first commit
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4
events/error.js
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4
events/error.js
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const logger = require("../modules/Logger.js");
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module.exports = async (client, error) => {
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logger.log(`An error event was sent by Discord.js: \n${JSON.stringify(error)}`, "error");
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};
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6
events/guildCreate.js
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6
events/guildCreate.js
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const logger = require("../modules/Logger.js");
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// This event executes when a new guild (server) is joined.
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module.exports = (client, guild) => {
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logger.log(`[GUILD JOIN] ${guild.id} added the bot. Owner: ${guild.ownerId}`);
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};
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16
events/guildDelete.js
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16
events/guildDelete.js
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const logger = require("../modules/Logger.js");
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const { settings } = require("../modules/settings.js");
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// This event executes when a new guild (server) is left.
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module.exports = (client, guild) => {
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if (!guild.available) return; // If there is an outage, return.
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logger.log(`[GUILD LEAVE] ${guild.id} removed the bot.`);
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// If the settings Enmap contains any guild overrides, remove them.
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// No use keeping stale data!
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if (settings.has(guild.id)) {
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settings.delete(guild.id);
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}
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};
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17
events/guildMemberAdd.js
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17
events/guildMemberAdd.js
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const { getSettings } = require("../modules/functions.js");
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// This event executes when a new member joins a server. Let's welcome them!
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module.exports = (client, member) => {
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// Load the guild's settings
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const settings = getSettings(member.guild);
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// If welcome is off, don't proceed (don't welcome the user)
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if (settings.welcomeEnabled !== "true") return;
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// Replace the placeholders in the welcome message with actual data
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const welcomeMessage = settings.welcomeMessage.replace("{{user}}", member.user.tag);
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// Send the welcome message to the welcome channel
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// There's a place for more configs here.
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member.guild.channels.cache.find(c => c.name === settings.welcomeChannel).send(welcomeMessage).catch(console.error);
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};
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54
events/interactionCreate.js
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54
events/interactionCreate.js
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const logger = require("../modules/Logger.js");
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const { getSettings, permlevel } = require("../modules/functions.js");
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const config = require("../config.js");
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module.exports = async (client, interaction) => {
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// If it's not a command, stop.
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if (!interaction.isCommand()) return;
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// Grab the settings for this server from Enmap.
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// If there is no guild, get default conf (DMs)
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const settings = interaction.settings = getSettings(interaction.guild);
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// Get the user or member's permission level from the elevation
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const level = permlevel(interaction);
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// Grab the command data from the client.container.slashcmds Collection
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const cmd = client.container.slashcmds.get(interaction.commandName);
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// If that command doesn't exist, silently exit and do nothing
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if (!cmd) return;
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// Since the permission system from Discord is rather limited in regarding to
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// Slash Commands, we'll just utilise our permission checker.
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if (level < client.container.levelCache[cmd.conf.permLevel]) {
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// Due to the nature of interactions we **must** respond to them otherwise
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// they will error out because we didn't respond to them.
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return await interaction.reply({
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content: `This command can only be used by ${cmd.conf.permLevel}'s only`,
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// This will basically set the ephemeral response to either announce
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// to everyone, or just the command executioner. But we **HAVE** to
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// respond.
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ephemeral: settings.systemNotice !== "true"
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});
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}
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// If everything checks out, run the command
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try {
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await cmd.run(client, interaction);
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logger.log(`${config.permLevels.find(l => l.level === level).name} ${interaction.user.id} ran slash command ${interaction.commandName}`, "cmd");
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} catch (e) {
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console.error(e);
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if (interaction.replied)
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interaction.followUp({ content: `There was a problem with your request.\n\`\`\`${e.message}\`\`\``, ephemeral: true })
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.catch(e => console.error("An error occurred following up on an error", e));
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else
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if (interaction.deferred)
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interaction.editReply({ content: `There was a problem with your request.\n\`\`\`${e.message}\`\`\``, ephemeral: true })
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.catch(e => console.error("An error occurred following up on an error", e));
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else
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interaction.reply({ content: `There was a problem with your request.\n\`\`\`${e.message}\`\`\``, ephemeral: true })
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.catch(e => console.error("An error occurred replying on an error", e));
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}
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};
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90
events/messageCreate.js
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90
events/messageCreate.js
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const logger = require("../modules/Logger.js");
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const { getSettings, permlevel } = require("../modules/functions.js");
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const config = require("../config.js");
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// The MESSAGE event runs anytime a message is received
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// Note that due to the binding of client to every event, every event
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// goes `client, other, args` when this function is run.
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module.exports = async (client, message) => {
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// Grab the container from the client to reduce line length.
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const { container } = client;
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// It's good practice to ignore other bots. This also makes your bot ignore itself
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// and not get into a spam loop (we call that "botception").
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if (message.author.bot) return;
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// Grab the settings for this server from Enmap.
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// If there is no guild, get default conf (DMs)
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const settings = message.settings = getSettings(message.guild);
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// Checks if the bot was mentioned via regex, with no message after it,
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// returns the prefix. The reason why we used regex here instead of
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// message.mentions is because of the mention prefix later on in the
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// code, would render it useless.
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const prefixMention = new RegExp(`^<@!?${client.user.id}> ?$`);
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if (message.content.match(prefixMention)) {
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return message.reply(`My prefix on this guild is \`${settings.prefix}\``);
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}
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// It's also good practice to ignore any and all messages that do not start
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// with our prefix, or a bot mention.
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const prefix = new RegExp(`^<@!?${client.user.id}> |^\\${settings.prefix}`).exec(message.content);
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// This will return and stop the code from continuing if it's missing
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// our prefix (be it mention or from the settings).
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if (!prefix) return;
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// Here we separate our "command" name, and our "arguments" for the command.
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// e.g. if we have the message "+say Is this the real life?" , we'll get the following:
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// command = say
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// args = ["Is", "this", "the", "real", "life?"]
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const args = message.content.slice(prefix[0].length).trim().split(/ +/g);
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const command = args.shift().toLowerCase();
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// If the member on a guild is invisible or not cached, fetch them.
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if (message.guild && !message.member) await message.guild.members.fetch(message.author);
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// Get the user or member's permission level from the elevation
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const level = permlevel(message);
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// Check whether the command, or alias, exist in the collections defined
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// in app.js.
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const cmd = container.commands.get(command) || container.commands.get(container.aliases.get(command));
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// using this const varName = thing OR otherThing; is a pretty efficient
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// and clean way to grab one of 2 values!
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if (!cmd) return;
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// Some commands may not be useable in DMs. This check prevents those commands from running
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// and return a friendly error message.
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if (cmd && !message.guild && cmd.conf.guildOnly)
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return message.channel.send("This command is unavailable via private message. Please run this command in a guild.");
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if (!cmd.conf.enabled) return;
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if (level < container.levelCache[cmd.conf.permLevel]) {
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if (settings.systemNotice === "true") {
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return message.channel.send(`You do not have permission to use this command.
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Your permission level is ${level} (${config.permLevels.find(l => l.level === level).name})
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This command requires level ${container.levelCache[cmd.conf.permLevel]} (${cmd.conf.permLevel})`);
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} else {
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return;
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}
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}
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// To simplify message arguments, the author's level is now put on level (not member so it is supported in DMs)
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// The "level" command module argument will be deprecated in the future.
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message.author.permLevel = level;
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message.flags = [];
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while (args[0] && args[0][0] === "-") {
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message.flags.push(args.shift().slice(1));
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}
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// If the command exists, **AND** the user has permission, run it.
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try {
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await cmd.run(client, message, args, level);
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logger.log(`${config.permLevels.find(l => l.level === level).name} ${message.author.id} ran command ${cmd.help.name}`, "cmd");
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} catch (e) {
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console.error(e);
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message.channel.send({ content: `There was a problem with your request.\n\`\`\`${e.message}\`\`\`` })
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.catch(e => console.error("An error occurred replying on an error", e));
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}
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};
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9
events/ready.js
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9
events/ready.js
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const logger = require("../modules/Logger.js");
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const { getSettings } = require("../modules/functions.js");
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module.exports = async client => {
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// Log that the bot is online.
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logger.log(`${client.user.tag}, ready to serve ${client.guilds.cache.map(g => g.memberCount).reduce((a, b) => a + b)} users in ${client.guilds.cache.size} servers.`, "ready");
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// Make the bot "play the game" which is the help command with default prefix.
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client.user.setActivity(`${getSettings("default").prefix}help`, { type: "PLAYING" });
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};
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