"use strict"; var __awaiter = (this && this.__awaiter) || function (thisArg, _arguments, P, generator) { function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); } return new (P || (P = Promise))(function (resolve, reject) { function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } } function rejected(value) { try { step(generator["throw"](value)); } catch (e) { reject(e); } } function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); } step((generator = generator.apply(thisArg, _arguments || [])).next()); }); }; var __importDefault = (this && this.__importDefault) || function (mod) { return (mod && mod.__esModule) ? mod : { "default": mod }; }; Object.defineProperty(exports, "__esModule", { value: true }); exports.execute = exports.builder = void 0; const chance_1 = __importDefault(require("chance")); const database_1 = __importDefault(require("../../../../handlers/database")); const deferReply_1 = __importDefault(require("../../../../handlers/deferReply")); const baseEmbeds_1 = require("../../../../helpers/baseEmbeds"); const give_1 = __importDefault(require("../../../../helpers/credits/give")); const cooldown_1 = __importDefault(require("../../../../middlewares/cooldown")); const logger_1 = __importDefault(require("../../../../middlewares/logger")); // 1. Export a builder function. const builder = (command) => { return command.setName("work").setDescription(`Work to earn credits`); }; exports.builder = builder; // 2. Export an execute function. const execute = (interaction) => __awaiter(void 0, void 0, void 0, function* () { // 1. Defer reply as ephemeral. yield (0, deferReply_1.default)(interaction, true); // 2. Destructure interaction object. const { guild, user, commandId } = interaction; if (!guild) throw new Error("Guild not found"); if (!user) throw new Error("User not found"); // 3. Create base embeds. const EmbedSuccess = yield (0, baseEmbeds_1.success)(guild, "[:dollar:] Work"); // 4. Create new Chance instance. const chance = new chance_1.default(); // 5. Upsert the guild in the database. const createGuild = yield database_1.default.guild.upsert({ where: { id: guild.id, }, update: {}, create: { id: guild.id, }, }); logger_1.default.silly(createGuild); if (!createGuild) throw new Error("Guild not found"); // 6. Create a cooldown for the user. yield (0, cooldown_1.default)(guild, user, commandId, createGuild.creditsWorkTimeout); // 6. Generate a random number between 0 and creditsWorkRate. const creditsEarned = chance.integer({ min: 0, max: createGuild.creditsWorkRate, }); const upsertGuildMember = yield (0, give_1.default)(guild, user, creditsEarned); // 8. Send embed. yield interaction.editReply({ embeds: [ EmbedSuccess.setDescription(`You worked and earned **${creditsEarned}** credits! You now have **${upsertGuildMember.creditsEarned}** credits. :tada:`), ], }); }); exports.execute = execute;