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BJCPTrivia.js
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'use strict';
/**
* 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 4 answers, any extras will be shuffled in.
*/
var questions = [
{
"Brettanomyces is a common brewery contaminant that is typically attributed to causing what off-flavor in beer?": [
"Horse Blanket",
"Rancid butter",
"Sherry",
"Grassy",
"Green apple"
]
},
{
"Which descriptor is not used when describing beer?": [
"Touch",
"Appearance",
"Aroma",
"Flavor",
"Mouthfeel"
]
},
{
"What is the latest version of the BJCP style guidelines?": [
"2015",
"2008",
"2006",
"2016",
"2010"
]
},
{
"This category describes everyday American beers that have a wide public appeal. Containing both ales and lagers, the beers of this category are not typically complex, and have smooth, accessible flavors.": [
"Standard American Beer",
"Stout",
"Interntaional Lager",
"British Bitter",
"Strong American Ale"
]
},
{
"If I describe a beer as having a moderately rich German malt aroma similar to, though less intense, than Oktoberfest and a clean lager character, with no fruity esters or diacetyl. What beer would this be?": [
"Vinenna Lager",
"India Pale Ale",
"American Stout",
"Lambic",
"Pilsner"
]
},
{
"What year was the BJCP founded?": [
"1985",
"1972",
"1982",
"1993",
"2000"
]
},
{
"Which of the following would best describe a light bodied beer?": [
"Low viscosity",
"Cloying",
"Heavy",
"Thick",
"Chewy"
]
},
{
"The region of origin for Lambic is:": [
"Flanders",
"Dublin",
"London",
"The Senne Valley",
"Burton-on-Trent"
]
},
{
"Which of the following compounds might give a vegetal character to a beer?": [
"DMS",
"Acetaldehyde",
"Iron",
"Diacetyl",
"Butyric Acid"
]
},
{
"The best water profile for an English Pale Ale is": [
"Burtonized",
"Moderate carbonate",
"Moderate sulfate",
"Very soft",
"High carbonate"
]
},
{
"What is lacing?": [
"A characteristic and persistent latticework pattern of foam residing on the inside of the glass as a beer is consumed.",
"A measurement of beer color.",
"An alternative way to describe aroma in beer.",
"This is not related to beer."
]
},
{
"Wild barley was harvest around when?": [
"17,000 BC.",
"1,000 BC.",
"1,000,000 years ago.",
"Early 1400's."
]
},
{
"The husk and endosperm are structural components of what beer ingredient?": [
"Grain",
"Hops",
"Yeast",
"Adjuncts"
]
},
{
"What is the standard reference measure for a straw colored beer?": [
"2 to 3",
"3 to 4",
"30-35",
"65"
]
},
{
"What is the standard reference measure for a yellow colored beer?": [
"3 to 4",
"10 to 12",
"30 to 35",
"There is no such color",
"120"
]
},
{
"What is the standard reference measure for a amber colored beer?": [
"6 to 9",
"15 to 20",
"80 to 100",
"90 to 100"
]
},
{
"What is the standard reference measure for a gold colored beer?": [
"5 to 6",
"3 to 4",
"30 to 35",
"1 to 2"
]
},
{
"What does the off flavor acetaldehyde taste like?": [
"green apple, pumpkin, paint or cut grass taste",
"medicinal",
"buttery",
"paint"
]
},
{
"What does the acronymn ABV stand for?": [
"Alcohol By Volume",
"Alochol by Vicinity",
"Anything Beyond Value",
"All Beer Volume"
]
},
{
"What causes acetaldehyde off flavors?": [
"premature removal from yeast",
"too much light",
"extending fermentation process",
"under pitching"
]
}
];
// Route the incoming request based on type (LaunchRequest, IntentRequest,
// etc.) The JSON body of the request is provided in the event parameter.
exports.handler = function (event, context) {
try {
console.log("event.session.application.applicationId=" + event.session.application.applicationId);
/**
* Uncomment this if statement and populate with your skill's application ID to
* prevent someone else from configuring a skill that sends requests to this function.
*/
if (event.session.application.applicationId !== "amzn1.echo-sdk-ams.app.8e597caf-a86f-40b1-83f2-43a725ff1082") {
context.fail("Invalid Application ID");
}
if (event.session.new) {
onSessionStarted({requestId: event.request.requestId}, event.session);
}
if (event.request.type === "LaunchRequest") {
onLaunch(event.request,
event.session,
function callback(sessionAttributes, speechletResponse) {
context.succeed(buildResponse(sessionAttributes, speechletResponse));
});
} else if (event.request.type === "IntentRequest") {
onIntent(event.request,
event.session,
function callback(sessionAttributes, speechletResponse) {
context.succeed(buildResponse(sessionAttributes, speechletResponse));
});
} else if (event.request.type === "SessionEndedRequest") {
onSessionEnded(event.request, event.session);
context.succeed();
}
} catch (e) {
context.fail("Exception: " + e);
}
};
/**
* Called when the session starts.
*/
function onSessionStarted(sessionStartedRequest, session) {
console.log("onSessionStarted requestId=" + sessionStartedRequest.requestId
+ ", sessionId=" + session.sessionId);
// add any session init logic here
}
/**
* Called when the user invokes the skill without specifying what they want.
*/
function onLaunch(launchRequest, session, callback) {
console.log("onLaunch requestId=" + launchRequest.requestId
+ ", sessionId=" + session.sessionId);
getWelcomeResponse(callback);
}
/**
* Called when the user specifies an intent for this skill.
*/
function onIntent(intentRequest, session, callback) {
console.log("onIntent requestId=" + intentRequest.requestId
+ ", sessionId=" + session.sessionId);
var intent = intentRequest.intent,
intentName = intentRequest.intent.name;
// handle yes/no intent after the user has been prompted
if (session.attributes && session.attributes.userPromptedToContinue) {
delete session.attributes.userPromptedToContinue;
if ("AMAZON.NoIntent" === intentName) {
handleFinishSessionRequest(intent, session, callback);
} else if ("AMAZON.YesIntent" === intentName) {
handleRepeatRequest(intent, session, callback);
}
}
// dispatch custom intents to handlers here
if ("AnswerIntent" === intentName) {
handleAnswerRequest(intent, session, callback);
} else if ("AnswerOnlyIntent" === intentName) {
handleAnswerRequest(intent, session, callback);
} else if ("DontKnowIntent" === intentName) {
handleAnswerRequest(intent, session, callback);
} else if ("AMAZON.YesIntent" === intentName) {
handleAnswerRequest(intent, session, callback);
} else if ("AMAZON.NoIntent" === intentName) {
handleAnswerRequest(intent, session, callback);
} else if ("AMAZON.StartOverIntent" === intentName) {
getWelcomeResponse(callback);
} else if ("AMAZON.RepeatIntent" === intentName) {
handleRepeatRequest(intent, session, callback);
} else if ("AMAZON.HelpIntent" === intentName) {
handleGetHelpRequest(intent, session, callback);
} else if ("AMAZON.StopIntent" === intentName) {
handleFinishSessionRequest(intent, session, callback);
} else if ("AMAZON.CancelIntent" === intentName) {
handleFinishSessionRequest(intent, session, callback);
} else {
throw "Invalid intent";
}
}
/**
* Called when the user ends the session.
* Is not called when the skill returns shouldEndSession=true.
*/
function onSessionEnded(sessionEndedRequest, session) {
console.log("onSessionEnded requestId=" + sessionEndedRequest.requestId
+ ", sessionId=" + session.sessionId);
// Add any cleanup logic here
}
// ------- Skill specific business logic -------
var ANSWER_COUNT = 4;
var GAME_LENGTH = 5;
var CARD_TITLE = "BJCP 2015 Trivia"; // Be sure to change this for your skill.
function getWelcomeResponse(callback) {
var sessionAttributes = {},
speechOutput = "BJCP 2015 Trivia. I will ask you " + GAME_LENGTH.toString()
+ " questions, try to get as many right as you can. Just say the number of the answer. Let's begin learning more about judging beer. ",
shouldEndSession = false,
gameQuestions = populateGameQuestions(),
correctAnswerIndex = Math.floor(Math.random() * (ANSWER_COUNT)), // Generate a random index for the correct answer, from 0 to 3
roundAnswers = populateRoundAnswers(gameQuestions, 0, correctAnswerIndex),
currentQuestionIndex = 0,
spokenQuestion = Object.keys(questions[gameQuestions[currentQuestionIndex]])[0],
repromptText = "Question 1. " + spokenQuestion + " ",
i, j;
for (i = 0; i < ANSWER_COUNT; i++) {
repromptText += (i+1).toString() + ". " + roundAnswers[i] + ". "
}
speechOutput += repromptText;
sessionAttributes = {
"speechOutput": repromptText,
"repromptText": repromptText,
"currentQuestionIndex": currentQuestionIndex,
"correctAnswerIndex": correctAnswerIndex + 1,
"questions": gameQuestions,
"score": 0,
"correctAnswerText":
questions[gameQuestions[currentQuestionIndex]][Object.keys(questions[gameQuestions[currentQuestionIndex]])[0]][0]
};
callback(sessionAttributes,
buildSpeechletResponse(CARD_TITLE, speechOutput, repromptText, shouldEndSession));
}
function populateGameQuestions() {
var gameQuestions = [];
var indexList = [];
var index = questions.length;
if (GAME_LENGTH > index){
throw "Invalid Game Length.";
}
for (var i = 0; i < questions.length; i++){
indexList.push(i);
}
// Pick GAME_LENGTH random questions from the list to ask the user, make sure there are no repeats.
for (var j = 0; j < GAME_LENGTH; j++){
var rand = Math.floor(Math.random() * index);
index -= 1;
var temp = indexList[index];
indexList[index] = indexList[rand];
indexList[rand] = temp;
gameQuestions.push(indexList[index]);
}
return gameQuestions;
}
function populateRoundAnswers(gameQuestionIndexes, correctAnswerIndex, correctAnswerTargetLocation) {
// 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.
var answers = [],
answersCopy = questions[gameQuestionIndexes[correctAnswerIndex]][Object.keys(questions[gameQuestionIndexes[correctAnswerIndex]])[0]],
temp, i;
var index = answersCopy.length;
if (index < ANSWER_COUNT){
throw "Not enough answers for question.";
}
// Shuffle the answers, excluding the first element.
for (var j = 1; j < answersCopy.length; j++){
var rand = Math.floor(Math.random() * (index - 1)) + 1;
index -= 1;
var temp = answersCopy[index];
answersCopy[index] = answersCopy[rand];
answersCopy[rand] = temp;
}
// Swap the correct answer into the target location
for (i = 0; i < ANSWER_COUNT; i++) {
answers[i] = answersCopy[i];
}
temp = answers[0];
answers[0] = answers[correctAnswerTargetLocation];
answers[correctAnswerTargetLocation] = temp;
return answers;
}
function handleAnswerRequest(intent, session, callback) {
var speechOutput = "";
var sessionAttributes = {};
var gameInProgress = session.attributes && session.attributes.questions;
var answerSlotValid = isAnswerSlotValid(intent);
var userGaveUp = intent.name === "DontKnowIntent";
if (!gameInProgress) {
// If the user responded with an answer but there is no game in progress, ask the user
// if they want to start a new game. Set a flag to track that we've prompted the user.
sessionAttributes.userPromptedToContinue = true;
speechOutput = "There is no game in progress. Do you want to start a new game? ";
callback(sessionAttributes,
buildSpeechletResponse(CARD_TITLE, speechOutput, speechOutput, false));
} else if (!answerSlotValid && !userGaveUp) {
// If the user provided answer isn't a number > 0 and < ANSWER_COUNT,
// return an error message to the user. Remember to guide the user into providing correct values.
var reprompt = session.attributes.speechOutput;
var speechOutput = "Your answer must be a number between 1 and " + ANSWER_COUNT + ". " + reprompt;
callback(session.attributes,
buildSpeechletResponse(CARD_TITLE, speechOutput, reprompt, false));
} else {
var gameQuestions = session.attributes.questions,
correctAnswerIndex = parseInt(session.attributes.correctAnswerIndex),
currentScore = parseInt(session.attributes.score),
currentQuestionIndex = parseInt(session.attributes.currentQuestionIndex),
correctAnswerText = session.attributes.correctAnswerText;
var speechOutputAnalysis = "";
if (answerSlotValid && parseInt(intent.slots.Answer.value) == correctAnswerIndex) {
currentScore++;
speechOutputAnalysis = "correct. ";
} else {
if (!userGaveUp) {
speechOutputAnalysis = "wrong. "
}
speechOutputAnalysis += "The correct answer is " + correctAnswerIndex + ": " + correctAnswerText + ". ";
}
// if currentQuestionIndex is 4, we've reached 5 questions (zero-indexed) and can exit the game session
if (currentQuestionIndex == GAME_LENGTH - 1) {
speechOutput = userGaveUp ? "" : "That answer is ";
speechOutput += speechOutputAnalysis + "You got " + currentScore.toString() + " out of "
+ GAME_LENGTH.toString() + " questions correct. Thank you for playing!";
callback(session.attributes,
buildSpeechletResponse(CARD_TITLE, speechOutput, "", true));
} else {
currentQuestionIndex += 1;
var spokenQuestion = Object.keys(questions[gameQuestions[currentQuestionIndex]])[0];
// Generate a random index for the correct answer, from 0 to 3
correctAnswerIndex = Math.floor(Math.random() * (ANSWER_COUNT));
var roundAnswers = populateRoundAnswers(gameQuestions, currentQuestionIndex, correctAnswerIndex),
questionIndexForSpeech = currentQuestionIndex + 1,
repromptText = "Question " + questionIndexForSpeech.toString() + ". " + spokenQuestion + " ";
for (var i = 0; i < ANSWER_COUNT; i++) {
repromptText += (i+1).toString() + ". " + roundAnswers[i] + ". "
}
speechOutput += userGaveUp ? "" : "That answer is ";
speechOutput += speechOutputAnalysis + "Your score is " + currentScore.toString() + ". " + repromptText;
sessionAttributes = {
"speechOutput": repromptText,
"repromptText": repromptText,
"currentQuestionIndex": currentQuestionIndex,
"correctAnswerIndex": correctAnswerIndex + 1,
"questions": gameQuestions,
"score": currentScore,
"correctAnswerText":
questions[gameQuestions[currentQuestionIndex]][Object.keys(questions[gameQuestions[currentQuestionIndex]])[0]][0]
};
callback(sessionAttributes,
buildSpeechletResponse(CARD_TITLE, speechOutput, repromptText, false));
}
}
}
function handleRepeatRequest(intent, session, callback) {
// Repeat the previous speechOutput and repromptText from the session attributes if available
// else start a new game session
if (!session.attributes || !session.attributes.speechOutput) {
getWelcomeResponse(callback);
} else {
callback(session.attributes,
buildSpeechletResponseWithoutCard(session.attributes.speechOutput, session.attributes.repromptText, false));
}
}
function handleGetHelpRequest(intent, session, callback) {
// Provide a help prompt for the user, explaining how the game is played. Then, continue the game
// if there is one in progress, or provide the option to start another one.
// Set a flag to track that we're in the Help state.
session.attributes.userPromptedToContinue = true;
// Do not edit the help dialogue. This has been created by the Alexa team to demonstrate best practices.
var speechOutput = "I will ask you " + GAME_LENGTH + " multiple choice questions about beer. 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. "
+ "To repeat the last question, say, repeat. "
+ "Would you like to keep playing?",
repromptText = "To give an answer to a question, respond with the number of the answer . "
+ "Would you like to keep playing?";
var shouldEndSession = false;
callback(session.attributes,
buildSpeechletResponseWithoutCard(speechOutput, repromptText, shouldEndSession));
}
function handleFinishSessionRequest(intent, session, callback) {
// End the session with a "Good bye!" if the user wants to quit the game
callback(session.attributes,
buildSpeechletResponseWithoutCard("Good bye, and make sure to relax and have a homebrew!", "", true));
}
function isAnswerSlotValid(intent) {
var answerSlotFilled = intent.slots && intent.slots.Answer && intent.slots.Answer.value;
var answerSlotIsInt = answerSlotFilled && !isNaN(parseInt(intent.slots.Answer.value));
return answerSlotIsInt && parseInt(intent.slots.Answer.value) < (ANSWER_COUNT + 1) && parseInt(intent.slots.Answer.value) > 0;
}
// ------- Helper functions to build responses -------
function buildSpeechletResponse(title, output, repromptText, shouldEndSession) {
return {
outputSpeech: {
type: "PlainText",
text: output
},
card: {
type: "Simple",
title: title,
content: output
},
reprompt: {
outputSpeech: {
type: "PlainText",
text: repromptText
}
},
shouldEndSession: shouldEndSession
};
}
function buildSpeechletResponseWithoutCard(output, repromptText, shouldEndSession) {
return {
outputSpeech: {
type: "PlainText",
text: output
},
reprompt: {
outputSpeech: {
type: "PlainText",
text: repromptText
}
},
shouldEndSession: shouldEndSession
};
}
function buildResponse(sessionAttributes, speechletResponse) {
return {
version: "1.0",
sessionAttributes: sessionAttributes,
response: speechletResponse
};
}