Example #1
0
        public async Task ReactionAddedForOctoGameAsync(Cacheable <IUserMessage, ulong> cash,
                                                        ISocketMessageChannel channel, SocketReaction reaction)
        {
            for (var i = 0; i < _global.OctopusGameMessIdList.Count; i++)
            {
                if (!_global.OctopusGameMessIdList[i].Any(x => x.PlayerDiscordAccount.Id == reaction.UserId && x.GamingWindowFromBot.Id == reaction.MessageId))
                {
                    continue;
                }

                var globalAccount = _global.Client.GetUser(reaction.UserId);
                var account       = _accounts.GetAccount(globalAccount);
                var enemy         = _accounts.GetAccount(account.CurrentEnemy);

                switch (reaction.Emote.Name)
                {
                case "🐙":

                    await _gameFramework.UpdateTurn(account, enemy);

                    break;

                case "⬅":
                    await _octoGameUpdateMess.SkillPageLeft(reaction,
                                                            reaction.Message.Value);

                    break;

                case "➡":
                    await _octoGameUpdateMess.SkillPageRight(reaction,
                                                             reaction.Message.Value);

                    break;

                case "📖":
                    //  await _octoGameUpdateMess.OctoGameLogs(reaction,
                    //       _global.OctopusGameMessIdList[i].bot_gaming_msg_1);
                    account.MoveListPage = 5;
                    await _octoGameUpdateMess.MainPage(reaction.UserId,
                                                       reaction.Message.Value);

                    break;

                case "❌":
                    if (await _awaitForUserMessage.FinishTheGame(reaction))
                    {
                        await _octoGameUpdateMess.EndGame(reaction,
                                                          reaction.Message.Value);
                    }
                    break;

                case "1⃣":
                {
                    if (account.PlayingStatus == 1)
                    {
                        await _octoGameUpdateMess.WaitMess(reaction.UserId,
                                                           reaction.Message.Value);

                        break;
                    }

                    if (account.PlayingStatus == 2)
                    {
                        await _gameFramework.GetSkillDependingOnMoveList(account, enemy, reaction, i);
                    }

                    break;
                }

                case "2⃣":
                {
                    if (account.PlayingStatus == 1)
                    {
                        await _octoGameUpdateMess.WaitMess(reaction.UserId,
                                                           reaction.Message.Value);

                        break;
                    }

                    if (account.PlayingStatus == 2)
                    {
                        await _gameFramework.GetSkillDependingOnMoveList(account, enemy, reaction, i);
                    }
                    break;
                }

                case "3⃣":
                {
                    if (account.PlayingStatus == 1)
                    {
                        await _octoGameUpdateMess.WaitMess(reaction.UserId,
                                                           reaction.Message.Value);

                        break;
                    }

                    if (account.PlayingStatus == 2)
                    {
                        await _gameFramework.GetSkillDependingOnMoveList(account, enemy, reaction, i);
                    }

                    break;
                }

                case "4⃣":
                {
                    await _gameFramework.GetSkillDependingOnMoveList(account, enemy, reaction, i);

                    break;
                }

                case "5⃣":
                {
                    await _gameFramework.GetSkillDependingOnMoveList(account, enemy, reaction, i);

                    break;
                }

                case "6⃣":
                {
                    await _gameFramework.GetSkillDependingOnMoveList(account, enemy, reaction, i);

                    break;
                }

                case "7⃣":
                {
                    await _gameFramework.GetSkillDependingOnMoveList(account, enemy, reaction, i);

                    break;
                }

                case "8⃣":
                {
                    await _gameFramework.GetSkillDependingOnMoveList(account, enemy, reaction, i);

                    break;
                }

                case "9⃣":
                {
                    await _gameFramework.GetSkillDependingOnMoveList(account, enemy, reaction, i);

                    break;
                }
                }
            }


            if (!(channel is IDMChannel))
            {
                await reaction.Message.Value.RemoveReactionAsync(reaction.Emote,
                                                                 reaction.User.Value, RequestOptions.Default);
            }
        }
Example #2
0
        public async Task CreateFightV(SocketUser enemyUser)
        {
            var account = SetupOctopusStats(Context.User.Id);
            var enemy   = SetupOctopusStats(enemyUser.Id);

            account.CurrentEnemy = enemyUser.Id;
            enemy.CurrentEnemy   = Context.User.Id;


            // tis is a test of logging system. it does work btw
            _loggingSystem.CreateNewLog(account.Id, enemy.DiscordId);
            _loggingSystem.SaveCurrentFightLog(account.Id, enemy.DiscordId);
            _loggingSystem.SaveCompletedFight(account.Id, enemy.DiscordId);


            if (account.PlayingStatus >= 1 || enemy.PlayingStatus >= 1)
            {
                //  await ReplyAsync("you are already playing");
                // return;
            }

            if (account.Attack_Tree == null && account.Defensive_Tree == null &&
                account.Agility_Tree == null && account.Magic_Tree == null)
            {
                await SendMessAsync("You dont have any moves. You can get them using **boole** command");

                return;
            }

            if (account.OctoInfo != null)
            {
                account.PlayingStatus = 1;
                _accounts.SaveAccounts(Context.User);

                var embed = new EmbedBuilder();
                embed.WithAuthor(Context.User);
                embed.WithFooter("Enemy choice");
                embed.WithColor(Color.DarkGreen);
                embed.AddField("Choose enemy lvl : ",
                               $"Who are you?");


                var messageToPlayer1 = _client.GetUser(Context.User.Id).GetOrCreateDMChannelAsync().Result.SendMessageAsync("", false, embed.Build());
                var messageToPlayer2 = _client.GetUser(enemyUser.Id).GetOrCreateDMChannelAsync().Result.SendMessageAsync("", false, embed.Build());

                var newOctoGame = _global.CreateNewGame(messageToPlayer1.Result, messageToPlayer2.Result, Context.User, enemyUser);


                foreach (var c in  _global.OctopusGameMessIdList)
                {
                    if (c.Any(x => x.PlayerDiscordAccount.Id == Context.User.Id || x.PlayerDiscordAccount.Id == enemy.DiscordId))
                    {
                        _global.OctopusGameMessIdList.Remove(c);
                        break;
                    }
                }

                _global.OctopusGameMessIdList.Add(newOctoGame);
                _global.OctoGamePlaying += 1;
                account.PlayingStatus    = 1;
                account.MessageIdInList  = _global.OctopusGameMessIdList.Count - 1;
                enemy.MessageIdInList    = _global.OctopusGameMessIdList.Count - 1;


                //twice for a reason
                await _gameFramework.CheckForPassivesAndUpdateStats(account, enemy);

                await _gameFramework.CheckForPassivesAndUpdateStats(enemy, account);

                await _gameFramework.CheckForPassivesAndUpdateStats(account, enemy);

                await _gameFramework.CheckForPassivesAndUpdateStats(enemy, account);


                var someList = new List <ulong>
                {
                    Context.User.Id,
                    enemyUser.Id
                };

                Parallel.For(0, someList.Count, async i =>
                {
                    if (someList[i] == Context.User.Id)
                    {
                        await _octoGameUpdateMess.WaitMess(Context.User.Id,
                                                           messageToPlayer1.Result as RestUserMessage);
                    }
                    else
                    {
                        await _octoGameUpdateMess.WaitMess(enemyUser.Id,
                                                           messageToPlayer2.Result as RestUserMessage);
                    }
                });
            }
            else
            {
                await SendMessAsync("У тебя нет осьминога! создай его командой **CreateOcto**");
            }

            _accounts.SaveAccounts(Context.User);
            _accounts.SaveAccounts(enemyUser.Id);
        }