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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/fun/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/fun/battleship.py')
-rw-r--r-- | bot/exts/fun/battleship.py | 448 |
1 files changed, 448 insertions, 0 deletions
diff --git a/bot/exts/fun/battleship.py b/bot/exts/fun/battleship.py new file mode 100644 index 00000000..f4351954 --- /dev/null +++ b/bot/exts/fun/battleship.py @@ -0,0 +1,448 @@ +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)) |