The Botsquad chatbot language (Bubblescript) is a simple programming language you use to program chatbots in the Botsquad studio. This introduction helps you get started with building your own chatbot.
Lets start off with a simple example, a script that will tell a joke to the person interacting with the bot. We will expand on the Bubblescript language in the following sections.
Press "Run" to see this bot in action!
We'll take the example line-by-line and explain what is going on.
dialog main do end
This line indicates the start of a dialog. Dialogs are
the main building blocks of bot conversations. They contain interactions
with the user, grouped together and ran in sequence, one after the other. The
main interactions are
show. But more about that later.
main is the name of the dialog. All Bubblescript scripts must have a
dialog with the name
main as this is the starting point for the bot.
Then we have the word
do. This words indicates the start of a do..end block, which
ends with the word
end. Everything inside the block will automatically be indented.
Here we have our first statement. This is used to display a typing
indicator to the user. The
type indicates how long it should be
displayed, measured in seconds.
say "To the optimist, the glass is half-full." say "To the pessimist, the glass is half-empty." say "To the engineer, the glass is twice as big as it needs to be."
Now we start to talk to the user of our bot using the say statement. The text in between the double quotes (" ") is what will be displayed to the user in a text bubble.
This is another statement that tells the bot to wait for an amount of time, without showing a typing indicator.
ask "Did you laugh?", quick_replies: ["Yes", "No"], expecting: ["Yes", "No"]
With the ask statement we can ask the
user something. The script will pause at this point waiting for user
input. This input is stored in the variable
answervariable is is re-used between
asks and will always contain the answer from the last
expecting: ["Yes", "No"] indicates that the we expect the user to answer with either "Yes" or "No".
If the user responds with an answer that does not match the expectation, the question is asked again until
the expected response is matched. It actually first will try to find other dialogs that match the input before
returning to the
ask. More about this in the dialog resolution section later.
quick_replies: option will show Yes/No buttons below the question.
,after the quoted question. Optional arguments are separated from the main argument by a comma.
branch answer do "Yes" -> say "You must be an engineer!" "No" -> say "You're not an engineer are you?" end
Here we see another
do .. end block, but this time with
branch we can decide what to do next based on a
condition (logical expressions). If
answer == "Yes" evaluates to
true, then we move on to the line after the
->. There we find
say "You must be an engineer!". The conditions are evaluated top
down and the first one that evaluates to true is executed, others
after it are not considered.