", $"{accessory.TargetStat}", true) |> ignore
if accessory.FloorBoost > 0 then
embed.AddField($"Min Boost |", $"+{accessory.FloorBoost}", true) |> ignore
if accessory.CeilBoost > 0 then
embed.AddField($"Max Boost |", $"+{accessory.CeilBoost}", true) |> ignore
embed
.AddField("Price 💰", (if item.Price = 0<GBT> then "Free" else $"{item.Price} $GBT"), true)
.WithColor(WeaponClass.getClassEmbedColor item)
.WithTitle($"{item.Name}")
|> ignore
let button =
if playerInventory |> List.exists (fun i -> i.Id = item.Id)
then DiscordButtonComponent(WeaponClass.getClassButtonColor item, $"Buy-{item.Id}", $"Own {item.Name}", true)
else DiscordButtonComponent(WeaponClass.getClassButtonColor item, $"Buy-{item.Id}", $"Buy {item.Name}")
( embed.Build() , button :> DiscordComponent ))
|> List.unzip
DiscordFollowupMessageBuilder()
.AddEmbeds(embeds)
.AddComponents(buttons)
.AsEphemeral(true)
let getSellEmbed (items : ItemDetails list) =
let embeds , buttons =
items
|> List.map (fun item ->
DiscordEmbedBuilder()
.AddField("Sell For 💰", $"{item.Price} $GBT", true)
.WithTitle($"{item.Name}")
.WithColor(WeaponClass.getClassEmbedColor item)
.Build()
, DiscordButtonComponent(WeaponClass.getClassButtonColor item, $"Sell-{item.Id}", $"Sell {item.Name}") :> DiscordComponent)
|> List.unzip
DiscordFollowupMessageBuilder()
.AddEmbeds(embeds)
.AddComponents(buttons)
.AsEphemeral(true)
let getConsumeEmbed (items : ItemDetails list) =
let embeds , buttons =
items
|> List.groupBy (fun item -> item.Id)
|> List.map (fun (itemId , items ) ->
let item = List.head items
let foodItem = Inventory.findFoodById itemId items
DiscordEmbedBuilder()
.AddField($"{foodItem.Item.Name}", $"Total {items.Length}\nBoosts {foodItem.TargetStat} +{foodItem.BoostAmount}", true)
.WithTitle($"Food Items")
.WithColor(WeaponClass.getClassEmbedColor item)
.Build()
, DiscordButtonComponent(WeaponClass.getClassButtonColor item, $"Sell-{id}", $"Sell {item.Name}") :> DiscordComponent)
|> List.unzip
DiscordFollowupMessageBuilder()
.AddEmbeds(embeds)
.AddComponents(buttons)
.AsEphemeral(true)
let checkHasSufficientFunds (item : Item) player =
if player.Bank - item.Price >= 0<GBT>
then Ok player
else Error $"You do not have sufficient funds to buy this item! Current balance: {player.Bank} GBT"
let checkAlreadyOwnsItem (item : Item) player =
if player.Inventory |> List.exists (fun w -> item.Id = w.Id)
then Error $"You already own {item.Name}!"
else Ok player
let checkSoldItemAlready item player =
if player.Inventory |> List.exists (fun i -> item.Id = i.Id)
then Ok player
else Error $"{item.Name} not found in your inventory! Looks like you sold it already."
let checkHasItemsInArsenal itemType items player =
if List.isEmpty items |> not
then Ok player
else Error $"You currently have no {itemType} in your arsenal to sell!"
let buy itemType (ctx : IDiscordContext) =
executePlayerAction ctx (fun player -> async {
let playerItems = Inventory.getItemsByType itemType player.Inventory
let armoryItems = Inventory.getItemsByType itemType Armory.weapons
let itemStore = getBuyItemsEmbed playerItems armoryItems
do! ctx.FollowUp itemStore |> Async.AwaitTask
do! Analytics.buyWeaponCommand (ctx.GetDiscordMember()) itemType
})
let sell itemType getItems (ctx : IDiscordContext) =
executePlayerAction ctx (fun player -> async {
let items = getItems player.Inventory
match checkHasItemsInArsenal itemType items player with
| Ok _ -> let itemStore = getSellEmbed items
do! ctx.FollowUp(itemStore) |> Async.AwaitTask
| Error e -> do! sendFollowUpMessage ctx e
do! Analytics.sellWeaponCommand (ctx.GetDiscordMember()) itemType
})
// TODO: When you buy a shield, prompt the user to activate it
let handleBuyItem (ctx : IDiscordContext) itemId =
executePlayerAction ctx (fun player -> async {
let item = Armory.weapons |> Inventory.findItemById itemId
do! player
|> checkHasSufficientFunds item.getItem
>>= checkAlreadyOwnsItem item.getItem
|> handleResultWithResponse ctx (fun player -> async {
let newBalance = player.Bank - item.Price
let p = { player with Bank = newBalance ; Inventory = item::player.Inventory }
do! DbService.updatePlayer p |> Async.Ignore
do! sendFollowUpMessage ctx $"Successfully purchased {item.Name}! You now have {newBalance} 💰$GBT remaining"
do! Analytics.buyWeaponButton (ctx.GetDiscordMember()) item
})
})
let handleSell (ctx : IDiscordContext) itemId =
executePlayerAction ctx (fun player -> async {
let item = Armory.weapons |> Inventory.findItemById itemId
do!
player
|> checkSoldItemAlready item.getItem
|> handleResultWithResponse ctx (fun player -> async {
let updatedPlayer = {
player with
Bank = player.Bank + item.Price
Inventory = player.Inventory |> List.filter (fun i -> i.Id <> itemId)
}
do!
[ DbService.updatePlayer updatedPlayer |> Async.Ignore
DbService.removeShieldEvent updatedPlayer.DiscordId itemId |> Async.Ignore
sendFollowUpMessage ctx $"Sold {item.Name} for {item.Price}! Current Balance: {updatedPlayer.Bank}"
Analytics.sellWeaponButton (ctx.GetDiscordMember()) item ]
|> Async.Parallel
|> Async.Ignore
})
})
let handleStoreEvents (_ : DiscordClient) (event : ComponentInteractionCreateEventArgs) =
let ctx = DiscordEventContext event :> IDiscordContext
let id = ctx.GetInteractionId()
let itemId = int <| id.Split("-").[1]
match id with
| id when id.StartsWith("Buy") -> handleBuyItem ctx itemId
| id when id.StartsWith("Sell") -> handleSell ctx itemId
| _ ->
task {
let builder = DiscordInteractionResponseBuilder()
builder.IsEphemeral <- true
builder.Content <- $"Incorrect Action identifier {id}"
do! ctx.Respond(InteractionResponseType.ChannelMessageWithSource, builder) |> Async.AwaitTask
}
type Store() =
inherit ApplicationCommandModule ()
let enforceChannel (ctx : IDiscordContext) (storeFn : IDiscordContext -> Task) =
match ctx.GetChannel().Id with
| id when id = GuildEnvironment.channelArmory -> storeFn ctx
| _ ->
task {
let msg = $"You must go to <#{GuildEnvironment.channelArmory}> channel to buy or sell weapons"
do! Messaging.sendSimpleResponse ctx msg
}
let checkChannel (ctx : IDiscordContext) =
match ctx.GetChannel().Id with
// | id when id = GuildEnvironment.channelBackAlley -> buy (Inventory.getItemsByType ItemType.Hack) ctx
| id when id = GuildEnvironment.channelArmory -> buy ItemType.Shield ctx
// | id when id = GuildEnvironment.channelMarket -> buy (Inventory.getItemsByType ItemType.Food) ctx
// | id when id = GuildEnvironment.channelAccessoryShop -> buy (Inventory.getItemsByType ItemType.Accessory) ctx
| _ ->
task {
let msg = $"This channel doesn't have any items to sell"
do! Messaging.sendSimpleResponse ctx msg
}
// [<SlashCommand("buy-item", "Purchase an item")>]
// member _.BuyItem (ctx : InteractionContext) = checkChannel (DiscordInteractionContext(ctx))
//
[<SlashCommand("buy-hack", "Purchase a hack so you can take money from other Degenz")>]
member _.BuyHack (ctx : InteractionContext) =
enforceChannel (DiscordInteractionContext(ctx)) (buy ItemType.Hack)
[<SlashCommand("buy-shield", "Purchase a hack shield so you can protect your GBT")>]
member this.BuyShield (ctx : InteractionContext) =
enforceChannel (DiscordInteractionContext(ctx)) (buy ItemType.Shield)
// [<SlashCommand("buy-food", "Purchase a food item to help boost your stats")>]
// member this.BuyFood (ctx : InteractionContext) = enforceChannel (DiscordInteractionContext(ctx)) (buy (Inventory.getItemsByType ItemType.Food))
//
[<SlashCommand("sell-hack", "Sell a hack for GoodBoyTokenz")>]
member this.SellHack (ctx : InteractionContext) = enforceChannel (DiscordInteractionContext(ctx)) (sell "Hacks" (Inventory.getItemsByType ItemType.Hack))
[<SlashCommand("sell-shield", "Sell a shield for GoodBoyTokenz")>]
member this.SellShield (ctx : InteractionContext) = enforceChannel (DiscordInteractionContext(ctx)) (sell "Shields" (Inventory.getItemsByType ItemType.Shield))
[<SlashCommand("consume", "Consume a food item")>]
member this.Consume (ctx : InteractionContext) =
enforceChannel (DiscordInteractionContext(ctx)) (sell "Shields" (Inventory.getItemsByType ItemType.Food))
// [<SlashCommand("inventory", "Check your inventory")>]
// member this.Inventory (ctx : InteractionContext) =
// enforceChannel (DiscordInteractionContext(ctx)) (sell "Shields" (Inventory.getItemsByType ItemType))