public async Task Gauntlet(CommandContext ctx) { var interactivity = ctx.Client.GetInteractivity(); embed = new DiscordEmbedBuilder(); var MoveToDotCommands = new MoveToDotCommands(); var user = Bot.PlayerDatabase.GetPlayerByID(Convert.ToInt64(ctx.Member.Id)); if (GeneralFunctions.ValidatePlayer(ctx, user, true)) { Item userKey = null; var totalKeys = 0; foreach (var item in user.Inventory) { if (item.ID == 113) { userKey = item; totalKeys = item.Multiple; break; } } PuzzleStatus = true; embed.Title = "Gauntlet List"; embed.Description = "Choose a gauntlet by responding with the gauntlet name or number"; embed.AddField("1. Novice Gauntlet", "5 Puzzles Total\n4x Connectx\n1x Minesweeper\n\nReward: 12 Uncommon Crates"); embed.AddField("2. Expert Gauntlet", "7 Puzzles Total\n5x Connectx\n1x Minesweeper\n1x Word Scrambler\n\nReward: 6 Epic Crates"); embed.WithFooter($"{user.Name}'s total keys {totalKeys}"); var message = await ctx.Channel.SendMessageAsync(embed : embed); var response = await interactivity.WaitForMessageAsync(x => x.Channel == ctx.Channel && x.Author == ctx.Member, TimeSpan.FromSeconds(120)); if (response.TimedOut) { } else if (userKey == null) { await message.DeleteAsync(); embed.ClearFields(); embed.Title = "Unable to access gauntlet"; embed.Description = "You have no gauntlet key."; embed.WithFooter(" "); } else if (response.Result.Content.ToLower() == "novice gauntlet" || response.Result.Content.ToLower() == "1") { GeneralFunctions.RemoveFromInventory(user, userKey, 1); await message.DeleteAsync(); await NoviceGauntlet(ctx, user); } else if (response.Result.Content.ToLower() == "expert gauntlet" || response.Result.Content.ToLower() == "2") { GeneralFunctions.RemoveFromInventory(user, userKey, 1); await message.DeleteAsync(); await ExpertGauntlet(ctx, user); } else { } } await ctx.Channel.SendMessageAsync(embed : embed); }
private async Task GauntletConnectx(CommandContext ctx, Player user, DotDifficulty difficulty, int stage) { MoveToDotCommands connectx = new MoveToDotCommands(); await connectx.DotPuzzle(ctx, user, true, difficulty, stage); }