const User = require('./User');
const Collection = require('../util/Collection');
/**
* Represents the logged in client's Discord user
* @extends {User}
*/
class ClientUser extends User {
setup(data) {
super.setup(data);
/**
* Whether or not this account has been verified
* @type {boolean}
*/
this.verified = data.verified;
/**
* The email of this account
* @type {string}
*/
this.email = data.email;
this.localPresence = {};
this._typing = new Map();
/**
* A Collection of friends for the logged in user.
* This is only filled when using a user account.
* @type {Collection}
*/
this.friends = new Collection();
/**
* A Collection of blocked users for the logged in user.
* This is only filled when using a user account.
* @type {Collection}
*/
this.blocked = new Collection();
/**
* A Collection of notes for the logged in user.
* This is only filled when using a user account.
* @type {Collection}
*/
this.notes = new Collection();
}
edit(data) {
return this.client.rest.methods.updateCurrentUser(data);
}
/**
* Set the username of the logged in Client.
* Changing usernames in Discord is heavily rate limited, with only 2 requests
* every hour. Use this sparingly!
* @param {string} username The new username
* @param {string} [password] Current password (only for user accounts)
* @returns {Promise}
* @example
* // set username
* client.user.setUsername('discordjs')
* .then(user => console.log(`My new username is ${user.username}`))
* .catch(console.error);
*/
setUsername(username, password) {
return this.client.rest.methods.updateCurrentUser({ username }, password);
}
/**
* Changes the email for the client user's account.
* This is only available when using a user account.
* @param {string} email New email to change to
* @param {string} password Current password
* @returns {Promise}
* @example
* // set email
* client.user.setEmail('bob@gmail.com', 'some amazing password 123')
* .then(user => console.log(`My new email is ${user.email}`))
* .catch(console.error);
*/
setEmail(email, password) {
return this.client.rest.methods.updateCurrentUser({ email }, password);
}
/**
* Changes the password for the client user's account.
* This is only available when using a user account.
* @param {string} newPassword New password to change to
* @param {string} oldPassword Current password
* @returns {Promise}
* @example
* // set password
* client.user.setPassword('some new amazing password 456', 'some amazing password 123')
* .then(user => console.log('New password set!'))
* .catch(console.error);
*/
setPassword(newPassword, oldPassword) {
return this.client.rest.methods.updateCurrentUser({ password: newPassword }, oldPassword);
}
/**
* Set the avatar of the logged in Client.
* @param {BufferResolvable|Base64Resolvable} avatar The new avatar
* @returns {Promise}
* @example
* // set avatar
* client.user.setAvatar('./avatar.png')
* .then(user => console.log(`New avatar set!`))
* .catch(console.error);
*/
setAvatar(avatar) {
if (avatar.startsWith('data:')) {
return this.client.rest.methods.updateCurrentUser({ avatar });
} else {
return this.client.resolver.resolveBuffer(avatar).then(data =>
this.client.rest.methods.updateCurrentUser({ avatar: data })
);
}
}
/**
* Set the status of the logged in user.
* @param {string} status can be `online`, `idle`, `invisible` or `dnd` (do not disturb)
* @returns {Promise}
*/
setStatus(status) {
return this.setPresence({ status });
}
/**
* Set the current game of the logged in user.
* @param {string} game the game being played
* @param {string} [streamingURL] an optional URL to a twitch stream, if one is available.
* @returns {Promise}
*/
setGame(game, streamingURL) {
return this.setPresence({ game: {
name: game,
url: streamingURL,
} });
}
/**
* Set/remove the AFK flag for the current user.
* @param {boolean} afk whether or not the user is AFK.
* @returns {Promise}
*/
setAFK(afk) {
return this.setPresence({ afk });
}
/**
* Fetches messages that mentioned the client's user
* @param {Object} [options] Options for the fetch
* @param {number} [options.limit=25] Maximum number of mentions to retrieve
* @param {boolean} [options.roles=true] Whether to include role mentions
* @param {boolean} [options.everyone=true] Whether to include everyone/here mentions
* @param {Guild|string} [options.guild] Limit the search to a specific guild
* @returns {Promise}
*/
fetchMentions(options = { limit: 25, roles: true, everyone: true, guild: null }) {
return this.client.rest.methods.fetchMentions(options);
}
/**
* Send a friend request
* This is only available when using a user account.
* @param {UserResolvable} user The user to send the friend request to.
* @returns {Promise} The user the friend request was sent to.
*/
addFriend(user) {
user = this.client.resolver.resolveUser(user);
return this.client.rest.methods.addFriend(user);
}
/**
* Remove a friend
* This is only available when using a user account.
* @param {UserResolvable} user The user to remove from your friends
* @returns {Promise} The user that was removed
*/
removeFriend(user) {
user = this.client.resolver.resolveUser(user);
return this.client.rest.methods.removeFriend(user);
}
/**
* Creates a guild
* This is only available when using a user account.
* @param {string} name The name of the guild
* @param {string} region The region for the server
* @param {BufferResolvable|Base64Resolvable} [icon=null] The icon for the guild
* @returns {Promise} The guild that was created
*/
createGuild(name, region, icon = null) {
if (!icon) return this.client.rest.methods.createGuild({ name, icon, region });
if (icon.startsWith('data:')) {
return this.client.rest.methods.createGuild({ name, icon, region });
} else {
return this.client.resolver.resolveBuffer(icon).then(data =>
this.client.rest.methods.createGuild({ name, icon: data, region })
);
}
}
/**
* Set the full presence of the current user.
* @param {Object} data the data to provide
* @returns {Promise}
*/
setPresence(data) {
// {"op":3,"d":{"status":"dnd","since":0,"game":null,"afk":false}}
return new Promise(resolve => {
let status = this.localPresence.status || this.presence.status;
let game = this.localPresence.game;
let afk = this.localPresence.afk || this.presence.afk;
if (!game && this.presence.game) {
game = {
name: this.presence.game.name,
type: this.presence.game.type,
url: this.presence.game.url,
};
}
if (data.status) {
if (typeof data.status !== 'string') throw new TypeError('Status must be a string');
status = data.status;
}
if (data.game) {
game = data.game;
if (game.url) game.type = 1;
}
if (typeof data.afk !== 'undefined') afk = data.afk;
afk = Boolean(afk);
this.localPresence = { status, game, afk };
this.localPresence.since = 0;
this.localPresence.game = this.localPresence.game || null;
this.client.ws.send({
op: 3,
d: this.localPresence,
});
this.client._setPresence(this.id, this.localPresence);
resolve(this);
});
}
}
module.exports = ClientUser;