Files

204 lines
7.5 KiB
C#

using DSharpPlus.CommandsNext;
using DSharpPlus.CommandsNext.Attributes;
using DSharpPlus.Entities;
using Newtonsoft.Json;
using System;
using System.Collections.Generic;
using System.Net;
using System.Text.RegularExpressions;
using System.Threading.Tasks;
namespace StarsiegeBot
{
[Group("servers")]
[Description("Gives various reports on the game or master servers.")]
class GameInfo : BaseCommandModule
{
private WebServerItems _gameData;
public GameInfo()
{
Update();
Console.WriteLine("Starsiege Game Info Commands Loaded");
}
private void Update()
{
if (_gameData is null)
{
using WebClient wc = new WebClient();
string json = wc.DownloadString("https://alpha.starsiegeplayers.com/api/v1/multiplayer/servers");
_gameData = JsonConvert.DeserializeObject<WebServerItems>(json);
}
else
{
using WebClient wc = new WebClient();
string json = wc.DownloadString("https://alpha.starsiegeplayers.com/api/v1/multiplayer/servers");
WebServerItems temp = JsonConvert.DeserializeObject<WebServerItems>(json);
if (temp.RequestTime != _gameData.RequestTime)
{
_gameData = temp;
}
}
}
[GroupCommand]
public async Task Overview(CommandContext ctx)
{
Update();
// setup an exit point check.
bool exit = false;
// if its null, we're going to exit.
if (_gameData is null || _gameData.Errors is null)
{
exit = true;
}
if (exit)
{
return;
}
DiscordEmbedBuilder embed = new DiscordEmbedBuilder
{
Title = "Master|Game Server Overview",
Description = "Number of Master, and Game servers. Along with number of errors."
};
embed.AddField("Masters", _gameData.Masters.Length.ToString(), true);
embed.AddField("Games", _gameData.Games.Length.ToString(), true);
embed.AddField("Errors", _gameData.Errors.Length.ToString(), true);
await ctx.RespondAsync(embed);
}
[Command("Errors"), Aliases("e")]
[Description("Lists all the errors from the server listing.")]
public async Task ErrorsServer(CommandContext ctx)
{
Update();
// setup an exit point check.
bool exit = false;
// if its null, we're going to exit.
if (_gameData is null || _gameData.Errors is null)
{
exit = true;
}
if (exit)
{
return;
}
DiscordMessageBuilder msg = new DiscordMessageBuilder
{
Content = "Server Listing Errors:\r\n"
};
foreach (string item in _gameData.Errors)
{
msg.Content += $"{item}\r\n";
}
await ctx.RespondAsync(msg);
}
[Command("Masters"), Aliases("m")]
[Description("Gives all the master servers as a script to be improted into `master.cs`.")]
public async Task MasterServers(CommandContext ctx)
{
Update();
// setup an exit point check.
bool exit = false;
// if its null, we're going to exit.
if (_gameData is null || _gameData.Masters is null)
{
exit = true;
}
if (exit)
{
return;
}
DiscordMessageBuilder msg = new DiscordMessageBuilder
{
Content = "```csharp\r\n"
};
int count = 0;
foreach (MasterServer item in _gameData.Masters)
{
count++;
msg.Content += $"$Inet::Master{count} = \"IP:{item.Address}\";\r\n";
}
msg.Content += "```";
await ctx.RespondAsync(msg);
}
[Command("games"), Aliases("g")]
[Description("Currently: Lists games that have been started (Player dropped in). End Result: Lists all games that have a player in the server (either dropped in or not)")]
public async Task GameServers(CommandContext ctx, [Description("Number of players you want to check for. Game servers will need at least this meaning or more to be listed.")] int playerCount = 1)
{
Update();
playerCount = Math.Abs(playerCount);
// setup an exit point check.
bool exit = false;
// if its null, we're going to exit.
if (_gameData is null || _gameData.Games is null)
{
exit = true;
}
// do we need to exit?
if (exit)
{
return;
}
DiscordMessageBuilder msg = new DiscordMessageBuilder();
// we're on our way to greatness!
int count = 0;
foreach (GameServer item in _gameData.Games)
{
if (item.PlayerCount > playerCount)
// if (item.GameStatus["Started"])
{
count++;
msg.Content += $"{count} | {item.Name} | {item.PlayerCount}/{item.MaxPlayers} | {item.Address}\r\n";
}
}
if (count == 0)
{
msg.Content = "No servers matching your requirements. We're sorry";
}
await ctx.RespondAsync(msg);
}
}
class WebServerItems
{
[JsonProperty("requesttime")]
public string RequestTime { get; private set; }
[JsonProperty("errors")]
public string[] Errors { get; private set; }
[JsonProperty("masters")]
public MasterServer[] Masters { get; private set; }
[JsonProperty("games")]
public GameServer[] Games { get; private set; }
}
class MasterServer
{
[JsonProperty("address")]
public string Address { get; private set; }
[JsonProperty("CommonName")]
public string CommonName { get; private set; }
[JsonProperty("MOTD")]
public string MOTD { get; private set; }
[JsonProperty("ServerCount")]
public int ServerCount { get; private set; }
[JsonProperty("Ping")]
public int Ping { get; private set; }
}
class GameServer
{
[JsonProperty("GameName")]
public string GameName { get; private set; }
[JsonProperty("GameVersion")]
public string GameVersion { get; private set; }
[JsonProperty("Name")]
public string Name { get; private set; }
[JsonProperty("Address")]
public string Address { get; private set; }
[JsonProperty("PlayerCount")]
public int PlayerCount { get; private set; }
[JsonProperty("GameMode")]
public int GameMode { get; private set; }
[JsonProperty("MaxPlayers")]
public int MaxPlayers { get; private set; }
[JsonProperty("Ping")]
public int Ping { get; private set; }
[JsonProperty("GameStatus")]
public Dictionary<string, bool> GameStatus { get; private set; }
}
}