feat: implement avatar-themed name generation with probabilistic mixing
Add comprehensive emoji-themed player name generation system: - 150+ emoji-specific word lists (10 adjectives + 10 nouns each) - 45+ category-themed word lists as fallback - Generic abacus-themed words as ultimate fallback Probabilistic tier selection for variety: - 70% emoji-specific (e.g., "Grinning Grinner" for 😀) - 20% category-specific (e.g., "Cheerful Optimist" for happy faces) - 10% global abacus theme (e.g., "Lightning Calculator") Cross-tier mixing for abacus flavor infusion: - 60% pure themed words - 30% themed adjective + abacus noun - 10% abacus adjective + themed noun Updated all name generation call sites to pass player emoji: - PlayerConfigDialog.tsx: Pass emoji when generating name - GameModeContext.tsx: Theme names for default players and new players This creates ultra-personalized, variety-rich names while maintaining abacus theme presence across all generated names. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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@@ -70,7 +70,10 @@
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"Bash(lsof:*)",
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"Bash(killall:*)",
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"Bash(echo:*)",
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"Bash(git restore:*)"
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"Bash(git restore:*)",
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"Bash(timeout 10 npm run dev:*)",
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"Bash(timeout 30 npm run dev)",
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"Bash(pkill:*)"
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],
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"deny": [],
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"ask": []
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@@ -52,7 +52,7 @@ export function PlayerConfigDialog({ playerId, onClose }: PlayerConfigDialogProp
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const handleGenerateNewName = () => {
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const allPlayers = Array.from(players.values())
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const existingNames = allPlayers.filter((p) => p.id !== playerId).map((p) => p.name)
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const newName = generateUniquePlayerName(existingNames)
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const newName = generateUniquePlayerName(existingNames, player.emoji)
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setLocalName(newName)
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updatePlayer(playerId, { name: newName })
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@@ -11,7 +11,7 @@ import {
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} from '@/hooks/useUserPlayers'
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import { useViewerId } from '@/hooks/useViewerId'
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import { getNextPlayerColor } from '../types/player'
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import { generateUniquePlayerName, generateUniquePlayerNames } from '../utils/playerNames'
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import { generateUniquePlayerName } from '../utils/playerNames'
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// Client-side Player type (compatible with old type)
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export interface Player {
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@@ -141,8 +141,13 @@ export function GameModeProvider({ children }: { children: ReactNode }) {
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useEffect(() => {
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if (!isLoading && !isInitialized) {
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if (dbPlayers.length === 0) {
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// Generate unique names for default players
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const generatedNames = generateUniquePlayerNames(DEFAULT_PLAYER_CONFIGS.length)
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// Generate unique names for default players, themed by their emoji
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const existingNames: string[] = []
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const generatedNames = DEFAULT_PLAYER_CONFIGS.map((config) => {
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const name = generateUniquePlayerName(existingNames, config.emoji)
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existingNames.push(name)
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return name
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})
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// Create default players with generated names
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DEFAULT_PLAYER_CONFIGS.forEach((config, index) => {
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@@ -167,10 +172,11 @@ export function GameModeProvider({ children }: { children: ReactNode }) {
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const addPlayer = (playerData?: Partial<Player>) => {
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const playerList = Array.from(players.values())
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const existingNames = playerList.map((p) => p.name)
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const emoji = playerData?.emoji ?? '🎮'
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const newPlayer = {
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name: playerData?.name ?? generateUniquePlayerName(existingNames),
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emoji: playerData?.emoji ?? '🎮',
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name: playerData?.name ?? generateUniquePlayerName(existingNames, emoji),
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emoji,
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color: playerData?.color ?? getNextPlayerColor(playerList),
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isActive: playerData?.isActive ?? false,
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}
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@@ -254,8 +260,13 @@ export function GameModeProvider({ children }: { children: ReactNode }) {
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deletePlayer(player.id)
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})
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// Generate unique names for default players
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const generatedNames = generateUniquePlayerNames(DEFAULT_PLAYER_CONFIGS.length)
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// Generate unique names for default players, themed by their emoji
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const existingNames: string[] = []
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const generatedNames = DEFAULT_PLAYER_CONFIGS.map((config) => {
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const name = generateUniquePlayerName(existingNames, config.emoji)
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existingNames.push(name)
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return name
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})
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// Create default players with generated names
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DEFAULT_PLAYER_CONFIGS.forEach((config, index) => {
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@@ -47,7 +47,7 @@ describe('playerNames', () => {
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it('should append number if all combinations are exhausted', () => {
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// Create a mock with limited attempts
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const existingNames = ['Swift Ninja']
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const name = generateUniquePlayerName(existingNames, 1)
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const name = generateUniquePlayerName(existingNames, undefined, 1)
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// Should either be unique or have a number appended
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expect(name).toBeTruthy()
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@@ -1,8 +1,19 @@
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/**
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* Fun automatic player name generation system
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* Generates creative names by combining adjectives with nouns/roles
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*
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* Supports avatar-specific theming! Each emoji can have its own personality-matched words.
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* Falls back gracefully: emoji-specific → category → generic abacus theme
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*/
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import {
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EMOJI_SPECIFIC_WORDS,
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EMOJI_TO_THEME,
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THEMED_WORD_LISTS,
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type ThemedWordList,
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} from './themedWords'
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// Generic abacus-themed words (used as ultimate fallback)
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const ADJECTIVES = [
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// Abacus-themed adjectives
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'Ancient',
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@@ -114,32 +125,115 @@ const NOUNS = [
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]
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/**
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* Generate a random player name by combining an adjective and noun
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* Get themed word list for an emoji avatar using probabilistic tier selection
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* Strongly prefers emoji-specific (70%), then category (20%), then global (10%)
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* This adds variety while maintaining personality-matched theming
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*/
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export function generatePlayerName(): string {
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const adjective = ADJECTIVES[Math.floor(Math.random() * ADJECTIVES.length)]
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const noun = NOUNS[Math.floor(Math.random() * NOUNS.length)]
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function getThemedWordsForEmoji(emoji: string): ThemedWordList {
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// Collect available tiers
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const availableTiers: Array<{ weight: number; words: ThemedWordList }> = []
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// Emoji-specific tier (70% preference)
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const emojiSpecific = EMOJI_SPECIFIC_WORDS[emoji]
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if (emojiSpecific) {
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availableTiers.push({ weight: 70, words: emojiSpecific })
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}
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// Category tier (20% preference)
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const category = EMOJI_TO_THEME[emoji]
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if (category) {
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const categoryTheme = THEMED_WORD_LISTS[category]
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if (categoryTheme) {
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availableTiers.push({ weight: 20, words: categoryTheme })
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}
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}
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// Global abacus tier (10% preference)
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availableTiers.push({ weight: 10, words: { adjectives: ADJECTIVES, nouns: NOUNS } })
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// Weighted random selection
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const totalWeight = availableTiers.reduce((sum, tier) => sum + tier.weight, 0)
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let random = Math.random() * totalWeight
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for (const tier of availableTiers) {
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random -= tier.weight
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if (random <= 0) {
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return tier.words
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}
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}
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// Fallback (should never reach here)
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return { adjectives: ADJECTIVES, nouns: NOUNS }
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}
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/**
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* Generate a random player name by combining an adjective and noun
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* Optionally themed based on avatar emoji for ultra-personalized names!
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* Uses probabilistic tier selection and cross-tier mixing for abacus flavor
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*
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* @param emoji - Optional emoji avatar to theme the name around
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* @returns A creative player name like "Grinning Calculator" or "Lightning Abacist"
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*/
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export function generatePlayerName(emoji?: string): string {
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if (!emoji) {
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// No emoji provided, use pure abacus theme
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const adjective = ADJECTIVES[Math.floor(Math.random() * ADJECTIVES.length)]
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const noun = NOUNS[Math.floor(Math.random() * NOUNS.length)]
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return `${adjective} ${noun}`
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}
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// Get themed words using probabilistic tier selection
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const themedWords = getThemedWordsForEmoji(emoji)
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const abacusWords = { adjectives: ADJECTIVES, nouns: NOUNS }
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// 60% chance: Use themed words for both adjective and noun
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// 30% chance: Mix themed adjective with abacus noun (infuses abacus flavor)
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// 10% chance: Mix abacus adjective with themed noun (infuses abacus flavor)
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const mixStrategy = Math.random()
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let adjective: string
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let noun: string
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if (mixStrategy < 0.6) {
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// Pure themed
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adjective = themedWords.adjectives[Math.floor(Math.random() * themedWords.adjectives.length)]
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noun = themedWords.nouns[Math.floor(Math.random() * themedWords.nouns.length)]
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} else if (mixStrategy < 0.9) {
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// Themed adjective + abacus noun
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adjective = themedWords.adjectives[Math.floor(Math.random() * themedWords.adjectives.length)]
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noun = abacusWords.nouns[Math.floor(Math.random() * abacusWords.nouns.length)]
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} else {
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// Abacus adjective + themed noun
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adjective = abacusWords.adjectives[Math.floor(Math.random() * abacusWords.adjectives.length)]
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noun = themedWords.nouns[Math.floor(Math.random() * themedWords.nouns.length)]
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}
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return `${adjective} ${noun}`
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}
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/**
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* Generate a unique player name that doesn't conflict with existing players
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* @param existingNames - Array of names already in use
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* @param emoji - Optional emoji avatar to theme the name around
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* @param maxAttempts - Maximum attempts to find a unique name (default: 50)
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* @returns A unique player name
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*/
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export function generateUniquePlayerName(existingNames: string[], maxAttempts = 50): string {
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export function generateUniquePlayerName(
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existingNames: string[],
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emoji?: string,
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maxAttempts = 50
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): string {
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const existingNamesSet = new Set(existingNames.map((name) => name.toLowerCase()))
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for (let i = 0; i < maxAttempts; i++) {
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const name = generatePlayerName()
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const name = generatePlayerName(emoji)
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if (!existingNamesSet.has(name.toLowerCase())) {
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return name
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}
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}
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// Fallback: if we can't find a unique name, append a number
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const baseName = generatePlayerName()
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const baseName = generatePlayerName(emoji)
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let counter = 1
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while (existingNamesSet.has(`${baseName} ${counter}`.toLowerCase())) {
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counter++
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@@ -150,12 +244,13 @@ export function generateUniquePlayerName(existingNames: string[], maxAttempts =
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/**
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* Generate a batch of unique player names
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* @param count - Number of names to generate
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* @param emoji - Optional emoji avatar to theme the names around
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* @returns Array of unique player names
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*/
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export function generateUniquePlayerNames(count: number): string[] {
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export function generateUniquePlayerNames(count: number, emoji?: string): string[] {
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const names: string[] = []
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for (let i = 0; i < count; i++) {
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const name = generateUniquePlayerName(names)
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const name = generateUniquePlayerName(names, emoji)
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names.push(name)
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}
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return names
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6664
apps/web/src/utils/themedWords.ts
Normal file
6664
apps/web/src/utils/themedWords.ts
Normal file
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