megabot/plugins/zombie_dice_plugin(2).js
megaproxy a3ed25f8dd Initial commit: Enhanced IRC bot with duck hunt game
- 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>
2025-07-17 19:03:45 +00:00

692 lines
No EOL
27 KiB
JavaScript

// plugins/zombiedice.js - Zombie Dice multiplayer game plugin
const fs = require('fs');
const path = require('path');
module.exports = {
init(bot) {
console.log('Zombie Dice plugin initialized');
this.bot = bot;
// Persistent player statistics (saved to file)
this.playerStats = new Map(); // nick -> { totalBrains, bestGame, totalGames, totalTurns, name }
// Current game scores (reset each game)
this.gameScores = new Map(); // nick -> { brains, eliminated }
// Game state with multiplayer support
this.gameState = {
phase: 'idle', // 'idle', 'joining', 'active'
players: [],
joinTimer: null,
startTime: null,
currentPlayer: 0,
channel: null,
joinTimeLimit: 30000, // 30 seconds
warningTime: 25000, // Warning at 25 seconds (5 sec left)
// Current turn state
turnBrains: 0,
turnShotguns: 0,
footstepsDice: [], // Actual dice objects that rolled footsteps
diceCup: []
};
// Zombie dice definitions
this.diceTypes = {
green: {
count: 6,
faces: ['🧠', '🧠', '🧠', '👣', '👣', '💥'],
color: 'Green'
},
yellow: {
count: 4,
faces: ['🧠', '🧠', '👣', '👣', '👣', '💥'],
color: 'Yellow'
},
red: {
count: 3,
faces: ['🧠', '👣', '👣', '💥', '💥', '💥'],
color: 'Red'
}
};
// Set up score file path
this.scoresFile = path.join(__dirname, 'zombiedice_scores.json');
// Load existing scores
this.loadScores();
},
cleanup(bot) {
console.log('Zombie Dice plugin cleaned up');
// Clear any timers
if (this.gameState.joinTimer) {
clearTimeout(this.gameState.joinTimer);
}
// Save scores before cleanup
this.saveScores();
// Clear any active games on cleanup
this.resetGameState();
// Clear game scores
if (this.gameScores) {
this.gameScores.clear();
}
},
// Reset game state to idle
resetGameState() {
if (this.gameState.joinTimer) {
clearTimeout(this.gameState.joinTimer);
}
this.gameState = {
phase: 'idle',
players: [],
joinTimer: null,
startTime: null,
currentPlayer: 0,
channel: null,
joinTimeLimit: 30000,
warningTime: 25000,
turnBrains: 0,
turnShotguns: 0,
footstepsDice: [],
diceCup: []
};
},
// Load scores from file
loadScores() {
try {
if (fs.existsSync(this.scoresFile)) {
const data = fs.readFileSync(this.scoresFile, 'utf8');
const scoresObject = JSON.parse(data);
// Convert back to Map
this.playerStats = new Map(Object.entries(scoresObject));
console.log(`🧟 Loaded ${this.playerStats.size} zombie dice player stats from ${this.scoresFile}`);
// Log top 3 players if any exist
if (this.playerStats.size > 0) {
const topPlayers = Array.from(this.playerStats.values())
.sort((a, b) => b.totalBrains - a.totalBrains)
.slice(0, 3);
console.log('🏆 Top zombie players:', topPlayers.map(p => `${p.name}(${p.totalBrains})`).join(', '));
}
} else {
console.log(`🧟 No existing zombie dice scores file found, starting fresh`);
}
} catch (error) {
console.error(`❌ Error loading zombie dice scores:`, error);
this.playerStats = new Map(); // Reset to empty if load fails
}
},
// Save scores to file
saveScores() {
try {
// Convert Map to plain object for JSON serialization
const scoresObject = Object.fromEntries(this.playerStats);
const data = JSON.stringify(scoresObject, null, 2);
fs.writeFileSync(this.scoresFile, data, 'utf8');
console.log(`💾 Saved ${this.playerStats.size} zombie dice player stats to ${this.scoresFile}`);
} catch (error) {
console.error(`❌ Error saving zombie dice scores:`, error);
}
},
// Update a player's persistent stats and save to file
updatePlayerStats(nick, updates) {
// Ensure playerStats Map exists
if (!this.playerStats) {
this.playerStats = new Map();
}
if (!this.playerStats.has(nick)) {
this.playerStats.set(nick, {
totalBrains: 0,
bestGame: 0,
totalGames: 0,
totalTurns: 0,
name: nick
});
}
const player = this.playerStats.get(nick);
Object.assign(player, updates);
// Save to file after each update
this.saveScores();
},
// Initialize player for current game
initGamePlayer(nick) {
// Ensure gameScores Map exists
if (!this.gameScores) {
this.gameScores = new Map();
}
this.gameScores.set(nick, {
brains: 0,
eliminated: false
});
// Initialize persistent stats if new player
if (!this.playerStats.has(nick)) {
this.updatePlayerStats(nick, {
totalBrains: 0,
bestGame: 0,
totalGames: 0,
totalTurns: 0,
name: nick
});
}
},
// Start the join timer
startJoinTimer(target) {
this.gameState.startTime = Date.now();
// Set warning timer (25 seconds)
setTimeout(() => {
if (this.gameState.phase === 'joining') {
this.bot.say(target, '⏰ 5 seconds left to join the zombie hunt!');
}
}, this.gameState.warningTime);
// Set game start timer (30 seconds)
this.gameState.joinTimer = setTimeout(() => {
this.startGame(target);
}, this.gameState.joinTimeLimit);
},
// Start the actual game
startGame(target) {
if (this.gameState.players.length < 2) {
this.bot.say(target, '😞 Nobody else joined the zombie hunt. Game cancelled.');
this.resetGameState();
this.gameScores.clear();
return;
}
// Initialize all players
this.gameState.players.forEach(nick => {
this.initGamePlayer(nick);
});
// Initialize dice cup
this.initializeDiceCup();
// Start the game
this.gameState.phase = 'active';
this.gameState.currentPlayer = 0;
const playerList = this.gameState.players.join(' vs ');
this.bot.say(target, `🧟 Zombie hunt starting! ${playerList} - ${this.gameState.players[0]} goes first!`);
this.bot.say(target, `🎯 Goal: Collect 13 brains to win! But 3 shotguns = bust!`);
},
// Initialize the dice cup
initializeDiceCup() {
this.gameState.diceCup = [];
// Add all dice to cup
Object.entries(this.diceTypes).forEach(([type, data]) => {
for (let i = 0; i < data.count; i++) {
this.gameState.diceCup.push({ type, faces: data.faces, color: data.color });
}
});
// Shuffle the cup
this.shuffleDiceCup();
},
// Shuffle dice cup
shuffleDiceCup() {
for (let i = this.gameState.diceCup.length - 1; i > 0; i--) {
const j = Math.floor(Math.random() * (i + 1));
[this.gameState.diceCup[i], this.gameState.diceCup[j]] = [this.gameState.diceCup[j], this.gameState.diceCup[i]];
}
},
// Draw dice from cup
drawDice(count) {
const drawn = [];
for (let i = 0; i < count && this.gameState.diceCup.length > 0; i++) {
drawn.push(this.gameState.diceCup.pop());
}
return drawn;
},
// Roll dice and return results
rollDice(dice) {
return dice.map(die => {
const face = die.faces[Math.floor(Math.random() * die.faces.length)];
return { ...die, result: face };
});
},
// Start a new turn
startTurn(target, playerName) {
this.gameState.turnBrains = 0;
this.gameState.turnShotguns = 0;
this.gameState.footstepsDice = [];
// If cup is low, refill and shuffle
if (this.gameState.diceCup.length < 3) {
this.initializeDiceCup();
}
// Draw 3 dice and roll for first roll of turn
const dice = this.drawDice(3);
const results = this.rollDice(dice);
this.processRoll(target, playerName, results, true); // true = first roll
},
// Process dice roll results
processRoll(target, playerName, results, isFirstRoll = false) {
let brains = 0;
let shotguns = 0;
let newFootstepsDice = [];
// Count results and track footsteps dice
results.forEach(die => {
switch (die.result) {
case '🧠':
brains++;
break;
case '💥':
shotguns++;
break;
case '👣':
newFootstepsDice.push(die); // Keep the actual die object
break;
}
});
// Update turn totals
this.gameState.turnBrains += brains;
this.gameState.turnShotguns += shotguns;
this.gameState.footstepsDice = newFootstepsDice; // Replace with new footsteps dice
// Show roll results with colored dice - IRC color codes: Green=3, Yellow=8, Red=4
const rollDisplay = results.map(die => {
let colorCode;
switch (die.color) {
case 'Green': colorCode = '\x0303'; break; // Green text
case 'Yellow': colorCode = '\x0308'; break; // Yellow text
case 'Red': colorCode = '\x0304'; break; // Red text
default: colorCode = '';
}
return `${die.result}${colorCode}(${die.color.charAt(0)})\x0F`; // \x0F resets color
}).join(' ');
// Send detailed results to player
let detailMsg = `Roll: ${rollDisplay} | Brains: ${this.gameState.turnBrains} | Shotguns: ${this.gameState.turnShotguns}`;
if (this.gameState.footstepsDice.length > 0) {
const footstepsDisplay = this.gameState.footstepsDice.map(die => {
let colorCode;
switch (die.color) {
case 'Green': colorCode = '\x0303'; break;
case 'Yellow': colorCode = '\x0308'; break;
case 'Red': colorCode = '\x0304'; break;
default: colorCode = '';
}
return `${colorCode}👣(${die.color.charAt(0)})\x0F`;
}).join(' ');
detailMsg += ` | Holding: ${footstepsDisplay}`;
}
this.bot.notice(playerName, detailMsg);
// Check for bust (3+ shotguns)
if (this.gameState.turnShotguns >= 3) {
this.bot.say(target, `${playerName}: 💥💥💥 SHOTGUNNED! Lost ${this.gameState.turnBrains} brains!`);
this.nextTurn(target);
return;
}
// Check if can continue
const totalDiceAvailable = this.gameState.footstepsDice.length + this.gameState.diceCup.length;
if (totalDiceAvailable < 3) {
// Not enough dice to make 3, must stop
this.bot.say(target, `${playerName}: Not enough dice left! Auto-banking ${this.gameState.turnBrains} brains.`);
this.bankBrains(target, playerName);
return;
}
if (this.gameState.turnBrains === 0) {
this.bot.say(target, `${playerName}: No brains yet - use !zombie to keep rolling!`);
} else {
this.bot.say(target, `${playerName}: Use !zombie to keep rolling or !brain to bank your ${this.gameState.turnBrains} brains!`);
}
},
// Bank brains and end turn
bankBrains(target, playerName) {
const playerGame = this.gameScores.get(playerName);
playerGame.brains += this.gameState.turnBrains;
this.bot.say(target, `${playerName}: Banked ${this.gameState.turnBrains} brains! Total: ${playerGame.brains}`);
// Check for win
if (playerGame.brains >= 13) {
this.bot.say(target, `🧟‍♂️ ${playerName} WINS with ${playerGame.brains} brains! 🧟‍♂️`);
this.endGame(target);
return;
}
this.nextTurn(target);
},
// Move to next player's turn
nextTurn(target) {
// Update turn stats for current player
const currentPlayerName = this.gameState.players[this.gameState.currentPlayer];
const playerStats = this.playerStats.get(currentPlayerName);
this.updatePlayerStats(currentPlayerName, {
totalTurns: playerStats.totalTurns + 1
});
// IMPORTANT: Reset all turn state before moving to next player
this.gameState.turnBrains = 0;
this.gameState.turnShotguns = 0;
this.gameState.footstepsDice = [];
// Move to next player
this.gameState.currentPlayer = (this.gameState.currentPlayer + 1) % this.gameState.players.length;
const nextPlayer = this.gameState.players[this.gameState.currentPlayer];
this.bot.say(target, `🧟 ${nextPlayer}'s turn to hunt zombies!`);
this.startTurn(target, nextPlayer);
},
// End the game
endGame(target) {
// Ensure gameScores exists before processing
if (!this.gameScores) {
this.gameScores = new Map();
}
// Save final scores to persistent stats
this.gameState.players.forEach(playerName => {
const gameScore = this.gameScores.get(playerName);
const playerStats = this.playerStats.get(playerName);
if (gameScore && playerStats) {
const updates = {
totalBrains: playerStats.totalBrains + gameScore.brains,
totalGames: playerStats.totalGames + 1
};
// Update best game if this was better
if (gameScore.brains > playerStats.bestGame) {
updates.bestGame = gameScore.brains;
this.bot.say(target, `🏆 ${playerName} set a new personal best: ${gameScore.brains} brains!`);
}
this.updatePlayerStats(playerName, updates);
console.log(`🧟 Saved game stats for ${playerName}: brains=${gameScore.brains}`);
}
});
// Clear current game data
this.gameScores.clear();
this.bot.say(target, '🏁 Zombie hunt ended! Use !zombie to start new hunt.');
this.resetGameState();
},
commands: [
{
name: 'zombie',
description: 'Start/join zombie dice game or roll dice during play',
execute: function(context, bot) {
const plugin = module.exports;
const target = context.replyTo;
const from = context.nick;
const to = context.channel || context.replyTo;
// Only allow channel play
if (!context.channel) {
bot.say(target, 'Zombie dice games can only be played in channels!');
return;
}
// Handle different game phases
switch (plugin.gameState.phase) {
case 'idle':
// Start new game and join timer
plugin.gameState.phase = 'joining';
plugin.gameState.players = [from];
plugin.gameState.channel = to;
bot.say(target, `🧟 ${from} started a zombie hunt! Others have 30 seconds to join with !zombie`);
plugin.startJoinTimer(target);
break;
case 'joining':
// Player wants to join during countdown
if (plugin.gameState.players.includes(from)) {
bot.say(target, `${from}: You're already in the hunt!`);
return;
}
if (plugin.gameState.players.length >= 6) { // Max 6 players
bot.say(target, `${from}: Hunt is full! (Max 6 players)`);
return;
}
plugin.gameState.players.push(from);
bot.say(target, `🧟 ${from} joined the hunt! (${plugin.gameState.players.length} players)`);
break;
case 'active':
// Game is running - handle continue rolling
if (!plugin.gameState.players.includes(from)) {
bot.say(target, `${from}: You're not in the current hunt!`);
return;
}
const currentPlayerName = plugin.gameState.players[plugin.gameState.currentPlayer];
if (from !== currentPlayerName) {
bot.say(target, `${from}: It's ${currentPlayerName}'s turn!`);
return;
}
// Continue rolling - re-roll footsteps dice + draw new ones to make 3 total
const footstepsCount = plugin.gameState.footstepsDice.length;
const neededDice = 3 - footstepsCount;
// Check if we have enough dice
if (neededDice > plugin.gameState.diceCup.length) {
bot.say(target, `${from}: Not enough dice left to continue! Auto-banking.`);
plugin.bankBrains(target, from);
return;
}
// Draw new dice and combine with footsteps
const newDice = plugin.drawDice(neededDice);
const allDice = [...plugin.gameState.footstepsDice, ...newDice];
// Roll all 3 dice (footsteps + new)
const results = plugin.rollDice(allDice);
plugin.processRoll(target, from, results, false); // false = not first roll
break;
}
}
},
{
name: 'brain',
description: 'Bank your brains and end your turn in zombie dice',
execute: function(context, bot) {
const plugin = module.exports;
const target = context.replyTo;
const from = context.nick;
if (plugin.gameState.phase !== 'active' || !plugin.gameState.players.includes(from)) {
bot.say(target, `${from}: You're not in an active zombie hunt!`);
return;
}
const currentPlayerName = plugin.gameState.players[plugin.gameState.currentPlayer];
if (from !== currentPlayerName) {
bot.say(target, `${from}: It's ${currentPlayerName}'s turn!`);
return;
}
if (plugin.gameState.turnBrains === 0) {
bot.say(target, `${from}: No brains to bank!`);
return;
}
plugin.bankBrains(target, from);
}
},
{
name: 'quitzombie',
description: 'Quit the current zombie dice 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, `${from}: No zombie hunt to quit!`);
return;
}
if (!plugin.gameState.players.includes(from)) {
bot.say(target, `${from}: You're not in the current hunt!`);
return;
}
// Remove player from game
plugin.gameState.players = plugin.gameState.players.filter(p => p !== from);
bot.say(target, `${from} fled the zombie hunt!`);
// Check if game should continue
if (plugin.gameState.phase === 'joining') {
if (plugin.gameState.players.length === 0) {
bot.say(target, 'Hunt cancelled - no survivors left.');
plugin.resetGameState();
}
} else if (plugin.gameState.phase === 'active') {
if (plugin.gameState.players.length <= 1) {
if (plugin.gameState.players.length === 1) {
bot.say(target, `${plugin.gameState.players[0]} wins by survival!`);
}
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: 'topzombie',
description: 'Show top zombie dice players',
execute: function(context, bot) {
const plugin = module.exports;
const target = context.replyTo;
if (plugin.playerStats.size === 0) {
bot.say(target, 'No zombie dice scores recorded yet! Use !zombie to start hunting.');
return;
}
// Convert to array and sort by total brains
const sortedScores = Array.from(plugin.playerStats.values())
.sort((a, b) => b.totalBrains - a.totalBrains)
.slice(0, 5); // Top 5
bot.say(target, '🧟‍♂️ Top Zombie Hunters:');
sortedScores.forEach((player, index) => {
const rank = index + 1;
const trophy = rank === 1 ? '🥇' : rank === 2 ? '🥈' : rank === 3 ? '🥉' : `${rank}.`;
bot.say(target, `${trophy} ${player.name}: ${player.totalBrains} brains (best: ${player.bestGame}, ${player.totalGames} hunts)`);
});
}
},
{
name: 'zombiestatus',
description: 'Show current zombie dice game status',
execute: function(context, bot) {
const plugin = module.exports;
const target = context.replyTo;
if (plugin.gameState.phase === 'idle') {
bot.say(target, 'No active zombie hunt. Use !zombie to start hunting!');
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 hunt: `;
plugin.gameState.players.forEach((player, i) => {
const gameScore = plugin.gameScores.get(player);
if (i > 0) statusMsg += ' vs ';
statusMsg += `${player}(${gameScore.brains})`;
});
bot.say(target, statusMsg);
let turnMsg = `🎲 ${currentPlayer}'s turn | Turn brains: ${plugin.gameState.turnBrains} | Shotguns: ${plugin.gameState.turnShotguns}/3`;
if (plugin.gameState.footstepsDice.length > 0) {
const footstepsDisplay = plugin.gameState.footstepsDice.map(die => {
let colorCode;
switch (die.color) {
case 'Green': colorCode = '\x0303'; break;
case 'Yellow': colorCode = '\x0308'; break;
case 'Red': colorCode = '\x0304'; break;
default: colorCode = '';
}
return `${colorCode}👣(${die.color.charAt(0)})\x0F`;
}).join(' ');
turnMsg += ` | Holding: ${footstepsDisplay}`;
}
bot.say(target, turnMsg);
}
}
},
{
name: 'resetzombie',
description: 'Reset all zombie dice scores (admin command)',
execute: function(context, bot) {
const plugin = module.exports;
const target = context.replyTo;
const from = context.nick;
// Simple admin check
const adminNicks = ['admin', 'owner', 'cancerbot', 'megasconed'];
if (!adminNicks.includes(from)) {
bot.say(target, `${from}: Access denied - admin only command`);
return;
}
const playerCount = plugin.playerStats.size;
plugin.playerStats.clear();
plugin.saveScores();
bot.say(target, `🗑️ ${from}: Reset ${playerCount} zombie dice player stats`);
}
}
]
};