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main.js
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123 lines (108 loc) · 3.9 KB
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const { Client, Intents } = require("discord.js");
const { createAudioPlayer, AudioPlayerStatus } = require("@discordjs/voice");
require("dotenv").config();
const { playAudio, stopAudio } = require("./playFunctionality");
const { sendMessage } = require("./clientFunctionality");
const client = new Client({
intents: [
Intents.FLAGS.GUILD_MESSAGES,
Intents.FLAGS.GUILDS,
Intents.FLAGS.GUILD_VOICE_STATES,
],
});
const PREFIX = "!";
let servers = {};
client.on("ready", () => {
console.log(`Ready! - ${client.user.username}`);
});
client.on("messageCreate", (message) => {
if (message.author.bot) return;
if (message.content.startsWith(PREFIX)) {
const args = message.content.slice(PREFIX.length).split(/ +/);
const command = args.shift().toLowerCase();
if (command === "play") {
if (!isValid(message, args)) return;
const player = createAudioPlayer();
player.on("error", (error) => {
console.error("Error:", error.message);
});
if (!servers[message.guildId]) servers[message.guildId] = { queue: [] };
if (!servers[message.guildId].player)
servers[message.guildId].player = player;
let server = servers[message.guildId];
if (server.queue.length === 0) {
server.queue.push(args);
playAudio(message, servers);
} else {
sendMessage("Queued In Position " + server.queue.length, message);
server.queue.push(args);
}
}
if (command === "disconnect") {
if (servers[message.guildId]) stopAudio(message, servers);
else sendMessage("I'm Not Currently Playing Anything", message);
}
if (command === "pause") {
let server = servers[message.guildId];
if (server) {
//IT WILL STAY IN THE SERVER FOREVER IF IT IS PAUSED, FIX THIS
if (server.queue.length > 0) {
server.player.pause();
sendMessage("Taking A Quick Break", message);
setTimeout(() => {
if (server.player.state.status === AudioPlayerStatus.Paused) {
console.log("DESTROYED");
server.player.removeAllListeners(AudioPlayerStatus.Idle);
sendMessage("Leaving due to inactivity", message);
servers[message.guildId] = { queue: [] };
return connection.disconnect();
}
servers;
sendMessage("Leaving due to inactivity", message);
return connection.disconnect();
}, 300000);
} else sendMessage("No Song Playing", message);
} else sendMessage("No Song Playing", message);
}
if (command === "skip") {
console.log("Skipped");
let server = servers[message.guildId];
if (server) {
console.log(server.queue);
if (server.queue.length >= 2) {
console.log(server.queue);
server.player.removeAllListeners(AudioPlayerStatus.Idle);
server.player.stop(true);
server.queue.shift();
playAudio(message, servers);
} else {
server.player.removeAllListeners(AudioPlayerStatus.Idle);
stopAudio(message, servers);
sendMessage("I'm All Out Of Songs", message);
}
} else sendMessage("No Song Playing", message);
}
if (command === "resume") {
let server = servers[message.guildId];
if (server) {
if (server.queue.length > 0) {
sendMessage("Picking Up Where We Left Off", message);
server.player.unpause();
} else sendMessage("No Song To Resume", message);
} else sendMessage("No Song To Resume", message);
}
}
});
const isValid = (message, args) => {
if (!args.length) {
sendMessage("Please Enter A URL or Search Query", message);
return false;
}
const voiceChannel = message.member.voice.channel;
if (!voiceChannel) {
sendMessage("Must Be Connected To Voice To Play", message);
return false;
}
return true;
};
client.login(process.env.TOKEN);