-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathunited-states-trivia-index.js
395 lines (354 loc) · 17.5 KB
/
united-states-trivia-index.js
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
/* eslint-disable func-names */
/* eslint-disable dot-notation */
/* eslint-disable new-cap */
/* eslint quote-props: ['error', 'consistent']*/
/**
* This sample demonstrates a simple skill built with the Amazon Alexa Skills
* nodejs skill development kit.
* This sample supports en-US lauguage.
* The Intent Schema, Custom Slots and Sample Utterances for this skill, as well
* as testing instructions are located at https://github.com/alexa/skill-sample-nodejs-trivia
**/
'use strict';
const Alexa = require('alexa-sdk');
const questions = require('./question');
const ANSWER_COUNT = 4; // The number of possible answers per trivia question.
const GAME_LENGTH = 10; // The number of questions per trivia game.
const GAME_STATES = {
TRIVIA: '_TRIVIAMODE', // Asking trivia questions.
START: '_STARTMODE', // Entry point, start the game.
HELP: '_HELPMODE', // The user is asking for help.
};
const APP_ID = "amzn1.ask.skill.4e36e6f4-3a09-456e-8c19-b810d88f7fa1"; // TODO replace with your app ID (OPTIONAL)
/**
* When editing your questions pay attention to your punctuation. Make sure you use question marks or periods.
* Make sure the first answer is the correct one. Set at least ANSWER_COUNT answers, any extras will be shuffled in.
*/
const speechConsCorrect = ["Booya", "All righty", "Bam", "Bazinga", "Bingo", "Boom", "Bravo", "Cha Ching", "Cheers", "Dynomite",
"Hip hip hooray", "Hurrah", "Hurray", "Huzzah", "Oh dear. Just kidding. Hurray", "Kaboom", "Kaching", "Oh snap", "Phew",
"Righto", "Way to go", "Well done", "Whee", "Woo hoo", "Yay", "Wowza", "Yowsa"];
const speechConsStart = ["Oh dear", "All righty", "Yay", "Wowza", "Yippee"];
//This is a list of negative speechcons that this skill will use when a user gets an incorrect answer. For a full list of supported
//speechcons, go here: https://developer.amazon.com/public/solutions/alexa/alexa-skills-kit/docs/speechcon-reference
const speechConsWrong = ["Argh", "Aw man", "Blarg", "Blast", "Boo", "Bummer", "Darn", "swoosh", "yadda yadda yadda", "Eek", "Honk", "Le sigh",
"Mamma mia", "Oh boy", "Oof", "Ouch", "Ruh roh", "Shucks", "Uh oh", "Wah wah", "Whoops a daisy", "Yikes"];
const languageString = {
'en': {
'translation': {
'QUESTIONS': questions['QUESTIONS_EN_US'],
'GAME_NAME': 'United States Trivia', // Be sure to change this for your skill.
'HELP_MESSAGE': 'I will ask you %s multiple choice questions. Respond with the number of the answer. ' +
'For example, say one, two, three, or four. To start a new game at any time, say, start game. ',
'REPEAT_QUESTION_MESSAGE': 'To repeat the last question, say, repeat. ',
'ASK_MESSAGE_START': 'Would you like to start playing?',
'HELP_REPROMPT': 'To give an answer to a question, respond with the number of the answer. ',
'STOP_MESSAGE': 'Would you like to keep playing?',
'CANCEL_MESSAGE': 'Ok, Thank you for playing the United States Trivia Game! let\'s play again soon.',
'NO_MESSAGE': 'Ok, we\'ll play another time. Goodbye!',
'TRIVIA_UNHANDLED': 'Try saying a number between 1 and %s',
'HELP_UNHANDLED': 'Say yes to continue, or no to end the game.',
'START_UNHANDLED': 'Say start to start a new game.',
'NEW_GAME_MESSAGE': '<say-as interpret-as=\'interjection\'>all right</say-as><break strength=\'strong\'/> <break time="1s"/> Welcome to %s. <break time="1s"/> ',
'WELCOME_MESSAGE': ' I will ask you %s trivia questions about United States. ' +
'Just say the number of the answer. Let\'s begin. ',
'ANSWER_CORRECT_MESSAGE': 'correct. ',
'ANSWER_WRONG_MESSAGE': 'wrong. ',
'CORRECT_ANSWER_MESSAGE': 'The correct answer is %s: %s. ',
'ANSWER_IS_MESSAGE': 'That answer is ',
'TELL_QUESTION_MESSAGE': 'Question %s. %s ',
'GAME_OVER_MESSAGE': 'You got %s out of %s questions correct. Thank you for playing the United States Trivia Game!',
'SCORE_IS_MESSAGE': 'Your score is %s. ',
'EXIT_SKILL_MESSAGE': "Thank you for playing the United States Trivia Game! Let's play again soon!",
},
},
'en-US': {
'translation': {
'QUESTIONS': questions['QUESTIONS_EN_US'],
'GAME_NAME': 'United States Trivia', // Be sure to change this for your skill.
},
},
};
const newSessionHandlers = {
'LaunchRequest': function () {
this.handler.state = GAME_STATES.START;
this.emitWithState('StartGame', true);
},
'AMAZON.StartOverIntent': function () {
this.handler.state = GAME_STATES.START;
this.emitWithState('StartGame', true);
},
'AMAZON.HelpIntent': function () {
this.handler.state = GAME_STATES.HELP;
this.emitWithState('helpTheUser', true);
},
'Unhandled': function () {
const speechOutput = "<say-as interpret-as=\'interjection\'>bada bing bada boom</say-as><break strength=\'strong\'/> <break time=\"1s\"/>" + this.t('START_UNHANDLED');
this.response.speak(speechOutput).listen(speechOutput);
this.emit(':responseReady');
},
};
function getRandom(min, max)
{
return Math.floor(Math.random() * (max-min+1)+min);
}
//pick speechConsCorrect or speechConsWrong word
function getSpeechConStart(type)
{
let speechConStart = "";
if (type) return "<say-as interpret-as='interjection'>" + speechConsStart[getRandom(0, speechConsStart.length-1)] + "! </say-as><break strength='strong'/>";
else return "<say-as interpret-as='interjection'>" + speechConsStart[getRandom(0, speechConsStart.length-1)] + " </say-as><break strength='strong'/>";
}
//pick speechConsCorrect or speechConsWrong word
function getSpeechCon(type)
{
let speechCon = "";
if (type) return "<say-as interpret-as='interjection'>" + speechConsCorrect[getRandom(0, speechConsCorrect.length-1)] + "! </say-as><break strength='strong'/>";
else return "<say-as interpret-as='interjection'>" + speechConsWrong[getRandom(0, speechConsWrong.length-1)] + " </say-as><break strength='strong'/>";
}
function populateGameQuestions(translatedQuestions) {
const gameQuestions = [];
const indexList = [];
let index = translatedQuestions.length;
if (GAME_LENGTH > index) {
throw new Error('Invalid Game Length.');
}
for (let i = 0; i < translatedQuestions.length; i++) {
indexList.push(i);
}
// Pick GAME_LENGTH random questions from the list to ask the user, make sure there are no repeats.
for (let j = 0; j < GAME_LENGTH; j++) {
const rand = Math.floor(Math.random() * index);
index -= 1;
const temp = indexList[index];
indexList[index] = indexList[rand];
indexList[rand] = temp;
gameQuestions.push(indexList[index]);
}
return gameQuestions;
}
/**
* Get the answers for a given question, and place the correct answer at the spot marked by the
* correctAnswerTargetLocation variable. Note that you can have as many answers as you want but
* only ANSWER_COUNT will be selected.
* */
function populateRoundAnswers(gameQuestionIndexes, correctAnswerIndex, correctAnswerTargetLocation, translatedQuestions) {
const answers = [];
const answersCopy = translatedQuestions[gameQuestionIndexes[correctAnswerIndex]][Object.keys(translatedQuestions[gameQuestionIndexes[correctAnswerIndex]])[0]].slice();
let index = answersCopy.length;
if (index < ANSWER_COUNT) {
throw new Error('Not enough answers for question.');
}
// Shuffle the answers, excluding the first element which is the correct answer.
for (let j = 1; j < answersCopy.length; j++) {
const rand = Math.floor(Math.random() * (index - 1)) + 1;
index -= 1;
const swapTemp1 = answersCopy[index];
answersCopy[index] = answersCopy[rand];
answersCopy[rand] = swapTemp1;
}
// Swap the correct answer into the target location
for (let i = 0; i < ANSWER_COUNT; i++) {
answers[i] = answersCopy[i];
}
const swapTemp2 = answers[0];
answers[0] = answers[correctAnswerTargetLocation];
answers[correctAnswerTargetLocation] = swapTemp2;
return answers;
}
function isAnswerSlotValid(intent) {
const answerSlotFilled = intent && intent.slots && intent.slots.Answer && intent.slots.Answer.value;
const answerSlotIsInt = answerSlotFilled && !isNaN(parseInt(intent.slots.Answer.value, 10));
return answerSlotIsInt
&& parseInt(intent.slots.Answer.value, 10) < (ANSWER_COUNT + 1)
&& parseInt(intent.slots.Answer.value, 10) > 0;
}
function handleUserGuess(userGaveUp) {
const answerSlotValid = isAnswerSlotValid(this.event.request.intent);
let speechOutput = '';
let speechCon = '';
let speechOutputAnalysis = '';
const gameQuestions = this.attributes.questions;
let correctAnswerIndex = parseInt(this.attributes.correctAnswerIndex, 10);
let currentScore = parseInt(this.attributes.score, 10);
let currentQuestionIndex = parseInt(this.attributes.currentQuestionIndex, 10);
const correctAnswerText = this.attributes.correctAnswerText;
const translatedQuestions = this.t('QUESTIONS');
if (answerSlotValid && parseInt(this.event.request.intent.slots.Answer.value, 10) === this.attributes['correctAnswerIndex']) {
currentScore++;
speechCon = getSpeechCon(true);
speechOutputAnalysis = speechCon + this.t('ANSWER_CORRECT_MESSAGE');
} else {
if (!userGaveUp) {
speechCon = getSpeechCon(false);
speechOutputAnalysis = speechCon + this.t('ANSWER_WRONG_MESSAGE');
}
speechOutputAnalysis += this.t('CORRECT_ANSWER_MESSAGE', correctAnswerIndex, correctAnswerText);
}
// Check if we can exit the game session after GAME_LENGTH questions (zero-indexed)
if (this.attributes['currentQuestionIndex'] === GAME_LENGTH - 1) {
speechOutput = "You are <say-as interpret-as=\'interjection\'>dun dun dun</say-as><break strength=\'strong\'/> <break time=\"1s\"/>";
speechOutput += userGaveUp ? '' : this.t('ANSWER_IS_MESSAGE');
speechOutput += speechOutputAnalysis + this.t('GAME_OVER_MESSAGE', currentScore.toString(), GAME_LENGTH.toString());
this.response.speak(speechOutput);
this.emit(':responseReady');
} else {
currentQuestionIndex += 1;
correctAnswerIndex = Math.floor(Math.random() * (ANSWER_COUNT));
const spokenQuestion = Object.keys(translatedQuestions[gameQuestions[currentQuestionIndex]])[0];
const roundAnswers = populateRoundAnswers.call(this, gameQuestions, currentQuestionIndex, correctAnswerIndex, translatedQuestions);
const questionIndexForSpeech = currentQuestionIndex + 1;
let repromptText = this.t('TELL_QUESTION_MESSAGE', questionIndexForSpeech.toString(), spokenQuestion);
for (let i = 0; i < ANSWER_COUNT; i++) {
repromptText += `${i + 1}. ${roundAnswers[i]}. `;
}
speechOutput = getSpeechConStart(true);
speechOutput += userGaveUp ? '' : this.t('ANSWER_IS_MESSAGE');
speechOutput += speechOutputAnalysis + this.t('SCORE_IS_MESSAGE', currentScore.toString()) + repromptText;
Object.assign(this.attributes, {
'speechOutput': repromptText,
'repromptText': repromptText,
'currentQuestionIndex': currentQuestionIndex,
'correctAnswerIndex': correctAnswerIndex + 1,
'questions': gameQuestions,
'score': currentScore,
'correctAnswerText': translatedQuestions[gameQuestions[currentQuestionIndex]][Object.keys(translatedQuestions[gameQuestions[currentQuestionIndex]])[0]][0],
});
this.response.speak(speechOutput).listen(repromptText);
this.response.cardRenderer(this.t('GAME_NAME', repromptText));
this.emit(':responseReady');
}
}
const startStateHandlers = Alexa.CreateStateHandler(GAME_STATES.START, {
'StartGame': function (newGame) {
let speechOutput = newGame ? this.t('NEW_GAME_MESSAGE', this.t('GAME_NAME')) + this.t('WELCOME_MESSAGE', GAME_LENGTH.toString()) : '';
// Select GAME_LENGTH questions for the game
const translatedQuestions = this.t('QUESTIONS');
const gameQuestions = populateGameQuestions(translatedQuestions);
// Generate a random index for the correct answer, from 0 to 3
const correctAnswerIndex = Math.floor(Math.random() * (ANSWER_COUNT));
// Select and shuffle the answers for each question
const roundAnswers = populateRoundAnswers(gameQuestions, 0, correctAnswerIndex, translatedQuestions);
const currentQuestionIndex = 0;
const spokenQuestion = Object.keys(translatedQuestions[gameQuestions[currentQuestionIndex]])[0];
let repromptText = this.t('TELL_QUESTION_MESSAGE', '1', spokenQuestion);
for (let i = 0; i < ANSWER_COUNT; i++) {
repromptText += `${i + 1}. ${roundAnswers[i]}. `;
}
speechOutput += repromptText;
Object.assign(this.attributes, {
'speechOutput': repromptText,
'repromptText': repromptText,
'currentQuestionIndex': currentQuestionIndex,
'correctAnswerIndex': correctAnswerIndex + 1,
'questions': gameQuestions,
'score': 0,
'correctAnswerText': translatedQuestions[gameQuestions[currentQuestionIndex]][Object.keys(translatedQuestions[gameQuestions[currentQuestionIndex]])[0]][0],
});
// Set the current state to trivia mode. The skill will now use handlers defined in triviaStateHandlers
this.handler.state = GAME_STATES.TRIVIA;
this.response.speak(speechOutput).listen(repromptText);
this.response.cardRenderer(this.t('GAME_NAME'), repromptText);
this.emit(':responseReady');
},
});
const triviaStateHandlers = Alexa.CreateStateHandler(GAME_STATES.TRIVIA, {
'AnswerIntent': function () {
handleUserGuess.call(this, false);
},
'AnswerOnlyIntent': function () {
handleUserGuess.call(this, false);
},
'DontKnowIntent': function () {
handleUserGuess.call(this, true);
},
'AMAZON.StartOverIntent': function () {
this.handler.state = GAME_STATES.START;
this.emitWithState('StartGame', false);
},
'AMAZON.RepeatIntent': function () {
this.response.speak(this.attributes['speechOutput']).listen(this.attributes['repromptText']);
this.emit(':responseReady');
},
'AMAZON.HelpIntent': function () {
this.handler.state = GAME_STATES.HELP;
this.emitWithState('helpTheUser', false);
},
'AMAZON.StopIntent': function () {
this.handler.state = GAME_STATES.HELP;
const speechOutput = this.t('STOP_MESSAGE');
this.response.speak(speechOutput).listen(speechOutput);
this.emit(':responseReady');
},
'AMAZON.CancelIntent': function () {
this.response.speak(this.t('CANCEL_MESSAGE'));
this.emit(':responseReady');
},
'Unhandled': function () {
const speechOutput = this.t('TRIVIA_UNHANDLED', ANSWER_COUNT.toString());
this.response.speak(speechOutput).listen(speechOutput);
this.emit(':responseReady');
},
'SessionEndedRequest': function () {
console.log(`Session ended in trivia state: ${this.event.request.reason}`);
},
});
const helpStateHandlers = Alexa.CreateStateHandler(GAME_STATES.HELP, {
'helpTheUser': function (newGame) {
const askMessage = newGame ? this.t('ASK_MESSAGE_START') : this.t('REPEAT_QUESTION_MESSAGE') + this.t('STOP_MESSAGE');
const speechOutput = this.t('HELP_MESSAGE', GAME_LENGTH) + askMessage;
const repromptText = this.t('HELP_REPROMPT') + askMessage;
this.response.speak(speechOutput).listen(repromptText);
this.emit(':responseReady');
},
'AMAZON.StartOverIntent': function () {
this.handler.state = GAME_STATES.START;
this.emitWithState('StartGame', false);
},
'AMAZON.RepeatIntent': function () {
const newGame = !(this.attributes['speechOutput'] && this.attributes['repromptText']);
this.emitWithState('helpTheUser', newGame);
},
'AMAZON.HelpIntent': function () {
const newGame = !(this.attributes['speechOutput'] && this.attributes['repromptText']);
this.emitWithState('helpTheUser', newGame);
},
'AMAZON.YesIntent': function () {
if (this.attributes['speechOutput'] && this.attributes['repromptText']) {
this.handler.state = GAME_STATES.TRIVIA;
this.emitWithState('AMAZON.RepeatIntent');
} else {
this.handler.state = GAME_STATES.START;
this.emitWithState('StartGame', false);
}
},
'AMAZON.NoIntent': function () {
const speechOutput = this.t('NO_MESSAGE');
this.response.speak(speechOutput);
this.emit(':responseReady');
},
'AMAZON.StopIntent': function () {
const speechOutput = this.t('STOP_MESSAGE');
this.response.speak(speechOutput).listen(speechOutput);
this.emit(':responseReady');
},
'AMAZON.CancelIntent': function () {
this.response.speak(this.t('CANCEL_MESSAGE'));
this.emit(':responseReady');
},
'Unhandled': function () {
const speechOutput = this.t('HELP_UNHANDLED');
this.response.speak(speechOutput).listen(speechOutput);
this.emit(':responseReady');
},
'SessionEndedRequest': function () {
console.log(`Session ended in help state: ${this.event.request.reason}`);
},
});
exports.handler = function (event, context) {
const alexa = Alexa.handler(event, context);
alexa.appId = APP_ID;
// To enable string internationalization (i18n) features, set a resources object.
alexa.resources = languageString;
alexa.registerHandlers(newSessionHandlers, startStateHandlers, triviaStateHandlers, helpStateHandlers);
alexa.execute();
};