pokemon-showdown/server/chat-plugins/scavenger-games.ts
Guangcong Luo 509d0abad4 Refactor out some Object.keys invocations
If you need values, you should be using `Object.values` or
`Object.entries` directly.
2021-05-13 23:02:04 -07:00

770 lines
22 KiB
TypeScript

/**
* Scavengers Games Plugin
* Pokemon Showdown - http://pokemonshowdown.com/
*
* This plugin stores the different possible game modes and twists that take place in scavengers room
*
* @license MIT license
*/
import {ScavengerHunt, ScavengerHuntPlayer} from './scavengers';
import {Utils} from '../../lib';
export type TwistEvent = (this: ScavengerHunt, ...args: any[]) => void;
interface Twist {
name: string;
id: string;
isGameMode?: true;
desc?: string;
[eventid: string]: string | number | TwistEvent | boolean | undefined;
}
type GameModeFunction = (this: ScavengerGameTemplate, ...args: any[]) => void;
interface GameMode {
name: string;
id: string;
mod: Twist;
round?: number;
leaderboard?: true;
teamAnnounce?: GameModeFunction;
getPlayerTeam?: GameModeFunction;
advanceTeam?: GameModeFunction;
[k: string]: any;
}
class Leaderboard {
data: {[userid: string]: AnyObject};
constructor() {
this.data = {};
}
addPoints(name: string, aspect: string, points: number, noUpdate?: boolean) {
const userid: string = toID(name);
if (!userid || userid === 'constructor' || !points) return this;
if (!this.data[userid]) this.data[userid] = {name: name};
if (!this.data[userid][aspect]) this.data[userid][aspect] = 0;
this.data[userid][aspect] += points;
if (!noUpdate) this.data[userid].name = name; // always keep the last used name
return this; // allow chaining
}
visualize(sortBy: string): Promise<({rank: number} & AnyObject)[]>;
visualize(sortBy: string, userid: string): Promise<({rank: number} & AnyObject) | undefined>;
visualize(sortBy: string, userid?: string) {
// FIXME: this is not how promises work
// return a promise for async sorting - make this less exploitable
return new Promise((resolve, reject) => {
let lowestScore = Infinity;
let lastPlacement = 1;
const ladder = Utils.sortBy(
Object.entries(this.data).filter(([u, bit]) => sortBy in bit),
([u, bit]) => -bit[sortBy]
).map(([u, bit], i) => {
if (bit[sortBy] !== lowestScore) {
lowestScore = bit[sortBy];
lastPlacement = i + 1;
}
return {
rank: lastPlacement,
...bit,
} as {rank: number} & AnyObject;
}); // identify ties
if (userid) {
const rank = ladder.find(entry => toID(entry.name) === userid);
resolve(rank);
} else {
resolve(ladder);
}
});
}
async htmlLadder(): Promise<string> {
const data = await this.visualize('points');
const display = `<div class="ladder" style="overflow-y: scroll; max-height: 170px;"><table style="width: 100%"><tr><th>Rank</th><th>Name</th><th>Points</th></tr>${data.map(line =>
`<tr><td>${line.rank}</td><td>${line.name}</td><td>${line.points}</td></tr>`).join('')
}</table></div>`;
return display;
}
}
const TWISTS: {[k: string]: Twist} = {
perfectscore: {
name: 'Perfect Score',
id: 'perfectscore',
desc: "Players who finish the hunt without submitting a single wrong answer get a shoutout!",
onLeave(player) {
if (!this.leftGame) this.leftGame = [];
this.leftGame.push(player.id);
},
onSubmitPriority: 1,
onSubmit(player, value) {
const currentQuestion = player.currentQuestion;
if (!player.answers) player.answers = {};
if (!player.answers[currentQuestion]) player.answers[currentQuestion] = [];
if (player.answers[currentQuestion].includes(value)) return;
player.answers[currentQuestion].push(value);
},
onComplete(player, time, blitz) {
const isPerfect = !this.leftGame?.includes(player.id) &&
Object.values(player.answers).every((attempts: any) => attempts.length <= 1);
return {name: player.name, time, blitz, isPerfect};
},
onAfterEndPriority: 1,
onAfterEnd() {
const perfect = this.completed.filter(entry => entry.isPerfect).map(entry => entry.name);
if (perfect.length) {
this.announce(Utils.html`${Chat.toListString(perfect)} ${perfect.length > 1 ? 'have' : 'has'} completed the hunt without a single wrong answer!`);
}
},
},
bonusround: {
name: 'Bonus Round',
id: 'bonusround',
desc: "Players can choose whether or not they choose to complete the 4th question.",
onAfterLoad() {
if (this.questions.length === 3) {
this.announce('This twist requires at least four questions. Please reset the hunt and make it again.');
this.huntLocked = true;
} else {
this.questions[this.questions.length - 1].hint += ' (You may choose to skip this question using ``/scavenge skip``.)';
}
},
onAnySubmit(player) {
if (this.huntLocked) {
player.sendRoom('The hunt was not set up correctly. Please wait for the host to reset the hunt and create a new one.');
return true;
}
},
onSubmitPriority: 1,
onSubmit(player, value) {
const currentQuestion = player.currentQuestion;
if (value === 'skip' && currentQuestion + 1 === this.questions.length) {
player.sendRoom('You have opted to skip the current question.');
player.skippedQuestion = true;
this.onComplete(player);
return true;
}
},
onComplete(player, time, blitz) {
const noSkip = !player.skippedQuestion;
return {name: player.name, time, blitz, noSkip};
},
onAfterEndPriority: 1,
onAfterEnd() {
const noSkip = this.completed.filter(entry => entry.noSkip).map(entry => entry.name);
if (noSkip.length) {
this.announce(Utils.html`${Chat.toListString(noSkip)} ${noSkip.length > 1 ? 'have' : 'has'} completed the hunt without skipping the last question!`);
}
},
},
incognito: {
name: 'Incognito',
id: 'incognito',
desc: "Upon answering the last question correctly, the player's finishing time will not be announced in the room! Results will only be known at the end of the hunt.",
onCorrectAnswer(player, value) {
if (player.currentQuestion + 1 >= this.questions.length) {
this.runEvent('PreComplete', player);
player.sendRoom(`Congratulations! You have gotten the correct answer.`);
player.sendRoom(`This is a special style where finishes aren't announced! To see your placement, wait for the hunt to end. Until then, it's your secret that you finished!`);
return false;
}
},
onPreComplete(player) {
const now = Date.now();
const time = Chat.toDurationString(now - this.startTime, {hhmmss: true});
const canBlitz = this.completed.length < 3;
const blitz = now - this.startTime <= 60000 && canBlitz &&
(this.room.settings.scavSettings?.blitzPoints?.[this.gameType] || this.gameType === 'official');
const result = this.runEvent('Complete', player, time, blitz) || {name: player.name, time, blitz};
this.preCompleted = this.preCompleted ? [...this.preCompleted, result] : [result];
player.completed = true;
player.destroy();
},
onEnd() {
this.completed = this.preCompleted || [];
},
},
blindincognito: {
name: 'Blind Incognito',
id: 'blindincognito',
desc: "Upon completing the last question, neither you nor other players will know if the last question is correct! You may be in for a nasty surprise when the hunt ends!",
onAnySubmit(player, value) {
if (player.precompleted) {
player.sendRoom(`That may or may not be the right answer - if you aren't confident, you can try again!`);
return true;
}
},
onCorrectAnswer(player, value) {
if (player.currentQuestion + 1 >= this.questions.length) {
this.runEvent('PreComplete', player);
player.sendRoom(`That may or may not be the right answer - if you aren't confident, you can try again!`);
return true;
}
},
onIncorrectAnswer(player, value) {
if (player.currentQuestion + 1 >= this.questions.length) {
player.sendRoom(`That may or may not be the right answer - if you aren't confident, you can try again!`);
return false;
}
},
onPreComplete(player) {
const now = Date.now();
const time = Chat.toDurationString(now - this.startTime, {hhmmss: true});
const canBlitz = this.completed.length < 3;
const blitz = now - this.startTime <= 60000 && canBlitz &&
(this.room.settings.scavSettings?.blitzPoints?.[this.gameType] || this.gameType === 'official');
const result = this.runEvent('Complete', player, time, blitz) || {name: player.name, time, blitz};
this.preCompleted = this.preCompleted ? [...this.preCompleted, result] : [result];
player.precompleted = true;
},
onEnd() {
this.completed = this.preCompleted || [];
},
},
};
const MODES: {[k: string]: GameMode | string} = {
ko: 'kogames',
kogames: {
name: 'KO Games',
id: 'kogames',
mod: {
name: 'KO Games',
id: 'KO Games',
isGameMode: true,
onLoad() {
this.allowRenames = false; // don't let people change their name in the middle of the hunt.
},
onJoin(user: User) {
const game = this.room.scavgame!;
if (game.playerlist && !game.playerlist.includes(user.id)) {
user.sendTo(this.room, 'You are not allowed to join this scavenger hunt.');
return true;
}
},
onAfterEnd() {
const game = this.room.scavgame!;
if (!this.completed.length) {
this.announce('No one has completed the hunt - the round has been void.');
return;
}
game.round++;
// elimination
if (!game.playerlist) {
game.playerlist = this.completed.map(entry => toID(entry.name));
this.announce(`Round ${game.round} - ${Chat.toListString(this.completed.map(p => `<em>${p.name}</em>`))} have successfully completed the last hunt and have moved on to the next round!`);
} else {
let eliminated = [];
const completed = this.completed.map(entry => toID(entry.name)) as string[];
if (completed.length === game.playerlist.length) {
eliminated.push(completed.pop()); // eliminate one
game.playerlist = game.playerlist.filter(userid => completed.includes(userid));
} else {
eliminated = game.playerlist.filter(userid => !completed.includes(userid));
for (const username of eliminated) {
const userid = toID(username);
game.playerlist = game.playerlist.filter(pid => pid !== userid);
}
}
this.announce(`Round ${game.round} - ${Chat.toListString(eliminated.map(n => `<em>${n}</em>`))} ${Chat.plural(eliminated, 'have', 'has')} been eliminated! ${Chat.toListString(game.playerlist.map(p => `<em>${this.playerTable[p].name}</em>`))} have successfully completed the last hunt and have moved on to the next round!`);
}
// process end of game
if (game.playerlist.length === 1) {
const winningUser = Users.get(game.playerlist[0]);
const winner = winningUser ? winningUser.name : game.playerlist[0];
this.announce(`Congratulations to the winner - ${winner}!`);
game.destroy();
} else if (!game.playerlist.length) {
this.announce('Everyone has been eliminated! Better luck next time!');
game.destroy();
}
},
},
round: 0,
playerlist: null,
},
scav: 'scavengergames',
scavgames: 'scavengergames',
scavengergames: {
name: 'Scavenger Games',
id: 'scavengergames',
mod: {
name: 'Scavenger Games',
id: 'scavengergames',
isGameMode: true,
onLoad() {
this.allowRenames = false; // don't let people change their name in the middle of the hunt.
this.setTimer(1);
},
onJoin(user) {
const game = this.room.scavgame!;
if (game.playerlist && !game.playerlist.includes(user.id)) {
user.sendTo(this.room, 'You are not allowed to join this scavenger hunt.');
return true;
}
},
onAfterEnd() {
const game = this.room.scavgame!;
if (!this.completed.length) {
this.announce('No one has completed the hunt - the round has been void.');
return;
}
game.round++;
let eliminated: string[] = [];
if (!game.playerlist) {
game.playerlist = this.completed.map(entry => toID(entry.name) as string);
} else {
const completed = this.completed.map(entry => toID(entry.name) as string);
eliminated = game.playerlist.filter(userid => !completed.includes(userid));
for (const username of eliminated) {
const userid = toID(username);
game.playerlist = game.playerlist.filter(pid => pid !== userid);
}
}
this.announce(`Round ${game.round} - ${Chat.toListString(eliminated.map(n => `<em>${n}</em>`))} ${eliminated.length ? `${Chat.plural(eliminated, 'have', 'has')} been eliminated!` : ''} ${Chat.toListString(game.playerlist.map(p => `<em>${this.playerTable[p].name}</em>`))} have successfully completed the last hunt and have moved on to the next round!`);
// process end of game
if (game.playerlist.length === 1) {
const winningUser = Users.get(game.playerlist[0]);
const winner = winningUser ? winningUser.name : game.playerlist[0];
this.announce(`Congratulations to the winner - ${winner}!`);
game.destroy();
} else if (!game.playerlist.length) {
this.announce('Everyone has been eliminated! Better luck next time!');
game.destroy();
}
},
},
round: 0,
playerlist: null,
},
pr: 'pointrally',
pointrally: {
name: 'Point Rally',
id: 'pointrally',
pointDistribution: [50, 40, 32, 25, 20, 15, 10],
mod: {
name: 'Point Rally',
id: 'pointrally',
isGameMode: true,
onLoad() {
const game = this.room.scavgame!;
this.announce(`Round ${++game.round}`);
},
async onAfterEnd() {
const game = this.room.scavgame!;
for (const [i, completed] of this.completed.map(e => e.name).entries()) {
const points = (game.pointDistribution[i] ||
game.pointDistribution[game.pointDistribution.length - 1]);
game.leaderboard.addPoints(completed, 'points', points);
}
// post leaderboard
const room = this.room;
const html = await game.leaderboard.htmlLadder() as string;
room.add(`|raw|${html}`).update();
},
},
round: 0,
leaderboard: true,
},
js: 'jumpstart',
jump: 'jumpstart',
jumpstart: {
name: 'Jump Start',
id: 'jumpstart',
jumpstart: [60, 40, 30, 20, 10],
round: 0,
mod: {
name: 'Jump Start',
id: 'jumpstart',
isGameMode: true,
onLoad() {
const game = this.room.scavgame!;
if (game.round === 0) return;
const maxTime = Math.max(...game.jumpstart);
this.jumpstartTimers = [];
this.answerLock = true;
for (const [i, time] of game.jumpstart.entries()) {
if (!game.completed[i]) break;
this.jumpstartTimers[i] = setTimeout(() => {
const target = game.completed.shift();
if (!target) return;
const staffHost = Users.get(this.staffHostId);
const targetUser = Users.get(target);
if (targetUser) {
if (staffHost) staffHost.sendTo(this.room, `${targetUser.name} has received their first hint early.`);
targetUser.sendTo(
this.room,
`|raw|<strong>The first hint to the next hunt is:</strong> ${Chat.formatText(this.questions[0].hint)}`
);
targetUser.sendTo(
this.room,
`|notify|Early Hint|The first hint to the next hunt is: ${Chat.formatText(this.questions[0].hint)}`
);
}
}, (maxTime - time) * 1000 + 5000);
}
// when the jump starts are all given to eligible players
this.jumpstartTimers[this.jumpstartTimers.length] = setTimeout(() => {
this.answerLock = false;
const message = this.getCreationMessage(true);
this.room.add(message).update();
this.announce('You may start guessing!');
this.startTime = Date.now();
}, 1000 * (maxTime + 5));
},
onJoin(user) {
if (this.answerLock) {
user.sendTo(this.room, `The hunt is not open for guesses yet!`);
return true;
}
},
onViewHunt(user) {
if (this.answerLock && !(this.hosts.some(h => h.id === user.id) || user.id === this.staffHostId)) {
return true;
}
},
onCreateCallback() {
if (this.answerLock) {
return `|raw|<div class="broadcast-blue"><strong>${['official', 'unrated'].includes(this.gameType) ? 'An' : 'A'} ${this.gameType} ` +
`Scavenger Hunt by <em>${Utils.escapeHTML(Chat.toListString(this.hosts.map(h => h.name)))}</em> ` +
`has been started${(this.hosts.some(h => h.id === this.staffHostId) ? '' : ` by <em>${Utils.escapeHTML(this.staffHostName)}</em>`)}.` +
`<br />The first hint is currently being handed out to early finishers.`;
}
},
onEnd(reset) {
if (this.jumpstartTimers) {
for (const timer of this.jumpstartTimers) {
clearTimeout(timer);
}
}
const game = this.room.scavgame!;
if (!reset) {
if (game.round === 0) {
game.completed = this.completed.map(entry => toID(entry.name));
game.round++;
} else {
game.destroy();
}
}
},
},
},
ts: 'teamscavs',
tscav: 'teamscavs',
teamscavengers: 'teamscavs',
teamscavs: {
name: 'Team Scavs',
id: 'teamscavs',
/* {
[team_name: string]: {
name: string[],
players: UserID[],
answers: string[],
question: number,
completed: boolean
}
} */
teams: {},
teamAnnounce(player: ScavengerHuntPlayer | User, message: string) {
const team = this.getPlayerTeam(player);
for (const userid of team.players) {
const user = Users.getExact(userid);
if (!user?.connected) continue; // user is offline
user.sendTo(this.room, `|raw|<div class="infobox">${message}</div>`);
}
},
getPlayerTeam(player: ScavengerHuntPlayer | User) {
const game = this.room.scavgame!;
for (const teamID in game.teams) {
const team = game.teams[teamID];
if (team.players.includes(player.id)) {
return team;
}
}
return null;
},
advanceTeam(answerer: ScavengerHuntPlayer, isFinished?: boolean) {
const hunt = this.room.getGame(ScavengerHunt)!;
const team = this.getPlayerTeam(answerer);
team.question++;
const question = hunt.getQuestion(team.question);
for (const userid of team.players) {
const user = Users.getExact(userid);
if (!user) continue;
user.sendTo(this.room, question);
}
team.answers = [];
},
mod: {
name: 'Team Scavs',
id: 'teamscavs',
isGameMode: true,
onLoad() {
// don't let people change their name in the middle of the hunt.
this.allowRenames = false;
},
onViewHunt(user) {
const game = this.room.scavgame!;
const team = game.getPlayerTeam(user);
const player = this.playerTable[user.id];
if (!player || !team) return;
if (player.currentQuestion !== team.question - 1) player.currentQuestion = team.question - 1;
if (team.completed) player.completed = true;
},
onSendQuestion(player) {
const game = this.room.scavgame!;
const team = game.getPlayerTeam(player);
if (!team) return;
if (player.currentQuestion !== team.question - 1) player.currentQuestion = team.question - 1;
if (team.completed) {
player.completed = true;
player.sendRoom('Your team has already completed the hunt!');
return true;
}
},
onConnect(user) {
const player = this.playerTable[user.id];
if (!player) return;
const game = this.room.scavgame!;
const team = game.getPlayerTeam(player);
if (team) {
if (player.currentQuestion !== team.question - 1) player.currentQuestion = team.question - 1;
if (team.completed) player.completed = true;
}
},
onJoin(user) {
const game = this.room.scavgame!;
const team = game.getPlayerTeam(user);
if (!team) {
user.sendTo(this.room, 'You are not allowed to join this scavenger hunt as you are not on any of the teams.');
return true;
}
},
onAfterLoadPriority: -9999,
onAfterLoad() {
const game = this.room.scavgame!;
if (Object.keys(game.teams).length === 0) {
this.announce('Teams have not been set up yet. Please reset the hunt.');
}
},
// -1 so that blind incog takes precedence of this
onCorrectAnswerPriority: -1,
onCorrectAnswer(player, value) {
const game = this.room.scavgame!;
if (player.currentQuestion + 1 < this.questions.length) {
game.teamAnnounce(
player,
Utils.html`<strong>${player.name}</strong> has gotten the correct answer (${value}) for question #${player.currentQuestion + 1}.`
);
game.advanceTeam(player);
return false;
}
},
onAnySubmit(player, value) {
const game = this.room.scavgame!;
const team = game.getPlayerTeam(player);
if (!team) return true; // handle players who get kicked during the hunt.
if (player.currentQuestion !== team.question - 1) player.currentQuestion = team.question - 1;
if (team.completed) player.completed = true;
if (player.completed) return;
if (team.answers.includes(value)) return;
game.teamAnnounce(player, Utils.html`${player.name} has guessed "${value}".`);
team.answers.push(value);
},
onCompletePriority: 2,
onComplete(player, time, blitz) {
const game = this.room.scavgame!;
const team = game.getPlayerTeam(player);
return {name: team.name, time, blitz};
},
// workaround that gives the answer after verifying that completion should not be hidden
onConfirmCompletion(player, time, blitz) {
const game = this.room.scavgame!;
const team = game.getPlayerTeam(player);
team.completed = true;
team.question++;
game.teamAnnounce(
player,
Utils.html`<strong>${player.name}</strong> has gotten the correct answer for question #${player.currentQuestion}. Your team has completed the hunt!`
);
},
onEnd() {
const game = this.room.scavgame!;
for (const teamID in game.teams) {
const team = game.teams[teamID];
team.answers = [];
team.question = 1;
team.completed = false;
}
},
},
},
};
export class ScavengerGameTemplate {
room: Room;
playerlist: null | string[];
timer: NodeJS.Timer | null;
[k: string]: any;
constructor(room: Room) {
this.room = room;
this.playerlist = null;
this.timer = null;
}
destroy(force?: boolean) {
if (this.timer) clearTimeout(this.timer);
const game = this.room.getGame(ScavengerHunt);
if (force && game) game.onEnd(false);
this.room.scavgame = null;
}
eliminate(userid: string) {
if (!this.playerlist?.includes(userid)) return false;
this.playerlist = this.playerlist.filter(pid => pid !== userid);
if (this.leaderboard) delete this.leaderboard.data[userid];
return true;
}
announce(msg: string) {
this.room.add(`|raw|<div class="broadcast-blue"><strong>${msg}</strong></div>`).update();
}
}
const LoadGame = function (room: Room, gameid: string) {
let game = MODES[gameid];
if (!game) return false; // invalid id
if (typeof game === 'string') game = MODES[game];
const base = new ScavengerGameTemplate(room);
const scavgame = Object.assign(base, Utils.deepClone(game));
// initialize leaderboard if required
if (scavgame.leaderboard) {
scavgame.leaderboard = new Leaderboard();
}
return scavgame;
};
export const ScavMods = {
LoadGame,
twists: TWISTS,
modes: MODES,
};