pokemon-showdown/server/chat-plugins/uno.ts
2020-11-15 13:05:57 -06:00

931 lines
34 KiB
TypeScript

/**
* UNO
* Pokemon Showdown - http://pokemonshowdown.com/
*
* This plugin allows rooms to run games of scripted UNO
*
* @license MIT license
*/
import {Utils} from '../../lib/utils';
type Color = 'Green' | 'Yellow' | 'Red' | 'Blue' | 'Black';
interface Card {
value: string;
color: Color;
changedColor?: Color;
name: string;
}
const maxTime = 60; // seconds
const rgbGradients: {[k in Color]: string} = {
Green: "rgba(0, 122, 0, 1), rgba(0, 185, 0, 0.9)",
Yellow: "rgba(255, 225, 0, 1), rgba(255, 255, 85, 0.9)",
Blue: "rgba(40, 40, 255, 1), rgba(125, 125, 255, 0.9)",
Red: "rgba(255, 0, 0, 1), rgba(255, 125, 125, 0.9)",
Black: "rgba(0, 0, 0, 1), rgba(0, 0, 0, 0.55)",
};
const textColors: {[k in Color]: string} = {
Green: "rgb(0, 128, 0)",
Yellow: "rgb(175, 165, 40)",
Blue: "rgb(75, 75, 255)",
Red: "rgb(255, 0, 0)",
Black: 'inherit',
};
const textShadow = 'text-shadow: 1px 0px black, -1px 0px black, 0px -1px black, 0px 1px black, 2px -2px black;';
function cardHTML(card: Card, fullsize: boolean) {
let surface = card.value.replace(/[^A-Z0-9+]/g, "");
const background = rgbGradients[card.color];
if (surface === 'R') surface = '<i class="fa fa-refresh" aria-hidden="true"></i>';
return `<button class="button" style="font-size: 14px; font-weight: bold; color: white; ${textShadow} padding-bottom: 117px; text-align: left; height: 135px; width: ${fullsize ? '72' : '37'}px; border-radius: 10px 2px 2px 3px; color: white; background: ${card.color}; background: -webkit-linear-gradient(${background}); background: -o-linear-gradient(${background}); background: -moz-linear-gradient(${background}); background: linear-gradient(${background})" name=send value="/uno play ${card.name}" aria-label="${card.name}">${surface}</button>`;
}
function createDeck() {
const colors: Color[] = ['Red', 'Blue', 'Green', 'Yellow'];
const values = ['1', '2', '3', '4', '5', '6', '7', '8', '9', 'Reverse', 'Skip', '+2'];
const basic: Card[] = [];
for (const color of colors) {
basic.push(...values.map(v => {
const c: Card = {value: v, color: color, name: `${color} ${v}`};
return c;
}));
}
return [
// two copies of the basic stuff (total 96)
...basic,
...basic,
// The four 0s
...[0, 1, 2, 3].map(v => {
const c: Card = {color: colors[v], value: '0', name: `${colors[v]} 0`};
return c;
}),
// Wild cards
...[0, 1, 2, 3].map(v => {
const c: Card = {color: 'Black', value: 'Wild', name: 'Wild'};
return c;
}),
// Wild +4 cards
...[0, 1, 2, 3].map(v => {
const c: Card = {color: 'Black', value: '+4', name: 'Wild +4'};
return c;
}),
]; // 108 cards
}
export class UNO extends Rooms.RoomGame {
playerTable: {[userid: string]: UNOPlayer};
players: UNOPlayer[];
playerCap: number;
allowRenames: boolean;
maxTime: number;
timer: NodeJS.Timer | null;
autostartTimer: NodeJS.Timer | null;
state: string;
currentPlayerid: ID;
deck: Card[];
discards: Card[];
topCard: Card | null;
awaitUno: string | null;
unoId: ID | null;
direction: number;
suppressMessages: boolean;
spectators: {[k: string]: number};
isPlusFour: boolean;
gameNumber: number;
constructor(room: Room, cap: number, suppressMessages: boolean) {
super(room);
this.playerTable = Object.create(null);
this.players = [];
this.gameNumber = room.nextGameNumber();
this.playerCap = cap;
this.allowRenames = true;
this.maxTime = maxTime;
this.timer = null;
this.autostartTimer = null;
this.gameid = 'uno' as ID;
this.title = 'UNO';
this.state = 'signups';
this.currentPlayerid = '';
this.deck = Utils.shuffle(createDeck());
this.discards = [];
this.topCard = null;
this.awaitUno = null;
this.unoId = null;
this.isPlusFour = false;
this.direction = 1;
this.suppressMessages = suppressMessages || false;
this.spectators = Object.create(null);
this.sendToRoom(`|uhtml|uno-${this.gameNumber}|<div class="broadcast-blue"><p style="font-size: 14pt; text-align: center">A new game of <strong>UNO</strong> is starting!</p><p style="font-size: 9pt; text-align: center"><button class="button" name="send" value="/uno join"><strong>Join and play</strong></button> <button class="button" name="send" value="/uno spectate">Watch</button></p>${this.suppressMessages ? `<p style="font-size: 6pt; text-align: center">Game messages won't show up unless you're playing or watching.</p>` : ''}</div>`, true);
}
onUpdateConnection() {}
onConnect(user: User, connection: Connection) {
if (this.state === 'signups') {
connection.sendTo(
this.room,
`|uhtml|uno-${this.gameNumber}|<div class="broadcast-blue">` +
`<p style="font-size: 14pt; text-align: center">A new game of <strong>UNO</strong> is starting!</p>` +
`<p style="font-size: 9pt; text-align: center"><button class="button" name="send" value="/uno join"><strong>Join and play</strong></button> ` +
`<button class="button" name="send" value="/uno spectate">Watch</button></p>` +
`${this.suppressMessages ?
`<p style="font-size: 6pt; text-align: center">Game messages won't show up unless you're playing or watching.` : ''}</div>`
);
} else if (this.onSendHand(user) === false) {
connection.sendTo(
this.room,
`|uhtml|uno-${this.gameNumber}|<div class="infobox"><p>A game of UNO is currently in progress.<button class="button" name="send" value="/uno spectate">Spectate Game</button></p>` +
`${this.suppressMessages ? `<p style="font-size: 6pt">Game messages won't show up unless you're playing or watching.` : ''}</div>`
);
}
}
onStart() {
if (this.playerCount < 2) return false;
if (this.autostartTimer) clearTimeout(this.autostartTimer);
this.sendToRoom(`|uhtmlchange|uno-${this.gameNumber}|<div class="infobox"><p>The game of UNO has started. <button class="button" name="send" value="/uno spectate">Spectate Game</button></p>${this.suppressMessages ? `<p style="font-size: 6pt">Game messages won't show up unless you're playing or watching.` : ''}</div>`, true);
this.state = 'play';
this.onNextPlayer(); // determines the first player
// give cards to the players
for (const i in this.playerTable) {
this.playerTable[i].hand.push(...this.drawCard(7));
}
// top card of the deck.
do {
this.topCard = this.drawCard(1)[0];
this.discards.unshift(this.topCard);
} while (this.topCard.color === 'Black');
this.sendToRoom(`|raw|The top card is <span style="font-weight:bold;color: ${textColors[this.topCard.color]}">${this.topCard.name}</span>.`);
this.onRunEffect(this.topCard.value, true);
this.nextTurn(true);
}
joinGame(user: User) {
if (this.state === 'signups' && this.addPlayer(user)) {
this.sendToRoom(`${user.name} has joined the game of UNO.`);
return true;
}
return false;
}
leaveGame(user: User) {
if (!(user.id in this.playerTable)) return false;
if (this.state === 'signups' && this.removePlayer(user)) {
this.sendToRoom(`${user.name} has left the game of UNO.`);
return true;
}
return false;
}
/**
* Overwrite the default makePlayer so it makes an UNOPlayer instead.
*/
makePlayer(user: User) {
return new UNOPlayer(user, this);
}
onRename(user: User, oldUserid: ID, isJoining: boolean, isForceRenamed: boolean) {
if (!(oldUserid in this.playerTable) || user.id === oldUserid) return false;
if (!user.named && !isForceRenamed) {
user.games.delete(this.roomid);
user.updateSearch();
return; // dont set users to their guest accounts.
}
this.playerTable[user.id] = this.playerTable[oldUserid];
// only run if it's a rename that involves a change of userid
if (user.id !== oldUserid) delete this.playerTable[oldUserid];
// update the user's name information
this.playerTable[user.id].name = user.name;
this.playerTable[user.id].id = user.id;
if (this.awaitUno && this.awaitUno === oldUserid) this.awaitUno = user.id;
if (this.currentPlayerid === oldUserid) this.currentPlayerid = user.id;
}
eliminate(userid: ID) {
if (!(userid in this.playerTable)) return false;
const name = this.playerTable[userid].name;
if (this.playerCount === 2) {
this.removePlayer(this.playerTable[userid]);
this.onWin(this.playerTable[Object.keys(this.playerTable)[0]]);
return name;
}
// handle current player...
if (userid === this.currentPlayerid) {
if (this.state === 'color') {
if (!this.topCard) {
// should never happen
throw new Error(`No top card in the discard pile.`);
}
this.topCard.changedColor = this.discards[1].changedColor || this.discards[1].color;
this.sendToRoom(`|raw|${Utils.escapeHTML(name)} has not picked a color, the color will stay as <span style="color: ${textColors[this.topCard.changedColor]}">${this.topCard.changedColor}</span>.`);
}
if (this.timer) clearTimeout(this.timer);
this.nextTurn();
}
if (this.awaitUno === userid) this.awaitUno = null;
// put that player's cards into the discard pile to prevent cards from being permanently lost
this.discards.push(...this.playerTable[userid].hand);
this.removePlayer(this.playerTable[userid]);
return name;
}
sendToRoom(msg: string, overrideSuppress = false) {
if (!this.suppressMessages || overrideSuppress) {
this.room.add(msg).update();
} else {
// send to the players first
for (const i in this.playerTable) {
this.playerTable[i].sendRoom(msg);
}
// send to spectators
for (const i in this.spectators) {
if (i in this.playerTable) continue; // don't double send to users already in the game.
const user = Users.getExact(i);
if (user) user.sendTo(this.roomid, msg);
}
}
}
getPlayers(showCards?: boolean): string {
let playerList = Object.keys(this.playerTable);
if (!showCards) {
return playerList.sort().map(id => Utils.escapeHTML(this.playerTable[id].name)).join(', ');
}
if (this.direction === -1) playerList = playerList.reverse();
let buf = `<ol style="padding-left:0;">`;
for (const playerid of playerList) {
buf += `<li${this.currentPlayerid === playerid ? ` style="font-weight:bold;"` : ''}>`;
buf += `${Utils.escapeHTML(this.playerTable[playerid].name)} (${this.playerTable[playerid].hand.length})`;
buf += `</li>`;
}
buf += `</ol>`;
return buf;
}
onAwaitUno() {
return new Promise<void>(resolve => {
if (!this.awaitUno) return resolve();
this.state = "uno";
// the throttle for sending messages is at 600ms for non-authed users,
// wait 750ms before sending the next person's turn.
// this allows games to be fairer, so the next player would not spam the pass command blindly
// to force the player to draw 2 cards.
// this also makes games with uno bots not always turn in the bot's favour.
// without a delayed turn, 3 bots playing will always result in a endless game
setTimeout(() => resolve(), 750);
});
}
nextTurn(starting?: boolean) {
void this.onAwaitUno().then(() => {
if (!starting) this.onNextPlayer();
if (this.timer) clearTimeout(this.timer);
const player = this.playerTable[this.currentPlayerid];
this.sendToRoom(`|c:|${Math.floor(Date.now() / 1000)}|&|${player.name}'s turn.`);
this.state = 'play';
if (player.cardLock) player.cardLock = null;
player.sendDisplay();
this.timer = setTimeout(() => {
this.sendToRoom(`|c:|${Math.floor(Date.now() / 1000)}|&|${player.name} has been automatically disqualified.`);
this.eliminate(this.currentPlayerid);
}, this.maxTime * 1000);
});
}
onNextPlayer() {
// if none is set
if (!this.currentPlayerid) {
const userList = Object.keys(this.playerTable);
this.currentPlayerid = userList[Math.floor(this.playerCount * Math.random())] as ID;
}
this.currentPlayerid = this.getNextPlayer();
}
getNextPlayer() {
const userList = Object.keys(this.playerTable);
let player: ID = userList[(userList.indexOf(this.currentPlayerid) + this.direction)] as ID;
if (!player) {
player = toID(this.direction === 1 ? userList[0] : userList[this.playerCount - 1]);
}
return player;
}
onDraw(player: UNOPlayer) {
if (this.currentPlayerid !== player.id || this.state !== 'play') return false;
if (player.cardLock) return true;
this.onCheckUno();
this.sendToRoom(`|c:|${Math.floor(Date.now() / 1000)}|&|${player.name} has drawn a card.`);
const card = this.onDrawCard(player, 1);
player.sendDisplay();
player.cardLock = card[0].name;
}
onPlay(player: UNOPlayer, cardName: string) {
if (this.currentPlayerid !== player.id || this.state !== 'play') return false;
const card = player.hasCard(cardName);
if (!card) return "You do not have that card.";
// check for legal play
if (!this.topCard) {
// should never happen
throw new Error(`No top card in the discard pile.`);
}
if (player.cardLock && player.cardLock !== cardName) return `You can only play ${player.cardLock} after drawing.`;
if (
card.color !== 'Black' &&
card.color !== (this.topCard.changedColor || this.topCard.color) &&
card.value !== this.topCard.value
) {
return `You cannot play this card; you can only play: Wild cards, ${this.topCard.changedColor ? 'and' : ''} ${this.topCard.changedColor || this.topCard.color} cards${this.topCard.changedColor ? "" : ` and cards with the digit ${this.topCard.value}`}.`;
}
if (card.value === '+4' && !player.canPlayWildFour()) {
return "You cannot play Wild +4 when you still have a card with the same color as the top card.";
}
if (this.timer) clearTimeout(this.timer); // reset the autodq timer.
this.onCheckUno();
// update the game information.
this.topCard = card;
player.removeCard(cardName);
this.discards.unshift(card);
// update the unoId here, so when the display is sent to the player when the play is made
if (player.hand.length === 1) {
this.awaitUno = player.id;
this.unoId = Math.floor(Math.random() * 100).toString() as ID;
}
player.sendDisplay(); // update display without the card in it for purposes such as choosing colors
this.sendToRoom(`|raw|${Utils.escapeHTML(player.name)} has played a <span style="font-weight:bold;color: ${textColors[card.color]}">${card.name}</span>.`);
// handle hand size
if (!player.hand.length) {
this.onWin(player);
return;
}
// continue with effects and next player
this.onRunEffect(card.value);
if (this.state === 'play') this.nextTurn();
}
onRunEffect(value: string, initialize?: boolean) {
const colorDisplay = `|uhtml|uno-hand|<table style="width: 100%; border: 1px solid black"><tr><td style="width: 50%"><button style="width: 100%; background-color: red; border: 2px solid rgba(0 , 0 , 0 , 0.59); border-radius: 5px; padding: 5px" name=send value="/uno color Red">Red</button></td><td style="width: 50%"><button style="width: 100%; background-color: blue; border: 2px solid rgba(0 , 0 , 0 , 0.59); border-radius: 5px; color: white; padding: 5px" name=send value="/uno color Blue">Blue</button></td></tr><tr><td style="width: 50%"><button style="width: 100%; background-color: green; border: 2px solid rgba(0 , 0 , 0 , 0.59); border-radius: 5px; padding: 5px" name=send value="/uno color Green">Green</button></td><td style="width: 50%"><button style="width: 100%; background-color: yellow; border: 2px solid rgba(0 , 0 , 0 , 0.59); border-radius: 5px; padding: 5px" name=send value="/uno color Yellow">Yellow</button></td></tr></table>`;
switch (value) {
case 'Reverse':
this.direction *= -1;
this.sendToRoom(`|c:|${Math.floor(Date.now() / 1000)}|&|The direction of the game has changed.`);
// in 2 player games, reverse sends the turn back to the player.
if (!initialize && this.playerCount === 2) this.onNextPlayer();
break;
case 'Skip':
this.onNextPlayer();
this.sendToRoom(`|c:|${Math.floor(Date.now() / 1000)}|&|${this.playerTable[this.currentPlayerid].name}'s turn has been skipped.`);
break;
case '+2':
this.onNextPlayer();
this.sendToRoom(`|c:|${Math.floor(Date.now() / 1000)}|&|${this.playerTable[this.currentPlayerid].name} has been forced to draw 2 cards.`);
this.onDrawCard(this.playerTable[this.currentPlayerid], 2);
break;
case '+4':
this.playerTable[this.currentPlayerid].sendRoom(colorDisplay);
this.state = 'color';
// apply to the next in line, since the current player still has to choose the color
const next = this.getNextPlayer();
this.sendToRoom(`|c:|${Math.floor(Date.now() / 1000)}|&|${this.playerTable[next].name} has been forced to draw 4 cards.`);
this.onDrawCard(this.playerTable[next], 4);
this.isPlusFour = true;
this.timer = setTimeout(() => {
this.sendToRoom(`|c:|${Math.floor(Date.now() / 1000)}|&|${this.playerTable[this.currentPlayerid].name} has been automatically disqualified.`);
this.eliminate(this.currentPlayerid);
}, this.maxTime * 1000);
break;
case 'Wild':
this.playerTable[this.currentPlayerid].sendRoom(colorDisplay);
this.state = 'color';
this.timer = setTimeout(() => {
this.sendToRoom(`|c:|${Math.floor(Date.now() / 1000)}|&|${this.playerTable[this.currentPlayerid].name} has been automatically disqualified.`);
this.eliminate(this.currentPlayerid);
}, this.maxTime * 1000);
break;
}
if (initialize) this.onNextPlayer();
}
onSelectColor(player: UNOPlayer, color: Color) {
if (
!['Red', 'Blue', 'Green', 'Yellow'].includes(color) ||
player.id !== this.currentPlayerid ||
this.state !== 'color'
) {
return false;
}
if (!this.topCard) {
// should never happen
throw new Error(`No top card in the discard pile.`);
}
this.topCard.changedColor = color;
this.sendToRoom(`|c:|${Math.floor(Date.now() / 1000)}|&|The color has been changed to ${color}.`);
if (this.timer) clearTimeout(this.timer);
// send the display of their cards again
player.sendDisplay();
if (this.isPlusFour) {
this.isPlusFour = false;
this.onNextPlayer(); // handle the skipping here.
}
this.nextTurn();
}
onDrawCard(player: UNOPlayer, count: number) {
if (typeof count === 'string') count = parseInt(count);
if (!count || isNaN(count) || count < 1) count = 1;
const drawnCards = this.drawCard(count);
player.hand.push(...drawnCards);
player.sendRoom(
`|raw|You have drawn the following card${Chat.plural(drawnCards)}: ` +
`${drawnCards.map(card => `<span style="color: ${textColors[card.color]}">${card.name}</span>`).join(', ')}.`
);
return drawnCards;
}
drawCard(count: number) {
if (typeof count === 'string') count = parseInt(count);
if (!count || isNaN(count) || count < 1) count = 1;
const drawnCards: Card[] = [];
for (let i = 0; i < count; i++) {
if (!this.deck.length) {
// shuffle the cards back into the deck, or if there are no discards, add another deck into the game.
this.deck = this.discards.length ? Utils.shuffle(this.discards) : Utils.shuffle(createDeck());
this.discards = []; // clear discard pile
}
drawnCards.push(this.deck[this.deck.length - 1]);
this.deck.pop();
}
return drawnCards;
}
onUno(player: UNOPlayer, unoId: ID) {
// uno id makes spamming /uno uno impossible
if (this.unoId !== unoId || player.id !== this.awaitUno) return false;
this.sendToRoom(`|c:|${Math.floor(Date.now() / 1000)}|&|**UNO!** ${player.name} is down to their last card!`);
this.awaitUno = null;
this.unoId = null;
}
onCheckUno() {
if (this.awaitUno) {
// if the previous player hasn't hit UNO before the next player plays something, they are forced to draw 2 cards;
if (this.awaitUno !== this.currentPlayerid) {
this.sendToRoom(`|c:|${Math.floor(Date.now() / 1000)}|&|${this.playerTable[this.awaitUno].name} forgot to say UNO! and is forced to draw 2 cards.`);
this.onDrawCard(this.playerTable[this.awaitUno], 2);
}
this.awaitUno = null;
this.unoId = null;
}
}
onSendHand(user: User) {
if (!(user.id in this.playerTable) || this.state === 'signups') return false;
this.playerTable[user.id].sendDisplay();
}
onWin(player: UNOPlayer) {
this.sendToRoom(
Utils.html`|raw|<div class="broadcast-blue">Congratulations to ${player.name} for winning the game of UNO!</div>`,
true
);
this.destroy();
}
destroy() {
if (this.timer) clearTimeout(this.timer);
if (this.autostartTimer) clearTimeout(this.autostartTimer);
this.sendToRoom(`|uhtmlchange|uno-${this.gameNumber}|<div class="infobox">The game of UNO has ended.</div>`, true);
// deallocate games for each player.
for (const i in this.playerTable) {
this.playerTable[i].destroy();
}
this.room.game = null;
}
}
class UNOPlayer extends Rooms.RoomGamePlayer {
hand: Card[];
game: UNO;
cardLock: string | null;
constructor(user: User, game: UNO) {
super(user, game);
this.hand = [];
this.game = game;
this.cardLock = null;
}
canPlayWildFour() {
if (!this.game.topCard) {
// should never happen
throw new Error(`No top card in the discard pile.`);
}
const color = (this.game.topCard.changedColor || this.game.topCard.color);
if (this.hand.some(c => c.color === color)) return false;
return true;
}
hasCard(cardName: string) {
return this.hand.find(card => card.name === cardName);
}
removeCard(cardName: string) {
for (const [i, card] of this.hand.entries()) {
if (card.name === cardName) {
this.hand.splice(i, 1);
break;
}
}
}
buildHand() {
return this.hand.sort((a, b) => a.color.localeCompare(b.color) || a.value.localeCompare(b.value))
.map((c, i) => cardHTML(c, i === this.hand.length - 1));
}
sendDisplay() {
const hand = this.buildHand().join('');
const players = `<p><strong>Players (${this.game.playerCount}):</strong></p>${this.game.getPlayers(true)}`;
const draw = '<button class="button" style="width: 45%; background: rgba(0, 0, 255, 0.05)" name=send value="/uno draw">Draw a card!</button>';
const pass = '<button class="button" style=" width: 45%; background: rgba(255, 0, 0, 0.05)" name=send value="/uno pass">Pass!</button>';
const uno = `<button class="button" style=" width: 90%; background: rgba(0, 255, 0, 0.05); height: 60px; margin-top: 2px;" name=send value="/uno uno ${this.game.unoId || '0'}">UNO!</button>`;
if (!this.game.topCard) {
// should never happen
throw new Error(`No top card in the discard pile.`);
}
const top = `<strong>Top Card: <span style="color: ${textColors[this.game.topCard.changedColor || this.game.topCard.color]}">${this.game.topCard.name}</span></strong>`;
// clear previous display and show new display
this.sendRoom("|uhtmlchange|uno-hand|");
this.sendRoom(
`|uhtml|uno-hand|<div style="border: 1px solid skyblue; padding: 0 0 5px 0"><table style="width: 100%; table-layout: fixed; border-radius: 3px"><tr><td colspan="4" rowspan="2" style="padding: 5px"><div style="overflow-x: auto; white-space: nowrap; width: 100%">${hand}</div></td>${this.game.currentPlayerid === this.id ? `<td colspan="2" style="padding: 5px 5px 0 5px">${top}</td></tr>` : ""}` +
`<tr><td colspan="2" style="vertical-align: top; padding: 0px 5px 5px 5px"><div style="overflow-y: scroll">${players}</div></td></tr></table>` +
`${this.game.currentPlayerid === this.id ? `<div style="text-align: center">${draw}${pass}<br />${uno}</div>` : ""}</div>`
);
}
}
export const commands: ChatCommands = {
uno: {
// roomowner commands
off: 'disable',
disable(target, room, user) {
room = this.requireRoom();
this.checkCan('gamemanagement', null, room);
if (room.settings.unoDisabled) {
throw new Chat.ErrorMessage("UNO is already disabled in this room.");
}
room.settings.unoDisabled = true;
room.saveSettings();
return this.sendReply("UNO has been disabled for this room.");
},
on: 'enable',
enable(target, room, user) {
room = this.requireRoom();
this.checkCan('gamemanagement', null, room);
if (!room.settings.unoDisabled) {
throw new Chat.ErrorMessage("UNO is already enabled in this room.");
}
delete room.settings.unoDisabled;
room.saveSettings();
return this.sendReply("UNO has been enabled for this room.");
},
// moderation commands
new: 'create',
make: 'create',
createpublic: 'create',
makepublic: 'create',
createprivate: 'create',
makeprivate: 'create',
create(target, room, user, connection, cmd) {
room = this.requireRoom();
this.checkCan('minigame', null, room);
if (room.settings.unoDisabled) throw new Chat.ErrorMessage("UNO is currently disabled for this room.");
if (room.game) throw new Chat.ErrorMessage("There is already a game in progress in this room.");
const suppressMessages = cmd.includes('private') || !(cmd.includes('public') || room.roomid === 'gamecorner');
let cap = parseInt(target);
if (isNaN(cap)) cap = 12;
if (cap < 2) cap = 2;
room.game = new UNO(room, cap, suppressMessages);
this.privateModAction(`A game of UNO was created by ${user.name}.`);
this.modlog('UNO CREATE');
},
cap: 'setcap',
setcap(target, room, user) {
room = this.requireRoom();
this.checkCan('minigame', null, room);
const game = this.requireGame(UNO);
if (game.state !== 'signups') {
throw new Chat.ErrorMessage(`There is no UNO game in the signups phase in this room, so adjusting the player cap would do nothing.`);
}
let cap = parseInt(target);
if (isNaN(cap) || cap < 2) {
cap = 2;
}
game.playerCap = cap;
this.privateModAction(`The playercap was set to ${game.playerCap} by ${user.name}.`);
this.modlog('UNO PLAYERCAP');
},
start(target, room, user) {
room = this.requireRoom();
this.checkCan('minigame', null, room);
const game = this.requireGame(UNO);
if (game.state !== 'signups') {
throw new Chat.ErrorMessage("There is no UNO game in signups phase in this room.");
}
if (game.onStart()) {
this.privateModAction(`The game of UNO was started by ${user.name}.`);
this.modlog('UNO START');
}
},
stop: 'end',
end(target, room, user) {
room = this.requireRoom();
this.checkCan('minigame', null, room);
if (!room.game || room.game.gameid !== 'uno') {
throw new Chat.ErrorMessage("There is no UNO game going on in this room.");
}
room.game.destroy();
room.add("The game of UNO was forcibly ended.").update();
this.privateModAction(`The game of UNO was ended by ${user.name}.`);
this.modlog('UNO END');
},
timer(target, room, user) {
room = this.requireRoom();
this.checkCan('minigame', null, room);
const game = this.requireGame(UNO);
const amount = parseInt(target);
if (!amount || amount < 5 || amount > 300) {
throw new Chat.ErrorMessage("The amount must be a number between 5 and 300.");
}
game.maxTime = amount;
if (game.timer) clearTimeout(game.timer);
game.timer = setTimeout(() => {
game.eliminate(game.currentPlayerid);
}, amount * 1000);
this.addModAction(`${user.name} has set the UNO automatic disqualification timer to ${amount} seconds.`);
this.modlog('UNO TIMER', null, `${amount} seconds`);
},
autostart(target, room, user) {
room = this.requireRoom();
this.checkCan('minigame', null, room);
const game = this.requireGame(UNO);
if (toID(target) === 'off') {
if (!game.autostartTimer) throw new Chat.ErrorMessage("There is no autostart timer running on.");
this.addModAction(`${user.name} has turned off the UNO autostart timer.`);
clearTimeout(game.autostartTimer);
return;
}
const amount = parseInt(target);
if (!amount || amount < 30 || amount > 600) {
throw new Chat.ErrorMessage("The amount must be a number between 30 and 600 seconds.");
}
if (game.state !== 'signups') throw new Chat.ErrorMessage("The game of UNO has already started.");
if (game.autostartTimer) clearTimeout(game.autostartTimer);
game.autostartTimer = setTimeout(() => {
game.onStart();
}, amount * 1000);
this.addModAction(`${user.name} has set the UNO autostart timer to ${amount} seconds.`);
},
dq: 'disqualify',
disqualify(target, room, user) {
room = this.requireRoom();
this.checkCan('minigame', null, room);
const game = this.requireGame(UNO);
const disqualified = game.eliminate(toID(target));
if (disqualified === false) throw new Chat.ErrorMessage(`Unable to disqualify ${target}.`);
this.privateModAction(`${user.name} has disqualified ${disqualified} from the UNO game.`);
this.modlog('UNO DQ', toID(target));
room.add(`${disqualified} has been disqualified from the UNO game.`).update();
},
// player/user commands
j: 'join',
join(target, room, user) {
const game = this.requireGame(UNO);
this.checkChat();
if (!game.joinGame(user)) throw new Chat.ErrorMessage("Unable to join the game.");
return this.sendReply("You have joined the game of UNO.");
},
l: 'leave',
leave(target, room, user) {
const game = this.requireGame(UNO);
if (!game.leaveGame(user)) throw new Chat.ErrorMessage("Unable to leave the game.");
return this.sendReply("You have left the game of UNO.");
},
play(target, room, user) {
const game = this.requireGame(UNO);
if (!game) throw new Chat.ErrorMessage("There is no UNO game going on in this room right now.");
const player: UNOPlayer | undefined = game.playerTable[user.id];
if (!player) throw new Chat.ErrorMessage(`You are not in the game of UNO.`);
const error = game.onPlay(player, target);
if (typeof error === 'string') throw new Chat.ErrorMessage(error);
},
draw(target, room, user) {
room = this.requireRoom();
const game = room.getGame(UNO);
if (!game) throw new Chat.ErrorMessage("There is no UNO game going on in this room right now.");
const player: UNOPlayer | undefined = game.playerTable[user.id];
if (!player) throw new Chat.ErrorMessage(`You are not in the game of UNO.`);
const error = game.onDraw(player);
if (error) throw new Chat.ErrorMessage("You have already drawn a card this turn.");
},
pass(target, room, user) {
const game = this.requireGame(UNO);
if (!game) throw new Chat.ErrorMessage("There is no UNO game going on in this room right now.");
if (game.currentPlayerid !== user.id) throw new Chat.ErrorMessage("It is currently not your turn.");
const player: UNOPlayer | undefined = game.playerTable[user.id];
if (!player) throw new Chat.ErrorMessage(`You are not in the game of UNO.`);
if (!player.cardLock) throw new Chat.ErrorMessage("You cannot pass until you draw a card.");
if (game.state === 'color') throw new Chat.ErrorMessage("You cannot pass until you choose a color.");
game.sendToRoom(`|c:|${Math.floor(Date.now() / 1000)}|&|${user.name} has passed.`);
game.nextTurn();
},
color(target, room, user) {
const game = this.requireGame(UNO);
const player: UNOPlayer | undefined = game.playerTable[user.id];
if (!player) throw new Chat.ErrorMessage(`You are not in the game of UNO.`);
let color: Color;
if (target === 'Red' || target === 'Green' || target === 'Blue' || target === 'Yellow' || target === 'Black') {
color = target;
} else {
throw new Chat.ErrorMessage(`"${target}" is not a valid color.`);
}
game.onSelectColor(player, color);
},
uno(target, room, user) {
const game = this.requireGame(UNO);
const player: UNOPlayer | undefined = game.playerTable[user.id];
if (!player) throw new Chat.ErrorMessage(`You are not in the game of UNO.`);
game.onUno(player, toID(target));
},
// information commands
'': 'hand',
hand(target, room, user) {
const game = this.requireGame(UNO);
game.onSendHand(user);
},
players: 'getusers',
users: 'getusers',
getplayers: 'getusers',
getusers(target, room, user) {
const game = this.requireGame(UNO);
if (!this.runBroadcast()) return false;
this.sendReplyBox(`<strong>Players (${game.playerCount})</strong>:${game.getPlayers()}`);
},
help(target, room, user) {
this.parse('/help uno');
},
// suppression commands
suppress(target, room, user) {
room = this.requireRoom();
const game = this.requireGame(UNO);
this.checkCan('minigame', null, room);
target = toID(target);
const state = target === 'on' ? true : target === 'off' ? false : undefined;
if (state === undefined) {
return this.sendReply(`Suppression of UNO game messages is currently ${game.suppressMessages ? 'on' : 'off'}.`);
}
if (state === game.suppressMessages) {
throw new Chat.ErrorMessage(`Suppression of UNO game messages is already ${game.suppressMessages ? 'on' : 'off'}.`);
}
game.suppressMessages = state;
this.addModAction(`${user.name} has turned ${state ? 'on' : 'off'} suppression of UNO game messages.`);
this.modlog('UNO SUPRESS', null, (state ? 'ON' : 'OFF'));
},
spectate(target, room, user) {
const game = this.requireGame(UNO);
if (!game) throw new Chat.ErrorMessage("There is no UNO game going on in this room right now.");
if (!game.suppressMessages) throw new Chat.ErrorMessage("The current UNO game is not suppressing messages.");
if (user.id in game.spectators) throw new Chat.ErrorMessage("You are already spectating this game.");
game.spectators[user.id] = 1;
this.sendReply("You are now spectating this private UNO game.");
},
unspectate(target, room, user) {
const game = this.requireGame(UNO);
if (!game) throw new Chat.ErrorMessage("There is no UNO game going on in this room right now.");
if (!game.suppressMessages) throw new Chat.ErrorMessage("The current UNO game is not suppressing messages.");
if (!(user.id in game.spectators)) throw new Chat.ErrorMessage("You are currently not spectating this game.");
delete game.spectators[user.id];
this.sendReply("You are no longer spectating this private UNO game.");
},
},
unohelp: [
`/uno create [player cap] - creates a new UNO game with an optional player cap (default player cap at 12). Use the command [createpublic] to force a public game or [createprivate] to force a private game. Requires: % @ # &`,
`/uno setcap [player cap] - adjusts the player cap of the current UNO game. Requires: % @ # &`,
`/uno timer [amount] - sets an auto disqualification timer for [amount] seconds. Requires: % @ # &`,
`/uno autostart [amount] - sets an auto starting timer for [amount] seconds. Requires: % @ # &`,
`/uno end - ends the current game of UNO. Requires: % @ # &`,
`/uno start - starts the current game of UNO. Requires: % @ # &`,
`/uno disqualify [player] - disqualifies the player from the game. Requires: % @ # &`,
`/uno hand - displays your own hand.`,
`/uno getusers - displays the players still in the game.`,
`/uno [spectate|unspectate] - spectate / unspectate the current private UNO game.`,
`/uno suppress [on|off] - Toggles suppression of game messages.`,
],
};
export const roomSettings: SettingsHandler = room => ({
label: "UNO",
permission: 'editroom',
options: [
[`disabled`, room.settings.unoDisabled || 'uno disable'],
[`enabled`, !room.settings.unoDisabled || 'uno enable'],
],
});