mirror of
https://github.com/smogon/pokemon-showdown.git
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Due to the recent refactor that changed how `this.canTalk` works, if a user was muted in a room, and then tried to do a command that wasn't allowed to be used if they can't talk, it would send two replies: "You are muted and cannot talk in this room." AND "You cannot do this while unable to talk." This makes it so that if you're using a command while muted that isn't allowed to be used if you can't talk, it will just use the "You are muted and cannot talk in this room." errorReply.
307 lines
10 KiB
JavaScript
307 lines
10 KiB
JavaScript
/*
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* Hangman chat plugin
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* By bumbadadabum and Zarel. Art by crobat.
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*/
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'use strict';
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const maxMistakes = 6;
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class Hangman extends Rooms.RoomGame {
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constructor(room, user, word, hint) {
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super(room);
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if (room.gameNumber) {
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room.gameNumber++;
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} else {
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room.gameNumber = 1;
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}
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this.gameid = 'hangman';
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this.title = 'Hangman';
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this.creator = user.userid;
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this.word = word;
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this.hint = hint;
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this.incorrectGuesses = 0;
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this.guesses = [];
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this.letterGuesses = [];
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this.lastGuesser = '';
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this.wordSoFar = [];
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for (let i = 0; i < word.length; i++) {
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if (/[a-zA-Z]/.test(word[i])) {
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this.wordSoFar.push('_');
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} else {
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this.wordSoFar.push(word[i]);
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}
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}
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}
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guess(word, user) {
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if (user.userid === this.room.game.creator) return user.sendTo(this.room, "You can't guess in your own hangman game.");
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let sanitized = word.replace(/[^A-Za-z ]/g, '');
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let normalized = toId(sanitized);
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if (normalized.length < 1) return user.sendTo(this.room, "Guess too short.");
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if (sanitized.length > 30) return user.sendTo(this.room, "Guess too long.");
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for (let i = 0; i < this.guesses.length; i++) {
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if (normalized === toId(this.guesses[i])) return user.sendTo(this.room, "Your guess has already been guessed.");
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}
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if (sanitized.length > 1) {
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if (!this.guessWord(sanitized, user.name)) {
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user.sendTo(this.room, "Invalid guess");
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} else {
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this.room.send(user.name + " guessed \"" + sanitized + "\"!");
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}
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} else {
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if (!this.guessLetter(sanitized, user.name)) {
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user.sendTo(this.room, "Invalid guess");
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}
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}
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}
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guessLetter(letter, guesser) {
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letter = letter.toUpperCase();
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if (this.guesses.includes(letter)) return false;
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if (this.word.toUpperCase().includes(letter)) {
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for (let i = 0; i < this.word.length; i++) {
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if (this.word[i].toUpperCase() === letter) {
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this.wordSoFar[i] = this.word[i];
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}
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}
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if (!this.wordSoFar.includes('_')) {
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this.incorrectGuesses = -1;
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this.guesses.push(letter);
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this.letterGuesses.push(letter + '1');
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this.lastGuesser = guesser;
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this.finish();
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return true;
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}
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this.letterGuesses.push(letter + '1');
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} else {
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this.incorrectGuesses++;
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this.letterGuesses.push(letter + '0');
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}
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this.guesses.push(letter);
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this.lastGuesser = guesser;
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this.update();
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return true;
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}
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guessWord(word, guesser) {
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let ourWord = toId(this.word);
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let guessedWord = toId(word);
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if (ourWord === guessedWord) {
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for (let i = 0; i < this.wordSoFar.length; i++) {
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if (this.wordSoFar[i] === '_') {
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this.wordSoFar[i] = this.word[i];
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}
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}
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this.incorrectGuesses = -1;
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this.guesses.push(word);
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this.lastGuesser = guesser;
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this.finish();
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return true;
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} else if (ourWord.length === guessedWord.length) {
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this.incorrectGuesses++;
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this.guesses.push(word);
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this.lastGuesser = guesser;
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this.update();
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return true;
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}
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return false;
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}
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hangingMan() {
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return '<img width="120" height="120" src="//play.pokemonshowdown.com/fx/hangman' + (this.incorrectGuesses === -1 ? 7 : this.incorrectGuesses) + '.png" />';
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}
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generateWindow() {
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let result = 0;
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if (this.incorrectGuesses === maxMistakes) {
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result = 1;
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} else if (!this.wordSoFar.includes('_')) {
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result = 2;
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}
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let output = '<div class="broadcast-' + (result === 1 ? 'red' : (result === 2 ? 'green' : 'blue')) + '">';
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output += '<p style="text-align:left;font-weight:bold;font-size:10pt;margin:5px 0 0 15px">' + (result === 1 ? 'Too bad! The mon has been hanged.' : (result === 2 ? 'The word has been guessed. Congratulations!' : 'Hangman')) + '</p>';
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output += '<table><tr><td style="text-align:center;">' + this.hangingMan() + '</td><td style="text-align:center;width:100%;word-wrap:break-word">';
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let wordString = this.wordSoFar.join('');
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if (result === 1) {
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let word = this.word;
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wordString = wordString.replace(/_+/g, (match, offset) =>
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'<font color="#7af87a">' + word.substr(offset, match.length) + '</font>'
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);
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}
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if (this.hint) output += '<div>(Hint: ' + Chat.escapeHTML(this.hint) + ')</div>';
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output += '<p style="font-weight:bold;font-size:12pt;letter-spacing:3pt">' + wordString + '</p>';
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if (this.guesses.length) {
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if (this.letterGuesses.length) {
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output += 'Letters: ' + this.letterGuesses.map(g =>
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'<strong' + (g[1] === '1' ? '' : ' style="color: #DBA"') + '>' + Chat.escapeHTML(g[0]) + '</strong>'
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).join(', ');
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}
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if (result === 2) {
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output += '<br />Winner: ' + Chat.escapeHTML(this.lastGuesser);
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} else if (this.guesses[this.guesses.length - 1].length === 1) {
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// last guess was a letter
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output += ' <small>– ' + Chat.escapeHTML(this.lastGuesser) + '</small>';
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} else {
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output += '<br />Guessed: ' + this.guesses[this.guesses.length - 1] + ' <small>– ' + Chat.escapeHTML(this.lastGuesser) + '</small>';
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}
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}
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output += '</td></tr></table></div>';
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return output;
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}
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display(user, broadcast) {
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if (broadcast) {
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this.room.add('|uhtml|hangman' + this.room.gameNumber + '|' + this.generateWindow());
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} else {
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user.sendTo(this.room, '|uhtml|hangman' + this.room.gameNumber + '|' + this.generateWindow());
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}
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}
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update() {
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this.room.add('|uhtmlchange|hangman' + this.room.gameNumber + '|' + this.generateWindow());
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if (this.incorrectGuesses === maxMistakes) {
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this.finish();
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}
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}
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end() {
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this.room.add('|uhtmlchange|hangman' + this.room.gameNumber + '|<div class="infobox">(The game of hangman was ended.)</div>');
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this.room.add("The game of hangman was ended.");
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delete this.room.game;
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}
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finish() {
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this.room.add('|uhtmlchange|hangman' + this.room.gameNumber + '|<div class="infobox">(The game of hangman has ended – scroll down to see the results)</div>');
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this.room.add('|html|' + this.generateWindow());
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delete this.room.game;
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}
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}
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exports.commands = {
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hangman: {
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create: 'new',
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new: function (target, room, user) {
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let params = target.split(',');
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if (!this.can('minigame', null, room)) return false;
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if (room.hangmanDisabled) return this.errorReply("Hangman is disabled for this room.");
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if (!this.canTalk()) return;
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if (room.game) return this.errorReply("There is already a game of " + room.game.title + " in progress in this room.");
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if (!params) return this.errorReply("No word entered.");
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let word = params[0].replace(/[^A-Za-z '-]/g, '');
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if (word.replace(/ /g, '').length < 1) return this.errorReply("Enter a valid word");
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if (word.length > 30) return this.errorReply("Phrase must be less than 30 characters.");
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if (word.split(' ').some(w => w.length > 20)) return this.errorReply("Each word in the phrase must be less than 20 characters.");
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if (!/[a-zA-Z]/.test(word)) return this.errorReply("Word must contain at least one letter.");
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let hint;
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if (params.length > 1) {
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hint = params.slice(1).join(',').trim();
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if (hint.length > 150) return this.errorReply("Hint too long.");
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}
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room.game = new Hangman(room, user, word, hint);
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room.game.display(user, true);
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return this.privateModCommand("(A game of hangman was started by " + user.name + ".)");
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},
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createhelp: ["/hangman create [word], [hint] - Makes a new hangman game. Requires: % @ * # & ~"],
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guess: function (target, room, user) {
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if (!target) return this.parse('/help guess');
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if (!room.game || room.game.gameid !== 'hangman') return this.errorReply("There is no game of hangman running in this room.");
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if (!this.canTalk()) return;
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room.game.guess(target, user);
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},
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guesshelp: ["/hangman guess [letter] - Makes a guess for the letter entered.",
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"/hangman guess [word] - Same as a letter, but guesses an entire word."],
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stop: 'end',
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end: function (target, room, user) {
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if (!this.can('minigame', null, room)) return false;
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if (!this.canTalk()) return;
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if (!room.game || room.game.gameid !== 'hangman') return this.errorReply("There is no game of hangman running in this room.");
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room.game.end();
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return this.privateModCommand("(The game of hangman was ended by " + user.name + ".)");
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},
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endhelp: ["/hangman end - Ends the game of hangman before the man is hanged or word is guessed. Requires: % @ * # & ~"],
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disable: function (target, room, user) {
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if (!this.can('gamemanagement', null, room)) return;
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if (room.hangmanDisabled) {
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return this.errorReply("Hangman is already disabled.");
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}
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room.hangmanDisabled = true;
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if (room.chatRoomData) {
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room.chatRoomData.hangmanDisabled = true;
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Rooms.global.writeChatRoomData();
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}
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return this.sendReply("Hangman has been disabled for this room.");
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},
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enable: function (target, room, user) {
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if (!this.can('gamemanagement', null, room)) return;
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if (!room.hangmanDisabled) {
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return this.errorReply("Hangman is already enabled.");
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}
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delete room.hangmanDisabled;
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if (room.chatRoomData) {
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delete room.chatRoomData.hangmanDisabled;
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Rooms.global.writeChatRoomData();
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}
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return this.sendReply("Hangman has been enabled for this room.");
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},
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display: function (target, room, user) {
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if (!room.game || room.game.title !== 'Hangman') return this.errorReply("There is no game of hangman running in this room.");
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if (!this.runBroadcast()) return;
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room.update();
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room.game.display(user, this.broadcasting);
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},
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'': function (target, room, user) {
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return this.parse('/help hangman');
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},
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},
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hangmanhelp: ["/hangman allows users to play the popular game hangman in PS rooms.",
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"Accepts the following commands:",
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"/hangman create [word], [hint] - Makes a new hangman game. Requires: % @ * # & ~",
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"/hangman guess [letter] - Makes a guess for the letter entered.",
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"/hangman guess [word] - Same as a letter, but guesses an entire word.",
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"/hangman display - Displays the game.",
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"/hangman end - Ends the game of hangman before the man is hanged or word is guessed. Requires: % @ * # & ~",
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"/hangman [enable/disable] - Enables or disables hangman from being started in a room. Requires: # & ~"],
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guess: function (target, room, user) {
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if (!room.game) return this.errorReply("There is no game running in this room.");
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if (!this.canTalk()) return;
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if (!room.game.guess) return this.errorReply("You can't guess anything in this game.");
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room.game.guess(target, user);
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},
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guesshelp: ["/guess - Shortcut for /hangman guess.", "/hangman guess [letter] - Makes a guess for the letter entered.",
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"/hangman guess [word] - Same as a letter, but guesses an entire word."],
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};
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