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index.js
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/* 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 = 5; // 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 = undefined; // 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 languageString = {
'en': {
'translation': {
'QUESTIONS': questions['QUESTIONS_EN_US'],
'GAME_NAME': 'Reindeer 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, 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': 'Welcome to %s. ',
'WELCOME_MESSAGE': 'I will ask you %s questions, try to get as many right as you can. ' +
'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!',
'SCORE_IS_MESSAGE': 'Your score is %s. ',
},
},
'en-US': {
'translation': {
'QUESTIONS': questions['QUESTIONS_EN_US'],
'GAME_NAME': 'American Reindeer Trivia', // Be sure to change this for your skill.
},
},
'en-GB': {
'translation': {
'QUESTIONS': questions['QUESTIONS_EN_GB'],
'GAME_NAME': 'British Reindeer Trivia', // Be sure to change this for your skill.
},
},
'de': {
'translation': {
'QUESTIONS': questions['QUESTIONS_DE_DE'],
'GAME_NAME': 'Wissenswertes über Rentiere in Deutsch', // Be sure to change this for your skill.
'HELP_MESSAGE': 'Ich stelle dir %s Multiple-Choice-Fragen. Antworte mit der Zahl, die zur richtigen Antwort gehört. ' +
'Sage beispielsweise eins, zwei, drei oder vier. Du kannst jederzeit ein neues Spiel beginnen, sage einfach „Spiel starten“. ',
'REPEAT_QUESTION_MESSAGE': 'Wenn die letzte Frage wiederholt werden soll, sage „Wiederholen“ ',
'ASK_MESSAGE_START': 'Möchten Sie beginnen?',
'HELP_REPROMPT': 'Wenn du eine Frage beantworten willst, antworte mit der Zahl, die zur richtigen Antwort gehört. ',
'STOP_MESSAGE': 'Möchtest du weiterspielen?',
'CANCEL_MESSAGE': 'OK, dann lass uns bald mal wieder spielen.',
'NO_MESSAGE': 'OK, spielen wir ein andermal. Auf Wiedersehen!',
'TRIVIA_UNHANDLED': 'Sagt eine Zahl beispielsweise zwischen 1 und %s',
'HELP_UNHANDLED': 'Sage ja, um fortzufahren, oder nein, um das Spiel zu beenden.',
'START_UNHANDLED': 'Du kannst jederzeit ein neues Spiel beginnen, sage einfach „Spiel starten“.',
'NEW_GAME_MESSAGE': 'Willkommen bei %s. ',
'WELCOME_MESSAGE': 'Ich stelle dir %s Fragen und du versuchst, so viele wie möglich richtig zu beantworten. ' +
'Sage einfach die Zahl, die zur richtigen Antwort passt. Fangen wir an. ',
'ANSWER_CORRECT_MESSAGE': 'Richtig. ',
'ANSWER_WRONG_MESSAGE': 'Falsch. ',
'CORRECT_ANSWER_MESSAGE': 'Die richtige Antwort ist %s: %s. ',
'ANSWER_IS_MESSAGE': 'Diese Antwort ist ',
'TELL_QUESTION_MESSAGE': 'Frage %s. %s ',
'GAME_OVER_MESSAGE': 'Du hast %s von %s richtig beantwortet. Danke fürs Mitspielen!',
'SCORE_IS_MESSAGE': 'Dein Ergebnis ist %s. ',
},
},
};
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 = this.t('START_UNHANDLED');
this.response.speak(speechOutput).listen(speechOutput);
this.emit(':responseReady');
},
};
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 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++;
speechOutputAnalysis = this.t('ANSWER_CORRECT_MESSAGE');
} else {
if (!userGaveUp) {
speechOutputAnalysis = 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 = 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}. ${roundAnswers[i]}. `;
}
speechOutput += userGaveUp ? '' : this.t('ANSWER_IS_MESSAGE');
speechOutput += speechOutputAnalysis + this.t('SCORE_IS_MESSAGE', currentScore.toString()) + repromptText;
Object.assign(this.attributes, {
'speechOutput': repromptText,
'repromptText': repromptText,
'currentQuestionIndex': currentQuestionIndex,
'correctAnswerIndex': correctAnswerIndex + 1,
'questions': gameQuestions,
'score': currentScore,
'correctAnswerText': translatedQuestions[gameQuestions[currentQuestionIndex]][Object.keys(translatedQuestions[gameQuestions[currentQuestionIndex]])[0]][0],
});
this.response.speak(speechOutput).listen(repromptText);
this.response.cardRenderer(this.t('GAME_NAME', repromptText));
this.emit(':responseReady');
}
}
const startStateHandlers = Alexa.CreateStateHandler(GAME_STATES.START, {
'StartGame': function (newGame) {
let speechOutput = newGame ? this.t('NEW_GAME_MESSAGE', this.t('GAME_NAME')) + this.t('WELCOME_MESSAGE', GAME_LENGTH.toString()) : '';
// Select GAME_LENGTH questions for the game
const translatedQuestions = this.t('QUESTIONS');
const gameQuestions = populateGameQuestions(translatedQuestions);
// Generate a random index for the correct answer, from 0 to 3
const correctAnswerIndex = Math.floor(Math.random() * (ANSWER_COUNT));
// Select and shuffle the answers for each question
const roundAnswers = populateRoundAnswers(gameQuestions, 0, correctAnswerIndex, translatedQuestions);
const currentQuestionIndex = 0;
const spokenQuestion = Object.keys(translatedQuestions[gameQuestions[currentQuestionIndex]])[0];
let repromptText = this.t('TELL_QUESTION_MESSAGE', '1', spokenQuestion);
for (let i = 0; i < ANSWER_COUNT; i++) {
repromptText += `${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);
},
'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();
};