Files
discord.js/src/structures/Guild.js

637 lines
18 KiB
JavaScript

const User = require('./User');
const GuildMember = require('./GuildMember');
const Constants = require('../util/Constants');
const cloneObject = require('../util/CloneObject');
const Role = require('./Role');
const Collection = require('../util/Collection');
const Emoji = require('./Emoji');
function arraysEqual(a, b) {
if (a === b) return true;
if (a.length !== b.length) return false;
for (const itemInd in a) {
const item = a[itemInd];
const ind = b.indexOf(item);
if (ind) {
b.splice(ind, 1);
}
}
return b.length === 0;
}
/**
* Represents a Guild (or a Server) on Discord.
*/
class Guild {
constructor(client, data) {
/**
* The Client that created the instance of the the Guild.
* @type {Client}
*/
this.client = client;
/**
* A Collection of members that are in this Guild. The key is the member's ID, the value is the member.
* @type {Collection<string, GuildMember>}
*/
this.members = new Collection();
/**
* A Collection of channels that are in this Guild. The key is the channel's ID, the value is the channel.
* @type {Collection<string, GuildChannel>}
*/
this.channels = new Collection();
/**
* A Collection of roles that are in this Guild. The key is the role's ID, the value is the role.
* @type {Collection<string, Role>}
*/
this.roles = new Collection();
if (!data) {
return;
}
if (data.unavailable) {
/**
* Whether the Guild is available to access. If it is not available, it indicates a server outage.
* @type {boolean}
*/
this.available = false;
/**
* The Unique ID of the Guild, useful for comparisons.
* @type {string}
*/
this.id = data.id;
} else {
this.available = true;
this.setup(data);
}
}
_checkChunks() {
if (this._fetchWaiter) {
if (this.members.size === this.memberCount) {
this._fetchWaiter(this);
this._fetchWaiter = null;
}
}
}
_addMember(guildUser, noEvent) {
if (!(guildUser.user instanceof User)) {
guildUser.user = this.client.dataManager.newUser(guildUser.user);
}
guildUser.joined_at = guildUser.joined_at || 0;
const member = new GuildMember(this, guildUser);
this.members.set(member.id, member);
if (this._rawVoiceStates && this._rawVoiceStates.get(member.user.id)) {
const voiceState = this._rawVoiceStates.get(member.user.id);
member.serverMute = voiceState.mute;
member.serverDeaf = voiceState.deaf;
member.selfMute = voiceState.self_mute;
member.selfDeaf = voiceState.self_deaf;
member.voiceSessionID = voiceState.session_id;
member.voiceChannelID = voiceState.channel_id;
this.channels.get(voiceState.channel_id).members.set(member.user.id, member);
}
/**
* Emitted whenever a user joins a guild.
*
* @event Client#guildMemberAdd
* @param {Guild} guild the guild that the user has joined
* @param {GuildMember} member the member that has joined
*/
if (this.client.ws.status === Constants.Status.READY && !noEvent) {
this.client.emit(Constants.Events.GUILD_MEMBER_ADD, this, member);
}
this._checkChunks();
return member;
}
_updateMember(member, data) {
const oldMember = cloneObject(member);
if (data.roles) {
member._roles = data.roles;
} else {
member.nickname = data.nick;
}
const notSame = (
member.nickname !== oldMember.nickname &&
!arraysEqual(member._roles, oldMember._roles)
);
if (this.client.ws.status === Constants.Status.READY && notSame) {
/**
* Emitted whenever a Guild Member changes - i.e. new role, removed role, nickname
*
* @event Client#guildMemberUpdate
* @param {Guild} guild the guild that the update affects
* @param {GuildMember} oldMember the member before the update
* @param {GuildMember} newMember the member after the update
*/
this.client.emit(Constants.Events.GUILD_MEMBER_UPDATE, this, oldMember, member);
}
return {
old: oldMember,
mem: member,
};
}
_removeMember(guildMember) {
this.members.delete(guildMember.id);
this._checkChunks();
}
/**
* When concatenated with a string, this automatically concatenates the Guild's name instead of the Guild object.
* @returns {string}
* @example
* // logs: Hello from My Guild!
* console.log(`Hello from ${guild}!`);
* @example
* // logs: Hello from My Guild!
* console.log(`Hello from ' + guild + '!');
*/
toString() {
return this.name;
}
/**
* Returns the GuildMember form of a User object, if the User is present in the guild.
* @param {UserResolvable} user the user that you want to obtain the GuildMember of.
* @returns {GuildMember|null}
* @example
* // get the guild member of a user
* const member = guild.member(message.author);
*/
member(user) {
return this.client.resolver.resolveGuildMember(this, user);
}
/**
* Whether this Guild equals another Guild. It compares all properties, so for most operations
* it is advisable to just compare `guild.id === guild2.id` as it is much faster and is often
* what most users need.
* @param {Guild} guild the guild to compare
* @returns {boolean}
*/
equals(data) {
let base =
data &&
this.id === data.id &&
this.available === !data.unavailable &&
this.splash === data.splash &&
this.region === data.region &&
this.name === data.name &&
this.memberCount === data.member_count &&
this.large === data.large &&
this.icon === data.icon &&
arraysEqual(this.features, data.features) &&
this.ownerID === data.owner_id &&
this.verificationLevel === data.verification_level &&
this.embedEnabled === data.embed_enabled;
if (base) {
if (this.embedChannel) {
if (this.embedChannel.id !== data.embed_channel_id) {
base = false;
}
} else if (data.embed_channel_id) {
base = false;
}
}
return base;
}
_memberSpeakUpdate(user, speaking) {
const member = this.members.get(user);
if (member && member.speaking !== speaking) {
member.speaking = speaking;
/**
* Emitted once a Guild Member starts/stops speaking
* @event Client#guildMemberSpeaking
* @param {GuildMember} member the member that started/stopped speaking
* @param {boolean} speaking whether or not the member is speaking
*/
this.client.emit(Constants.Events.GUILD_MEMBER_SPEAKING, member, speaking);
}
}
/**
* Sets up the Guild
* @param {*} data
* @returns {void}
* @private
*/
setup(data) {
this.id = data.id;
this.available = !data.unavailable;
/**
* The hash of the guild splash image, or null if no splash (VIP only)
* @type {?string}
*/
this.splash = data.splash;
/**
* The region the guild is located in
* @type {string}
*/
this.region = data.region;
/**
* The name of the guild
* @type {string}
*/
this.name = data.name;
/**
* The full amount of members in this Guild as of `READY`
* @type {number}
*/
this.memberCount = data.member_count;
/**
* Whether the guild is "large" (has more than 250 members)
* @type {boolean}
*/
this.large = data.large;
this._joinDate = new Date(data.joined_at).getTime();
/**
* The hash of the guild icon, or null if there is no icon.
* @type {?string}
*/
this.icon = data.icon;
/**
* An array of guild features.
* @type {Array<Object>}
*/
this.features = data.features;
/**
* An array of guild emojis.
* @type {Array<Object>}
*/
this.emojis = new Collection();
for (const emoji of data.emojis) {
this.emojis.set(emoji.id, new Emoji(this, emoji));
}
/**
* The time in seconds before a user is counted as "away from keyboard".
* @type {?number}
*/
this.afkTimeout = data.afk_timeout;
/**
* The ID of the voice channel where AFK members are moved.
* @type {?string}
*/
this.afkChannelID = data.afk_channel_id;
/**
* Whether embedded images are enabled on this guild.
* @type {boolean}
*/
this.embedEnabled = data.embed_enabled;
/**
* The verification level of the guild.
* @type {number}
*/
this.verificationLevel = data.verification_level;
this.features = data.features || [];
if (data.members) {
this.members.clear();
for (const guildUser of data.members) {
this._addMember(guildUser);
}
}
if (data.owner_id) {
this.ownerID = data.owner_id;
}
if (data.channels) {
this.channels.clear();
for (const channel of data.channels) {
this.client.dataManager.newChannel(channel, this);
}
}
if (data.roles) {
this.roles.clear();
for (const role of data.roles) {
const newRole = new Role(this, role);
this.roles.set(newRole.id, newRole);
}
}
if (data.presences) {
for (const presence of data.presences) {
const user = this.client.users.get(presence.user.id);
if (user) {
user.status = presence.status;
user.game = presence.game;
}
}
}
this._rawVoiceStates = new Collection();
if (data.voice_states) {
for (const voiceState of data.voice_states) {
this._rawVoiceStates.set(voiceState.user_id, voiceState);
const member = this.members.get(voiceState.user_id);
if (member) {
member.serverMute = voiceState.mute;
member.serverDeaf = voiceState.deaf;
member.selfMute = voiceState.self_mute;
member.selfDeaf = voiceState.self_deaf;
member.voiceSessionID = voiceState.session_id;
member.voiceChannelID = voiceState.channel_id;
this.channels.get(voiceState.channel_id).members.set(member.user.id, member);
}
}
}
}
/**
* The date at which the logged-in client joined the guild.
* @type {Date}
*/
get joinDate() {
return new Date(this._joinDate);
}
/**
* Creates a new Channel in the Guild.
* @param {string} name the name of the new channel.
* @param {string} type the type of the new channel, either `text` or `voice`.
* @returns {Promise<TextChannel|VoiceChannel, Error>}
* @example
* // create a new text channel
* guild.createChannel('new general', 'text')
* .then(channel => console.log(`Created new channel ${channel}`))
* .catch(console.log);
*/
createChannel(name, type) {
return this.client.rest.methods.createChannel(this, name, type);
}
/**
* Creates a new role in the guild, as of now this is just a blank role.
* @returns {Promise<Role, Error>}
* @example
* // create a new role
* guild.createRole()
* .then(role => console.log(`Created role ${role}`))
* .catch(console.log);
*/
createRole() {
return this.client.rest.methods.createGuildRole(this);
}
/**
* Causes the Client to leave the guild.
* @returns {Promise<Guild, Error>}
* @example
* // leave a guild
* guild.leave()
* .then(g => console.log(`Left the guild ${g}`))
* .catch(console.log);
*/
leave() {
return this.client.rest.methods.leaveGuild(this);
}
/**
* Causes the Client to delete the guild.
* @returns {Promise<Guild, Error>}
* @example
* // delete a guild
* guild.delete()
* .then(g => console.log(`Deleted the guild ${g}`))
* .catch(console.log);
*/
delete() {
return this.client.rest.methods.deleteGuild(this);
}
/**
* Updates the Guild with new information - e.g. a new name.
* @param {GuildEditData} data the data to update the guild with.
* @returns {Promise<Guild, Error>}
* @example
* // set the guild name and region
* guild.edit({
* name: 'Discord Guild',
* region: 'london',
* })
* .then(updated => console.log(`New guild name ${updated.name} in region ${updated.region}`))
* .catch(console.log);
*/
edit(data) {
return this.client.rest.methods.updateGuild(this, data);
}
/**
* Edit the name of the Guild.
* @param {string} name the new name of the Guild.
* @returns {Promise<Guild, Error>}
* @example
* // edit the guild name
* guild.setName('Discord Guild')
* .then(updated => console.log(`Updated guild name to ${guild.name}`))
* .catch(console.log);
*/
setName(name) {
return this.edit({ name });
}
/**
* Edit the region of the Guild.
* @param {Region} region the new region of the guild.
* @returns {Promise<Guild, Error>}
* @example
* // edit the guild region
* guild.setRegion('london')
* .then(updated => console.log(`Updated guild region to ${guild.region}`))
* .catch(console.log);
*/
setRegion(region) {
return this.edit({ region });
}
/**
* Edit the verification level of the Guild.
* @param {VerificationLevel} verificationLevel the new verification level of the guild.
* @returns {Promise<Guild, Error>}
* @example
* // edit the guild verification level
* guild.setVerificationLevel(1)
* .then(updated => console.log(`Updated guild verification level to ${guild.verificationLevel}`))
* .catch(console.log);
*/
setVerificationLevel(verificationLevel) {
return this.edit({ verificationLevel });
}
/**
* Edit the AFK channel of the Guild.
* @param {GuildChannelResolvable} afkChannel the new AFK channel.
* @returns {Promise<Guild, Error>}
* @example
* // edit the guild AFK channel
* guild.setAFKChannel(channel)
* .then(updated => console.log(`Updated guild AFK channel to ${guild.afkChannel}`))
* .catch(console.log);
*/
setAFKChannel(afkChannel) {
return this.edit({ afkChannel });
}
/**
* Edit the AFK timeout of the Guild.
* @param {number} afkTimeout the time in seconds that a user must be idle to be considered AFK.
* @returns {Promise<Guild, Error>}
* @example
* // edit the guild AFK channel
* guild.setAFKTimeout(60)
* .then(updated => console.log(`Updated guild AFK timeout to ${guild.afkTimeout}`))
* .catch(console.log);
*/
setAFKTimeout(afkTimeout) {
return this.edit({ afkTimeout });
}
/**
* Set a new Guild Icon.
* @param {Base64Resolvable} icon the new icon of the guild.
* @returns {Promise<Guild, Error>}
* @example
* // edit the guild icon
* guild.setIcon(fs.readFileSync('./icon.png'))
* .then(updated => console.log('Updated the guild icon'))
* .catch(console.log);
*/
setIcon(icon) {
return this.edit({ icon });
}
/**
* Sets a new owner of the Guild.
* @param {GuildMemberResolvable} owner the new owner of the Guild.
* @returns {Promise<Guild, Error>}
* @example
* // edit the guild owner
* guild.setOwner(guilds.members[0])
* .then(updated => console.log(`Updated the guild owner to ${updated.owner.username}`))
* .catch(console.log);
*/
setOwner(owner) {
return this.edit({ owner });
}
/**
* Set a new Guild Splash Logo.
* @param {Base64Resolvable} splash the new splash screen of the guild.
* @returns {Promise<Guild, Error>}
* @example
* // edit the guild splash
* guild.setIcon(fs.readFileSync('./splash.png'))
* .then(updated => console.log('Updated the guild splash'))
* .catch(console.log);
*/
setSplash(splash) {
return this.edit({ splash });
}
/**
* Unbans a member from the Guild
* @param {UserResolvable} member the member to unban
* @returns {Promise<User, Error>}
* @example
* // unban a member
* guild.unban('123123123123')
* .then(user => console.log(`Unbanned ${user.username} from ${guild.name}`))
* .catch(reject);
*/
unban(member) {
return this.client.rest.methods.unbanGuildMember(this, member);
}
/**
* Fetch a Collection of banned users in this Guild.
* @returns {Promise<Collection<string, User>, Error>}
*/
fetchBans() {
return this.client.rest.methods.getGuildBans(this);
}
/**
* Fetch a Collection of invites to this Guild. Resolves with a Collection mapping invites by their codes.
* @returns {Promise<Collection<string, Invite>, Error>}
*/
fetchInvites() {
return this.client.rest.methods.getGuildInvites(this);
}
/**
* Fetches all the members in the Guild, even if they are offline. If the Guild has less than 250 members,
* this should not be necessary.
* @param {string} [query=''] An optional query to provide when fetching members
* @returns {Promise<Guild, Error>}
*/
fetchMembers(query = '') {
return new Promise((resolve, reject) => {
if (this._fetchWaiter) {
throw new Error('already fetching guild members');
}
if (this.memberCount === this.members.size) {
return resolve(this);
}
this._fetchWaiter = resolve;
this.client.ws.send({
op: Constants.OPCodes.REQUEST_GUILD_MEMBERS,
d: {
guild_id: this.id,
query,
limit: 0,
},
});
this._checkChunks();
this.client.setTimeout(() => reject(new Error('members not here in time')), 120 * 1000);
});
}
/**
* Gets the URL to this guild's icon (if it has one, otherwise it returns null)
* @type {?string}
* @readonly
*/
get iconURL() {
if (!this.icon) {
return null;
}
return Constants.Endpoints.guildIcon(this.id, this.icon);
}
/**
* The owner of the Guild
* @type {GuildMember}
* @readonly
*/
get owner() {
return this.members.get(this.ownerID);
}
sync() {
return this.client.ws.send({
op: 12,
d: [this.id],
});
}
}
module.exports = Guild;