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author | 2021-09-05 00:31:20 -0400 | |
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committer | 2021-09-05 00:31:20 -0400 | |
commit | 02512e43f3d68ffd89654c5f2e9e3e9a27c0c018 (patch) | |
tree | 4b62a6dbb39601f02aa435c7eb8a10433585c3bb /bot/exts/evergreen/battleship.py | |
parent | Move snakes commands into fun folder (diff) |
Move game and fun commands to Fun folder, fix ddg
This moves all the fun commands and games into the fun folder.
This commit also makes changes to the duck_game.
It was setting a footer during an embed init, which is no longer
possible with the version of d.py we use. Additionally, an issue with
editing an embed that had a local image loaded.
The workaround for the time being is to update the message,
not the embed.
Diffstat (limited to 'bot/exts/evergreen/battleship.py')
-rw-r--r-- | bot/exts/evergreen/battleship.py | 448 |
1 files changed, 0 insertions, 448 deletions
diff --git a/bot/exts/evergreen/battleship.py b/bot/exts/evergreen/battleship.py deleted file mode 100644 index f4351954..00000000 --- a/bot/exts/evergreen/battleship.py +++ /dev/null @@ -1,448 +0,0 @@ -import asyncio -import logging -import random -import re -from dataclasses import dataclass -from functools import partial -from typing import Optional - -import discord -from discord.ext import commands - -from bot.bot import Bot -from bot.constants import Colours - -log = logging.getLogger(__name__) - - -@dataclass -class Square: - """Each square on the battleship grid - if they contain a boat and if they've been aimed at.""" - - boat: Optional[str] - aimed: bool - - -Grid = list[list[Square]] -EmojiSet = dict[tuple[bool, bool], str] - - -@dataclass -class Player: - """Each player in the game - their messages for the boards and their current grid.""" - - user: Optional[discord.Member] - board: Optional[discord.Message] - opponent_board: discord.Message - grid: Grid - - -# The name of the ship and its size -SHIPS = { - "Carrier": 5, - "Battleship": 4, - "Cruiser": 3, - "Submarine": 3, - "Destroyer": 2, -} - - -# For these two variables, the first boolean is whether the square is a ship (True) or not (False). -# The second boolean is whether the player has aimed for that square (True) or not (False) - -# This is for the player's own board which shows the location of their own ships. -SHIP_EMOJIS = { - (True, True): ":fire:", - (True, False): ":ship:", - (False, True): ":anger:", - (False, False): ":ocean:", -} - -# This is for the opposing player's board which only shows aimed locations. -HIDDEN_EMOJIS = { - (True, True): ":red_circle:", - (True, False): ":black_circle:", - (False, True): ":white_circle:", - (False, False): ":black_circle:", -} - -# For the top row of the board -LETTERS = ( - ":stop_button::regional_indicator_a::regional_indicator_b::regional_indicator_c::regional_indicator_d:" - ":regional_indicator_e::regional_indicator_f::regional_indicator_g::regional_indicator_h:" - ":regional_indicator_i::regional_indicator_j:" -) - -# For the first column of the board -NUMBERS = [ - ":one:", - ":two:", - ":three:", - ":four:", - ":five:", - ":six:", - ":seven:", - ":eight:", - ":nine:", - ":keycap_ten:", -] - -CROSS_EMOJI = "\u274e" -HAND_RAISED_EMOJI = "\U0001f64b" - - -class Game: - """A Battleship Game.""" - - def __init__( - self, - bot: Bot, - channel: discord.TextChannel, - player1: discord.Member, - player2: discord.Member - ): - - self.bot = bot - self.public_channel = channel - - self.p1 = Player(player1, None, None, self.generate_grid()) - self.p2 = Player(player2, None, None, self.generate_grid()) - - self.gameover: bool = False - - self.turn: Optional[discord.Member] = None - self.next: Optional[discord.Member] = None - - self.match: Optional[re.Match] = None - self.surrender: bool = False - - self.setup_grids() - - @staticmethod - def generate_grid() -> Grid: - """Generates a grid by instantiating the Squares.""" - return [[Square(None, False) for _ in range(10)] for _ in range(10)] - - @staticmethod - def format_grid(player: Player, emojiset: EmojiSet) -> str: - """ - Gets and formats the grid as a list into a string to be output to the DM. - - Also adds the Letter and Number indexes. - """ - grid = [ - [emojiset[bool(square.boat), square.aimed] for square in row] - for row in player.grid - ] - - rows = ["".join([number] + row) for number, row in zip(NUMBERS, grid)] - return "\n".join([LETTERS] + rows) - - @staticmethod - def get_square(grid: Grid, square: str) -> Square: - """Grabs a square from a grid with an inputted key.""" - index = ord(square[0].upper()) - ord("A") - number = int(square[1:]) - - return grid[number-1][index] # -1 since lists are indexed from 0 - - async def game_over( - self, - *, - winner: discord.Member, - loser: discord.Member - ) -> None: - """Removes games from list of current games and announces to public chat.""" - await self.public_channel.send(f"Game Over! {winner.mention} won against {loser.mention}") - - for player in (self.p1, self.p2): - grid = self.format_grid(player, SHIP_EMOJIS) - await self.public_channel.send(f"{player.user}'s Board:\n{grid}") - - @staticmethod - def check_sink(grid: Grid, boat: str) -> bool: - """Checks if all squares containing a given boat have sunk.""" - return all(square.aimed for row in grid for square in row if square.boat == boat) - - @staticmethod - def check_gameover(grid: Grid) -> bool: - """Checks if all boats have been sunk.""" - return all(square.aimed for row in grid for square in row if square.boat) - - def setup_grids(self) -> None: - """Places the boats on the grids to initialise the game.""" - for player in (self.p1, self.p2): - for name, size in SHIPS.items(): - while True: # Repeats if about to overwrite another boat - ship_collision = False - coords = [] - - coord1 = random.randint(0, 9) - coord2 = random.randint(0, 10 - size) - - if random.choice((True, False)): # Vertical or Horizontal - x, y = coord1, coord2 - xincr, yincr = 0, 1 - else: - x, y = coord2, coord1 - xincr, yincr = 1, 0 - - for i in range(size): - new_x = x + (xincr * i) - new_y = y + (yincr * i) - if player.grid[new_x][new_y].boat: # Check if there's already a boat - ship_collision = True - break - coords.append((new_x, new_y)) - if not ship_collision: # If not overwriting any other boat spaces, break loop - break - - for x, y in coords: - player.grid[x][y].boat = name - - async def print_grids(self) -> None: - """Prints grids to the DM channels.""" - # Convert squares into Emoji - - boards = [ - self.format_grid(player, emojiset) - for emojiset in (HIDDEN_EMOJIS, SHIP_EMOJIS) - for player in (self.p1, self.p2) - ] - - locations = ( - (self.p2, "opponent_board"), (self.p1, "opponent_board"), - (self.p1, "board"), (self.p2, "board") - ) - - for board, location in zip(boards, locations): - player, attr = location - if getattr(player, attr): - await getattr(player, attr).edit(content=board) - else: - setattr(player, attr, await player.user.send(board)) - - def predicate(self, message: discord.Message) -> bool: - """Predicate checking the message typed for each turn.""" - if message.author == self.turn.user and message.channel == self.turn.user.dm_channel: - if message.content.lower() == "surrender": - self.surrender = True - return True - self.match = re.fullmatch("([A-J]|[a-j]) ?((10)|[1-9])", message.content.strip()) - if not self.match: - self.bot.loop.create_task(message.add_reaction(CROSS_EMOJI)) - return bool(self.match) - - async def take_turn(self) -> Optional[Square]: - """Lets the player who's turn it is choose a square.""" - square = None - turn_message = await self.turn.user.send( - "It's your turn! Type the square you want to fire at. Format it like this: A1\n" - "Type `surrender` to give up." - ) - await self.next.user.send("Their turn", delete_after=3.0) - while True: - try: - await self.bot.wait_for("message", check=self.predicate, timeout=60.0) - except asyncio.TimeoutError: - await self.turn.user.send("You took too long. Game over!") - await self.next.user.send(f"{self.turn.user} took too long. Game over!") - await self.public_channel.send( - f"Game over! {self.turn.user.mention} timed out so {self.next.user.mention} wins!" - ) - self.gameover = True - break - else: - if self.surrender: - await self.next.user.send(f"{self.turn.user} surrendered. Game over!") - await self.public_channel.send( - f"Game over! {self.turn.user.mention} surrendered to {self.next.user.mention}!" - ) - self.gameover = True - break - square = self.get_square(self.next.grid, self.match.string) - if square.aimed: - await self.turn.user.send("You've already aimed at this square!", delete_after=3.0) - else: - break - await turn_message.delete() - return square - - async def hit(self, square: Square, alert_messages: list[discord.Message]) -> None: - """Occurs when a player successfully aims for a ship.""" - await self.turn.user.send("Hit!", delete_after=3.0) - alert_messages.append(await self.next.user.send("Hit!")) - if self.check_sink(self.next.grid, square.boat): - await self.turn.user.send(f"You've sunk their {square.boat} ship!", delete_after=3.0) - alert_messages.append(await self.next.user.send(f"Oh no! Your {square.boat} ship sunk!")) - if self.check_gameover(self.next.grid): - await self.turn.user.send("You win!") - await self.next.user.send("You lose!") - self.gameover = True - await self.game_over(winner=self.turn.user, loser=self.next.user) - - async def start_game(self) -> None: - """Begins the game.""" - await self.p1.user.send(f"You're playing battleship with {self.p2.user}.") - await self.p2.user.send(f"You're playing battleship with {self.p1.user}.") - - alert_messages = [] - - self.turn = self.p1 - self.next = self.p2 - - while True: - await self.print_grids() - - if self.gameover: - return - - square = await self.take_turn() - if not square: - return - square.aimed = True - - for message in alert_messages: - await message.delete() - - alert_messages = [] - alert_messages.append(await self.next.user.send(f"{self.turn.user} aimed at {self.match.string}!")) - - if square.boat: - await self.hit(square, alert_messages) - if self.gameover: - return - else: - await self.turn.user.send("Miss!", delete_after=3.0) - alert_messages.append(await self.next.user.send("Miss!")) - - self.turn, self.next = self.next, self.turn - - -class Battleship(commands.Cog): - """Play the classic game Battleship!""" - - def __init__(self, bot: Bot): - self.bot = bot - self.games: list[Game] = [] - self.waiting: list[discord.Member] = [] - - def predicate( - self, - ctx: commands.Context, - announcement: discord.Message, - reaction: discord.Reaction, - user: discord.Member - ) -> bool: - """Predicate checking the criteria for the announcement message.""" - if self.already_playing(ctx.author): # If they've joined a game since requesting a player 2 - return True # Is dealt with later on - if ( - user.id not in (ctx.me.id, ctx.author.id) - and str(reaction.emoji) == HAND_RAISED_EMOJI - and reaction.message.id == announcement.id - ): - if self.already_playing(user): - self.bot.loop.create_task(ctx.send(f"{user.mention} You're already playing a game!")) - self.bot.loop.create_task(announcement.remove_reaction(reaction, user)) - return False - - if user in self.waiting: - self.bot.loop.create_task(ctx.send( - f"{user.mention} Please cancel your game first before joining another one." - )) - self.bot.loop.create_task(announcement.remove_reaction(reaction, user)) - return False - - return True - - if ( - user.id == ctx.author.id - and str(reaction.emoji) == CROSS_EMOJI - and reaction.message.id == announcement.id - ): - return True - return False - - def already_playing(self, player: discord.Member) -> bool: - """Check if someone is already in a game.""" - return any(player in (game.p1.user, game.p2.user) for game in self.games) - - @commands.group(invoke_without_command=True) - @commands.guild_only() - async def battleship(self, ctx: commands.Context) -> None: - """ - Play a game of Battleship with someone else! - - This will set up a message waiting for someone else to react and play along. - The game takes place entirely in DMs. - Make sure you have your DMs open so that the bot can message you. - """ - if self.already_playing(ctx.author): - await ctx.send("You're already playing a game!") - return - - if ctx.author in self.waiting: - await ctx.send("You've already sent out a request for a player 2.") - return - - announcement = await ctx.send( - "**Battleship**: A new game is about to start!\n" - f"Press {HAND_RAISED_EMOJI} to play against {ctx.author.mention}!\n" - f"(Cancel the game with {CROSS_EMOJI}.)" - ) - self.waiting.append(ctx.author) - await announcement.add_reaction(HAND_RAISED_EMOJI) - await announcement.add_reaction(CROSS_EMOJI) - - try: - reaction, user = await self.bot.wait_for( - "reaction_add", - check=partial(self.predicate, ctx, announcement), - timeout=60.0 - ) - except asyncio.TimeoutError: - self.waiting.remove(ctx.author) - await announcement.delete() - await ctx.send(f"{ctx.author.mention} Seems like there's no one here to play...") - return - - if str(reaction.emoji) == CROSS_EMOJI: - self.waiting.remove(ctx.author) - await announcement.delete() - await ctx.send(f"{ctx.author.mention} Game cancelled.") - return - - await announcement.delete() - self.waiting.remove(ctx.author) - if self.already_playing(ctx.author): - return - game = Game(self.bot, ctx.channel, ctx.author, user) - self.games.append(game) - try: - await game.start_game() - self.games.remove(game) - except discord.Forbidden: - await ctx.send( - f"{ctx.author.mention} {user.mention} " - "Game failed. This is likely due to you not having your DMs open. Check and try again." - ) - self.games.remove(game) - except Exception: - # End the game in the event of an unforseen error so the players aren't stuck in a game - await ctx.send(f"{ctx.author.mention} {user.mention} An error occurred. Game failed.") - self.games.remove(game) - raise - - @battleship.command(name="ships", aliases=("boats",)) - async def battleship_ships(self, ctx: commands.Context) -> None: - """Lists the ships that are found on the battleship grid.""" - embed = discord.Embed(colour=Colours.blue) - embed.add_field(name="Name", value="\n".join(SHIPS)) - embed.add_field(name="Size", value="\n".join(str(size) for size in SHIPS.values())) - await ctx.send(embed=embed) - - -def setup(bot: Bot) -> None: - """Load the Battleship Cog.""" - bot.add_cog(Battleship(bot)) |