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quiz-game-mechanics测验游戏机制

Agent Skill

quiz-game-mechanics 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要围绕仓库状态、代码变更或协作事项进行整理时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

总安装

196

周安装

8

GitHub Stars

公开资料未说明

下载量

63
CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

unknown

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:quiz-game-mechanics(测验游戏机制)
来源仓库:https://github.com/violabg/dev-quiz-battle
仓库路径:skills/quiz-game-mechanics
安装命令:
npx skills add https://github.com/violabg/dev-quiz-battle --skill quiz-game-mechanics
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/violabg/dev-quiz-battle --skill quiz-game-mechanics

简介

quiz-game-mechanics 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要围绕仓库状态、代码变更或协作事项进行整理时使用。

  • 可结合来源仓库、安装命令和原始 README 继续核验具体用法。
  • 安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。
  • 适用于开发类任务,支持多宿主环境集成。
  • 适用宿主包括 Codex、Claude、Cursor、Gemini CLI,接入前应确认版本、权限和运行环境要求。

SKILL.md

Quiz Game Mechanics

This skill covers the core game logic and mechanics for dev-quiz-battle.

Step-by-step instructions

1. Game Creation

Create a game with initial state:

export const createGame = mutation({
  args: {
    creatorId: v.id("users"),
    language: v.string(),
    maxRounds: v.number(),
  },
  handler: async (ctx, args) => {
    const code = generateUniqueGameCode(6);
    const gameId = await ctx.db.insert("games", {
      code,
      creatorId: args.creatorId,
      status: "waiting",
      language: args.language,
      players: [args.creatorId],
      currentRound: 0,
      maxRounds: args.maxRounds,
      createdAt: Date.now(),
    });
    return { gameId, code };
  },
});

2. Player Management

Add and remove players from game:

export const joinGame = mutation({
  args: { gameCode: v.string(), playerId: v.id("users") },
  handler: async (ctx, args) => {
    const game = await ctx.db
      .query("games")
      .filter((q) => q.eq(q.field("code"), args.gameCode))
      .first();

    if (!game) throw new Error("Game not found");
    if (game.status !== "waiting") throw new Error("Game already started");

    await ctx.db.patch(game._id, {
      players: [...game.players, args.playerId],
    });

    return game._id;
  },
});

3. Turn Management

Handle player turns:

export const startNextRound = mutation({
  args: { gameId: v.id("games") },
  handler: async (ctx, args) => {
    const game = await ctx.db.get(args.gameId);
    if (!game) throw new Error("Game not found");

    const nextRound = game.currentRound + 1;
    if (nextRound > game.maxRounds) {
      // Game is finished
      await ctx.db.patch(args.gameId, { status: "finished" });
      return { status: "finished" };
    }

    // Generate questions for this round
    const questions = await generateQuestionsForRound(
      game.language,
      game.players.length
    );

    await ctx.db.patch(args.gameId, {
      currentRound: nextRound,
      status: "in-progress",
      currentQuestions: questions.map((q) => q._id),
    });

    return { status: "in-progress", round: nextRound };
  },
});

4. Score Calculation

Calculate points based on correctness and speed:

const calculateScore = (
  isCorrect: boolean,
  timeMs: number,
  difficulty: "easy" | "medium" | "hard"
): number => {
  if (!isCorrect) return 0;

  const baseScore = { easy: 10, medium: 20, hard: 30 }[difficulty];
  const timeBonus = Math.max(0, 30 - Math.floor(timeMs / 1000));
  return baseScore + timeBonus;
};

export const submitAnswer = mutation({
  args: {
    gameId: v.id("games"),
    playerId: v.id("users"),
    questionId: v.id("questions"),
    answer: v.string(),
    timeMs: v.number(),
  },
  handler: async (ctx, args) => {
    const question = await ctx.db.get(args.questionId);
    if (!question) throw new Error("Question not found");

    const isCorrect = question.correctAnswer === args.answer;
    const score = calculateScore(isCorrect, args.timeMs, question.difficulty);

    const answerId = await ctx.db.insert("answers", {
      gameId: args.gameId,
      playerId: args.playerId,
      questionId: args.questionId,
      answer: args.answer,
      isCorrect,
      timeMs: args.timeMs,
      scoreEarned: score,
      submittedAt: Date.now(),
    });

    return { answerId, isCorrect, scoreEarned: score };
  },
});

5. Game Completion

Handle game ending and winner determination:

export const completeGame = mutation({
  args: { gameId: v.id("games") },
  handler: async (ctx, args) => {
    const game = await ctx.db.get(args.gameId);
    if (!game) throw new Error("Game not found");

    // Get all answers for this game
    const answers = await ctx.db
      .query("answers")
      .filter((q) => q.eq(q.field("gameId"), args.gameId))
      .collect();

    // Calculate final scores
    const playerScores = new Map<string, number>();
    answers.forEach((answer) => {
      const current = playerScores.get(answer.playerId) || 0;
      playerScores.set(answer.playerId, current + answer.scoreEarned);
    });

    const winner = Array.from(playerScores.entries()).sort(
      ([, a], [, b]) => b - a
    )[0];

    // Update user stats
    await ctx.db.patch(game._id, {
      status: "finished",
      winnerId: winner?.[0],
      finalScores: Object.fromEntries(playerScores),
    });

    return {
      winnerId: winner?.[0],
      finalScores: Object.fromEntries(playerScores),
    };
  },
});

Common Edge Cases

  • Simultaneous submissions: Last submission wins
  • Disconnected players: Mark as inactive, don't count answers
  • Time validation: Reject answers submitted after round timeout
  • Language validation: Ensure selected language matches available questions
  • Tie handling: Multiple players with same score

Scoring Rules

  • Easy questions: 10 points base + time bonus
  • Medium questions: 20 points base + time bonus
  • Hard questions: 30 points base + time bonus
  • Time bonus: +1 point per second remaining (max 30 seconds)
  • Incorrect answers: 0 points

See Game Balance Reference for tuning parameters.

适合场景

01

用户想查找某类 Agent Skill 时

02

需要根据任务场景推荐可安装能力包时

03

需要对比不同来源的安装命令和来源信息时

能力概览

能力 1

按任务关键词查找相关 Skills

能力 2

展示可复制的安装命令

能力 3

保留来源站点、仓库和原始说明,方便继续核验

能力 4

展示第三方安全扫描或审计结果

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

Codex

37.61%
按下载量换算24

Claude

28.73%
按下载量换算18

Cursor

17.41%
按下载量换算11

Gemini CLI

10.48%
按下载量换算7

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

只读

该 Skill 主要提供规则、说明或参考内容,本身偏只读;真正读写文件、联网或执行命令仍取决于宿主 Agent 的任务。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。当前只有一个来源,正式发布前建议补源仓库或其他目录站核验。

来源信息

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