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hangman.js
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hangman.js
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var fs = require('fs');
/**
* Game States:
* 0: game in progress
* 1: game over, you won
* -1: game over, you lost
* 2: game waiting for user to set word
*/
var game_data = {
words: null,
games: {},
pending_word_sets: {}
};
var get_words = async () => {
var inputFile = 'words.txt';
game_data.words = await fs.readFileSync(inputFile).toString().split(",");
};
var add_point = async (bot, serverID, userID) => {
var leaderboard = await JSON.parse(fs.readFileSync('leaderboard.json', 'utf8'));
var server_scores = leaderboard[serverID];
// if this server does not yet have a leaderboard initialized
if (!server_scores) {
server_scores = init_leaderboard(bot, serverID);
}
var user = bot.servers[serverID].members[userID];
var name = bot.users[userID].username;
// if the user is not in the leaderboard, get his info and add him
if (!server_scores[userID]) {
server_scores[userID] = {
score: 0
}
}
// update name and nickname in case they changed
server_scores[userID].name = name;
server_scores[userID].nick = user.nick;
server_scores[userID].score = server_scores[userID].score + 1;
leaderboard[serverID] = server_scores;
await fs.writeFileSync('leaderboard.json', JSON.stringify(leaderboard), 'utf8');
return true;
};
var init_leaderboard = (bot, serverID) => {
var server_scores = {};
var members = bot.servers[serverID].members;
for (var key in members) {
if (key !== '540642170101694464') {
var nick = members[key].nick
var name = bot.users[key].username;
server_scores[key] = {
name: name,
nick: nick,
score: 0
}
}
}
return server_scores;
}
var public = {
init_word: (word, channelID, userID) => {
if (userID) delete game_data.pending_word_sets[userID];
var word_state = "";
var valid = ["A", "B", "C", "D", "E", "F", "G", "H", "I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z"];
for (let i = 0; i < word.length; i++) {
var letter = word[i];
if (valid.indexOf(letter) == -1) {
word_state += letter;
} else {
word_state += "_";
}
}
console.log(word_state);
game_data.games[channelID].word = word;
game_data.games[channelID].word_state = word_state;
game_data.games[channelID].game_over = 0;
},
calc_word_state: (channelID) => {
return game_data.games[channelID].word_state.split('').join(' ');
},
get_letter_jail: (channelID) => {
return game_data.games[channelID].letter_jail.join(" ");
},
get_game_state: (channelID) => {
return game_data.games[channelID] ? game_data.games[channelID].game_over : -1;
},
get_letters: (channelID) => {
if (!game_data.games[channelID] || game_data.games[channelID].alphabet == undefined) {
return undefined;
}
return game_data.games[channelID].alphabet.join(" ")
},
set_pending_word: (userID, channelID) => {
game_data.pending_word_sets[userID] = channelID;
},
get_pending_channel: (userID) => {
var channelID = game_data.pending_word_sets[userID];
return channelID;
},
get_pending_user: (channelID) => {
return game_data.games[channelID].user;
},
init_game: async (channelID, state = 0, userID = undefined) => {
game_data.games[channelID] = {
game_over: state,
word: "",
word_state: "",
alphabet: ["A", "B", "C", "D", "E", "F", "G", "H", "I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z"],
letter_jail: [],
used_letters: [],
turns_left: 10,
user: userID
}
// wait for word to be set.
if (state == 2) {
return true;
} else {
if (!game_data.words) {
await get_words();
}
var random = Math.floor(Math.random() * 10721);
var word = game_data.words[random].toUpperCase();
public.init_word(word, channelID);
return word;
}
},
guess: async (guessed_letter, channelID, bot, serverID, userID) => {
if (!game_data.games[channelID]) {
return undefined;
}
var index = game_data.games[channelID].alphabet.indexOf(guessed_letter);
if (index == -1) {
return game_data.games[channelID].turns_left;
} else {
game_data.games[channelID].alphabet.splice(index, 1);
}
var word = game_data.games[channelID].word;
var letter_index = word.indexOf(guessed_letter);
if (letter_index == -1) {
// add letter to letter jail and draw next element
game_data.games[channelID].letter_jail.push(guessed_letter);
game_data.games[channelID].turns_left--;
// check if you lost
if (game_data.games[channelID].turns_left == 0) {
game_data.games[channelID].game_over = -1;
game_data.games[channelID].word_state = game_data.games[channelID].word;
console.log("You Lost");
}
}
else {
// add letter to used letters
game_data.games[channelID].used_letters.push(guessed_letter);
while (letter_index != -1) {
var word_state = game_data.games[channelID].word_state;
// add letter to the word state
game_data.games[channelID].word_state = word_state.substr(0, letter_index) + guessed_letter + word_state.substr(letter_index + 1);
// check if you lost
if (game_data.games[channelID].word_state == game_data.games[channelID].word) {
game_data.games[channelID].game_over = 1;
if (serverID) await add_point(bot, serverID, userID);
console.log("You Won!");
}
// replace the letter we just checked with a blank in word temporarily so we can check for more of the letter
word = word.substr(0, letter_index) + "_" + word.substr(letter_index + 1);
letter_index = word.indexOf(guessed_letter);
}
}
return game_data.games[channelID].turns_left;
},
get_score: async (bot, channelID) => {
var leaderboard = await JSON.parse(fs.readFileSync('leaderboard.json', 'utf8'));
var channel = bot.channels[channelID];
if (!channel) return "You are the only one here silly. Of course you are winning."
var serverID = channel.guild_id;
var server_scores = leaderboard[serverID];
if (!server_scores) {
server_scoers = init_leaderboard(bot, serverID);
console.log(server_scores);
leaderboard[serverID] = server_scores;
await fs.writeFileSync('leaderboard.json', JSON.stringify(leaderboard), 'utf8');
}
var msg = '---LeaderBoard---\n\n';
for (var userID in server_scores) {
var display_name = server_scores[userID].nick ? server_scores[userID].nick : server_scores[userID].name;
msg += `**${display_name}:** ${server_scores[userID].score}\n`
}
return msg;
},
get_body_parts: (channelID) => {
switch (game_data.games[channelID].turns_left) {
case 10: return `
⁞
`;
case 9: return `
⁞
( )
`;
case 8: return `
⁞
( )
|
`;
case 7: return `
⁞
( )
\\|
`;
case 6: return `
⁞
( )
\\|/
`;
case 5: return `
⁞
( )
\\|/
|
`;
case 4: return `
⁞
( )
\\|/
|
/
`;
case 3: return `
⁞
( )
\\|/
|
/ \\
`;
case 2: return `
⁞
(• •)
\\|/
|
/ \\
`;
case 1: return `
⁞
(•◡•)
\\|/
|
/ \\
`;
case 0: return `
⁞
(×_×)
\\|/
|
/ \\
`;
}
}
};
module.exports = public;