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Initial sample checkin of Roller Skill
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/*----------------------------------------------------------------------------- | ||
Roller is a dice rolling skill that's been optimized for speech. | ||
-----------------------------------------------------------------------------*/ | ||
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var restify = require('restify'); | ||
var builder = require('botbuilder'); | ||
var ssml = require('./ssml'); | ||
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// Setup Restify Server | ||
var server = restify.createServer(); | ||
server.listen(process.env.port || process.env.PORT || 3978, function () { | ||
console.log('%s listening to %s', server.name, server.url); | ||
}); | ||
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// Create chat connector for communicating with the Bot Framework Service | ||
var connector = new builder.ChatConnector({ | ||
appId: process.env.MICROSOFT_APP_ID, | ||
appPassword: process.env.MICROSOFT_APP_PASSWORD | ||
}); | ||
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// Listen for messages from users | ||
server.post('/api/messages', connector.listen()); | ||
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/** | ||
* Create your bot with a function to receive messages from the user. | ||
* - This function will be called anytime the users utterance isn't | ||
* recognized. | ||
*/ | ||
var bot = new builder.UniversalBot(connector, function (session) { | ||
// Just redirect to our 'HelpDialog'. | ||
session.replaceDialog('HelpDialog'); | ||
}); | ||
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/** | ||
* This dialog sets up a custom game for the bot to play. It will | ||
* ask the user how many sides they want the dice to have and then | ||
* how many should be rolled. Once it's built up the game structure | ||
* it will pass it to a seperate 'PlayGameDialog'. | ||
* | ||
* We've added a triggerAction() to this dialog that lets a user say | ||
* something like "I'd like to roll some dice" to start the dialog. | ||
* We're using a RegEx to match the users input but we could just as | ||
* easily use a LUIS intent. | ||
*/ | ||
bot.dialog('CreateGameDialog', [ | ||
function (session) { | ||
// Initialize game structure. | ||
// - dialogData gives us temporary storage of this data in between | ||
// turns with the user. | ||
var game = session.dialogData.game = { | ||
type: 'custom', | ||
sides: null, | ||
count: null, | ||
turns: 0 | ||
}; | ||
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/** | ||
* Ask for the number of sides. | ||
* | ||
* You can pass an array of choices to be matched. These will be shown as a | ||
* numbered list by default. This list will be shown as a numbered list which | ||
* is what we want since we have so many options. | ||
* | ||
* - value is what you want returned via 'results.response.entity' when selected. | ||
* - action lets you customize the displayed label and for buttons what get sent when clicked. | ||
* - synonyms let you specify alternate things to recognize for a choice. | ||
*/ | ||
var choices = [ | ||
{ value: '4', action: { title: '4 Sides' }, synonyms: 'four|for|4 sided|4 sides' }, | ||
{ value: '6', action: { title: '6 Sides' }, synonyms: 'six|sex|6 sided|6 sides' }, | ||
{ value: '8', action: { title: '8 Sides' }, synonyms: 'eight|8 sided|8 sides' }, | ||
{ value: '10', action: { title: '10 Sides' }, synonyms: 'ten|10 sided|10 sides' }, | ||
{ value: '12', action: { title: '12 Sides' }, synonyms: 'twelve|12 sided|12 sides' }, | ||
{ value: '20', action: { title: '20 Sides' }, synonyms: 'twenty|20 sided|20 sides' }, | ||
]; | ||
builder.Prompts.choice(session, 'choose_sides', choices, { | ||
speak: speak(session, 'choose_sides_ssml') | ||
}); | ||
}, | ||
function (session, results) { | ||
// Store users input | ||
// - The response comes back as a find result with index & entity value matched. | ||
var game = session.dialogData.game; | ||
game.sides = Number(results.response.entity); | ||
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/** | ||
* Ask for number of dice. | ||
* | ||
* - We can use gettext() to format a string using a template stored in our | ||
* localized prompts file. | ||
* - The number prompt lets us pass additional options to say we only want | ||
* intergers back and what's the min & max value that's allowed. | ||
*/ | ||
var prompt = session.gettext('choose_count', game.sides); | ||
builder.Prompts.number(session, prompt, { | ||
speak: speak(session, 'choose_count_ssml'), | ||
minValue: 1, | ||
maxValue: 100, | ||
intergerOnly: true | ||
}); | ||
}, | ||
function (session, results) { | ||
// Store users input | ||
// - The response is already a number. | ||
var game = session.dialogData.game; | ||
game.count = results.response; | ||
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/** | ||
* Play the game we just created. | ||
* | ||
* We can use replaceDialog() to end the current dialog and start a new | ||
* one in its place. We can pass arguments to dialogs so we'll pass the | ||
* 'PlayGameDialog' the game we created. | ||
*/ | ||
session.replaceDialog('PlayGameDialog', { game: game }); | ||
} | ||
]).triggerAction({ matches: [ | ||
/(roll|role|throw|shoot).*(dice|die|dye|bones)/i, | ||
/new game/i | ||
]}); | ||
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/** | ||
* This dialog is our main game loop. We'll store the game structure in | ||
* session.conversationData so that should the user say "roll again" we | ||
* can just re-roll the same set of dice again. | ||
*/ | ||
bot.dialog('PlayGameDialog', function (session, args) { | ||
// Get current or new game structure. | ||
var game = args.game || session.conversationData.game; | ||
if (game) { | ||
// Generate rolls | ||
var total = 0; | ||
var rolls = []; | ||
for (var i = 0; i < game.count; i++) { | ||
var roll = Math.floor(Math.random() * game.sides) + 1; | ||
if (roll > game.sides) { | ||
// Accounts for 1 in a million chance random() generated a 1.0 | ||
roll = game.sides; | ||
} | ||
total += roll; | ||
rolls.push(roll); | ||
} | ||
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// Format roll results | ||
var results = ''; | ||
var multiLine = rolls.length > 5; | ||
for (var i = 0; i < rolls.length; i++) { | ||
if (i > 0) { | ||
results += ' . '; | ||
} | ||
results += rolls[i]; | ||
} | ||
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// Render results using a card | ||
var card = new builder.HeroCard(session) | ||
.subtitle(game.count > 1 ? 'card_subtitle_plural' : 'card_subtitle_singular', game) | ||
.buttons([ | ||
builder.CardAction.imBack(session, 'roll again', 'Roll Again'), | ||
builder.CardAction.imBack(session, 'new game', 'New Game') | ||
]); | ||
if (multiLine) { | ||
//card.title('card_title').text('\n\n' + results + '\n\n'); | ||
card.text(results); | ||
} else { | ||
card.title(results); | ||
} | ||
var msg = new builder.Message(session).addAttachment(card); | ||
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// Determine bots reaction for speech purposes | ||
var reaction = 'normal'; | ||
var min = game.count; | ||
var max = game.count * game.sides; | ||
var score = total/max; | ||
if (score == 1.0) { | ||
reaction = 'best'; | ||
} else if (score == 0) { | ||
reaction = 'worst'; | ||
} else if (score <= 0.3) { | ||
reaction = 'bad'; | ||
} else if (score >= 0.8) { | ||
reaction = 'good'; | ||
} | ||
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// Check for special craps rolls | ||
if (game.type == 'craps') { | ||
switch (total) { | ||
case 2: | ||
case 3: | ||
case 12: | ||
reaction = 'craps_lose'; | ||
break; | ||
case 7: | ||
reaction = 'craps_seven'; | ||
break; | ||
case 11: | ||
reaction = 'craps_eleven'; | ||
break; | ||
default: | ||
reaction = 'craps_retry'; | ||
break; | ||
} | ||
} | ||
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// Build up spoken response | ||
var spoken = ''; | ||
if (game.turn == 0) { | ||
spoken += session.gettext('start_' + game.type + '_game_ssml') + ' '; | ||
} | ||
spoken += session.gettext(reaction + '_roll_reaction_ssml'); | ||
msg.speak(ssml.speak(spoken)); | ||
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// Incrment number of turns and store game to roll again | ||
game.turn++; | ||
session.conversationData.game = game; | ||
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/** | ||
* Send card and bots reaction to user. | ||
*/ | ||
msg.inputHint(builder.InputHint.acceptingInput); | ||
session.send(msg).endDialog(); | ||
} else { | ||
// User started session with "roll again" so let's just send them to | ||
// the 'CreateGameDialog' | ||
session.replaceDialog('CreateGameDialog'); | ||
} | ||
}).triggerAction({ matches: /(roll|role|throw|shoot) again/i }); | ||
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/** | ||
* Listen for the user to ask to play craps. | ||
* | ||
* While you can use a triggerAction() to start a dialog, you sometimes just want | ||
* to either send a message when a user says something or start an existing dialog | ||
* with some arguments. You can use a cusomAction() to recognize something the user | ||
* says without tampering with the dialog stack. In our case what we want to do is | ||
* call 'PlayGameDialog' with a pre-defined game structure. | ||
*/ | ||
bot.customAction({ | ||
matches: /(play|start).*(craps)/i, | ||
onSelectAction: function (session, args, next) { | ||
// The user could be in another dialog so clear the dialog stack first | ||
// to make sure we end that task. | ||
session.clearDialogStack().beginDialog('PlayGameDialog', { | ||
game: { type: 'craps', sides: 6, count: 2, turn: 0 } | ||
}) | ||
} | ||
}); | ||
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/** | ||
* Every bot should have a help dialog. Ours will use a card with some buttons | ||
* to educate the user with the options available to them. | ||
*/ | ||
bot.dialog('HelpDialog', function (session) { | ||
var card = new builder.HeroCard(session) | ||
.title('help_title') | ||
.buttons([ | ||
builder.CardAction.imBack(session, 'roll some dice', 'Roll Dice'), | ||
builder.CardAction.imBack(session, 'play craps', 'Play Craps') | ||
]); | ||
var msg = new builder.Message(session) | ||
.speak(speak(session, 'help_ssml')) | ||
.addAttachment(card) | ||
.inputHint(builder.InputHint.acceptingInput); | ||
session.send(msg).endDialog(); | ||
}).triggerAction({ matches: /help/i }); | ||
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/** Helper function to wrap SSML stored in the prompts file with <speak/> tag. */ | ||
function speak(session, prompt) { | ||
var localized = session.gettext(prompt); | ||
return ssml.speak(localized); | ||
} |
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{ | ||
"choose_sides": "__Number of Sides__", | ||
"choose_sides_ssml": [ | ||
"How many sides on the dice?", | ||
"Pick your poison.", | ||
"All the standard sizes are supported." | ||
], | ||
"choose_count": "How many %d sided dice should I roll?", | ||
"choose_count_ssml": [ | ||
"How many dice? Choose a number from 1 to a hundred.", | ||
"How many dice? The more the merrier", | ||
"How many dice?" | ||
], | ||
"card_title": "I Rolled", | ||
"card_subtitle_singular": "using a %(sides)d-sided die", | ||
"card_subtitle_plural": "rolled %(count)d dice using a %(sides)d-sided die", | ||
"start_custom_game_ssml": [ | ||
"Lets do this!", | ||
"Here we go.", | ||
"Are you ready for this?" | ||
], | ||
"start_craps_game_ssml": [ | ||
"I love vegas.", | ||
"Good luck." | ||
], | ||
"craps_lose_roll_reaction_ssml": [ | ||
"You crapped out.", | ||
"Oh no you lost." | ||
], | ||
"craps_seven_roll_reaction_ssml": "You win with a lucky seven!", | ||
"craps_eleven_roll_reaction_ssml": "Nice, an eleven you win!", | ||
"craps_retry_roll_reaction_ssml": [ | ||
"Roll again.", | ||
"Try again you want a seven or eleven.", | ||
"Roll again and try not to get a 2, 3, or 12." | ||
], | ||
"best_roll_reaction_ssml": [ | ||
"That was a perfect roll!", | ||
"Awesome!", | ||
"You can't get better than that." | ||
], | ||
"good_roll_reaction_ssml": [ | ||
"That's pretty good.", | ||
"There you go.", | ||
"That should help." | ||
], | ||
"normal_roll_reaction_ssml": [ | ||
"That's not too bad", | ||
"It could have been worse.", | ||
"That was a decent roll." | ||
], | ||
"bad_roll_reaction_ssml": [ | ||
"ouch", | ||
"I hope your luck improves.", | ||
"I think I saw that coming.", | ||
"That's not good." | ||
], | ||
"worst_roll_reaction_ssml": [ | ||
"wow... just wow...", | ||
"oh no. That was horrible.", | ||
"You can't do better. Oh wait you can." | ||
], | ||
"help_title": "Roller Options", | ||
"help_ssml": "I'm roller, the dice rolling bot. You can say 'roll some dice' or play one of the games I know how to play." | ||
} |
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{ | ||
"name": "rollerskill", | ||
"version": "1.0.0", | ||
"description": "Sample BotBuilder skill for speech enabled Bot Framework channels.", | ||
"main": "app.js", | ||
"scripts": { | ||
"test": "echo \"Error: no test specified\" && exit 1" | ||
}, | ||
"author": "", | ||
"license": "ISC", | ||
"dependencies": { | ||
"botbuilder": "^3.8.0-beta2", | ||
"restify": "^4.3.0" | ||
} | ||
} |
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