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LegendaryLinux committed Feb 14, 2023
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35 changes: 35 additions & 0 deletions .eslintrc.json
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{
"env": {
"browser": true,
"commonjs": true,
"es2021": true
},
"extends": "eslint:recommended",
"parserOptions": {
"ecmaVersion": "latest"
},
"rules": {
"no-undef": "warn",
"no-unused-vars": "warn",
"no-prototype-builtins": "off",
"no-case-declarations": "off",
"no-async-promise-executor": "off",
"indent": [
"error",
2,
{ "SwitchCase": 1 }
],
"linebreak-style": [
"error",
"unix"
],
"quotes": [
"error",
"single"
],
"semi": [
"error",
"always"
]
}
}
3 changes: 3 additions & 0 deletions .gitignore
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.idea/
node_modules/
config.json
197 changes: 197 additions & 0 deletions Archipelago/ArchipelagoInterface.js
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const { ArchipelagoClient, ItemsHandlingFlags, SessionStatus } = require('archipelago.js');
const { User } = require('discord.js');
const { v4: uuid } = require('uuid');

class ArchipelagoInterface {
version = { major: 0, minor: 3, build: 6 };
itemsHandling = ItemsHandlingFlags.REMOTE_ALL;


/**
* @param textChannel discord.js TextChannel
* @param {string} host
* @param {string} gameName
* @param {string} slotName
* @param {string|null} password optional
*/
constructor(textChannel, host, gameName, slotName, password=null) {
this.textChannel = textChannel;
this.messageQueue = [];
this.players = new Map();
this.APClient = new ArchipelagoClient(host);

// Controls which messages should be printed to the channel
this.showHints = true;
this.showItems = true;
this.showProgression = true;
this.showChat = true;

this.APClient.connect({
uuid: uuid(),
game: gameName,
name: slotName,
version: this.version,
items_handling: this.itemsHandling,
}).then(() => {
// Start handling queued messages
this.queueTimeout = setTimeout(this.queueHandler, 5000);

// Set up packet listeners
this.APClient.addListener('print', this.printHandler);
this.APClient.addListener('printJSON', this.printJSONHandler);

// Inform the user AginahBot has connected to the game
textChannel.send('Connection established.');
}).catch(async (err) => {
await this.textChannel.send('A problem occurred while connecting to the AP server:\n' +
`\`\`\`${JSON.stringify(err)}\`\`\``);
});
}

/**
* Send queued messages to the TextChannel in batches of five or less
* @returns {Promise<void>}
*/
queueHandler = async () => {
let messages = [];

for (let message of this.messageQueue) {
switch(message.type) {
case 'hint':
// Ignore hint messages if they should not be displayed
if (!this.showHints) { continue; }

// Replace player names with Discord User objects
for (let alias of this.players.keys()) {
if (message.content.includes(alias)) {
message.content = message.content.replace(alias, this.players.get(alias));
}
}
break;

case 'item':
// Ignore item messages if they should not be displayed
if (!this.showItems) { continue; }
break;

case 'progression':
// Ignore progression messages if they should not be displayed
if (!this.showProgression) { continue; }
break;

case 'chat':
// Ignore chat messages if they should not be displayed
if (!this.showChat) { continue; }
break;

default:
console.warn(`Ignoring unknown message type: ${message.type}`);
break;
}

messages.push(message.content);
}

// Clear the message queue
this.messageQueue = [];

// Send messages to TextChannel in batches of five, spaced two seconds apart to avoid rate limit
while (messages.length > 0) {
await this.textChannel.send(messages.splice(0, 5).join('\n'));
await new Promise((resolve) => setTimeout(resolve, 2000));
}

// Set timeout to run again after five seconds
this.queueTimeout = setTimeout(this.queueHandler, 5000);
};

/**
* Listen for a print packet and add that message to the message queue
* @param {Object} packet
* @returns {Promise<void>}
*/
printHandler = async (packet) => {
this.messageQueue.push({
type: packet.text.includes('[Hint]') ? 'hint' : 'chat',
content: packet.text,
});
};

/**
* Listen for a printJSON packet, convert it to a human-readable format, and add the message to the queue
* @param {Object} packet
* @returns {Promise<void>}
*/
printJSONHandler = async (packet) => {
let message = { type: 'chat', content: '', };
packet.data.forEach((part) => {
// Plain text parts do not have a "type" property
if (!part.hasOwnProperty('type') && part.hasOwnProperty('text')) {
message.content += part.text;
return;
}

switch(part.type){
case 'player_id':
message.content += '**'+this.APClient.players.alias(parseInt(part.text, 10))+'**';
break;

case 'item_id':
message.content += '**'+this.APClient.items.name(parseInt(part.text, 10))+'**';

// Identify this message as containing an item
if (message.type !== 'progression') { message.type = 'item'; }

// Identify if this message contains a progression item
if (part?.flags === 0b001) { message.type = 'progression'; }
break;

case 'location_id':
message.content += '**'+this.APClient.locations.name(parseInt(part.text, 10))+'**';
break;

case 'color':
message.content += part.text;
break;

default:
console.warn(`Ignoring unknown message type ${part.type} with text "${part.text}".`);
return;
}
});

// Identify hint messages
if (message.content.includes('[Hint]')) { message.type = 'hint'; }

this.messageQueue.push(message);
};

/**
* Associate a Discord user with a specified alias
* @param {string} alias
* @param {User} discordUser
* @returns {*}
*/
setPlayer = (alias, discordUser) => this.players.set(alias, discordUser);

/**
* Disassociate a Discord user with a specified alias
* @param alias
* @returns {boolean}
*/
unsetPlayer = (alias) => this.players.delete(alias);

/**
* Determine the status of the ArchipelagoClient object
* @returns {SessionStatus}
*/
getStatus = () => this.APClient.status;

/** Close the WebSocket connection on the ArchipelagoClient object */
disconnect = () => {
clearTimeout(this.queueTimeout);
this.APClient.disconnect();
};
}

module.exports = ArchipelagoInterface;
21 changes: 21 additions & 0 deletions LICENSE
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MIT License

Copyright (c) 2020 LegendaryLinux

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
63 changes: 63 additions & 0 deletions README.md
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# ArchipelaBot
A Discord bot designed to provide Archipelago-specific functionality.
Find it in use at the [Archipelago Discord](https://discord.gg/B5pjMYy).

## Current Features
- Automatically delete ROM files, and compressed files containing them
- Generate single-player or multiplayer games using the `generate` command
- Connect to a running Archipelago server as a spectator and print messages to a Discord channel

## Supported Games
All games supported by the Multiworld Multi-Game Randomizer
[Archipelago](https://github.com/ArchipelagoMW/Archipelago)
are compatible and have full MultiWorld compatibility with each other.

# Self-Hosting

## Prerequisites
- `node` and `npm` should be installed to run the bot and install dependencies
- `unrar` should be installed on your system to process `.rar` files.
- A MySQL 8 server should be installed, and a database available.

## Configuration
A `config.json` file is required to be present in the base directory of the repository. This file should contain
your Discord bot's secret key.

Example config:
```json
{
"token": "discord-bot-token"
}
```

If you intend to create your own bot on Discord using the code in this repository, your bot will need
permissions granted by the permissions integer `277025508416`.

The following permissions will be granted
to ArchipelaBot:
- View Channels
- Send Messages
- Send Messages in Threads
- Embed Links
- Attach Files
- Add Reactions
- Read Message History
- Use Application Commands

## Setup
```shell script
# Clone the repo
git clone https://github.com/LegendaryLinux/ArchipelaBot

# Enter its directory
cd ArchipelaBot

# Install required packages
npm install

# Set up your config.json file
vim config.json

# Run the bot
node bot.js
```
13 changes: 13 additions & 0 deletions assets/presets.json
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{
"presets": {
"zelda3": {},
"factorio": {},
"zelda5": {},
"subnautica": {},
"minecraft": {},
"slay-the-spire": {},
"risk-of-rain-2": {},
"timespinner": {},
"metroid3": {}
}
}
52 changes: 52 additions & 0 deletions bot.js
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const { Client, Events, GatewayIntentBits, Partials } = require('discord.js');
const config = require('./config.json');
const { generalErrorHandler } = require('./errorHandlers');
const fs = require('fs');

// Catch all unhandled errors
process.on('uncaughtException', (err) => generalErrorHandler(err));
process.on('unhandledRejection', (err) => generalErrorHandler(err));

const client = new Client({
partials: [ Partials.GuildMember, Partials.Message, Partials.Reaction ],
intents: [ GatewayIntentBits.Guilds, GatewayIntentBits.GuildMessages, GatewayIntentBits.DirectMessages,
GatewayIntentBits.GuildMembers ],
});
client.devMode = process.argv[2] && process.argv[2] === 'dev';
client.slashCommandCategories = [];

client.tempData = {
apInterfaces: new Map(),
};

// Load slash command category files
fs.readdirSync('./slashCommandCategories').filter((file) => file.endsWith('.js')).forEach((categoryFile) => {
const slashCommandCategory = require(`./slashCommandCategories/${categoryFile}`);
client.slashCommandCategories.push(slashCommandCategory);
});

// Run the interactions through the interactionListeners
client.on(Events.InteractionCreate, async(interaction) => {
// Handle slash command interactions independently of other interactions
if (interaction.isChatInputCommand()) {
for (const listener of client.slashCommandCategories.commands) {
if (listener.commandBuilder.name === interaction.commandName) {
return listener(interaction);
}
}

// If this slash command has no known listener, notify the user and log a warning
console.warn(`Unknown slash command received: ${interaction.commandName}`);
return interaction.reply('Unknown command.');
}
});

// Use the general error handler to handle unexpected errors
client.on(Events.Error, async(error) => generalErrorHandler(error));

client.once(Events.ClientReady, async () => {
// Login and initial setup successful
console.info(`Connected to Discord. Active in ${client.guilds.cache.size} guilds.`);
});

client.login(config.token);
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