- Add Rock Paper Scissors game with PvP and bot modes - Fixed syntax errors and improved game mechanics - PvP moves now require PM for secrecy - Add Word Scramble game with difficulty levels - Multiple word categories and persistent scoring - Enhance duck hunt with better statistics tracking - Separate points vs duck count tracking - Fixed migration logic issues - Add core rate limiting system (5 commands/30s) - Admin whitelist for megasconed - Automatic cleanup and unblocking - Improve reload functionality for hot-reloading plugins - Add channel-specific commands (\!stopducks/\!startducks) 🤖 Generated with [Claude Code](https://claude.ai/code) Co-Authored-By: Claude <noreply@anthropic.com>
594 lines
No EOL
21 KiB
JavaScript
594 lines
No EOL
21 KiB
JavaScript
// plugins/rock_paper_scissors_plugin.js - Rock Paper Scissors 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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gameState: {
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activeGames: new Map(), // channel -> game data
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challenges: new Map(), // channel -> challenge data
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scores: new Map() // nick -> score data
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},
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// Game choices and their relationships
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choices: {
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'rock': {
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emoji: '🪨',
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beats: 'scissors',
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losesTo: 'paper'
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},
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'paper': {
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emoji: '📄',
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beats: 'rock',
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losesTo: 'scissors'
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},
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'scissors': {
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emoji: '✂️',
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beats: 'paper',
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losesTo: 'rock'
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}
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},
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// Aliases for user input
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aliases: {
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'r': 'rock',
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'p': 'paper',
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's': 'scissors',
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'stone': 'rock',
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'scissor': 'scissors'
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},
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init(bot) {
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console.log('Rock Paper Scissors plugin initialized - Ready to rumble! 🪨📄✂️');
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// Set up score file path
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this.scoresFile = path.join(__dirname, 'rps_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('Rock Paper Scissors plugin cleaned up');
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// Save scores before cleanup
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this.saveScores();
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// Clear all active games and timers
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this.gameState.activeGames.forEach(game => {
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if (game.timer) {
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clearTimeout(game.timer);
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}
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});
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this.gameState.activeGames.clear();
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// Clear all challenges and timers
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this.gameState.challenges.forEach(challenge => {
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if (challenge.timer) {
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clearTimeout(challenge.timer);
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}
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});
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this.gameState.challenges.clear();
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},
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commands: [
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{
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name: 'rps',
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description: 'Play Rock Paper Scissors (!rps vs bot OR !rps @player)',
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execute(context, bot) {
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module.exports.startGame(context, bot);
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}
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},
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{
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name: 'rock',
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description: 'Play rock in active RPS game',
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execute(context, bot) {
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module.exports.playMove(context, bot, 'rock');
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}
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},
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{
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name: 'paper',
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description: 'Play paper in active RPS game',
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execute(context, bot) {
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module.exports.playMove(context, bot, 'paper');
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}
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},
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{
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name: 'scissors',
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description: 'Play scissors in active RPS game',
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execute(context, bot) {
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module.exports.playMove(context, bot, 'scissors');
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}
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},
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{
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name: 'accept',
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description: 'Accept a Rock Paper Scissors challenge',
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execute(context, bot) {
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module.exports.acceptChallenge(context, bot);
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}
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},
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{
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name: 'rpsstats',
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description: 'Show your Rock Paper Scissors statistics',
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execute(context, bot) {
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module.exports.showPlayerStats(context, bot);
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}
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},
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{
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name: 'toprps',
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description: 'Show top Rock Paper Scissors players',
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execute(context, bot) {
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module.exports.showLeaderboard(context, bot);
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}
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},
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{
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name: 'rpsscore',
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description: 'Show your current RPS score',
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execute(context, bot) {
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module.exports.showScore(context, bot);
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}
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}
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],
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startGame(context, bot) {
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const channel = context.channel;
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if (!channel) {
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bot.say(context.replyTo, '🪨📄✂️ Rock Paper Scissors can only be played in channels!');
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return;
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}
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// Check if there's already an active game
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if (this.gameState.activeGames.has(channel)) {
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bot.say(context.replyTo, '🪨📄✂️ There\'s already an active RPS game in this channel!');
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return;
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}
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// Check if there's already a challenge
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if (this.gameState.challenges.has(channel)) {
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bot.say(context.replyTo, '🪨📄✂️ There\'s already a pending challenge in this channel!');
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return;
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}
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const args = context.args;
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// Check if challenging another player
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if (args.length > 0) {
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const target = args[0].replace('@', '');
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if (target === context.nick) {
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bot.say(context.replyTo, '🪨📄✂️ You can\'t challenge yourself! Use !rps to play vs the bot.');
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return;
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}
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if (target === bot.config.nick) {
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// Play against bot
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this.startBotGame(context, bot, channel);
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return;
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}
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// Challenge another player
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this.createChallenge(context, bot, channel, target);
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return;
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}
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// Default: play against bot
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this.startBotGame(context, bot, channel);
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},
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startBotGame(context, bot, channel) {
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const gameData = {
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type: 'bot',
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player: context.nick,
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startTime: Date.now(),
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playerMove: null,
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botMove: null
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};
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// Set 30 second timer
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gameData.timer = setTimeout(() => {
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this.timeoutGame(channel, bot, gameData);
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}, 30000);
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this.gameState.activeGames.set(channel, gameData);
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bot.say(channel, `🪨📄✂️ ${context.nick} vs ${bot.config.nick}! Use !rock, !paper, or !scissors (30s limit)`);
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},
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createChallenge(context, bot, channel, target) {
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const challengeData = {
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challenger: context.nick,
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target: target,
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startTime: Date.now()
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};
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// Set 60 second timer for challenge acceptance
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challengeData.timer = setTimeout(() => {
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this.timeoutChallenge(channel, bot, challengeData);
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}, 60000);
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this.gameState.challenges.set(channel, challengeData);
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bot.say(channel, `🪨📄✂️ ${context.nick} challenges ${target} to Rock Paper Scissors! Use !accept to accept (60s limit)`);
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},
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acceptChallenge(context, bot) {
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const channel = context.channel;
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if (!channel) {
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bot.say(context.replyTo, '🪨📄✂️ Challenges can only be accepted in channels!');
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return;
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}
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const challenge = this.gameState.challenges.get(channel);
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if (!challenge) {
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bot.say(context.replyTo, '🪨📄✂️ No active challenge to accept!');
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return;
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}
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if (context.nick !== challenge.target) {
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bot.say(context.replyTo, `🪨📄✂️ This challenge is for ${challenge.target}, not you!`);
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return;
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}
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// Clear challenge timer
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clearTimeout(challenge.timer);
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this.gameState.challenges.delete(channel);
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// Start player vs player game
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this.startPlayerGame(bot, channel, challenge.challenger, challenge.target);
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},
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startPlayerGame(bot, channel, player1, player2) {
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const gameData = {
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type: 'player',
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player1: player1,
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player2: player2,
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startTime: Date.now(),
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moves: new Map(), // nick -> move
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revealed: false
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};
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// Set 45 second timer
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gameData.timer = setTimeout(() => {
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this.timeoutGame(channel, bot, gameData);
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}, 45000);
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this.gameState.activeGames.set(channel, gameData);
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bot.say(channel, `🪨📄✂️ ${player1} vs ${player2}! Both players PM the bot your moves: /msg ${bot.config.nick} !rock, !paper, or !scissors (45s limit)`);
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},
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playMove(context, bot, move) {
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const channel = context.channel;
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// If in a channel (bot vs player games)
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if (channel) {
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const game = this.gameState.activeGames.get(channel);
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if (!game) {
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bot.say(context.replyTo, '🪨📄✂️ No active RPS game to play in!');
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return;
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}
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if (game.type === 'bot') {
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this.handleBotMove(context, bot, channel, game, move);
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} else {
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this.handlePlayerMove(context, bot, channel, game, move);
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}
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return;
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}
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// If in PM (player vs player games)
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// Find the game this player is in
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let foundGame = null;
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let foundChannel = null;
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for (const [channelName, game] of this.gameState.activeGames) {
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if (game.type === 'player' && (game.player1 === context.nick || game.player2 === context.nick)) {
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foundGame = game;
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foundChannel = channelName;
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break;
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}
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}
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if (!foundGame) {
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bot.say(context.replyTo, '🪨📄✂️ You\'re not in an active player vs player game!');
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return;
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}
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this.handlePlayerMove(context, bot, foundChannel, foundGame, move);
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},
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handleBotMove(context, bot, channel, game, move) {
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if (context.nick !== game.player) {
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bot.say(context.replyTo, `🪨📄✂️ This game is for ${game.player}!`);
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return;
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}
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if (game.playerMove) {
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bot.say(context.replyTo, '🪨📄✂️ You already made your move!');
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return;
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}
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// Player made their move
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game.playerMove = move;
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// Bot makes random move
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const botChoices = ['rock', 'paper', 'scissors'];
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game.botMove = botChoices[Math.floor(Math.random() * botChoices.length)];
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// Clear timer
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clearTimeout(game.timer);
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// Determine winner and show result
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this.resolveGame(channel, bot, game);
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},
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handlePlayerMove(context, bot, channel, game, move) {
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if (context.nick !== game.player1 && context.nick !== game.player2) {
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bot.say(context.replyTo, `🪨📄✂️ This game is for ${game.player1} and ${game.player2}!`);
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return;
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}
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// For player vs player games, moves must be made via PM
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if (context.channel) {
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bot.say(context.replyTo, `🪨📄✂️ ${context.nick}: Send your move via PM to keep it secret! Use /msg ${bot.config.nick} !rock, !paper, or !scissors`);
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return;
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}
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if (game.moves.has(context.nick)) {
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bot.say(context.replyTo, '🪨📄✂️ You already made your move!');
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return;
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}
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// Record move
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game.moves.set(context.nick, move);
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// Send confirmation via private message
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bot.say(context.nick, `🪨📄✂️ You played ${this.choices[move].emoji} ${move}!`);
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// Check if both players have moved
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if (game.moves.size === 2) {
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// Clear timer
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clearTimeout(game.timer);
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// Resolve game
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this.resolveGame(channel, bot, game);
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} else {
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// Wait for other player
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const waitingFor = game.player1 === context.nick ? game.player2 : game.player1;
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bot.say(channel, `🪨📄✂️ Waiting for ${waitingFor} to make their move via PM...`);
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}
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},
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resolveGame(channel, bot, game) {
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this.gameState.activeGames.delete(channel);
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if (game.type === 'bot') {
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this.resolveBotGame(channel, bot, game);
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} else {
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this.resolvePlayerGame(channel, bot, game);
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}
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},
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resolveBotGame(channel, bot, game) {
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const playerMove = game.playerMove;
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const botMove = game.botMove;
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const playerChoice = this.choices[playerMove];
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const botChoice = this.choices[botMove];
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// Show moves
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bot.say(channel, `🪨📄✂️ ${game.player}: ${playerChoice.emoji} | ${bot.config.nick}: ${botChoice.emoji}`);
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// Determine result
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let result;
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if (playerMove === botMove) {
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result = 'draw';
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bot.say(channel, `🤝 It's a draw! Both played ${playerMove}!`);
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} else if (playerChoice.beats === botMove) {
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result = 'win';
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bot.say(channel, `🎉 ${game.player} wins! ${playerMove} beats ${botMove}!`);
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} else {
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result = 'loss';
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bot.say(channel, `🤖 ${bot.config.nick} wins! ${botMove} beats ${playerMove}!`);
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}
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// Update scores
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this.updatePlayerScore(game.player, result, 'bot');
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this.saveScores();
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},
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resolvePlayerGame(channel, bot, game) {
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const player1Move = game.moves.get(game.player1);
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const player2Move = game.moves.get(game.player2);
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const player1Choice = this.choices[player1Move];
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const player2Choice = this.choices[player2Move];
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// Show moves
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bot.say(channel, `🪨📄✂️ ${game.player1}: ${player1Choice.emoji} | ${game.player2}: ${player2Choice.emoji}`);
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// Determine result
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if (player1Move === player2Move) {
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bot.say(channel, `🤝 It's a draw! Both played ${player1Move}!`);
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this.updatePlayerScore(game.player1, 'draw', 'player');
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this.updatePlayerScore(game.player2, 'draw', 'player');
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} else if (player1Choice.beats === player2Move) {
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bot.say(channel, `🎉 ${game.player1} wins! ${player1Move} beats ${player2Move}!`);
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this.updatePlayerScore(game.player1, 'win', 'player');
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this.updatePlayerScore(game.player2, 'loss', 'player');
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} else {
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bot.say(channel, `🎉 ${game.player2} wins! ${player2Move} beats ${player1Move}!`);
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this.updatePlayerScore(game.player2, 'win', 'player');
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this.updatePlayerScore(game.player1, 'loss', 'player');
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}
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this.saveScores();
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},
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timeoutGame(channel, bot, game) {
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this.gameState.activeGames.delete(channel);
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if (game.type === 'bot') {
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bot.say(channel, `⏰ ${game.player} took too long to make a move! Game cancelled.`);
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} else {
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const missingPlayers = [];
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if (!game.moves.has(game.player1)) missingPlayers.push(game.player1);
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if (!game.moves.has(game.player2)) missingPlayers.push(game.player2);
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bot.say(channel, `⏰ Game timed out! ${missingPlayers.join(' and ')} didn't make their moves.`);
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}
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},
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timeoutChallenge(channel, bot, challenge) {
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this.gameState.challenges.delete(channel);
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bot.say(channel, `⏰ Challenge timed out! ${challenge.target} didn't accept the challenge.`);
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},
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// Player score management
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initializePlayerData(nick) {
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if (!this.gameState.scores.has(nick)) {
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this.gameState.scores.set(nick, {
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totalPoints: 0,
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totalGames: 0,
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wins: 0,
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losses: 0,
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draws: 0,
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winStreak: 0,
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longestWinStreak: 0,
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vsBot: {
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wins: 0,
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losses: 0,
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draws: 0
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},
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vsPlayer: {
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wins: 0,
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losses: 0,
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draws: 0
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},
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favoriteMove: null,
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moveStats: {
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rock: 0,
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paper: 0,
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scissors: 0
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}
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});
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}
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},
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updatePlayerScore(nick, result, gameType) {
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this.initializePlayerData(nick);
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const playerData = this.gameState.scores.get(nick);
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// Update totals
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playerData.totalGames += 1;
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playerData[result + 's'] += 1;
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// Update game type stats
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playerData[gameType === 'bot' ? 'vsBot' : 'vsPlayer'][result + 's'] += 1;
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// Update points and streaks
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if (result === 'win') {
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playerData.totalPoints += 3;
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playerData.winStreak += 1;
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if (playerData.winStreak > playerData.longestWinStreak) {
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playerData.longestWinStreak = playerData.winStreak;
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}
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} else if (result === 'draw') {
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playerData.totalPoints += 1;
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playerData.winStreak = 0;
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} else {
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playerData.winStreak = 0;
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}
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this.gameState.scores.set(nick, playerData);
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},
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showScore(context, bot) {
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const playerData = this.gameState.scores.get(context.nick);
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if (!playerData) {
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bot.say(context.replyTo, `🪨📄✂️ ${context.nick} hasn't played any RPS games yet!`);
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return;
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}
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const winRate = playerData.totalGames > 0 ? (playerData.wins / playerData.totalGames * 100).toFixed(1) : 0;
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bot.say(context.replyTo, `🎯 ${context.nick}: ${playerData.totalPoints} points | ${playerData.wins}W-${playerData.losses}L-${playerData.draws}D (${winRate}% win rate)`);
|
|
},
|
|
|
|
showPlayerStats(context, bot) {
|
|
const playerData = this.gameState.scores.get(context.nick);
|
|
if (!playerData) {
|
|
bot.say(context.replyTo, `🪨📄✂️ ${context.nick} hasn't played any RPS games yet!`);
|
|
return;
|
|
}
|
|
|
|
const winRate = playerData.totalGames > 0 ? (playerData.wins / playerData.totalGames * 100).toFixed(1) : 0;
|
|
|
|
bot.say(context.replyTo, `📊 ${context.nick}'s RPS Stats:`);
|
|
bot.say(context.replyTo, `🎯 Points: ${playerData.totalPoints} | Games: ${playerData.totalGames} | Win Rate: ${winRate}%`);
|
|
bot.say(context.replyTo, `🏆 Record: ${playerData.wins}W-${playerData.losses}L-${playerData.draws}D | Streak: ${playerData.winStreak} (best: ${playerData.longestWinStreak})`);
|
|
bot.say(context.replyTo, `🤖 vs Bot: ${playerData.vsBot.wins}W-${playerData.vsBot.losses}L-${playerData.vsBot.draws}D | 👥 vs Players: ${playerData.vsPlayer.wins}W-${playerData.vsPlayer.losses}L-${playerData.vsPlayer.draws}D`);
|
|
},
|
|
|
|
showLeaderboard(context, bot) {
|
|
const scores = Array.from(this.gameState.scores.entries())
|
|
.sort((a, b) => b[1].totalPoints - a[1].totalPoints)
|
|
.slice(0, 10);
|
|
|
|
if (scores.length === 0) {
|
|
bot.say(context.replyTo, '🪨📄✂️ No one has played RPS yet!');
|
|
return;
|
|
}
|
|
|
|
bot.say(context.replyTo, '🏆 TOP RPS PLAYERS 🏆');
|
|
scores.forEach(([nick, data], index) => {
|
|
const medal = index === 0 ? '🥇' : index === 1 ? '🥈' : index === 2 ? '🥉' : '🎯';
|
|
const winRate = data.totalGames > 0 ? (data.wins / data.totalGames * 100).toFixed(1) : 0;
|
|
bot.say(context.replyTo, `${medal} ${index + 1}. ${nick}: ${data.totalPoints}pts (${data.wins}W-${data.losses}L-${data.draws}D, ${winRate}%)`);
|
|
});
|
|
},
|
|
|
|
// Score persistence
|
|
loadScores() {
|
|
try {
|
|
if (fs.existsSync(this.scoresFile)) {
|
|
const data = fs.readFileSync(this.scoresFile, 'utf8');
|
|
const scoresObject = JSON.parse(data);
|
|
|
|
// Convert back to Map
|
|
this.gameState.scores = new Map(Object.entries(scoresObject));
|
|
console.log(`🪨📄✂️ Loaded ${this.gameState.scores.size} RPS scores from ${this.scoresFile}`);
|
|
|
|
// Log top 3 players if any exist
|
|
if (this.gameState.scores.size > 0) {
|
|
const topPlayers = Array.from(this.gameState.scores.entries())
|
|
.sort((a, b) => b[1].totalPoints - a[1].totalPoints)
|
|
.slice(0, 3);
|
|
console.log('🏆 Top RPS players:', topPlayers.map(([name, data]) => `${name}(${data.totalPoints}pts)`).join(', '));
|
|
}
|
|
} else {
|
|
console.log(`🪨📄✂️ No existing RPS scores file found, starting fresh`);
|
|
}
|
|
} catch (error) {
|
|
console.error(`❌ Error loading RPS scores:`, error);
|
|
this.gameState.scores = new Map();
|
|
}
|
|
},
|
|
|
|
saveScores() {
|
|
try {
|
|
const scoresObject = Object.fromEntries(this.gameState.scores);
|
|
const data = JSON.stringify(scoresObject, null, 2);
|
|
|
|
fs.writeFileSync(this.scoresFile, data, 'utf8');
|
|
console.log(`💾 Saved ${this.gameState.scores.size} RPS scores to ${this.scoresFile}`);
|
|
} catch (error) {
|
|
console.error(`❌ Error saving RPS scores:`, error);
|
|
}
|
|
}
|
|
}; |