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-rw-r--r--bot/seasons/evergreen/battleship.py444
1 files changed, 444 insertions, 0 deletions
diff --git a/bot/seasons/evergreen/battleship.py b/bot/seasons/evergreen/battleship.py
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+++ b/bot/seasons/evergreen/battleship.py
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+import asyncio
+import logging
+import random
+import re
+import typing
+from dataclasses import dataclass
+from functools import partial
+
+import discord
+from discord.ext import commands
+
+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: typing.Optional[str]
+ aimed: bool
+
+
+Grid = typing.List[typing.List[Square]]
+EmojiSet = typing.Dict[typing.Tuple[bool, bool], str]
+
+
+@dataclass
+class Player:
+ """Each player in the game - their messages for the boards and their current grid."""
+
+ user: discord.Member
+ board: 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: commands.Bot,
+ channel: discord.TextChannel,
+ player1: discord.Member,
+ player2: discord.Member
+ ) -> None:
+
+ 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: typing.Optional[discord.Member] = None
+ self.next: typing.Optional[discord.Member] = None
+
+ self.match: typing.Optional[typing.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]) - 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.match("([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) -> typing.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: typing.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: commands.Bot) -> None:
+ self.bot = bot
+ self.games: typing.List[Game] = []
+ self.waiting: typing.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):
+ return await ctx.send("You're already playing a game!")
+
+ if ctx.author in self.waiting:
+ return await ctx.send("You've already sent out a request for a player 2")
+
+ 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()
+ return await ctx.send(f"{ctx.author.mention} Seems like there's no one here to play...")
+
+ if str(reaction.emoji) == CROSS_EMOJI:
+ self.waiting.remove(ctx.author)
+ await announcement.delete()
+ return await ctx.send(f"{ctx.author.mention} Game cancelled.")
+
+ await announcement.delete()
+ self.waiting.remove(ctx.author)
+ if self.already_playing(ctx.author):
+ return
+ try:
+ game = Game(self.bot, ctx.channel, ctx.author, user)
+ self.games.append(game)
+ 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: commands.Bot) -> None:
+ """Cog load."""
+ bot.add_cog(Battleship(bot))
+ log.info("Battleship cog loaded")