pokemon-showdown/server/chat-plugins/trivia.js
Ben Davies a17b81ccf7 Trivia: nuke | 0 int flooring hack
Cool optimization bro, too bad numbers like -0 exist
2019-12-13 08:07:35 -04:00

1982 lines
66 KiB
JavaScript

/*
* Trivia plugin
* Written by Morfent
*/
'use strict';
/** @type {typeof import('../../lib/fs').FS} */
const FS = require(/** @type {any} */('../../.lib-dist/fs')).FS;
const MAIN_CATEGORIES = {
ae: 'Arts and Entertainment',
pokemon: 'Pok\u00E9mon',
sg: 'Science and Geography',
sh: 'Society and Humanities',
};
const SPECIAL_CATEGORIES = {
misc: 'Miscellaneous',
subcat: 'Sub-Category',
};
const ALL_CATEGORIES = {
ae: 'Arts and Entertainment',
misc: 'Miscellaneous',
pokemon: 'Pok\u00E9mon',
sg: 'Science and Geography',
sh: 'Society and Humanities',
subcat: 'Sub-Category',
};
const MODES = {
first: 'First',
number: 'Number',
timer: 'Timer',
wl: "Weakest Link",
weakestlink: "Weakest Link",
};
const TYPES = {
trivia: 'Trivia',
weakestlink: 'Weakest Link',
};
const LENGTHS = {
short: {
cap: 20,
prizes: [3, 2, 1],
},
medium: {
cap: 35,
prizes: [4, 2, 1],
},
long: {
cap: 50,
prizes: [5, 3, 1],
},
};
Object.setPrototypeOf(MAIN_CATEGORIES, null);
Object.setPrototypeOf(SPECIAL_CATEGORIES, null);
Object.setPrototypeOf(ALL_CATEGORIES, null);
Object.setPrototypeOf(MODES, null);
Object.setPrototypeOf(LENGTHS, null);
const SIGNUP_PHASE = 'signups';
const QUESTION_PHASE = 'question';
const INTERMISSION_PHASE = 'intermission';
const LIMBO_PHASE = 'limbo';
const MINIMUM_PLAYERS = 3;
const START_TIMEOUT = 30 * 1000;
const INTERMISSION_INTERVAL = 20 * 1000;
const MAX_QUESTION_LENGTH = 252;
const MAX_ANSWER_LENGTH = 32;
const BANK_AMOUNTS = [1000, 2500, 5000, 10000, 25000, 50000, 75000, 125000];
const NUM_FINALS_QUESTIONS = 5;
/**
* @typedef {{question: string, category: string, answers: string[], user?: string, type?: string}} TriviaQuestion
* @typedef {[number, number, number]} TriviaRank
* @typedef {TriviaQuestion[]} TriviaQuestions
* @typedef {{[k: string]: TriviaRank}} TriviaLeaderboard
* @typedef {TriviaRank[][]} TriviaLadder
* @typedef {{questions?: TriviaQuestions, submissions?: TriviaQuestions, leaderboard?: TriviaLeaderboard, ladder?: TriviaLadder, wlquestions?: TriviaQuestions, wlsubmissions?: TriviaQuestions}} TriviaData
*/
const PATH = 'config/chat-plugins/triviadata.json';
/**
* TODO: move trivia database code to a separate file once relevant.
* @type {TriviaData}
*/
let triviaData = {};
try {
triviaData = require(`../../${PATH}`);
} catch (e) {} // file doesn't exist or contains invalid JSON
if (!triviaData || typeof triviaData !== 'object') triviaData = {};
if (typeof triviaData.leaderboard !== 'object') triviaData.leaderboard = {};
if (typeof triviaData.altLeaderboard !== 'object') triviaData.altLeaderboard = {};
if (!Array.isArray(triviaData.questions)) triviaData.questions = [];
if (!Array.isArray(triviaData.submissions)) triviaData.submissions = [];
if (triviaData.questions.some(q => !('type' in q))) {
triviaData.questions = triviaData.questions.map(q => Object.assign(Object.create(null), q, {type: 'trivia'}));
}
if (triviaData.wlquestions) delete triviaData.wlquestions;
if (triviaData.wlsubmissions) delete triviaData.wlsubmissions;
function writeTriviaData() {
FS(PATH).writeUpdate(() => (
JSON.stringify(triviaData, null, 2)
));
}
/**
* Binary search for the index at which to splice in new questions in a category,
* or the index at which to slice up to for a category's questions
* TODO: why isn't this a map? Storing questions/submissions sorted by
* category is pretty stupid when maps exist for that purpose.
* @param {string} category
* @param {boolean?} isSubmissions
* @return {number}
*/
function findEndOfCategory(category, inSubmissions) {
let questions = inSubmissions ? triviaData.submissions : triviaData.questions;
let left = 0;
let right = questions.length;
let i = 0;
let curCategory;
while (left < right) {
i = Math.floor((left + right) / 2);
curCategory = questions[i].category;
if (curCategory < category) {
left = i + 1;
} else if (curCategory > category) {
right = i;
} else {
while (++i < questions.length) {
if (questions[i].category !== category) break;
}
return i;
}
}
return left;
}
/**
* @param {string} category
* @return {TriviaQuestion[]}
*/
function sliceCategory(category) {
let questions = triviaData.questions;
if (!questions.length) return [];
let sliceUpTo = findEndOfCategory(category, false);
if (!sliceUpTo) return [];
let categories = Object.keys(ALL_CATEGORIES);
let categoryIdx = categories.indexOf(category);
if (!categoryIdx) return questions.slice(0, sliceUpTo);
// findEndOfCategory for the category prior to the specified one in
// alphabetical order returns the index of the first question in it
let sliceFrom = findEndOfCategory(categories[categoryIdx - 1], false);
if (sliceFrom === sliceUpTo) return [];
return questions.slice(sliceFrom, sliceUpTo);
}
class Ladder {
constructor(leaderboard) {
this.leaderboard = leaderboard;
this.cache = null;
}
invalidateCache() {
this.cache = null;
}
get() {
if (this.cache) {
return this.cache;
}
this.cache = this.computeCachedLadder();
return this.cache;
}
computeCachedLadder() {
let leaders = Object.keys(this.leaderboard);
let ladder = [];
let ranks = {};
for (const leader of leaders) {
ranks[leader] = [];
}
for (let i = 0; i < 3; i++) {
leaders.sort((a, b) => this.leaderboard[b][i] - this.leaderboard[a][i]);
let max = Infinity;
let rank = -1;
for (const leader of leaders) {
let score = this.leaderboard[leader][i];
if (max !== score) {
rank++;
max = score;
}
if (i === 0 && rank < 15) {
if (!ladder[rank]) ladder[rank] = [];
ladder[rank].push(leader);
}
ranks[leader].push(rank + 1);
}
}
return {ladder, ranks};
}
}
let cachedLadder = new Ladder(triviaData.leaderboard);
let cachedAltLadder = new Ladder(triviaData.altLeaderboard);
class TriviaPlayer extends Rooms.RoomGamePlayer {
constructor(user, game) {
super(user, game);
/** @type {number} */
this.points = 0;
/** @type {number} */
this.correctAnswers = 0;
/** @type {string} */
this.answer = '';
/** @type {number[]} */
this.currentAnsweredAt = [];
/** @type {number} */
this.lastQuestion = 0;
/** @type {number[]} */
this.answeredAt = [];
/** @type {boolean} */
this.isCorrect = false;
/** @type {boolean} */
this.isAbsent = false;
}
/**
* @param {string} answer
* @param {boolean?} isCorrect
*/
setAnswer(answer, isCorrect) {
this.answer = answer;
this.currentAnsweredAt = process.hrtime();
this.isCorrect = !!isCorrect;
}
/**
* @param {number?} [points = 0]
* @param {number} [lastQuestion]
*/
incrementPoints(points = 0, lastQuestion) {
this.points += points;
this.answeredAt = this.currentAnsweredAt;
this.lastQuestion = lastQuestion;
this.correctAnswers++;
}
clearAnswer() {
this.answer = '';
this.isCorrect = false;
}
toggleAbsence() {
this.isAbsent = !this.isAbsent;
}
reset() {
this.points = 0;
this.correctAnswers = 0;
this.answer = '';
this.answeredAt = [];
this.isCorrect = false;
}
}
class Trivia extends Rooms.RoomGame {
/**
* @param {ChatRoom} room
* @param {string} mode
* @param {string} category
* @param {string} length
* @param {TriviaQuestion[]} questions
*/
constructor(room, mode, category, length, questions) {
super(room);
this.gameid = /** @type {ID} */ ('trivia');
this.title = 'Trivia';
this.allowRenames = true;
this.playerCap = Number.MAX_SAFE_INTEGER;
/** @type {number} */
this.minPlayers = MINIMUM_PLAYERS;
/** @type {Set<string>} */
this.kickedUsers = new Set();
/** @type {boolean} */
this.canLateJoin = true;
/** @type {string} */
this.mode = MODES[mode];
/** @type {string} */
this.length = length;
/** @type {string} */
this.category = '';
if (category === 'all') {
this.category = 'All';
} else if (category === 'random') {
this.category = `Random (${ALL_CATEGORIES[questions[0].category]})`;
} else {
this.category = ALL_CATEGORIES[category];
}
/** @type {TriviaQuestions} */
this.questions = questions;
/** @type {string} */
this.phase = SIGNUP_PHASE;
/** @type {Timer?} */
this.phaseTimeout = null;
/** @type {number} */
this.questionNumber = 0;
/** @type {TriviaQuestions} */
this.questions = questions;
/** @type {string} */
this.curQuestion = '';
/** @type {string[]} */
this.curAnswers = [];
/** @type {number[]} */
this.askedAt = [];
this.init();
}
setPhaseTimeout(callback, timeout) {
if (this.phaseTimeout) {
clearTimeout(this.phaseTimeout);
}
this.phaseTimeout = setTimeout(callback, timeout);
}
getCap() {
return LENGTHS[this.length].cap;
}
/**
* How long the players should have to answer a question.
* @return {number}
*/
getRoundLength() {
return 12 * 1000 + 500;
}
/**
* @param {User} user
* @return {string | undefined}
*/
addPlayer(user) {
if (this.playerTable[user.id]) return 'You have already signed up for this game.';
for (let id in user.prevNames) {
if (this.playerTable[id]) return 'You have already signed up for this game.';
}
if (this.kickedUsers.has(user.id)) {
return 'You were kicked from the game and thus cannot join it again.';
}
for (let id in user.prevNames) {
if (this.playerTable[id]) return 'You have already signed up for this game.';
if (this.kickedUsers.has(id)) return 'You were kicked from the game and cannot join until the next game.';
}
for (let id in this.playerTable) {
let tarUser = Users.get(id);
if (tarUser) {
if (tarUser.prevNames[user.id]) return 'You have already signed up for this game.';
let tarPrevNames = Object.keys(tarUser.prevNames);
let prevNameMatch = tarPrevNames.some(tarId => (tarId in user.prevNames));
if (prevNameMatch) return 'You have already signed up for this game.';
let tarIps = Object.keys(tarUser.ips);
let ipMatch = tarIps.some(ip => (ip in user.ips));
if (ipMatch) return 'You have already signed up for this game.';
}
}
if (this.phase !== SIGNUP_PHASE && !this.canLateJoin) return "This game does not allow latejoins.";
super.addPlayer(user);
}
/**
* @param {User} user
* @return {TriviaPlayer}
*/
makePlayer(user) {
return new TriviaPlayer(user, this);
}
destroy() {
if (this.phaseTimeout) clearTimeout(this.phaseTimeout);
this.phaseTimeout = null;
this.kickedUsers.clear();
super.destroy();
}
/**
* @param {User} user
* @return {boolean}
*/
onConnect(user) {
let player = this.playerTable[user.id];
if (!player || !player.isAbsent) return false;
player.toggleAbsence();
if (++this.playerCount < MINIMUM_PLAYERS) return false;
if (this.phase !== LIMBO_PHASE) return false;
// At least let the game start first!!
if (this.phase === SIGNUP_PHASE) return false;
for (let i in this.playerTable) {
this.playerTable[i].clearAnswer();
}
this.broadcast(
'Enough players have returned to continue the game!',
'The game will continue with the next question.'
);
this.askQuestion();
return true;
}
/**
* @param {User} user
* @param {ID} oldUserid
*/
onLeave(user, oldUserid) {
// The user cannot participate, but their score should be kept
// regardless in cases of disconnects.
const player = this.playerTable[oldUserid || user.id];
if (!player || player.isAbsent) return false;
player.toggleAbsence();
if (--this.playerCount >= MINIMUM_PLAYERS) return false;
// At least let the game start first!!
if (this.phase === SIGNUP_PHASE) return false;
clearTimeout(this.phaseTimeout);
this.phaseTimeout = null;
this.phase = LIMBO_PHASE;
this.broadcast(
'Not enough players are participating to continue the game!',
`Until there are ${MINIMUM_PLAYERS} players participating and present, the game will be paused.`
);
return true;
}
/**
* Handles setup that shouldn't be done from the constructor.
*/
init() {
this.broadcast(
'Signups for a new trivia game have begun!',
`Mode: ${this.mode} | Category: ${this.category} | Score cap: ${this.getCap()}<br />` +
'Enter /trivia join to sign up for the trivia game.'
);
}
/**
* Generates and broadcasts the HTML for a generic announcement containing
* a title and an optional message.
* @param {string} title
* @param {string?} message
* @return {?ChatRoom}
*/
broadcast(title, message) {
let buffer = `<div class="broadcast-blue"><strong>${title}</strong>`;
if (message) buffer += `<br />${message}`;
buffer += '</div>';
if (!this.room) return null;
return this.room.addRaw(buffer).update();
}
/**
* @return {string}
*/
getDescription() {
return `Mode: ${this.mode} | Category: ${this.category} | Score cap: ${this.getCap()}`;
}
/**
* Formats the player list for display when using /trivia players.
* @return {string}
*/
formatPlayerList(settings) {
return this.getTopPlayers(settings).map(player => {
const buf = Chat.html`${player.name} (${player.player.points || "0"})`;
return player.isAbsent ? `<span style="color: #444444">${buf}</span>` : buf;
}).join(', ');
}
/**
* Kicks a player from the game, preventing them from joining it again
* until the next game begins.
* @param {User} tarUser
* @param {User} user
* @return {string}
*/
kick(tarUser, user) {
if (!this.playerTable[tarUser.id]) {
if (this.kickedUsers.has(tarUser.id)) return `User ${tarUser.name} has already been kicked from the game.`;
for (let id in tarUser.prevNames) {
if (this.kickedUsers.has(id)) return `User ${tarUser.name} has already been kicked from the game.`;
}
for (const kickedUserid of this.kickedUsers) {
let kickedUser = Users.get(kickedUserid);
if (kickedUser) {
if (kickedUser.prevNames[tarUser.id]) {
return `User ${tarUser.name} has already been kicked from the game.`;
}
let prevNames = Object.keys(kickedUser.prevNames);
let nameMatch = prevNames.some(id => tarUser.prevNames[id]);
if (nameMatch) return `User ${tarUser.name} has already been kicked from the game.`;
let ips = Object.keys(kickedUser.ips);
let ipMatch = ips.some(ip => tarUser.ips[ip]);
if (ipMatch) return `User ${tarUser.name} has already been kicked from the game.`;
}
}
return `User ${tarUser.name} is not a player in the game.`;
}
this.kickedUsers.add(tarUser.id);
for (let id in tarUser.prevNames) {
this.kickedUsers.add(id);
}
super.removePlayer(tarUser);
}
/**
* @param {User} user
* @return {string | undefined}
*/
leave(user) {
if (!this.playerTable[user.id]) {
return 'You are not a player in the current game.';
}
super.removePlayer(user);
}
/**
* Starts the question loop for a trivia game in its signup phase.
* @return {string | undefined}
*/
start() {
if (this.phase !== SIGNUP_PHASE) return 'The game has already been started.';
if (this.playerCount < this.minPlayers) {
return `Not enough players have signed up yet! At least ${this.minPlayers} players to begin.`;
}
this.broadcast(`The game will begin in ${START_TIMEOUT / 1000} seconds...`);
this.phase = INTERMISSION_PHASE;
this.setPhaseTimeout(() => this.askQuestion(), START_TIMEOUT);
}
/**
* Broadcasts the next question on the questions list to the room and sets
* a timeout to tally the answers received.
*/
askQuestion() {
if (!this.questions.length) {
clearTimeout(this.phaseTimeout);
this.phaseTimeout = null;
this.broadcast(
'No questions are left!',
'The game has reached a stalemate'
);
if (this.room) this.destroy();
return;
}
this.phase = QUESTION_PHASE;
this.askedAt = process.hrtime();
let question = this.questions.pop();
this.questionNumber++;
this.curQuestion = question.question;
this.curAnswers = question.answers;
this.sendQuestion(question);
this.setPhaseTimeout(() => this.tallyAnswers(), this.getRoundLength());
}
/**
* Broadcasts to the room what the next question is.
* @param {TriviaQuestion} question
*/
sendQuestion(question) {
this.broadcast(
`Question: ${question.question}`,
`Category: ${ALL_CATEGORIES[question.category]}`
);
}
/**
* This is a noop here since it'd defined properly by subclasses later on.
* All this is obligated to do is take a user and their answer as args;
* the behaviour of this method can be entirely arbitrary otherwise.
*/
answerQuestion() {}
/**
* Verifies whether or not an answer is correct. In longer answers, small
* typos can be made and still have the answer be considered correct.
* @param {string} tarAnswer
* @return {boolean}
*/
verifyAnswer(tarAnswer) {
return this.curAnswers.some(answer => (
(answer === tarAnswer) || (Dex.levenshtein(tarAnswer, answer) <= this.maxLevenshteinAllowed(answer.length))
));
}
/**
* Return the maximum Levenshtein distance that is allowable for answers of the given length.
* @param {number} answerLength
* @return {number}
*/
maxLevenshteinAllowed(answerLength) {
if (answerLength > 5) {
return 2;
}
if (answerLength > 4) {
return 1;
}
return 0;
}
/**
* This is a noop here since it'd defined properly by mode subclasses later
* on. This calculates the points a correct responder earns, which is
* typically between 1-5.
*/
calculatePoints() {}
/**
* This is a noop here since it's defined properly by mode subclasses later
* on. This is obligated to update the game phase, but it can be entirely
* arbitrary otherwise.
*/
tallyAnswers() {}
/**
* Ends the game after a player's score has exceeded the score cap.
* @param {string} buffer
*/
win(buffer) {
clearTimeout(this.phaseTimeout);
this.phaseTimeout = null;
const winners = this.getTopPlayers({max: 3});
buffer += '<br />' + this.getWinningMessage(winners);
this.broadcast('The answering period has ended!', buffer);
for (const userid in this.playerTable) {
let player = this.playerTable[userid];
if (!player.points) continue;
for (const leaderboard of [triviaData.leaderboard, triviaData.altLeaderboard]) {
if (!leaderboard[userid]) {
leaderboard[userid] = [0, 0, 0];
}
let rank = leaderboard[userid];
rank[1] += player.points;
rank[2] += player.correctAnswers;
}
}
const prizes = this.getPrizes();
triviaData.leaderboard[winners[0].id][0] += prizes[0];
for (let i = 0; i < winners.length; i++) {
triviaData.altLeaderboard[winners[i].id][0] += prizes[i];
}
cachedLadder.invalidateCache();
cachedAltLadder.invalidateCache();
for (let i in this.playerTable) {
let player = this.playerTable[i];
let user = Users.get(player.id);
if (!user) continue;
user.sendTo(
this.room.roomid,
`You gained ${player.points} and answered ` +
`${player.correctAnswers} questions correctly.`
);
}
const buf = this.getStaffEndMessage(winners, winner => winner.player.name);
const logbuf = this.getStaffEndMessage(winners, winner => winner.id);
this.room.sendMods(buf);
this.room.roomlog(buf);
this.room.modlog(`(${this.room.roomid}) ${logbuf}`);
writeTriviaData();
this.destroy();
}
getPrizes() {
return LENGTHS[this.length].prizes;
}
getTopPlayers({max = null, requirePoints = true}) {
const ranks = [];
for (const userid in this.playerTable) {
const user = Users.get(userid);
const player = this.playerTable[userid];
if ((requirePoints && !player.points) || !user) continue;
ranks.push({id: userid, player, name: user.name});
}
ranks.sort((a, b) => {
return b.player.points - a.player.points ||
a.player.lastQuestion - b.player.lastQuestion ||
hrtimeToNanoseconds(a.player.answeredAt) - hrtimeToNanoseconds(b.player.answeredAt);
});
return max === null ? ranks : ranks.slice(0, max);
}
getWinningMessage(winners) {
const prizes = this.getPrizes();
const [p1, p2, p3] = winners;
const initialPart = Chat.html`${p1.name} won the game with a final score of <strong>${p1.player.points}</strong>, and `;
switch (winners.length) {
case 1:
return `${initialPart}their leaderboard score has increased by <strong>${prizes[0]}</strong> points!`;
case 2:
return `${initialPart}their leaderboard score has increased by <strong>${prizes[0]}</strong> points! ` +
Chat.html`${p2.name} was a runner-up and their leaderboard score has increased by <strong>${prizes[1]}</strong> points!`;
case 3:
return initialPart + Chat.html`${p2.name} and ${p3.name} were runners-up. ` +
`Their leaderboard score has increased by ${prizes[0]}, ${prizes[1]}, and ${prizes[2]}, respectively!`;
}
}
getStaffEndMessage(winners, mapper) {
let message = "";
const winnerParts = [
winner => `User ${mapper(winner)} won the game of ${this.mode}` +
` mode trivia under the ${this.category} category with a cap of ` +
`${this.getCap()} points, with ${winner.player.points} points and ` +
`${winner.player.correctAnswers} correct answers!`,
winner => ` Second place: ${mapper(winner)} (${winner.player.points} points)`,
winner => `, third place: ${mapper(winner)} (${winner.player.points} points)`,
];
for (let i = 0; i < winners.length; i++) {
message += winnerParts[i](winners[i]);
}
return `(${message})`;
}
/**
* @param {User} user
*/
end(user) {
this.broadcast(Chat.html`The game was forcibly ended by ${user.name}.`);
this.destroy();
}
}
/**
* Helper function for timer and number modes. Milliseconds are not precise
* enough to score players properly in rare cases.
* @param {[number, number]} hrtime
* @return {number}
*/
const hrtimeToNanoseconds = hrtime => hrtime[0] * 1e9 + hrtime[1];
/**
* First mode rewards points to the first user to answer the question
* correctly.
*/
class FirstModeTrivia extends Trivia {
/**
* @param {string} answer
* @param {User} user
* @return {string | undefined}
*/
answerQuestion(answer, user) {
let player = this.playerTable[user.id];
if (!player) return 'You are not a player in the current trivia game.';
if (this.phase !== QUESTION_PHASE) return 'There is no question to answer.';
if (player.answer) return 'You have already attempted to answer the current question.';
if (!this.verifyAnswer(answer)) return;
clearTimeout(this.phaseTimeout);
this.phase = INTERMISSION_PHASE;
let points = this.calculatePoints();
player.setAnswer(answer);
player.incrementPoints(points, this.questionNumber);
let buffer = Chat.html`Correct: ${user.name}<br />` +
`Answer(s): ${this.curAnswers.join(', ')}<br />` +
'They gained <strong>5</strong> points!<br />' +
`The top 5 players are: ${this.formatPlayerList({max: 5})}`;
if (player.points >= this.getCap()) {
this.win(buffer);
return;
}
for (let i in this.playerTable) {
this.playerTable[i].clearAnswer();
}
this.broadcast('The answering period has ended!', buffer);
this.setPhaseTimeout(() => this.askQuestion(), INTERMISSION_INTERVAL);
}
/**
* @return {number}
*/
calculatePoints() {
return 5;
}
tallyAnswers() {
this.phase = INTERMISSION_PHASE;
for (let i in this.playerTable) {
let player = this.playerTable[i];
player.clearAnswer();
}
this.broadcast(
'The answering period has ended!',
'Correct: no one...<br />' +
`Answers: ${this.curAnswers.join(', ')}<br />` +
'Nobody gained any points.<br />' +
`The top 5 players are: ${this.formatPlayerList({max: 5})}`
);
this.setPhaseTimeout(() => this.askQuestion(), INTERMISSION_INTERVAL);
}
}
/**
* Timer mode rewards up to 5 points to all players who answer correctly
* depending on how quickly they answer the question.
*/
class TimerModeTrivia extends Trivia {
/**
* @param {string} answer
* @param {User} user
* @return {string | undefined}
*/
answerQuestion(answer, user) {
let player = this.playerTable[user.id];
if (!player) return 'You are not a player in the current trivia game.';
if (this.phase !== QUESTION_PHASE) return 'There is no question to answer.';
let isCorrect = this.verifyAnswer(answer);
player.setAnswer(answer, isCorrect);
}
/**
* @param {number} diff
* The difference between the time the player answered the question and
* when the question was asked, in nanoseconds.
* @param {number} totalDiff
* The difference between the time scoring began and the time the question
* was asked, in nanoseconds.
* @return {number}
*/
calculatePoints(diff, totalDiff) {
return Math.floor(6 - 5 * diff / totalDiff);
}
tallyAnswers() {
this.phase = INTERMISSION_PHASE;
let buffer = (
`Answer(s): ${this.curAnswers.join(', ')}<br />` +
'<table style="width: 100%; background-color: #9CBEDF; margin: 2px 0">' +
'<tr style="background-color: #6688AA">' +
'<th style="width: 100px">Points gained</th>' +
'<th>Correct</th>' +
'</tr>'
);
let innerBuffer = new Map([5, 4, 3, 2, 1].map(n => [n, []]));
let winner = false;
let now = hrtimeToNanoseconds(process.hrtime());
let askedAt = hrtimeToNanoseconds(this.askedAt);
let totalDiff = now - askedAt;
for (let i in this.playerTable) {
let player = this.playerTable[i];
if (!player.isCorrect) {
player.clearAnswer();
continue;
}
let playerAnsweredAt = hrtimeToNanoseconds(player.currentAnsweredAt);
let diff = playerAnsweredAt - askedAt;
let points = this.calculatePoints(diff, totalDiff);
player.incrementPoints(points, this.questionNumber);
let pointBuffer = innerBuffer.get(points);
pointBuffer.push([Chat.escapeHTML(player.name), playerAnsweredAt]);
if (player.points >= this.getCap()) {
winner = true;
}
player.clearAnswer();
}
let rowAdded = false;
for (let [pointValue, players] of innerBuffer) {
if (!players.length) continue;
rowAdded = true;
players = players
.sort((a, b) => a[1] - b[1])
.map(a => a[0]);
buffer += (
'<tr style="background-color: #6688AA">' +
`<td style="text-align: center">${pointValue}</td>` +
`<td>${players.join(', ')}</td>` +
'</tr>'
);
}
if (!rowAdded) {
buffer += (
'<tr style="background-color: #6688AA">' +
'<td style="text-align: center">&#8212;</td>' +
'<td>No one answered correctly...</td>' +
'</tr>'
);
}
buffer += '</table>';
if (winner) return this.win(buffer);
buffer += `<br />The top 5 players are: ${this.formatPlayerList({max: 5})}`;
this.broadcast('The answering period has ended!', buffer);
this.setPhaseTimeout(() => this.askQuestion(), INTERMISSION_INTERVAL);
}
}
/**
* Number mode rewards up to 5 points to all players who answer correctly
* depending on the ratio of correct players to total players (lower ratio is
* better).
*/
class NumberModeTrivia extends Trivia {
/**
* @param {string} answer
* @param {User} user
* @return {string | undefined}
*/
answerQuestion(answer, user) {
let player = this.playerTable[user.id];
if (!player) return 'You are not a player in the current trivia game.';
if (this.phase !== QUESTION_PHASE) return 'There is no question to answer.';
let isCorrect = this.verifyAnswer(answer);
player.setAnswer(answer, isCorrect);
}
/**
* @param {number} correctPlayers
* @return {number}
*/
calculatePoints(correctPlayers) {
return correctPlayers && (6 - Math.floor(5 * correctPlayers / this.playerCount));
}
getRoundLength() {
return 6 * 1000;
}
tallyAnswers() {
this.phase = INTERMISSION_PHASE;
let buffer;
let innerBuffer = Object.keys(this.playerTable)
.filter(id => this.playerTable[id].isCorrect)
.map(id => {
let player = this.playerTable[id];
return [Chat.escapeHTML(player.name), hrtimeToNanoseconds(player.currentAnsweredAt)];
})
.sort((a, b) => a[1] - b[1]);
let points = this.calculatePoints(innerBuffer.length);
if (points) {
let winner = false;
for (let i in this.playerTable) {
let player = this.playerTable[i];
if (player.isCorrect) player.incrementPoints(points, this.questionNumber);
if (player.points >= this.getCap()) {
winner = true;
}
player.clearAnswer();
}
buffer = `Correct: ${innerBuffer.map(arr => arr[0]).join(', ')}<br />` +
`Answer(s): ${this.curAnswers.join(', ')}<br />` +
`${Chat.plural(innerBuffer, "Each of them", "They")} gained <strong>${points}</strong> point(s)!`;
if (winner) return this.win(buffer);
} else {
for (let i in this.playerTable) {
let player = this.playerTable[i];
player.clearAnswer();
}
buffer = 'Correct: no one...<br />' +
`Answer(s): ${this.curAnswers.join(', ')}<br />` +
'Nobody gained any points.';
}
buffer += `<br />The top 5 players are: ${this.formatPlayerList({max: 5})}.`;
this.broadcast('The answering period has ended!', buffer);
this.setPhaseTimeout(() => this.askQuestion(), INTERMISSION_INTERVAL);
}
}
/**
* This is based on the format of the Weakest Link game show.
*/
class WeakestLink extends Trivia {
init() {
this.bank = 0;
this.bankindex = 0;
this.title = "Weakest Link";
this.playerindex = 0;
this.broadcast(
'Signups for a new Weakest Link game have begun!',
`Category: ${this.category}<br />` +
'Enter /trivia join to sign up for the game.'
);
this.minPlayers = 1;
this.canLateJoin = false;
}
start() {
super.start();
this.curPlayer = this.playerTable[Object.keys(this.playerTable)[0]];
}
sendQuestion(question) {
if (!this.roundstarted && !this.finals) {
this.roundstarted = true;
this.roundTimeout = setTimeout(() => this.askVotes(), 5 * 1 * 1000);
}
this.broadcast(
`Question: ${question.question}`,
Chat.html`Player: ${this.curPlayer.name}`
);
}
onBank(user) {
let player = this.playerTable[user.id];
if (!player) return 'You are not a participant in the current game';
if (this.phase !== 'banking') return 'You cannot bank at this time.';
if (this.curPlayer.id !== player.id) return 'It is not your turn to bank.';
if (this.bankindex === 0) return 'There is no money to bank at this time.';
this.bankindex = 0;
this.bank += this.amountToBank;
player.points += this.amountToBank;
this.amountToBank = 0;
this.broadcast(`${player.name} has banked`);
}
answerQuestion(answer, user) {
let player = this.playerTable[user.id];
if (!player) return 'You are not a player in the current trivia game.';
if (this.phase !== QUESTION_PHASE) return 'There is no question to answer.';
clearTimeout(this.phaseTimeout);
if (player !== this.curPlayer) return 'It is not your turn to answer';
let isCorrect = this.verifyAnswer(answer);
if (isCorrect) {
this.curPlayer.incrementPoints();
if (this.bankindex === (BANK_AMOUNTS.length - 1)) {
this.bank += BANK_AMOUNTS[this.bankindex];
this.amountToBank = 0;
this.bankindex = 0;
} else if (!this.finals) {
this.amountToBank = BANK_AMOUNTS[this.bankindex];
this.bankindex++;
}
} else {
this.amountToBank = 0;
this.bankindex = 0;
}
this.broadcast(
`${this.curPlayer.name} ${answer.length === 0 ? "did not answer" : "answered " + ((isCorrect ? "correctly" : "incorrectly") + " with " + answer)}`
);
this.playerindex++;
if (this.playerindex === Object.keys(this.playerTable).length) {
this.playerindex = 0;
if (this.finals) {
this.numFinals++;
if (this.numFinals >= NUM_FINALS_QUESTIONS) {
let oplayer;
for (let userID in this.playerTable) {
let player = this.playerTable[userID];
if (player !== this.curPlayer) {
oplayer = player;
break;
}
}
if (oplayer.correctAnswers !== this.curPlayer.correctAnswers) {
let winplayer, loseplayer;
if (oplayer.correctAnswers > this.curPlayer.correctAnswers) {
winplayer = oplayer;
loseplayer = this.curPlayer;
} else {
winplayer = this.curPlayer;
loseplayer = oplayer;
}
this.broadcast(`Congratulations to ${winplayer.name} for winning the game of the Weakest Link with a final score of ${winplayer.correctAnswers}-${loseplayer.correctAnswers}`);
return this.destroy();
}
}
}
}
this.curPlayer = this.playerTable[Object.keys(this.playerTable)[this.playerindex]];
this.phase = 'banking';
this.broadcast(
`Players: ${Object.keys(this.playerTable).map(p => (this.curPlayer.id === p ? "<em>" + this.playerTable[p].name + "</em>" : this.playerTable[p].name) + (this.finals ? "(" + this.playerTable[p].correctAnswers + ")" : "")).join(", ")}`,
`Bank: ${this.bank}<br />Amount to bank: ${this.amountToBank}`
);
this.setPhaseTimeout(() => this.askQuestion(), 5 * 1000);
}
tallyAnswers() {
return this.answerQuestion("", this.curPlayer);
}
askVotes() {
clearTimeout(this.phaseTimeout);
this.phase = "voting";
this.broadcast(
`Players: ${Object.keys(this.playerTable).map(p => this.playerTable[p].name).join(", ")}`,
`Bank: ${this.bank}<br />Vote for who you would like to eliminate with /trivia vote [user]`
);
}
vote(target, user) {
let player = this.playerTable[user.id];
if (!player) return 'You are not a participant in the current game.';
if (this.phase !== "voting") return "You cannot vote at this time.";
let targPlayer = this.playerTable[toID(target)];
if (!targPlayer) return `No player named '${target}' is currently in the game.`;
if (targPlayer.id === player.id) return "You cannot vote to eliminate yourself.";
player.vote = targPlayer;
if (this.checkVotes()) {
this.setPhaseTimeout(() => this.tallyVotes(), 5 * 1000);
}
return `You have voted for ${targPlayer.name} to be eliminated.`;
}
tallyVotes() {
let votes = {};
for (let userID in this.playerTable) {
let id = this.playerTable[userID].vote.id;
if (!(id in votes)) votes[id] = 0;
votes[id]++;
}
let maxNum = 0;
let maxVotes = [];
for (let userID in this.playerTable) {
let curPlayer = this.playerTable[userID];
let numVotes = votes[userID] || 0;
if (numVotes > maxNum) {
maxNum = numVotes;
maxVotes = [curPlayer];
} else if (numVotes === maxNum) {
maxVotes.push(curPlayer);
}
}
if (maxVotes.length === 1) {
this.broadcast(`The votes are in, and ${maxVotes[0].name} is eliminated!`);
super.removePlayer(maxVotes[0]);
this.startRound();
} else {
this.curPlayer = this.strongestPlayer();
this.broadcast(`The votes are in, and the result is a tie between ${maxVotes.map(pl => pl.name).join(", ")}. ${this.curPlayer.name} as the strongest player, who would you like to eliminate?`);
this.phase = 'deciding';
this.potentialElims = maxVotes;
}
}
startRound() {
this.phase = INTERMISSION_PHASE;
if (Object.keys(this.playerTable).length === 2) {
this.finals = true;
this.numFinals = 0;
}
this.roundstarted = false;
if (this.finals) {
this.curPlayer = this.playerTable[Object.keys(this.playerTable)[0]];
} else {
this.curPlayer = this.strongestPlayer();
}
for (let userID in this.playerTable) {
let player = this.playerTable[userID];
player.points = 0;
player.correctAnswers = 0;
}
this.playerindex = Object.keys(this.playerTable).indexOf(this.curPlayer.id);
this.broadcast(
`Players: ${Object.keys(this.playerTable).map(p => this.playerTable[p].name).join(", ")}`,
`Bank: ${this.bank}<br />The ${this.finals ? "next" : "final"} round will begin in 30 seconds, and it will be ${this.curPlayer.name}'s turn to answer.`
);
this.timeout = setTimeout(() => this.askQuestion(), 30 * 1000);
}
sendToRoom(msg) {
this.room.add(msg).update();
}
strongestPlayer() {
let maxAnswers = 0;
let maxPlayer = [];
for (let userID in this.playerTable) {
let player = this.playerTable[userID];
if (player.correctAnswers > maxAnswers) {
maxPlayer = [player];
maxAnswers = player.correctAnswers;
} else if (player.correctAnswers === maxAnswers) {
maxPlayer.push(player);
}
}
if (maxPlayer.length > 1) {
let mostBanked = 0;
let bankPlayers = [];
for (const player of maxPlayer) {
if (player.points > mostBanked) {
mostBanked = player.points;
bankPlayers = [player];
} else if (player.points === mostBanked) {
bankPlayers.push(player);
}
}
bankPlayers = Dex.shuffle(bankPlayers);
return bankPlayers[0];
} else {
return maxPlayer[0];
}
}
checkVotes() {
for (let userID in this.playerTable) {
let player = this.playerTable[userID];
if (!player.vote) return false;
}
return true;
}
decide(target, user) {
let player = this.playerTable[user.id];
if (!player) return 'You are not participating in the current game.';
if (this.phase !== 'deciding') return 'You cannot decide who to eliminate at this time.';
if (this.curPlayer !== player) return 'It is not your turn to decide who to eliminate';
let targPlayer = this.playerTable[toID(target)];
if (!targPlayer) return 'That player is not in the game.';
if (this.potentialElims.indexOf(targPlayer) === -1) return 'That player cannot be eliminated.';
this.sendToRoom(`${this.curPlayer.name} has decided to eliminate ${targPlayer.name}!`);
super.removePlayer(targPlayer);
this.startRound();
}
getRoundLength() {
return this.finals ? 7 * 1000 : 5 * 60 * 1000;
}
}
const commands = {
new(target, room, user) {
if (room.roomid !== 'trivia') return this.errorReply("This command can only be used in the Trivia room.");
if (!this.can('broadcast', null, room) || !target) return false;
if (!this.canTalk()) return;
if (room.game) {
return this.errorReply(`There is already a game of ${room.game.title} in progress.`);
}
let tars = target.split(',');
if (tars.length < 2) return this.errorReply("Invalid arguments specified.");
let mode = toID(tars[0]);
if (!MODES[mode]) return this.errorReply(`"${mode}" is an invalid mode.`);
let category = toID(tars[1]);
let isRandom = (category === 'random');
let isAll = (category === 'all');
let questions;
if (isRandom) {
let categories = Object.keys(MAIN_CATEGORIES);
let randCategory = categories[Math.floor(Math.random() * categories.length)];
questions = sliceCategory(randCategory);
} else if (isAll) {
questions = triviaData.questions.slice();
for (const category in SPECIAL_CATEGORIES) {
questions = questions.filter(q => q.category !== category);
}
} else if (ALL_CATEGORIES[category]) {
questions = sliceCategory(category);
} else {
return this.errorReply(`"${category}" is an invalid category.`);
}
// Randomizes the order of the questions.
let length;
if (MODES[mode] === 'Weakest Link') {
questions = questions.filter(q => q.type === 'weakestlink');
} else {
length = toID(tars[2]);
if (!LENGTHS[length]) return this.errorReply(`"${length}" is an invalid game length.`);
questions = questions.filter(q => q.type === 'trivia');
if (questions.length < LENGTHS[length].cap / 5) {
if (isRandom) return this.errorReply("There are not enough questions in the randomly chosen category to finish a trivia game.");
if (isAll) return this.errorReply("There are not enough questions in the trivia database to finish a trivia game.");
return this.errorReply(`There are not enough questions under the category "${ALL_CATEGORIES[category]}" to finish a trivia game.`);
}
}
let _Trivia;
if (mode === 'first') {
_Trivia = FirstModeTrivia;
} else if (mode === 'timer') {
_Trivia = TimerModeTrivia;
} else if (mode === 'number') {
_Trivia = NumberModeTrivia;
} else {
_Trivia = WeakestLink;
}
questions = Dex.shuffle(questions);
room.game = new _Trivia(room, mode, category, length, questions);
},
newhelp: [`/trivia new [mode], [category], [length] - Begin a new trivia game. Requires: + % @ # & ~`],
join(target, room, user) {
if (room.roomid !== 'trivia') return this.errorReply("This command can only be used in Trivia.");
if (!room.game) return this.errorReply("There is no game of trivia in progress.");
if (room.game.gameid !== 'trivia') {
return this.errorReply(`There is already a game of ${room.game.title} in progress.`);
}
let res = room.game.addPlayer(user);
if (res) return this.errorReply(res);
this.sendReply('You are now signed up for this game!');
},
joinhelp: [`/trivia join - Join the current trivia game.`],
kick(target, room, user) {
if (room.roomid !== 'trivia') return this.errorReply("This command can only be used in Trivia.");
if (!this.can('mute', null, room)) return false;
if (!this.canTalk()) return;
if (!room.game) return this.errorReply("There is no game of trivia in progress.");
if (room.game.gameid !== 'trivia') {
return this.errorReply(`There is already a game of ${room.game.title} in progress.`);
}
this.splitTarget(target);
let targetUser = this.targetUser;
if (!targetUser) return this.errorReply(`The user "${target}" does not exist.`);
let res = room.game.kick(targetUser, user);
if (res) return this.errorReply(res);
// ...
},
kickhelp: [`/trivia kick [username] - Kick players from a trivia game by username. Requires: % @ # & ~`],
leave(target, room, user) {
if (room.roomid !== 'trivia') return this.errorReply("This command can only be used in Trivia.");
if (!room.game) return this.errorReply("There is no game of trivia in progress.");
if (room.game.gameid !== 'trivia') {
return this.errorReply(`There is already a game of ${room.game.title} in progress.`);
}
let res = room.game.leave(user);
if (typeof res === 'string') return this.errorReply(res);
this.sendReply("You have left the current game of trivia.");
},
leavehelp: [`/trivia leave - Makes the player leave the game.`],
start(target, room) {
if (room.roomid !== 'trivia') return this.errorReply("This command can only be used in Trivia.");
if (!this.can('broadcast', null, room)) return false;
if (!this.canTalk()) return;
if (!room.game) return this.errorReply("There is no game of trivia in progress.");
if (room.game.gameid !== 'trivia') {
return this.errorReply(`There is already a game of ${room.game.title} in progress.`);
}
let res = room.game.start();
if (res) return this.errorReply(res);
// ...
},
starthelp: [`/trivia start - Ends the signup phase of a trivia game and begins the game. Requires: + % @ # & ~`],
answer(target, room, user) {
if (room.roomid !== 'trivia') return this.errorReply("This command can only be used in Trivia.");
if (!room.game) return this.errorReply("There is no game of trivia in progress.");
if (room.game.gameid !== 'trivia') {
return this.errorReply(`There is already a game of ${room.game.title} in progress.`);
}
let answer = toID(target);
if (!answer) return this.errorReply("No valid answer was entered.");
let res = room.game.answerQuestion(answer, user);
if (res) return this.errorReply(res);
this.sendReply(`You have selected "${answer}" as your answer.`);
},
answerhelp: [`/trivia answer OR /ta [answer] - Answer a pending question.`],
end(target, room, user) {
if (room.roomid !== 'trivia') return this.errorReply("This command can only be used in Trivia.");
if (!this.can('broadcast', null, room)) return false;
if (!this.canTalk()) return;
if (!room.game) return this.errorReply("There is no game of trivia in progress.");
if (room.game.gameid !== 'trivia' && room.game.gameid !== 'weakestlink') {
return this.errorReply(`There is already a game of ${room.game.title} in progress.`);
}
room.game.end(user);
},
endhelp: [`/trivia end - Forcibly end a trivia game. Requires: + % @ # & ~`],
'': 'status',
players: 'status',
status(target, room, user) {
if (room.roomid !== 'trivia') return this.errorReply("This command can only be used in Trivia.");
if (!this.runBroadcast()) return false;
if (!room.game) return this.errorReply("There is no game of trivia in progress.");
if (room.game.gameid !== 'trivia') {
return this.errorReply(`There is already a game of ${room.game.title} in progress.`);
}
let tarUser;
if (target) {
this.splitTarget(target);
if (!this.targetUser) return this.errorReply(`User ${target} does not exist.`);
tarUser = this.targetUser;
} else {
tarUser = user;
}
let game = room.game;
let buffer = `There is a trivia game in progress, and it is in its ${game.phase} phase.<br />` +
`Mode: ${game.mode} | Category: ${game.category} | Score cap: ${game.getCap()}`;
let player = game.playerTable[tarUser.id];
if (player) {
if (!this.broadcasting) {
buffer += `<br />Current score: ${player.points} | Correct Answers: ${player.correctAnswers}`;
}
} else if (tarUser.id !== user.id) {
return this.errorReply(`User ${tarUser.name} is not a player in the current trivia game.`);
}
buffer += `<br />Players: ${room.game.formatPlayerList({requirePoints: false})}`;
this.sendReplyBox(buffer);
},
statushelp: [`/trivia status [player] - lists the player's standings (your own if no player is specified) and the list of players in the current trivia game.`],
submit: 'add',
add(target, room, user, connection, cmd) {
if (room.roomid !== 'questionworkshop') return this.errorReply('This command can only be used in Question Workshop.');
if (cmd === 'add' && !this.can('mute', null, room)) return false;
if (cmd === 'submit' && !this.can('broadcast', null, room)) return false;
if (!target) return false;
if (!this.canTalk()) return false;
const params = target.split('\n');
for (let param of params) {
param = param.split('|');
if (param.length !== 3) {
this.errorReply(`Invalid arguments specified in "${param}". View /trivia help for more information.`);
continue;
}
let category = toID(param[0]);
if (!ALL_CATEGORIES[category]) {
this.errorReply(`'${param[0].trim()}' is not a valid category. View /trivia help for more information.`);
continue;
}
if (cmd === 'submit' && !MAIN_CATEGORIES[category]) {
this.errorReply(`You cannot submit questions in the '${ALL_CATEGORIES[category]}' category`);
continue;
}
if (this.message.startsWith("/wlink") && category === 'pokemon') {
this.errorReply("Pokemon questions are not allowed for the Weakest Link.");
continue;
}
let question = Chat.escapeHTML(param[1].trim());
if (!question) {
this.errorReply(`'${param[1].trim()}' is not a valid question.`);
continue;
}
if (question.length > MAX_QUESTION_LENGTH) {
this.errorReply(`Question "${param[1].trim()}" is too long! It must remain under ${MAX_QUESTION_LENGTH} characters.`);
continue;
}
if (triviaData.submissions.some(s => s.question === question) || triviaData.questions.some(q => q.question === question)) {
this.errorReply(`Question "${question}" is already in the trivia database.`);
continue;
}
let cache = new Set();
let answers = param[2].split(',')
.map(toID)
.filter(answer => !cache.has(answer) && !!cache.add(answer));
if (!answers.length) {
this.errorReply(`No valid answers were specified for question '${param[1].trim()}'.`);
continue;
}
if (answers.some(answer => answer.length > MAX_ANSWER_LENGTH)) {
this.errorReply(`Some of the answers entered for question '${param[1].trim()}' were too long! They must remain under ${MAX_ANSWER_LENGTH} characters.`);
continue;
}
let isWL = this.message.startsWith('/wlink');
let entry = {
category: category,
question: question,
answers: answers,
user: user.id,
type: isWL ? 'weakestlink' : 'trivia',
};
if (cmd === 'add') {
triviaData.questions.splice(findEndOfCategory(category, false), 0, entry);
writeTriviaData();
this.modlog('TRIVIAQUESTION', null, `added to ${isWL ? 'Weakest Link' : 'Trivia'} - '${param[1]}'`);
this.privateModAction(`(Question '${param[1]}' was added to the ${isWL ? "Weakest Link" : "Trivia"} question database by ${user.name}.)`);
} else {
triviaData.submissions.splice(findEndOfCategory(category, true), 0, entry);
writeTriviaData();
if (!user.can('mute', null, room)) this.sendReply(`Question '${param[1]}' was submitted for review.`);
this.modlog('TRIVIAQUESTION', null, `submitted to ${isWL ? 'Weakest Link' : 'Trivia'} '${param[1]}'`);
this.privateModAction(`(Question '${param[1]}' was submitted to the ${isWL ? 'Weakest Link' : 'Trivia'} submission database by ${user.name} for review.)`);
}
}
},
submithelp: [`/trivia submit [category] | [question] | [answer1], [answer2] ... [answern] - Adds question(s) to the submission database for staff to review. Requires: + % @ # & ~`],
addhelp: [`/trivia add [category] | [question] | [answer1], [answer2], ... [answern] - Adds question(s) to the question database. Requires: % @ # & ~`],
review(target, room) {
if (room.roomid !== 'questionworkshop') return this.errorReply('This command can only be used in Question Workshop.');
if (!this.can('ban', null, room)) return false;
let submissions = triviaData.submissions;
let submissionsLen = submissions.length;
if (!submissionsLen) return this.sendReply("No questions await review.");
let buffer = `|raw|<div class="ladder"><table>` +
`<tr><td colspan="6"><strong>${Chat.count(submissionsLen, "</strong> questions")} awaiting review:</td></tr>` +
"<tr><th>#</th><th>Category</th><th>Question</th><th>Answer(s)</th><th>Submitted By</th><th>Type</th></tr>";
let i = 0;
while (i < submissionsLen) {
let entry = submissions[i];
buffer += `<tr><td><strong>${(++i)}</strong></td><td>${entry.category}</td><td>${entry.question}</td><td>${entry.answers.join(", ")}</td><td>${entry.user}</td><td>${TYPES[entry.type]}</td></tr>`;
}
buffer += "</table></div>";
this.sendReply(buffer);
},
reviewhelp: [`/trivia review - View the list of submitted questions. Requires: @ # & ~`],
reject: 'accept',
accept(target, room, user, connection, cmd) {
if (room.roomid !== 'questionworkshop') return this.errorReply('This command can only be used in Question Workshop.');
if (!this.can('ban', null, room)) return false;
if (!this.canTalk()) return;
target = target.trim();
if (!target) return false;
let isAccepting = cmd === 'accept';
let questions = triviaData.questions;
let submissions = triviaData.submissions;
if (toID(target) === 'all') {
if (isAccepting) {
for (const submission of submissions) {
questions.splice(findEndOfCategory(submission.category, false), 0, submission);
}
}
triviaData.submissions = [];
writeTriviaData();
this.modlog(`TRIVIAQUESTION`, null, `${(isAccepting ? "added" : "removed")} all from submission database.`);
return this.privateModAction(`(${user.name} ${(isAccepting ? " added " : " removed ")} all questions from the submission database.)`);
}
if (/^\d+(?:-\d+)?(?:, ?\d+(?:-\d+)?)*$/.test(target)) {
let indices = target.split(',');
// Parse number ranges and add them to the list of indices,
// then remove them in addition to entries that aren't valid index numbers
for (let i = indices.length; i--;) {
if (!indices[i].includes('-')) {
let index = Number(indices[i]);
if (Number.isInteger(index) && index > 0 && index <= submissions.length) {
indices[i] = index;
} else {
indices.splice(i, 1);
}
continue;
}
let range = indices[i].split('-');
let left = Number(range[0]);
let right = Number(range[1]);
if (!Number.isInteger(left) || !Number.isInteger(right) ||
left < 1 || right > submissions.length || left === right) {
indices.splice(i, 1);
continue;
}
do {
indices.push(right);
} while (--right >= left);
indices.splice(i, 1);
}
indices.sort((a, b) => a - b);
indices = indices.filter((entry, index) => !index || indices[index - 1] !== entry);
let indicesLen = indices.length;
if (!indicesLen) return this.errorReply(`'${target}' is not a valid set of submission index numbers. View /trivia review and /trivia help for more information.`);
if (isAccepting) {
for (let i = indicesLen; i--;) {
let submission = submissions.splice(indices[i] - 1, 1)[0];
questions.splice(findEndOfCategory(submission.category, false), 0, submission);
}
} else {
for (let i = indicesLen; i--;) {
submissions.splice(indices[i] - 1, 1);
}
}
writeTriviaData();
this.modlog('TRIVIAQUESTION', null, `${(isAccepting ? "added " : "removed ")}submission number${(indicesLen > 1 ? "s " : " ")}${target}`);
return this.privateModAction(`(${user.name} ${(isAccepting ? "added " : "removed ")}submission number${(indicesLen > 1 ? "s " : " ")}${target} from the submission database.)`);
}
this.errorReply(`'${target}' is an invalid argument. View /trivia help questions for more information.`);
},
accepthelp: [`/trivia accept [index1], [index2], ... [indexn] OR all - Add questions from the submission database to the question database using their index numbers or ranges of them. Requires: @ # & ~`],
rejecthelp: [`/trivia reject [index1], [index2], ... [indexn] OR all - Remove questions from the submission database using their index numbers or ranges of them. Requires: @ # & ~`],
delete(target, room, user) {
if (room.roomid !== 'questionworkshop') return this.errorReply('This command can only be used in Question Workshop.');
if (!this.can('mute', null, room)) return false;
if (!this.canTalk()) return;
target = target.trim();
if (!target) return false;
let question = Chat.escapeHTML(target);
if (!question) return this.errorReply(`'${target}' is not a valid argument. View /trivia help questions for more information.`);
let questions = triviaData.questions;
let questionID = toID(question);
for (const [i, question] of questions.entries()) {
if (toID(question.question) === questionID) {
questions.splice(i, 1);
writeTriviaData();
this.modlog('TRIVIAQUESTION', null, `removed '${target}'`);
return this.privateModAction(`(${user.name} removed question '${target}' from the question database.)`);
}
}
this.errorReply(`Question '${target}' was not found in the question database.`);
},
deletehelp: [`/trivia delete [question] - Delete a question from the trivia database. Requires: % @ # & ~`],
qs(target, room, user) {
if (room.roomid !== 'questionworkshop') return this.errorReply('This command can only be used in Question Workshop.');
let buffer = "|raw|<div class=\"ladder\" style=\"overflow-y: scroll; max-height: 300px;\"><table>";
let isWL = (this.message.startsWith("/wlink"));
if (!target) {
if (!this.runBroadcast()) return false;
let questions = triviaData.questions;
if (isWL) {
questions = questions.filter(q => q.type === "weakestlink");
} else {
questions = questions.filter(q => q.type === "trivia");
}
let questionsLen = questions.length;
if (!questionsLen) return this.sendReplyBox(`No questions have been submitted for ${isWL ? "Weakest Link" : "Trivia"} yet.`);
let lastCategoryIdx = 0;
buffer += "<tr><th>Category</th><th>Question Count</th></tr>";
for (const category in ALL_CATEGORIES) {
if (category === 'random') continue;
let tally = findEndOfCategory(category, false) - lastCategoryIdx;
lastCategoryIdx += tally;
buffer += `<tr><td>${ALL_CATEGORIES[category]}</td><td>${tally} (${((tally * 100) / questionsLen).toFixed(2)}%)</td></tr>`;
}
buffer += `<tr><td><strong>Total</strong></td><td><strong>${questionsLen}</strong></td></table></div>`;
return this.sendReply(buffer);
}
if (!this.can('mute', null, room)) return false;
let category = toID(target);
if (category === 'random') return false;
if (!ALL_CATEGORIES[category]) return this.errorReply(`'${target}' is not a valid category. View /help trivia for more information.`);
let list = sliceCategory(category);
if (isWL) {
list = list.filter(q => q.type === "weakestlink");
} else {
list = list.filter(q => q.type === "trivia");
}
if (!list.length) {
buffer += `<tr><td>There are no questions in the ${ALL_CATEGORIES[target]} category for ${isWL ? "Weakest Link" : "Trivia"}.</td></table></div>`;
return this.sendReply(buffer);
}
if (user.can('ban', null, room)) {
buffer += `<tr><td colspan="3">There are <strong>${list.length}</strong> questions in the ${ALL_CATEGORIES[target]} category for ${isWL ? "Weakest Link" : "Trivia"}.</td></tr>` +
"<tr><th>#</th><th>Question</th><th>Answer(s)</th></tr>";
for (const [i, entry] of list.entries()) {
buffer += `<tr><td><strong>${(i + 1)}</strong></td><td>${entry.question}</td><td>${entry.answers.join(", ")}</td><tr>`;
}
} else {
buffer += `<td colspan="2">There are <strong>${list.length}</strong> questions in the ${target} category.</td></tr>` +
"<tr><th>#</th><th>Question</th></tr>";
for (const [i, entry] of list.entries()) {
buffer += `<tr><td><strong>${(i + 1)}</strong></td><td>${entry.question}</td></tr>`;
}
}
buffer += "</table></div>";
this.sendReply(buffer);
},
qshelp: [
"/trivia qs - View the distribution of questions in the question database.",
"/trivia qs [category] - View the questions in the specified category. Requires: % @ # & ~",
],
search(target, room, user) {
if (room.roomid !== 'questionworkshop') return this.errorReply("This command can only be used in Question Workshop.");
if (!this.can('broadcast', null, room)) return false;
if (!target.includes(',')) return this.errorReply("No valid search arguments entered.");
let [type, ...query] = target.split(',');
type = toID(type);
if (/^q(?:uestion)?s?$/.test(type)) {
type = 'questions';
} else if (/^sub(?:mission)?s?$/.test(type)) {
type = 'submissions';
} else {
return this.sendReplyBox("No valid search category was entered. Valid categories: submissions, subs, questions. qs");
}
query = query.join(',').trim();
if (!query) return this.errorReply("No valid search query as entered.");
let results = triviaData[type].filter(q => q.question.includes(query) && !SPECIAL_CATEGORIES[q.category]);
if (!results.length) return this.sendReply(`No results found under the ${type} list.`);
let buffer = "|raw|<div class=\"ladder\"><table><tr><th>#</th><th>Category</th><th>Question</th></tr>" +
`<tr><td colspan="3">There are <strong>${results.length}</strong> matches for your query:</td></tr>`;
buffer += results.map((q, i) => {
return `<tr><td><strong>${i + 1}</strong></td><td>${q.category}</td><td>${q.question}</td></tr>`;
}).join('');
buffer += "</table></div>";
this.sendReply(buffer);
},
searchhelp: [`/trivia search [type], [query] - Searches for questions based on their type and their query. Valid types: submissions, subs, questions, qs. Requires: + % @ * & ~`],
rank(target, room, user) {
if (room.roomid !== 'trivia') return this.errorReply("This command can only be used in Trivia.");
let name;
let userid;
if (!target) {
name = Chat.escapeHTML(user.name);
userid = user.id;
} else {
this.splitTarget(target, true);
name = Chat.escapeHTML(this.targetUsername);
userid = toID(name);
}
let allTimeScore = triviaData.leaderboard[userid];
if (!allTimeScore) return this.sendReplyBox(`User '${name}' has not played any trivia games yet.`);
let score = triviaData.altLeaderboard[userid] || [0, 0, 0];
let ranks = cachedAltLadder.get().ranks[userid];
let allTimeRanks = cachedLadder.get().ranks[userid];
const row = i => `<strong>${score[i]}</strong>${ranks ? ` (#${ranks[i]})` : ""}, ` +
`all time: <strong>${allTimeScore[i]}</strong> (#${allTimeRanks ? allTimeRanks[i] : allTimeRanks.length})<br />`;
this.sendReplyBox(
`User: <strong>${name}</strong><br />` +
`Leaderboard score: ${row(0)}` +
`Total game points: ${row(1)}` +
`Total correct answers: ${row(2)}`
);
},
rankhelp: [`/trivia rank [username] - View the rank of the specified user. If no name is given, view your own.`],
alltimeladder: 'ladder',
ladder(target, room, user, connection, cmd) {
if (room.roomid !== 'trivia') return this.errorReply('This command can only be used in Trivia.');
if (!this.runBroadcast()) return false;
let cache = cmd === 'ladder' ? cachedAltLadder : cachedLadder;
let {ladder} = cache.get();
let leaderboard = cache.leaderboard;
if (!ladder.length) return this.errorReply("No trivia games have been played yet.");
let buffer = "|raw|<div class=\"ladder\" style=\"overflow-y: scroll; max-height: 300px;\"><table>" +
"<tr><th>Rank</th><th>User</th><th>Leaderboard score</th><th>Total game points</th><th>Total correct answers</th></tr>";
let num = parseInt(target);
if (!num || num < 0) num = 100;
if (num > ladder.length) num = ladder.length;
for (let i = Math.max(0, num - 100); i < num; i++) {
let leaders = ladder[i];
for (const leader of leaders) {
let rank = leaderboard[leader];
let leaderid = Users.getExact(leader);
leaderid = leaderid ? Chat.escapeHTML(leaderid.name) : leader;
buffer += `<tr><td><strong>${(i + 1)}</strong></td><td>${leaderid}</td><td>${rank[0]}</td><td>${rank[1]}</td><td>${rank[2]}</td></tr>`;
}
}
buffer += "</table></div>";
return this.sendReply(buffer);
},
ladderhelp: [`/trivia ladder [num] - View information about 15 users on the trivia leaderboard.`],
alltimeladderhelp: [`/trivia ladder [num] - View information about 15 users on the all time trivia leaderboard.`],
clearquestions: 'clearqs',
clearqs(target, room, user) {
if (room.roomid !== 'questionworkshop') return this.errorReply("This command can only be used in Question Workshop");
if (!this.can('declare', null, room)) return false;
const category = toID(target);
if (ALL_CATEGORIES[category]) {
if (SPECIAL_CATEGORIES[category]) {
triviaData.questions = triviaData.questions.filter(q => q.category !== category);
writeTriviaData();
return this.privateModAction(`(${user.name} removed all questions of category '${category}'.)`);
} else {
return this.errorReply(`You cannot clear the category '${ALL_CATEGORIES[category]}'.`);
}
} else {
return this.errorReply(`'${category}' is an invalid category.`);
}
},
clearqshelp: [`/trivia clears [category] - Remove all questions of the given category. Requires: # & ~`],
bank(target, room, user) {
if (!room.game || room.game.title !== 'Weakest Link') return this.errorReply("This command can only be used for games of the Weakest Link.");
let res = room.game.onBank(user);
if (res) return this.sendReply(res);
},
bankhelp: [`/trivia bank - Bank during a game of the Weakest Link.`],
decide(target, room, user) {
if (!room.game || room.game.title !== 'Weakest Link') return this.errorReply("This command can only be used for games of the Weakest Link.");
let res = room.game.decide(target, user);
if (res) return this.sendReply(res);
},
decidehelp: [`/trivia decide [user] - If voting ends in a tie, this is used to break the tie by the strongest player.`],
vote(target, room, user) {
if (!room.game || room.game.title !== 'Weakest Link') return this.errorReply("This command can only be used for games of the Weakest Link.");
let res = room.game.vote(target, user);
if (res) return this.sendReply(res);
},
votehelp: [`/trivia vote [user] - Choose your vote of who to eliminate in the Weakest link`],
checkvotes(target, room, user) {
if (!room.game || room.game.title !== 'Weakest Link') return this.errorReply("This command can only be used for games of the Weakest Link.");
if (!this.can('broadcast', null, room)) return;
if (!this.runBroadcast()) return;
if (room.game.phase !== 'voting') return this.sendReplyBox("The game is not currently in the voting phase");
return this.sendReplyBox(`The following players have yet to vote: ${Object.values(room.game.playerTable).filter(pl => !pl.vote).map(pl => pl.name).join(", ")}`);
},
checkvoteshelp: [`/trivia checkvotes - Check which players have not yet voted.`],
help(target, room, user) {
return this.parse("/help trivia");
},
};
module.exports = {
ALL_CATEGORIES,
MAIN_CATEGORIES,
SPECIAL_CATEGORIES,
MODES,
LENGTHS,
triviaData,
writeTriviaData,
Trivia,
FirstModeTrivia,
TimerModeTrivia,
NumberModeTrivia,
commands: {
trivia: commands,
wlink: commands,
ta: commands.answer,
triviahelp: [
`Modes:`,
`- First: the first correct responder gains 5 points.`,
`- Timer: each correct responder gains up to 5 points based on how quickly they answer.`,
`- Number: each correct responder gains up to 5 points based on how many participants are correct.`,
`Categories: Arts & Entertainment, Pok\u00e9mon, Science & Geography, Society & Humanities, Random, and All.`,
`Game lengths:`,
`- Short: 20 point score cap. The winner gains 3 leaderboard points.`,
`- Medium: 35 point score cap. The winner gains 4 leaderboard points.`,
`- Long: 50 point score cap. The winner gains 5 leaderboard points.`,
`Game commands:`,
`- /trivia new [mode], [category], [length] - Begin signups for a new trivia game. Requires: + % @ # & ~`,
`- /trivia join - Join a trivia game during signups.`,
`- /trivia start - Begin the game once enough users have signed up. Requires: + % @ # & ~`,
`- /ta [answer] - Answer the current question.`,
`- /trivia kick [username] - Disqualify a participant from the current trivia game. Requires: % @ # & ~`,
`- /trivia leave - Makes the player leave the game.`,
`- /trivia end - End a trivia game. Requires: + % @ # ~`,
`Question modifying commands:`,
`- /trivia submit [category] | [question] | [answer1], [answer2] ... [answern] - Adds question(s) to the submission database for staff to review. Requires: + % @ # & ~`,
`- /trivia review - View the list of submitted questions. Requires: @ # & ~`,
`- /trivia accept [index1], [index2], ... [indexn] OR all - Add questions from the submission database to the question database using their index numbers or ranges of them. Requires: @ # & ~`,
`- /trivia reject [index1], [index2], ... [indexn] OR all - Remove questions from the submission database using their index numbers or ranges of them. Requires: @ # & ~`,
`- /trivia add [category] | [question] | [answer1], [answer2], ... [answern] - Adds question(s) to the question database. Requires: % @ # & ~`,
`- /trivia delete [question] - Delete a question from the trivia database. Requires: % @ # & ~`,
`- /trivia qs - View the distribution of questions in the question database.`,
`- /trivia qs [category] - View the questions in the specified category. Requires: % @ # & ~`,
`- /trivia clearqs [category] - Clear all questions in the given category. Requires: # & ~`,
`Informational commands:`,
`- /trivia search [type], [query] - Searches for questions based on their type and their query. Valid types: submissions, subs, questions, qs. Requires: + % @ # & ~`,
`- /trivia status [player] - lists the player's standings (your own if no player is specified) and the list of players in the current trivia game.`,
`- /trivia rank [username] - View the rank of the specified user. If none is given, view your own.`,
`- /trivia ladder - View information about the top 15 users on the trivia leaderboard.`,
`- /trivia alltimeladder - View information about the top 15 users on the all time trivia leaderboard`,
],
},
};
process.nextTick(() => {
Chat.multiLinePattern.register('/trivia add ', '/trivia submit ');
});