Files
discord.js/src/structures/Guild.js
2016-09-07 23:12:36 -04:00

667 lines
19 KiB
JavaScript

const User = require('./User');
const Role = require('./Role');
const Emoji = require('./Emoji');
const GuildMember = require('./GuildMember');
const Constants = require('../util/Constants');
const Collection = require('../util/Collection');
const cloneObject = require('../util/CloneObject');
const arraysEqual = require('../util/ArraysEqual');
/**
* Represents a Guild (or a Server) on Discord.
* <info>It's recommended to see if a guild is available before performing operations or reading data from it. You can
* check this with `guild.available`.</info>
*/
class Guild {
constructor(client, data) {
/**
* The Client that created the instance of the the Guild.
* @type {Client}
*/
this.client = client;
Object.defineProperty(this, 'client', { enumerable: false, configurable: false });
/**
* 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);
}
}
/**
* Sets up the Guild
* @param {*} data The raw data of the guild
* @private
*/
setup(data) {
/**
* The name of the guild
* @type {string}
*/
this.name = data.name;
/**
* The hash of the guild icon, or null if there is no icon.
* @type {?string}
*/
this.icon = data.icon;
/**
* 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 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;
/**
* An array of guild features.
* @type {Object[]}
*/
this.features = data.features;
/**
* An array of guild emojis.
* @type {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.id = data.id;
this.available = !data.unavailable;
this.features = data.features || [];
this._joinDate = new Date(data.joined_at).getTime();
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 time the guild was created
* @readonly
* @type {Date}
*/
get creationDate() {
return new Date((this.id / 4194304) + 1420070400000);
}
/**
* The date at which the logged-in client joined the guild.
* @type {Date}
*/
get joinDate() {
return new Date(this._joinDate);
}
/**
* 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);
}
/**
* The `#general` GuildChannel of the server.
* @type {GuildChannel}
* @readonly
*/
get defaultChannel() {
return this.channels.get(this.id);
}
/**
* Updates the Guild with new information - e.g. a new name.
* @param {GuildEditData} data The data to update the guild with
* @returns {Promise<Guild>}
* @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>}
* @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>}
* @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>}
* @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>}
* @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>}
* @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>}
* @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>}
* @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>}
* @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 });
}
/**
* 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}
* @example
* // get the guild member of a user
* const member = guild.member(message.author);
*/
member(user) {
return this.client.resolver.resolveGuildMember(this, user);
}
/**
* Bans a user from the guild.
* @param {UserResolvable} user The user to ban
* @param {number} [deleteDays=0] The amount of days worth of messages from this user that should
* also be deleted. Between `0` and `7`.
* @returns {Promise<GuildMember|User>}
* @example
* // ban a user
* guild.ban('123123123123');
*/
ban(user, deleteDays = 0) {
return this.client.rest.methods.banGuildMember(this, user, deleteDays);
}
/**
* Unbans a user from the Guild.
* @param {UserResolvable} user The user to unban
* @returns {Promise<User>}
* @example
* // unban a user
* guild.unban('123123123123')
* .then(user => console.log(`Unbanned ${user.username} from ${guild.name}`))
* .catch(reject);
*/
unban(user) {
return this.client.rest.methods.unbanGuildMember(this, user);
}
/**
* Fetch a Collection of banned users in this Guild.
* @returns {Promise<Collection<string, User>>}
*/
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>>}
*/
fetchInvites() {
return this.client.rest.methods.getGuildInvites(this);
}
/**
* Fetch a single guild member from a user.
* @param {UserResolvable} user The user to fetch the member for
* @returns {Promise<GuildMember>}
*/
fetchMember(user) {
if (this._fetchWaiter) return Promise.reject(new Error('already fetching guild members'));
user = this.client.resolver.resolveUser(user);
if (!user) return Promise.reject(new Error('user is not cached'));
if (this.members.has(user.id)) return Promise.resolve(this.members.get(user.id));
return this.client.rest.methods.getGuildMember(this, user);
}
/**
* 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>}
*/
fetchMembers(query = '') {
return new Promise((resolve, reject) => {
if (this._fetchWaiter) throw new Error('already fetching guild members');
if (this.memberCount === this.members.size) {
resolve(this);
return;
}
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);
});
}
/**
* 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>}
* @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, and optionally updates it with the given information.
* @param {RoleData} [data] The data to update the role with
* @returns {Promise<Role>}
* @example
* // create a new role
* guild.createRole()
* .then(role => console.log(`Created role ${role}`))
* .catch(console.log);
* @example
* // create a new role with data
* guild.createRole({ name: 'Super Cool People' })
* .then(role => console.log(`Created role ${role}`))
* .catch(console.log)
*/
createRole(data) {
const create = this.client.rest.methods.createGuildRole(this);
if (!data) return create;
return create.then(role => role.edit(data));
}
/**
* Causes the Client to leave the guild.
* @returns {Promise<Guild>}
* @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>}
* @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);
}
/**
* Syncs this guild (already done automatically every 30 seconds). Only applicable to user accounts.
*/
sync() {
if (!this.client.user.bot) this.client.syncGuilds([this]);
}
/**
* 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(guild) {
let equal =
guild &&
this.id === guild.id &&
this.available === !guild.unavailable &&
this.splash === guild.splash &&
this.region === guild.region &&
this.name === guild.name &&
this.memberCount === guild.member_count &&
this.large === guild.large &&
this.icon === guild.icon &&
arraysEqual(this.features, guild.features) &&
this.ownerID === guild.owner_id &&
this.verificationLevel === guild.verification_level &&
this.embedEnabled === guild.embed_enabled;
if (equal) {
if (this.embedChannel) {
if (this.embedChannel.id !== guild.embed_channel_id) equal = false;
} else if (guild.embed_channel_id) {
equal = false;
}
}
return equal;
}
/**
* 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;
}
_addMember(guildUser, emitEvent = true) {
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 && emitEvent) {
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();
}
_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);
}
}
_checkChunks() {
if (this._fetchWaiter) {
if (this.members.size === this.memberCount) {
this._fetchWaiter(this);
this._fetchWaiter = null;
}
}
}
}
module.exports = Guild;