- Added hunt/feed duck mechanics (80% hunt, 20% feed) - Implemented persistent scoring system - Added channel control commands (\!stopducks/\!startducks) - Enhanced duck hunt with wrong action penalties - Organized bot structure with botmain.js as main file - Added comprehensive documentation (README.md) - Included 17 plugins with various games and utilities 🦆 Duck Hunt Features: - Hunt ducks with \!shoot/\!bang (80% of spawns) - Feed ducks with \!feed (20% of spawns) - Persistent scores saved to JSON - Channel-specific controls for #bakedbeans - Reaction time tracking and special achievements 🎮 Other Games: - Casino games (slots, coinflip, hi-lo, scratch cards) - Multiplayer games (pigs, zombie dice, quiplash) - Text generation (babble, conspiracy, drunk historian) - Interactive features (story writing, emojify, combos) 🤖 Generated with [Claude Code](https://claude.ai/code) Co-Authored-By: Claude <noreply@anthropic.com>
668 lines
No EOL
27 KiB
JavaScript
668 lines
No EOL
27 KiB
JavaScript
// plugins/pigsmp.js - Pass the Pigs Multiplayer game plugin
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const fs = require('fs');
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const path = require('path');
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module.exports = {
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init(bot) {
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console.log('Pass the Pigs Multiplayer plugin initialized');
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this.bot = bot;
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// Persistent player statistics (saved to file)
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this.playerStats = new Map(); // nick -> { bestScore, totalGames, totalRolls, jackpots, name }
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// Current game scores (reset each game)
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this.gameScores = new Map(); // nick -> { currentScore, rollCount, eliminated }
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// Game state with multiplayer support
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this.gameState = {
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phase: 'idle', // 'idle', 'joining', 'active'
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players: [],
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joinTimer: null,
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startTime: null,
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currentPlayer: 0,
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turnScore: 0,
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channel: null,
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joinTimeLimit: 60000, // 60 seconds
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warningTime: 50000 // Warning at 50 seconds (10 sec left sluts)
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};
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// Set up score file path
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this.scoresFile = path.join(__dirname, 'pigsmp_scores.json');
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// Load existing scores
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this.loadScores();
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},
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cleanup(bot) {
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console.log('Pass the Pigs Multiplayer plugin cleaned up');
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// Clear any timers
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if (this.gameState.joinTimer) {
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clearTimeout(this.gameState.joinTimer);
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}
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// Save scores before cleanup
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this.saveScores();
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// Clear any active games on cleanup
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this.resetGameState();
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// Clear game scores
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if (this.gameScores) {
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this.gameScores.clear();
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}
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},
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// Reset game state to idle
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resetGameState() {
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if (this.gameState.joinTimer) {
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clearTimeout(this.gameState.joinTimer);
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}
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this.gameState = {
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phase: 'idle',
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players: [],
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joinTimer: null,
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startTime: null,
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currentPlayer: 0,
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turnScore: 0,
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channel: null,
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joinTimeLimit: 30000,
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warningTime: 25000
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};
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},
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// Load scores from file
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loadScores() {
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try {
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if (fs.existsSync(this.scoresFile)) {
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const data = fs.readFileSync(this.scoresFile, 'utf8');
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const scoresObject = JSON.parse(data);
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// Convert back to Map
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this.playerStats = new Map(Object.entries(scoresObject));
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console.log(`🐷 Loaded ${this.playerStats.size} pig multiplayer player stats from ${this.scoresFile}`);
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// Log top 3 players if any exist
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if (this.playerStats.size > 0) {
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const topPlayers = Array.from(this.playerStats.values())
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.sort((a, b) => b.bestScore - a.bestScore)
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.slice(0, 3);
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console.log('🏆 Top players:', topPlayers.map(p => `${p.name}(${p.bestScore})`).join(', '));
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}
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} else {
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console.log(`🐷 No existing multiplayer scores file found, starting fresh`);
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}
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} catch (error) {
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console.error(`❌ Error loading pig multiplayer scores:`, error);
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this.playerStats = new Map(); // Reset to empty if load fails
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}
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},
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// Save scores to file
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saveScores() {
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try {
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// Convert Map to plain object for JSON serialization
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const scoresObject = Object.fromEntries(this.playerStats);
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const data = JSON.stringify(scoresObject, null, 2);
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fs.writeFileSync(this.scoresFile, data, 'utf8');
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console.log(`💾 Saved ${this.playerStats.size} pig multiplayer player stats to ${this.scoresFile}`);
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} catch (error) {
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console.error(`❌ Error saving pig multiplayer scores:`, error);
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}
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},
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// Update a player's persistent stats and save to file
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updatePlayerStats(nick, updates) {
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// Ensure playerStats Map exists
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if (!this.playerStats) {
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this.playerStats = new Map();
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}
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if (!this.playerStats.has(nick)) {
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this.playerStats.set(nick, {
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bestScore: 0,
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totalGames: 0,
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totalRolls: 0,
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jackpots: 0,
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name: nick
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});
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}
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const player = this.playerStats.get(nick);
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Object.assign(player, updates);
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// Save to file after each update
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this.saveScores();
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},
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// Initialize player for current game
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initGamePlayer(nick) {
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// Ensure gameScores Map exists
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if (!this.gameScores) {
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this.gameScores = new Map();
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}
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if (!this.gameScores.has(nick)) {
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this.gameScores.set(nick, {
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currentScore: 0,
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rollCount: 0,
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eliminated: false
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});
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} else {
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// Reset for new game
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this.gameScores.set(nick, {
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currentScore: 0,
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rollCount: 0,
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eliminated: false
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});
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}
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// Initialize persistent stats if new player
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if (!this.playerStats.has(nick)) {
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this.updatePlayerStats(nick, {
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bestScore: 0,
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totalGames: 0,
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totalRolls: 0,
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jackpots: 0,
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name: nick
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});
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}
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},
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// Start the join timer
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startJoinTimer(target) {
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this.gameState.startTime = Date.now();
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// Set warning timer (25 seconds)
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setTimeout(() => {
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if (this.gameState.phase === 'joining') {
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this.bot.say(target, '⏰ 10 seconds left to join the pig game! Join you sluts!');
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}
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}, this.gameState.warningTime);
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// Set game start timer (30 seconds)
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this.gameState.joinTimer = setTimeout(() => {
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this.startGame(target);
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}, this.gameState.joinTimeLimit);
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},
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// Start the actual game
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startGame(target) {
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if (this.gameState.players.length < 2) {
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this.bot.say(target, '😞 Nobody else joined the pig game. Game cancelled.');
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this.resetGameState();
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this.gameScores.clear();
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return;
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}
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// Initialize all players
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this.gameState.players.forEach(nick => {
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this.initGamePlayer(nick);
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});
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// Start the game
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this.gameState.phase = 'active';
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this.gameState.currentPlayer = 0;
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this.gameState.turnScore = 0;
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const playerList = this.gameState.players.join(' vs ');
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this.bot.say(target, `🎮 Game starting! ${playerList} - ${this.gameState.players[0]} goes first!`);
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},
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// Pass the Pigs game simulation with reduced difficulty
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rollPigs() {
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// Actual probabilities from 11,954 sample study
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const positions = [
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{ name: 'Side (no dot)', points: 0, weight: 34.9 },
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{ name: 'Side (dot)', points: 0, weight: 30.2 },
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{ name: 'Razorback', points: 5, weight: 22.4 },
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{ name: 'Trotter', points: 5, weight: 8.8 },
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{ name: 'Snouter', points: 10, weight: 3.0 },
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{ name: 'Leaning Jowler', points: 15, weight: 0.61 }
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];
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const rollPig = () => {
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const totalWeight = positions.reduce((sum, pos) => sum + pos.weight, 0);
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let random = Math.random() * totalWeight;
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for (const position of positions) {
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random -= position.weight;
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if (random <= 0) {
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return position;
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}
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}
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return positions[0]; // fallback
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};
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const pig1 = rollPig();
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const pig2 = rollPig();
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// Check for touching conditions first (increased probability for more difficulty)
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if (Math.random() < 0.035) { // 3.5% chance of touching (was 1.5%)
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if (Math.random() < 0.25) { // 25% of touches are Piggyback
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return { result: 'Piggyback', points: -9999, description: '🐷📚 Piggyback! ELIMINATED!' };
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} else { // 75% are Makin' Bacon/Oinker
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return { result: 'Makin\' Bacon', points: -999, description: '🥓 Makin\' Bacon! Lose ALL points!' };
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}
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}
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// Handle side positions (Sider vs Pig Out)
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const pig1IsSide = pig1.name.startsWith('Side');
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const pig2IsSide = pig2.name.startsWith('Side');
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if (pig1IsSide && pig2IsSide) {
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// Both on sides - reduced chance of opposite sides (Pig Out)
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const pig1Dot = pig1.name.includes('dot');
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const pig2Dot = pig2.name.includes('dot');
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// Reduced bias toward opposite sides for better gameplay
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const oppositeRoll = Math.random();
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if (oppositeRoll < 0.35) { // 35% chance of opposite sides when both are siders
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return { result: 'Pig Out', points: 0, description: '💥 Pig Out! Turn ends!' };
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} else {
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return { result: 'Sider', points: 1, description: '🐷 Sider' };
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}
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}
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// If only one pig is on its side, that pig scores nothing
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if (pig1IsSide && !pig2IsSide) {
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return {
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result: pig2.name,
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points: pig2.points,
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description: `🐷 ${pig2.name} (${pig2.points})`
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};
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}
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if (pig2IsSide && !pig1IsSide) {
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return {
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result: pig1.name,
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points: pig1.points,
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description: `🐷 ${pig1.name} (${pig1.points})`
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};
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}
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// Neither pig is on its side - normal scoring
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if (pig1.name === pig2.name) {
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// Double combinations - sum doubled (quadruple individual)
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const doublePoints = (pig1.points + pig2.points) * 2;
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switch (pig1.name) {
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case 'Razorback':
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return { result: 'Double Razorback', points: doublePoints, description: '🐷🐷 Double Razorback (20)' };
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case 'Trotter':
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return { result: 'Double Trotter', points: doublePoints, description: '🐷🐷 Double Trotter (20)' };
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case 'Snouter':
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return { result: 'Double Snouter', points: doublePoints, description: '🐷🐷 Double Snouter (40)' };
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case 'Leaning Jowler':
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return { result: 'Double Leaning Jowler', points: doublePoints, description: '🐷🐷 Double Leaning Jowler (60)' };
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}
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}
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// Mixed combination - sum of individual scores
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const totalPoints = pig1.points + pig2.points;
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return {
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result: 'Mixed Combo',
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points: totalPoints,
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description: `🐷 ${pig1.name} + ${pig2.name} (${totalPoints})`
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};
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},
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// Turn management for multiplayer pig game
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nextTurn(target) {
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// Find next non-eliminated player
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let attempts = 0;
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const maxAttempts = this.gameState.players.length;
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do {
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this.gameState.currentPlayer = (this.gameState.currentPlayer + 1) % this.gameState.players.length;
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attempts++;
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if (attempts >= maxAttempts) {
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// All players eliminated somehow - shouldn't happen but safety check
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this.bot.say(target, '🚨 All players eliminated! Game ending.');
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this.endGame(target);
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return;
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}
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} while (this.gameScores.get(this.gameState.players[this.gameState.currentPlayer])?.eliminated);
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const nextPlayer = this.gameState.players[this.gameState.currentPlayer];
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this.bot.say(target, `🎲 ${nextPlayer}'s turn!`);
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},
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endGame(target) {
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// Ensure gameScores exists before processing
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if (!this.gameScores) {
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this.gameScores = new Map();
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}
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// Save final scores to persistent stats and update records
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this.gameState.players.forEach(playerName => {
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const gameScore = this.gameScores.get(playerName);
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const playerStats = this.playerStats.get(playerName);
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if (gameScore && playerStats) {
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const updates = {
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totalGames: playerStats.totalGames + 1,
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totalRolls: playerStats.totalRolls + gameScore.rollCount
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};
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// Update best score if this game was better
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if (gameScore.currentScore > playerStats.bestScore) {
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updates.bestScore = gameScore.currentScore;
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this.bot.say(target, `🏆 ${playerName} set a new personal best: ${gameScore.currentScore} points!`);
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}
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this.updatePlayerStats(playerName, updates);
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console.log(`🐷 Saved game stats for ${playerName}: score=${gameScore.currentScore}, rolls=${gameScore.rollCount}`);
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}
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});
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// Clear current game data
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this.gameScores.clear();
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this.bot.say(target, '🏁 Game ended! Use !pigs to start new game.');
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this.resetGameState();
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},
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commands: [
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{
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name: 'pigs',
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description: 'Start or join a multiplayer Pass the Pigs game',
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execute: function(context, bot) {
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const plugin = module.exports;
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const target = context.replyTo;
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const from = context.nick;
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const to = context.channel || context.replyTo;
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// Only allow channel play for multiplayer games
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if (!context.channel) {
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bot.say(target, 'Multiplayer pig games can only be played in channels!');
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return;
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}
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// Handle different game phases
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switch (plugin.gameState.phase) {
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case 'idle':
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// Start new game and join timer
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plugin.gameState.phase = 'joining';
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plugin.gameState.players = [from];
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plugin.gameState.channel = to;
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bot.say(target, `🐷 ${from} started a pig game! Others have 60 seconds to join with !pigs`);
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plugin.startJoinTimer(target);
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break;
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case 'joining':
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// Player wants to join during countdown
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if (plugin.gameState.players.includes(from)) {
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bot.say(target, `${from}: You're already in the game!`);
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return;
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}
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if (plugin.gameState.players.length >= 6) { // Max 6 players
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bot.say(target, `${from}: Game is full! (Max 6 players)`);
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return;
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}
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plugin.gameState.players.push(from);
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bot.say(target, `🐷 ${from} joined! (${plugin.gameState.players.length} players)`);
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break;
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case 'active':
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// Game is running - handle roll
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if (!plugin.gameState.players.includes(from)) {
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bot.say(target, `${from}: You're not in the current game!`);
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return;
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}
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const currentPlayerName = plugin.gameState.players[plugin.gameState.currentPlayer];
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if (from !== currentPlayerName) {
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bot.say(target, `${from}: It's ${currentPlayerName}'s turn!`);
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return;
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}
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// Check if current player is eliminated
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const playerGame = plugin.gameScores.get(from);
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if (playerGame.eliminated) {
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bot.say(target, `${from}: You are eliminated!`);
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plugin.endGame(target);
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return;
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}
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// Roll the pigs!
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const roll = plugin.rollPigs();
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// Update roll count
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playerGame.rollCount++;
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let endTurn = false;
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let endGame = false;
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if (roll.points === -9999) {
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// Piggyback - eliminate player
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playerGame.eliminated = true;
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bot.say(target, `${from}: ${roll.description}`);
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// Check if only one player left
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const activePlayers = plugin.gameState.players.filter(p =>
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!plugin.gameScores.get(p)?.eliminated
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);
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if (activePlayers.length <= 1) {
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if (activePlayers.length === 1) {
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bot.say(target, `🎉 ${activePlayers[0]} wins by elimination! 🎉`);
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}
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endGame = true;
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} else {
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endTurn = true;
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}
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} else if (roll.points === -999) {
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// Makin' Bacon - lose all points and end turn
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const lostPoints = playerGame.currentScore;
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playerGame.currentScore = 0;
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plugin.gameState.turnScore = 0;
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bot.say(target, `${from}: ${roll.description} Lost ${lostPoints} game points!`);
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endTurn = true;
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} else if (roll.points === 0) {
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// Pig Out - lose turn score and end turn
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const lostTurn = plugin.gameState.turnScore;
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plugin.gameState.turnScore = 0;
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bot.say(target, `${from}: ${roll.description} Lost ${lostTurn} turn points!`);
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endTurn = true;
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} else {
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// Normal scoring - add to turn score
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plugin.gameState.turnScore += roll.points;
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const potentialTotal = playerGame.currentScore + plugin.gameState.turnScore;
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// Send detailed roll info as notice to the player (NO public message for normal rolls)
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let detailMsg = `Your roll: ${roll.description} | Turn: ${plugin.gameState.turnScore} | Game Total: ${playerGame.currentScore}`;
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if (potentialTotal >= 100) {
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detailMsg += ` | Can win!`;
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}
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bot.notice(from, detailMsg);
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console.log(`Sending notice to ${from}: ${detailMsg}`);
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}
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if (endGame) {
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plugin.endGame(target);
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} else if (endTurn) {
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plugin.nextTurn(target);
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}
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break;
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}
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}
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},
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{
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name: 'bank',
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description: 'Bank your turn points in multiplayer Pass the Pigs',
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execute: function(context, bot) {
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const plugin = module.exports;
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const target = context.replyTo;
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const from = context.nick;
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if (plugin.gameState.phase !== 'active' || !plugin.gameState.players.includes(from)) {
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bot.say(target, `${from}: You're not in an active pig game!`);
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return;
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}
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const currentPlayerName = plugin.gameState.players[plugin.gameState.currentPlayer];
|
|
if (from !== currentPlayerName) {
|
|
bot.say(target, `${from}: It's ${currentPlayerName}'s turn!`);
|
|
return;
|
|
}
|
|
|
|
if (plugin.gameState.turnScore === 0) {
|
|
bot.say(target, `${from}: No points to bank!`);
|
|
return;
|
|
}
|
|
|
|
// Bank the points
|
|
const playerGame = plugin.gameScores.get(from);
|
|
const newTotal = playerGame.currentScore + plugin.gameState.turnScore;
|
|
|
|
playerGame.currentScore = newTotal;
|
|
|
|
bot.say(target, `${from}: Banked ${plugin.gameState.turnScore} points! Game Total: ${newTotal}`);
|
|
|
|
// Check for win
|
|
if (newTotal >= 100) {
|
|
bot.say(target, `🎉 ${from} WINS with ${newTotal} points! 🎉`);
|
|
plugin.endGame(target);
|
|
return;
|
|
}
|
|
|
|
plugin.gameState.turnScore = 0;
|
|
plugin.nextTurn(target);
|
|
}
|
|
},
|
|
|
|
{
|
|
name: 'quitpigs',
|
|
description: 'Quit the current multiplayer pig game',
|
|
execute: function(context, bot) {
|
|
const plugin = module.exports;
|
|
const target = context.replyTo;
|
|
const from = context.nick;
|
|
|
|
if (plugin.gameState.phase === 'idle') {
|
|
bot.say(target, `${from}: No pig game to quit!`);
|
|
return;
|
|
}
|
|
|
|
if (!plugin.gameState.players.includes(from)) {
|
|
bot.say(target, `${from}: You're not in the current game!`);
|
|
return;
|
|
}
|
|
|
|
// Remove player from game
|
|
plugin.gameState.players = plugin.gameState.players.filter(p => p !== from);
|
|
bot.say(target, `${from} quit the pig game!`);
|
|
|
|
// Check if game should continue
|
|
if (plugin.gameState.phase === 'joining') {
|
|
if (plugin.gameState.players.length === 0) {
|
|
bot.say(target, 'Game cancelled - no players left.');
|
|
plugin.resetGameState();
|
|
}
|
|
} else if (plugin.gameState.phase === 'active') {
|
|
if (plugin.gameState.players.length <= 1) {
|
|
if (plugin.gameState.players.length === 1) {
|
|
bot.say(target, `${plugin.gameState.players[0]} wins by forfeit!`);
|
|
}
|
|
plugin.endGame(target);
|
|
} else {
|
|
// Adjust current player if needed
|
|
if (plugin.gameState.currentPlayer >= plugin.gameState.players.length) {
|
|
plugin.gameState.currentPlayer = 0;
|
|
}
|
|
plugin.nextTurn(target);
|
|
}
|
|
}
|
|
}
|
|
},
|
|
|
|
{
|
|
name: 'toppigs',
|
|
description: 'Show top multiplayer pig players',
|
|
execute: function(context, bot) {
|
|
const plugin = module.exports;
|
|
const target = context.replyTo;
|
|
|
|
if (plugin.playerStats.size === 0) {
|
|
bot.say(target, 'No multiplayer pig scores recorded yet! Use !pigs to start playing.');
|
|
return;
|
|
}
|
|
|
|
// Convert to array and sort by best score
|
|
const sortedScores = Array.from(plugin.playerStats.values())
|
|
.sort((a, b) => b.bestScore - a.bestScore)
|
|
.slice(0, 5); // Top 5
|
|
|
|
bot.say(target, '🏆 Top Multiplayer Pig Players:');
|
|
|
|
sortedScores.forEach((player, index) => {
|
|
const rank = index + 1;
|
|
const trophy = rank === 1 ? '🥇' : rank === 2 ? '🥈' : rank === 3 ? '🥉' : `${rank}.`;
|
|
bot.say(target, `${trophy} ${player.name}: Best ${player.bestScore} pts (${player.totalGames} games, ${player.totalRolls} rolls)`);
|
|
});
|
|
}
|
|
},
|
|
|
|
{
|
|
name: 'pigstatus',
|
|
description: 'Show current multiplayer pig game status',
|
|
execute: function(context, bot) {
|
|
const plugin = module.exports;
|
|
const target = context.replyTo;
|
|
|
|
if (plugin.gameState.phase === 'idle') {
|
|
bot.say(target, 'No active multiplayer pig game. Use !pigs to start one!');
|
|
return;
|
|
}
|
|
|
|
if (plugin.gameState.phase === 'joining') {
|
|
const timeLeft = Math.ceil((plugin.gameState.joinTimeLimit - (Date.now() - plugin.gameState.startTime)) / 1000);
|
|
bot.say(target, `🐷 Joining phase: ${plugin.gameState.players.join(', ')} (${timeLeft}s left)`);
|
|
return;
|
|
}
|
|
|
|
if (plugin.gameState.phase === 'active') {
|
|
const currentPlayer = plugin.gameState.players[plugin.gameState.currentPlayer];
|
|
let statusMsg = `🎮 Active game: `;
|
|
|
|
plugin.gameState.players.forEach((player, i) => {
|
|
const gameScore = plugin.gameScores.get(player);
|
|
if (i > 0) statusMsg += ' vs ';
|
|
statusMsg += `${player}(${gameScore.currentScore})`;
|
|
if (gameScore.eliminated) statusMsg += '[OUT]';
|
|
});
|
|
|
|
bot.say(target, statusMsg);
|
|
bot.say(target, `🎲 ${currentPlayer}'s turn | Turn score: ${plugin.gameState.turnScore}`);
|
|
}
|
|
}
|
|
},
|
|
|
|
{
|
|
name: 'resetpigs',
|
|
description: 'Reset all multiplayer pig scores (admin command)',
|
|
execute: function(context, bot) {
|
|
const plugin = module.exports;
|
|
const target = context.replyTo;
|
|
const from = context.nick;
|
|
|
|
// Simple admin check - you can customize this list
|
|
const adminNicks = ['admin', 'owner', 'cancerbot', 'megasconed']; // Add your admin nicks here
|
|
|
|
if (!adminNicks.includes(from)) {
|
|
bot.say(target, `${from}: Access denied - admin only command`);
|
|
return;
|
|
}
|
|
|
|
const playerCount = plugin.playerStats.size;
|
|
plugin.playerStats.clear();
|
|
plugin.saveScores();
|
|
|
|
bot.say(target, `🗑️ ${from}: Reset ${playerCount} multiplayer pig player stats`);
|
|
}
|
|
}
|
|
]
|
|
}; |