const { SlashCommandBuilder } = require('@discordjs/builders'); const noblox = require("noblox.js"); const { cookies, commands, gamePlaces } = require("../config/config.js"); const { getAssetInfo, buyModel, getCurrentUser, validateMapAsset, getValidationMessage } = require("../common.js"); /** * @param {import('discord.js').ChatInputCommandInteraction} interaction */ async function execute(interaction) { const game = interaction.options.getString("game", true); const cookie = cookies[game]; if (cookie === undefined) { await interaction.editReply("🚫 Invalid game specified!"); return; } const id = interaction.options.getInteger("asset_id", true); noblox.setCookie(cookie, false); let alreadyOwned; try { // Check if the bot already owns this asset alreadyOwned = await noblox.getOwnership(await getCurrentUser(), id, "Asset"); } catch (error) { if (error.message !== "400 The specified Asset does not exist!") { throw error; } await interaction.editReply(`🚫 This asset does not exist (id: \`${id}\`).`); return; } // Validate that this is a model const assetInfo = await getAssetInfo(id); if (assetInfo.status === 404) { await interaction.editReply(`🚫 This [model]() (id: \`${id}\`) is off sale. Please configure it to be on sale (Configure -> Distribute on Creator Store). Alternatively, the provided ID may not actually be a model.`); return; } if (assetInfo.status < 200 || assetInfo.status >= 300) { await interaction.editReply(`🚫 Something unexpected went wrong trying to retrive info about the model (id: \`${id}\`).`); return; } if (assetInfo.forSale === false) { await interaction.editReply(`🚫 This [model]() (id: \`${id}\`) is off sale. Please configure it to be on sale (Configure -> Distribute on Creator Store).`); return; } if (!assetInfo.isModel) { await interaction.editReply(`🚫 This asset (id: \`${id}\`) is not a model. Your map must be a model.`); return; } if (!assetInfo.isFree) { await interaction.editReply(`🚫 This [model]() (id: \`${id}\`) is not free. Please change the price to be free.`); return; } // Kick off the buy request let buyPromise; if (!alreadyOwned) { buyPromise = buyModel(id); } // Validate and send the validation result const validation = await validateMapAsset(id, game); const msg = getValidationMessage(validation, game, false); await interaction.editReply(msg); if (alreadyOwned) { // Unicode is for the information emoji [i] await interaction.followUp(`\u2139\uFE0F The ${game} maptest bot already has this model, so no action was taken.`); return; } // Make sure the buy request is done const success = await buyPromise; if (!success) { await interaction.followUp(`🚫 Something went wrong when trying to buy the [model]() (id: \`${id}\`).`); return; } await interaction.followUp( ` Now that your [map (id: ${id})]() has been taken by the bot you can load it into the [${game} maptest place](<${gamePlaces[game]}>). To load your map, join the game and do \`!map ${id}\`. If your map successfully loaded, do \`!rtv\` and then choose your map. Otherwise, you can expand the chat to view the full error message by clicking and dragging on the edge of the chat. ` ); } module.exports = { data: new SlashCommandBuilder() .setName('take') .setDescription('Takes an asset ID') .addStringOption(option => option.setName("game") .setDescription("Select the maptest game") .setRequired(true) .addChoices(...commands)) .addIntegerOption(option => option.setName("asset_id") .setDescription("The asset ID of the model") .setRequired(true)) , execute };