pokemon-showdown/server/chat-plugins/rock-paper-scissors.tsx
2022-03-13 18:01:54 -07:00

393 lines
12 KiB
TypeScript

/**
* Rock Paper Scissors plugin by Mia
* @author mia-pi-git
*/
const MAX_ROUNDS = 200;
const TIMEOUT = 10 * 1000;
const ICONS: {[k: string]: Chat.VNode} = {
Rock: <i class="fa fa-hand-rock-o"></i>,
Paper: <i class="fa fa-hand-paper-o"></i>,
Scissors: <i class="fa fa-hand-scissors-o"></i>,
};
const MATCHUPS = new Map<string, string>([
['Scissors', 'Paper'],
['Rock', 'Scissors'],
['Paper', 'Rock'],
]);
function toChoice(str: string) {
const id = toID(str);
return id.charAt(0).toUpperCase() + id.slice(1);
}
export class RPSPlayer extends Rooms.RoomGamePlayer {
choice = '';
prevChoice = '';
prevWinner = false;
score = 0;
sendControls(jsx: Chat.VNode) {
this.sendRoom(Chat.html`|controlshtml|${jsx}`);
}
}
export class RPSGame extends Rooms.RoomGame<RPSPlayer> {
currentRound: number;
readonly checkChat = true;
roundTimer: NodeJS.Timeout | null = null;
constructor(room: Room) {
super(room);
this.currentRound = 0;
this.title = 'Rock Paper Scissors';
this.gameid = 'rockpaperscissors' as ID;
this.room.update();
this.controls(<div style={{textAlign: 'center'}}>Waiting for another player to join....</div>);
this.sendField();
}
controls(node: Chat.VNode) {
this.room.send(Chat.html`|controlshtml|${node}`);
}
onConnect(user: User, connection: Connection) {
this.room.sendUser(connection, Chat.html`|fieldhtml|${this.getField()}`);
}
static getWinner(p1: RPSPlayer, p2: RPSPlayer) {
const p1Choice = p1.choice;
const p2Choice = p2.choice;
if (!p1Choice && p2Choice) return p2;
if (!p2Choice && p1Choice) return p1;
if (MATCHUPS.get(p1Choice) === p2Choice) return p1;
if (MATCHUPS.get(p2Choice) === p1Choice) return p2;
return null;
}
sendControls(player: RPSPlayer) {
if (!this.roundTimer) {
return player.sendControls(<div style={{textAlign: 'center'}}>
The game is paused.<br /><br />
<button class="button" name="send" value="/rps resume">Resume game</button>
</div>);
}
if (player.choice) {
player.sendControls(
<div style={{textAlign: 'center'}}>You have selected <strong>{player.choice}</strong>. Now to wait for your foe.</div>
);
return;
}
player.sendControls(<div style={{textAlign: 'center'}}>
<strong>Make your choice, quick! You have {Chat.toDurationString(TIMEOUT)}!</strong><br />
{['Rock', 'Paper', 'Scissors'].map(choice => (
<button class="button" name="send" value={`/choose ${choice}`} style={{width: '6em'}}>
<span style={{fontSize: '24px'}}>{ICONS[choice]}</span><br />
{choice || '\u00A0'}
</button>
))}<br /><br />
<button class="button" name="send" value="/rps end">End game</button>
</div>);
}
getField() {
if (this.players.length < 2) {
return <div style={{textAlign: 'center'}}><h2>Waiting to start the game...</h2></div>;
}
const [p1, p2] = this.players;
function renderBigChoice(choice: string, isWinner?: boolean) {
return <div style={{
width: '180px', fontSize: '120px', background: isWinner ? '#595' : '#888', color: 'white', borderRadius: '20px', paddingBottom: '5px', margin: '0 auto',
}}>
{ICONS[choice] || '\u00A0'}<br />
<small style={{fontSize: '40px'}}>
<small style={{fontSize: '32px', display: 'block'}}>
{choice || '\u00A0'}
</small>
</small>
</div>;
}
function renderCurrentChoice(exists?: boolean) {
return <div style={{
width: '100px', fontSize: '60px', background: '#888', color: 'white', borderRadius: '15px', paddingBottom: '5px', margin: '20px auto 0',
}}>{exists ? <i class="fa fa-check"></i> : '\u00A0'}</div>;
}
return <table style={{width: '100%', textAlign: 'center', fontSize: '18px'}}><tr>
<td>
<div style={{padding: '8px 0'}}><strong>{p1.name}</strong> ({p1.score})</div>
{renderBigChoice(p1.prevChoice, p1.prevWinner)}
{renderCurrentChoice(!!p1.choice)}
</td>
<td>
<em style={{fontSize: '24px'}}>vs</em>
</td>
<td>
<div style={{padding: '8px 0'}}><strong>{p2.name}</strong> ({p2.score})</div>
{renderBigChoice(p2.prevChoice, p2.prevWinner)}
{renderCurrentChoice(!!p2.choice)}
</td>
</tr></table>;
}
sendField() {
this.room.send(Chat.html`|fieldhtml|${this.getField()}`);
}
end() {
const [p1, p2] = this.players;
if (p1.score === p2.score) {
this.message(`**Tie** at score ${p1.score}!`);
} else {
const [winner, loser] = p1.score > p2.score ? [p1, p2] : [p2, p1];
this.message(`**${winner.name}** wins with score ${winner.score} to ${loser.score}!`);
}
if (this.roundTimer) {
clearTimeout(this.roundTimer);
this.roundTimer = null;
}
this.room.pokeExpireTimer();
this.ended = true;
this.room.add(`|-message|The game has ended.`); // for the benefit of those in the room
for (const player of this.players) {
player.sendControls(<div class="pad">The game has ended.</div>);
player.unlinkUser();
}
}
runMatch() {
const [p1, p2] = this.players;
const winner = RPSGame.getWinner(p1, p2);
if (!winner) { // tie
if (!p1.choice) {
this.message(`${p1.name} and ${p2.name} both **timed out**.`);
} else {
this.message(`${p1.name} and ${p2.name} **tie** with ${p1.choice}.`);
}
} else {
const loser = p1 === winner ? p2 : p1;
if (!loser.choice) {
this.message(`**${winner.name}**'s ${winner.choice} wins; ${loser.name} timed out.`);
} else {
this.message(`**${winner.name}**'s ${winner.choice} beats ${loser.name}'s ${loser.choice}.`);
}
winner.score++;
}
if (!winner && !p1.choice) {
this.pause();
return;
}
if (this.currentRound >= MAX_ROUNDS) {
this.message(`The game is ending automatically at ${this.currentRound} rounds.`);
return this.end();
}
for (const player of this.players) {
player.prevChoice = player.choice;
player.prevWinner = false;
player.choice = '';
}
if (winner) winner.prevWinner = true;
this.sendField();
this.nextRound();
}
smallMessage(message: string) {
this.room.add(`|-message|${message}`).update();
}
message(message: string) {
this.room.add(`|message|${message}`).update();
}
start() {
if (this.players.length < 2) {
throw new Chat.ErrorMessage(`There are not enough players to start. Use /rps start to start when all players are ready.`);
}
if (this.room.log.log.length > 1000) {
// prevent logs from ballooning too much
this.room.log.log = [];
}
const [p1, p2] = this.players;
this.room.add(
`|raw|<h2><span style="font-weight: normal">Rock Paper Scissors:</span> ${p1.name} vs ${p2.name}!</h2>\n` +
`|message|Game started!\n` +
`|notify|Game started!`
).update();
this.nextRound();
}
getPlayer(user: User) {
const player = this.playerTable[user.id];
if (!player) throw new Chat.ErrorMessage(`You are not a player in this game.`);
return player;
}
pause(user?: User) {
if (!this.roundTimer) throw new Chat.ErrorMessage(`The game is not running, and cannot be paused.`);
const player = user ? this.getPlayer(user) : null;
clearTimeout(this.roundTimer);
this.roundTimer = null;
for (const curPlayer of this.players) this.sendControls(curPlayer);
if (player) this.message(`The game was paused by ${player.name}.`);
}
unpause(user: User) {
if (this.roundTimer) throw new Chat.ErrorMessage(`The game is not paused.`);
const player = this.getPlayer(user);
this.message(`The game was resumed by ${player.name}.`);
this.nextRound();
}
nextRound() {
this.currentRound++;
this.sendField();
this.room.add(`|html|<h2>Round ${this.currentRound}</h2>`).update();
this.roundTimer = setTimeout(() => {
this.runMatch();
}, TIMEOUT);
for (const player of this.players) this.sendControls(player);
}
choose(user: User, option: string) {
option = toChoice(option);
const player = this.getPlayer(user);
if (!MATCHUPS.get(option)) {
throw new Chat.ErrorMessage(`Invalid choice: ${option}.`);
}
if (player.choice) throw new Chat.ErrorMessage("You have already made your choice!");
player.choice = option;
this.smallMessage(`${user.name} made a choice.`);
this.sendControls(player);
if (this.players.filter(item => item.choice).length > 1) {
clearTimeout(this.roundTimer!);
this.roundTimer = null;
return this.runMatch();
}
this.sendField();
return true;
}
leaveGame(user: User) {
const player = this.getPlayer(user);
player.sendRoom(`You left the game.`);
delete this.playerTable[user.id];
this.end();
}
addPlayer(user: User) {
if (this.playerTable[user.id]) throw new Chat.ErrorMessage(`You are already a player in this game.`);
this.playerTable[user.id] = this.makePlayer(user);
this.players.push(this.playerTable[user.id]);
this.room.auth.set(user.id, Users.PLAYER_SYMBOL);
return this.playerTable[user.id];
}
makePlayer(user: string | User | null): RPSPlayer {
return new RPSPlayer(user, this);
}
}
function findExisting(user1: string, user2: string) {
return Rooms.get(`game-rps-${user1}-${user2}`) || Rooms.get(`game-rps-${user2}-${user1}`);
}
export const commands: Chat.ChatCommands = {
rps: 'rockpaperscissors',
rockpaperscissors: {
challenge: 'create',
chall: 'create',
chal: 'create',
create(target, room, user) {
target = target.trim();
if (!target && this.pmTarget) {
target = this.pmTarget.id;
}
const {targetUser, targetUsername} = this.splitUser(target);
if (!targetUser) {
return this.errorReply(`User ${targetUsername} not found. Either specify a username or use this command in PMs.`);
}
if (targetUser === user) return this.errorReply(`You cannot challenge yourself.`);
if (targetUser.settings.blockChallenges && !user.can('bypassblocks', targetUser)) {
Chat.maybeNotifyBlocked('challenge', targetUser, user);
return this.errorReply(this.tr`The user '${targetUser.name}' is not accepting challenges right now.`);
}
const existingRoom = findExisting(user.id, targetUser.id);
if (existingRoom?.game && !existingRoom.game.ended) {
return this.errorReply(`You're already playing a Rock Paper Scissors game against ${targetUser.name}!`);
}
Ladders.challenges.add(
new Ladders.GameChallenge(user.id, targetUser.id, "Rock Paper Scissors", {
acceptCommand: `/rps accept ${user.id}`,
})
);
if (!this.pmTarget) this.pmTarget = targetUser;
this.sendChatMessage(
`/raw ${user.name} wants to play Rock Paper Scissors!`
);
},
accept(target, room, user) {
const fromUser = Ladders.challenges.accept(this);
const existingRoom = findExisting(user.id, fromUser.id);
const roomid = `game-rps-${fromUser.id}-${user.id}`;
const gameRoom = existingRoom || Rooms.createGameRoom(
roomid as RoomID, `[RPS] ${user.name} vs ${fromUser.name}`, {}
);
const game = new RPSGame(gameRoom);
gameRoom.game = game;
game.addPlayer(fromUser);
game.addPlayer(user);
user.joinRoom(gameRoom.roomid);
fromUser.joinRoom(gameRoom.roomid);
(gameRoom.game as RPSGame).start();
this.pmTarget = fromUser;
this.sendChatMessage(`/text ${user.name} accepted <<${gameRoom.roomid}>>`);
},
deny: 'reject',
reject(target, room, user) {
return this.parse(`/reject ${target}`);
},
end(target, room, user) {
const game = this.requireGame(RPSGame);
if (!game.playerTable[user.id]) {
return this.errorReply(`You are not a player, and so cannot end the game.`);
}
game.end();
},
choose(target, room, user) {
this.parse(`/choose ${target}`);
},
leave(target, room, user) {
this.parse(`/leavegame`);
},
pause(target, room, user) {
const game = this.requireGame(RPSGame);
game.pause(user);
},
unpause: 'resume',
resume(target, room, user) {
const game = this.requireGame(RPSGame);
game.unpause(user);
},
'': 'help',
help() {
this.runBroadcast();
const strings = [
`/rockpaperscissors OR /rps<br />`,
`/rps challenge [user] - Challenges a user to a game of Rock Paper Scissors`,
`(in PM) /rps challenge - Challenges a user to a game of Rock Paper Scissors`,
`/rps leave - Leave the game.`,
`/rps start - Start the Rock Paper Scissors game.`,
`/rps end - End the Rock Paper Scissors game`,
`/rps pause - Pauses the game, if it's in progress.`,
`/rps resume - Resumes the game, if it's paused.`,
];
return this.sendReplyBox(strings.join('<br />'));
},
},
};