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eventMessages.js
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const EngineEvents = require('./engineEvents');
const { GameEventType } = require('./gameRules');
//pass status builder
const telegramEventMessages = {
[EngineEvents.gameLost]: "You have been unable to complete the tasks.You crashed \u{1F4A5} \u{1F314} and died horrybly \u{1F480}.",
[EngineEvents.gameWon]: "\u{1F389} Congratulations.\u{1F38A} All objetives completed. You landed successful on the surface of the moon.",
[EngineEvents.gameCreated]: "Game created. You and other group members can /joingame.",
[EngineEvents.gameNotCreated]: "Game still not created. /creategame if you want to play MOON (1110011)",
[EngineEvents.gameStarted]: "Game has been started. \u{1F680} \u{1F314}",
[EngineEvents.gameCancelled]: "Game has been cancelled.",
[EngineEvents.gameNotStarted]: "%s. Game has not been started. /startgame to start the first round.",
[EngineEvents.gameAlreadyStarted]: "%s. You can not do that when a game has been started.",
[EngineEvents.gameAlreadyCreated]: "%s. A Game is already created.",
[EngineEvents.gameNumBitsMissed]: "How many bits should have the processor registers?",
[EngineEvents.gameNumBugsMissed]: "How many bugs should have the software?",
[EngineEvents.gameMaxEnergyMissed]: "How many energy points should the players have?",
[EngineEvents.gameUseEventsMissed]: "Should game events be used?",
[EngineEvents.playerAlreadyJoined]: "\u{1F468}\u{200D}\u{1F680} %s. You are already joined.",
[EngineEvents.playerJoined]: "\u{1F468}\u{200D}\u{1F680} %s has joined the game.",
[EngineEvents.playerNotJoined]: "%s. You are not joined into the game. /joingame if you want to play.",
[EngineEvents.playerLeft]: "\u{1F468}\u{200D}\u{1F680} %s has left the game.",
[EngineEvents.noPlayersLeft]: "Last player left the game.",
[EngineEvents.notPlayerTurn]: "It is not your turn \u{1F468}\u{200D}\u{1F680} %s.",
[EngineEvents.turnEnded]: "\u{1F468}\u{200D}\u{1F680} %s ends turn.",
[EngineEvents.roundFinished]: "\u{1F504} New round has been started. Objetive slot increased.",
[EngineEvents.notEnoughEnergy]: "\u{1F468}\u{200D}\u{1F680} %s. You have not enough \u{1F50B} for that instruction.",
[EngineEvents.operationApplied]: "\u{2139} Register instruction applied.",
[EngineEvents.objetiveAccomplished]: "\u{2705} Great %s! You have accomplished one objetive!",
[EngineEvents.bugFound]: "\u{26A0} Bug \u{1F41E} found in the code. Maximun objetive slots decreased.",
[EngineEvents.fixOperationPending]: "There is a fix pending to be applied.",
[EngineEvents.noFixLeft]: "\u{26D4} The fix has been already applied." ,
[EngineEvents.fixOperationApplied]: "\u{1F527} System malfunction fixed!",
[EngineEvents.alreadyFixed]: "\u{2757} Selected malfunction was already fixed. Please select another option.",
// [EngineEvents.gameEventFound]: "Something has changed the computer state.",
[GameEventType.ErrorB]: "\u{26A0} System malfunction! Register B has been disabled \u{274C} for Read/Write.",
[GameEventType.ErrorC]: "\u{26A0} System malfunction! Register C has been disabled \u{274C} for Read/Write.",
[GameEventType.ErrorD]: "\u{26A0} System malfunction! Register D has been disabled \u{274C} for Read/Write.",
[GameEventType.ResetA]: "\u{26A0} System malfunction! Register A has been reset \u{1F17E}",
[GameEventType.ResetB]: "\u{26A0} System malfunction! Register B has been reset \u{1F17E}",
[GameEventType.ResetC]: "\u{26A0} System malfunction! Register C has been reset \u{1F17E}",
[GameEventType.ResetD]: "\u{26A0} System malfunction! Register D has been reset \u{1F17E}",
[GameEventType.Reset2]: "\u{26A0} System malfunction! Bit column 2 has been reset \u{1F17E}",
[GameEventType.Reset4]: "\u{26A0} System malfunction! Bit column 4 has been reset \u{1F17E}",
[GameEventType.Reset8]: "\u{26A0} System malfunction! Bit column 8 has been reset \u{1F17E}",
[GameEventType.ErrorNOT]: "\u{26A0} System malfunction! NOT instruction has been disabled. \u{274C}",
[GameEventType.ErrorROL]: "\u{26A0} System malfunction! ROL instruction has been disabled. \u{274C}",
[GameEventType.ErrorXOR]: "\u{26A0} System malfunction! XOR instruction has been disabled. \u{274C}",
[GameEventType.Ok]: "\u{1F197} Recovering from system malfunction if needed.",
[EngineEvents.registerLocked]: "\u{26D4} Target register is disabled. Operation aborted.",
[EngineEvents.operationLocked]: "\u{26D4} Requested instruction is disabled. Operation aborted."
};
/*define other custom messages for other platforms if needed
i.e.:
const slackEventMessages = {
[GameEvents.gameLost]: "yada yada yada"
}
module.exports.slackEventMessages = Object.assign(telegramEventMessages, slackEventMessages ) //change just the slack custom messages and keep the rest
*/
module.exports.telegramEventMessages = telegramEventMessages;