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discordGameState.go
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discordGameState.go
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package bot
import (
"fmt"
"github.com/automuteus/automuteus/v8/pkg/amongus"
"github.com/automuteus/automuteus/v8/pkg/settings"
"github.com/bwmarrin/discordgo"
"github.com/nicksnyder/go-i18n/v2/i18n"
"log"
)
// GameState represents a full record of the entire current game's state. It is intended to be fully JSON-serializable,
// so that any shard/worker can pick up the game state and operate upon it (using locks as necessary)
type GameState struct {
GuildID string `json:"guildID"`
ConnectCode string `json:"connectCode"`
Linked bool `json:"linked"`
Running bool `json:"running"`
Subscribed bool `json:"subscribed"`
MatchID int64 `json:"matchID"`
MatchStartUnix int64 `json:"matchStartUnix"`
UserData UserDataSet `json:"userData"`
VoiceChannel string `json:"voiceChannel"`
GameStateMsg GameStateMessage `json:"gameStateMessage"`
GameData amongus.GameData `json:"amongUsData"`
}
func NewDiscordGameState(guildID string) *GameState {
dgs := GameState{GuildID: guildID}
dgs.Reset()
return &dgs
}
func (dgs *GameState) Reset() {
// Explicitly does not reset the GuildID!
dgs.ConnectCode = ""
dgs.Linked = false
dgs.Running = false
dgs.Subscribed = false
dgs.MatchID = -1
dgs.MatchStartUnix = -1
dgs.UserData = map[string]UserData{}
dgs.VoiceChannel = ""
dgs.GameStateMsg = MakeGameStateMessage()
dgs.GameData = amongus.NewGameData()
}
func (dgs *GameState) checkCacheAndAddUser(g *discordgo.Guild, s *discordgo.Session, userID string) (UserData, bool) {
if g == nil {
return UserData{}, false
}
// check and see if they're cached first
for _, v := range g.Members {
if v.User != nil && v.User.ID == userID {
user := MakeUserDataFromDiscordUser(v.User, v.Nick)
dgs.UserData[v.User.ID] = user
return user, true
}
}
mem, err := s.GuildMember(g.ID, userID)
if err != nil {
log.Println(err)
return UserData{}, false
}
user := MakeUserDataFromDiscordUser(mem.User, mem.Nick)
dgs.UserData[mem.User.ID] = user
return user, true
}
func (dgs *GameState) ToEmojiEmbedFields(emojis AlivenessEmojis, sett *settings.GuildSettings) []*discordgo.MessageEmbedField {
unsorted := make([]*discordgo.MessageEmbedField, 18)
num := 0
for _, player := range dgs.GameData.PlayerData {
if player.Color < 0 || player.Color > 17 {
break
}
for _, userData := range dgs.UserData {
if userData.InGameName == player.Name {
emoji := emojis[player.IsAlive][player.Color]
unsorted[player.Color] = &discordgo.MessageEmbedField{
Name: player.Name,
Value: fmt.Sprintf("%s <@!%s>", emoji.FormatForInline(), userData.GetID()),
Inline: true,
}
break
}
}
// no player matched; unlinked player
if unsorted[player.Color] == nil {
emoji := emojis[player.IsAlive][player.Color]
unsorted[player.Color] = &discordgo.MessageEmbedField{
Name: player.Name,
Value: fmt.Sprintf("%s **%s**", emoji.FormatForInline(), sett.LocalizeMessage(&i18n.Message{
ID: "discordGameState.ToEmojiEmbedFields.Unlinked",
Other: "Unlinked",
})),
Inline: true,
}
}
num++
}
sorted := make([]*discordgo.MessageEmbedField, num)
num = 0
for i := 0; i < 18; i++ {
if unsorted[i] != nil {
sorted[num] = unsorted[i]
num++
}
}
// balance out the last row of embeds with an extra inline field
if num%3 == 2 {
sorted = append(sorted, &discordgo.MessageEmbedField{
Name: "\u200b",
Value: "\u200b",
Inline: true,
})
}
return sorted
}