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Diffstat (limited to 'bot/exts/fun/snakes/_utils.py')
-rw-r--r-- | bot/exts/fun/snakes/_utils.py | 721 |
1 files changed, 721 insertions, 0 deletions
diff --git a/bot/exts/fun/snakes/_utils.py b/bot/exts/fun/snakes/_utils.py new file mode 100644 index 00000000..de51339d --- /dev/null +++ b/bot/exts/fun/snakes/_utils.py @@ -0,0 +1,721 @@ +import asyncio +import io +import json +import logging +import math +import random +from itertools import product +from pathlib import Path + +from PIL import Image +from PIL.ImageDraw import ImageDraw +from discord import File, Member, Reaction +from discord.ext.commands import Cog, Context + +from bot.constants import Roles + +SNAKE_RESOURCES = Path("bot/resources/fun/snakes").absolute() + +h1 = r"""``` + ---- + ------ +/--------\ +|--------| +|--------| + \------/ + ---- +```""" +h2 = r"""``` + ---- + ------ +/---\-/--\ +|-----\--| +|--------| + \------/ + ---- +```""" +h3 = r"""``` + ---- + ------ +/---\-/--\ +|-----\--| +|-----/--| + \----\-/ + ---- +```""" +h4 = r"""``` + ----- + ----- \ +/--| /---\ +|--\ -\---| +|--\--/-- / + \------- / + ------ +```""" +stages = [h1, h2, h3, h4] +snakes = { + "Baby Python": "https://i.imgur.com/SYOcmSa.png", + "Baby Rattle Snake": "https://i.imgur.com/i5jYA8f.png", + "Baby Dragon Snake": "https://i.imgur.com/SuMKM4m.png", + "Baby Garden Snake": "https://i.imgur.com/5vYx3ah.png", + "Baby Cobra": "https://i.imgur.com/jk14ryt.png", + "Baby Anaconda": "https://i.imgur.com/EpdrnNr.png", +} + +BOARD_TILE_SIZE = 56 # the size of each board tile +BOARD_PLAYER_SIZE = 20 # the size of each player icon +BOARD_MARGIN = (10, 0) # margins, in pixels (for player icons) +# The size of the image to download +# Should a power of 2 and higher than BOARD_PLAYER_SIZE +PLAYER_ICON_IMAGE_SIZE = 32 +MAX_PLAYERS = 4 # depends on the board size/quality, 4 is for the default board + +# board definition (from, to) +BOARD = { + # ladders + 2: 38, + 7: 14, + 8: 31, + 15: 26, + 21: 42, + 28: 84, + 36: 44, + 51: 67, + 71: 91, + 78: 98, + 87: 94, + + # snakes + 99: 80, + 95: 75, + 92: 88, + 89: 68, + 74: 53, + 64: 60, + 62: 19, + 49: 11, + 46: 25, + 16: 6 +} + +DEFAULT_SNAKE_COLOR = 0x15c7ea +DEFAULT_BACKGROUND_COLOR = 0 +DEFAULT_IMAGE_DIMENSIONS = (200, 200) +DEFAULT_SNAKE_LENGTH = 22 +DEFAULT_SNAKE_WIDTH = 8 +DEFAULT_SEGMENT_LENGTH_RANGE = (7, 10) +DEFAULT_IMAGE_MARGINS = (50, 50) +DEFAULT_TEXT = "snek\nit\nup" +DEFAULT_TEXT_POSITION = ( + 10, + 10 +) +DEFAULT_TEXT_COLOR = 0xf2ea15 +X = 0 +Y = 1 +ANGLE_RANGE = math.pi * 2 + + +def get_resource(file: str) -> list[dict]: + """Load Snake resources JSON.""" + return json.loads((SNAKE_RESOURCES / f"{file}.json").read_text("utf-8")) + + +def smoothstep(t: float) -> float: + """Smooth curve with a zero derivative at 0 and 1, making it useful for interpolating.""" + return t * t * (3. - 2. * t) + + +def lerp(t: float, a: float, b: float) -> float: + """Linear interpolation between a and b, given a fraction t.""" + return a + t * (b - a) + + +class PerlinNoiseFactory(object): + """ + Callable that produces Perlin noise for an arbitrary point in an arbitrary number of dimensions. + + The underlying grid is aligned with the integers. + + There is no limit to the coordinates used; new gradients are generated on the fly as necessary. + + Taken from: https://gist.github.com/eevee/26f547457522755cb1fb8739d0ea89a1 + Licensed under ISC + """ + + def __init__(self, dimension: int, octaves: int = 1, tile: tuple[int, ...] = (), unbias: bool = False): + """ + Create a new Perlin noise factory in the given number of dimensions. + + dimension should be an integer and at least 1. + + More octaves create a foggier and more-detailed noise pattern. More than 4 octaves is rather excessive. + + ``tile`` can be used to make a seamlessly tiling pattern. + For example: + pnf = PerlinNoiseFactory(2, tile=(0, 3)) + + This will produce noise that tiles every 3 units vertically, but never tiles horizontally. + + If ``unbias`` is True, the smoothstep function will be applied to the output before returning + it, to counteract some of Perlin noise's significant bias towards the center of its output range. + """ + self.dimension = dimension + self.octaves = octaves + self.tile = tile + (0,) * dimension + self.unbias = unbias + + # For n dimensions, the range of Perlin noise is ±sqrt(n)/2; multiply + # by this to scale to ±1 + self.scale_factor = 2 * dimension ** -0.5 + + self.gradient = {} + + def _generate_gradient(self) -> tuple[float, ...]: + """ + Generate a random unit vector at each grid point. + + This is the "gradient" vector, in that the grid tile slopes towards it + """ + # 1 dimension is special, since the only unit vector is trivial; + # instead, use a slope between -1 and 1 + if self.dimension == 1: + return (random.uniform(-1, 1),) + + # Generate a random point on the surface of the unit n-hypersphere; + # this is the same as a random unit vector in n dimensions. Thanks + # to: http://mathworld.wolfram.com/SpherePointPicking.html + # Pick n normal random variables with stddev 1 + random_point = [random.gauss(0, 1) for _ in range(self.dimension)] + # Then scale the result to a unit vector + scale = sum(n * n for n in random_point) ** -0.5 + return tuple(coord * scale for coord in random_point) + + def get_plain_noise(self, *point) -> float: + """Get plain noise for a single point, without taking into account either octaves or tiling.""" + if len(point) != self.dimension: + raise ValueError( + f"Expected {self.dimension} values, got {len(point)}" + ) + + # Build a list of the (min, max) bounds in each dimension + grid_coords = [] + for coord in point: + min_coord = math.floor(coord) + max_coord = min_coord + 1 + grid_coords.append((min_coord, max_coord)) + + # Compute the dot product of each gradient vector and the point's + # distance from the corresponding grid point. This gives you each + # gradient's "influence" on the chosen point. + dots = [] + for grid_point in product(*grid_coords): + if grid_point not in self.gradient: + self.gradient[grid_point] = self._generate_gradient() + gradient = self.gradient[grid_point] + + dot = 0 + for i in range(self.dimension): + dot += gradient[i] * (point[i] - grid_point[i]) + dots.append(dot) + + # Interpolate all those dot products together. The interpolation is + # done with smoothstep to smooth out the slope as you pass from one + # grid cell into the next. + # Due to the way product() works, dot products are ordered such that + # the last dimension alternates: (..., min), (..., max), etc. So we + # can interpolate adjacent pairs to "collapse" that last dimension. Then + # the results will alternate in their second-to-last dimension, and so + # forth, until we only have a single value left. + dim = self.dimension + while len(dots) > 1: + dim -= 1 + s = smoothstep(point[dim] - grid_coords[dim][0]) + + next_dots = [] + while dots: + next_dots.append(lerp(s, dots.pop(0), dots.pop(0))) + + dots = next_dots + + return dots[0] * self.scale_factor + + def __call__(self, *point) -> float: + """ + Get the value of this Perlin noise function at the given point. + + The number of values given should match the number of dimensions. + """ + ret = 0 + for o in range(self.octaves): + o2 = 1 << o + new_point = [] + for i, coord in enumerate(point): + coord *= o2 + if self.tile[i]: + coord %= self.tile[i] * o2 + new_point.append(coord) + ret += self.get_plain_noise(*new_point) / o2 + + # Need to scale n back down since adding all those extra octaves has + # probably expanded it beyond ±1 + # 1 octave: ±1 + # 2 octaves: ±1½ + # 3 octaves: ±1¾ + ret /= 2 - 2 ** (1 - self.octaves) + + if self.unbias: + # The output of the plain Perlin noise algorithm has a fairly + # strong bias towards the center due to the central limit theorem + # -- in fact the top and bottom 1/8 virtually never happen. That's + # a quarter of our entire output range! If only we had a function + # in [0..1] that could introduce a bias towards the endpoints... + r = (ret + 1) / 2 + # Doing it this many times is a completely made-up heuristic. + for _ in range(int(self.octaves / 2 + 0.5)): + r = smoothstep(r) + ret = r * 2 - 1 + + return ret + + +def create_snek_frame( + perlin_factory: PerlinNoiseFactory, perlin_lookup_vertical_shift: float = 0, + image_dimensions: tuple[int, int] = DEFAULT_IMAGE_DIMENSIONS, + image_margins: tuple[int, int] = DEFAULT_IMAGE_MARGINS, + snake_length: int = DEFAULT_SNAKE_LENGTH, + snake_color: int = DEFAULT_SNAKE_COLOR, bg_color: int = DEFAULT_BACKGROUND_COLOR, + segment_length_range: tuple[int, int] = DEFAULT_SEGMENT_LENGTH_RANGE, snake_width: int = DEFAULT_SNAKE_WIDTH, + text: str = DEFAULT_TEXT, text_position: tuple[float, float] = DEFAULT_TEXT_POSITION, + text_color: int = DEFAULT_TEXT_COLOR +) -> Image.Image: + """ + Creates a single random snek frame using Perlin noise. + + `perlin_lookup_vertical_shift` represents the Perlin noise shift in the Y-dimension for this frame. + If `text` is given, display the given text with the snek. + """ + start_x = random.randint(image_margins[X], image_dimensions[X] - image_margins[X]) + start_y = random.randint(image_margins[Y], image_dimensions[Y] - image_margins[Y]) + points: list[tuple[float, float]] = [(start_x, start_y)] + + for index in range(0, snake_length): + angle = perlin_factory.get_plain_noise( + ((1 / (snake_length + 1)) * (index + 1)) + perlin_lookup_vertical_shift + ) * ANGLE_RANGE + current_point = points[index] + segment_length = random.randint(segment_length_range[0], segment_length_range[1]) + points.append(( + current_point[X] + segment_length * math.cos(angle), + current_point[Y] + segment_length * math.sin(angle) + )) + + # normalize bounds + min_dimensions: list[float] = [start_x, start_y] + max_dimensions: list[float] = [start_x, start_y] + for point in points: + min_dimensions[X] = min(point[X], min_dimensions[X]) + min_dimensions[Y] = min(point[Y], min_dimensions[Y]) + max_dimensions[X] = max(point[X], max_dimensions[X]) + max_dimensions[Y] = max(point[Y], max_dimensions[Y]) + + # shift towards middle + dimension_range = (max_dimensions[X] - min_dimensions[X], max_dimensions[Y] - min_dimensions[Y]) + shift = ( + image_dimensions[X] / 2 - (dimension_range[X] / 2 + min_dimensions[X]), + image_dimensions[Y] / 2 - (dimension_range[Y] / 2 + min_dimensions[Y]) + ) + + image = Image.new(mode="RGB", size=image_dimensions, color=bg_color) + draw = ImageDraw(image) + for index in range(1, len(points)): + point = points[index] + previous = points[index - 1] + draw.line( + ( + shift[X] + previous[X], + shift[Y] + previous[Y], + shift[X] + point[X], + shift[Y] + point[Y] + ), + width=snake_width, + fill=snake_color + ) + if text is not None: + draw.multiline_text(text_position, text, fill=text_color) + del draw + return image + + +def frame_to_png_bytes(image: Image) -> io.BytesIO: + """Convert image to byte stream.""" + stream = io.BytesIO() + image.save(stream, format="PNG") + stream.seek(0) + return stream + + +log = logging.getLogger(__name__) +START_EMOJI = "\u2611" # :ballot_box_with_check: - Start the game +CANCEL_EMOJI = "\u274C" # :x: - Cancel or leave the game +ROLL_EMOJI = "\U0001F3B2" # :game_die: - Roll the die! +JOIN_EMOJI = "\U0001F64B" # :raising_hand: - Join the game. +STARTUP_SCREEN_EMOJI = [ + JOIN_EMOJI, + START_EMOJI, + CANCEL_EMOJI +] +GAME_SCREEN_EMOJI = [ + ROLL_EMOJI, + CANCEL_EMOJI +] + + +class SnakeAndLaddersGame: + """Snakes and Ladders game Cog.""" + + def __init__(self, snakes: Cog, context: Context): + self.snakes = snakes + self.ctx = context + self.channel = self.ctx.channel + self.state = "booting" + self.started = False + self.author = self.ctx.author + self.players = [] + self.player_tiles = {} + self.round_has_rolled = {} + self.avatar_images = {} + self.board = None + self.positions = None + self.rolls = [] + + async def open_game(self) -> None: + """ + Create a new Snakes and Ladders game. + + Listen for reactions until players have joined, and the game has been started. + """ + def startup_event_check(reaction_: Reaction, user_: Member) -> bool: + """Make sure that this reaction is what we want to operate on.""" + return ( + all(( + reaction_.message.id == startup.id, # Reaction is on startup message + reaction_.emoji in STARTUP_SCREEN_EMOJI, # Reaction is one of the startup emotes + user_.id != self.ctx.bot.user.id, # Reaction was not made by the bot + )) + ) + + # Check to see if the bot can remove reactions + if not self.channel.permissions_for(self.ctx.guild.me).manage_messages: + log.warning( + "Unable to start Snakes and Ladders - " + f"Missing manage_messages permissions in {self.channel}" + ) + return + + await self._add_player(self.author) + await self.channel.send( + "**Snakes and Ladders**: A new game is about to start!", + file=File( + str(SNAKE_RESOURCES / "snakes_and_ladders" / "banner.jpg"), + filename="Snakes and Ladders.jpg" + ) + ) + startup = await self.channel.send( + f"Press {JOIN_EMOJI} to participate, and press " + f"{START_EMOJI} to start the game" + ) + for emoji in STARTUP_SCREEN_EMOJI: + await startup.add_reaction(emoji) + + self.state = "waiting" + + while not self.started: + try: + reaction, user = await self.ctx.bot.wait_for( + "reaction_add", + timeout=300, + check=startup_event_check + ) + if reaction.emoji == JOIN_EMOJI: + await self.player_join(user) + elif reaction.emoji == CANCEL_EMOJI: + if user == self.author or (self._is_moderator(user) and user not in self.players): + # Allow game author or non-playing moderation staff to cancel a waiting game + await self.cancel_game() + return + else: + await self.player_leave(user) + elif reaction.emoji == START_EMOJI: + if self.ctx.author == user: + self.started = True + await self.start_game(user) + await startup.delete() + break + + await startup.remove_reaction(reaction.emoji, user) + + except asyncio.TimeoutError: + log.debug("Snakes and Ladders timed out waiting for a reaction") + await self.cancel_game() + return # We're done, no reactions for the last 5 minutes + + async def _add_player(self, user: Member) -> None: + """Add player to game.""" + self.players.append(user) + self.player_tiles[user.id] = 1 + + avatar_bytes = await user.display_avatar.replace(size=PLAYER_ICON_IMAGE_SIZE).read() + im = Image.open(io.BytesIO(avatar_bytes)).resize((BOARD_PLAYER_SIZE, BOARD_PLAYER_SIZE)) + self.avatar_images[user.id] = im + + async def player_join(self, user: Member) -> None: + """ + Handle players joining the game. + + Prevent player joining if they have already joined, if the game is full, or if the game is + in a waiting state. + """ + for p in self.players: + if user == p: + await self.channel.send(user.mention + " You are already in the game.", delete_after=10) + return + if self.state != "waiting": + await self.channel.send(user.mention + " You cannot join at this time.", delete_after=10) + return + if len(self.players) is MAX_PLAYERS: + await self.channel.send(user.mention + " The game is full!", delete_after=10) + return + + await self._add_player(user) + + await self.channel.send( + f"**Snakes and Ladders**: {user.mention} has joined the game.\n" + f"There are now {str(len(self.players))} players in the game.", + delete_after=10 + ) + + async def player_leave(self, user: Member) -> bool: + """ + Handle players leaving the game. + + Leaving is prevented if the user wasn't part of the game. + + If the number of players reaches 0, the game is terminated. In this case, a sentinel boolean + is returned True to prevent a game from continuing after it's destroyed. + """ + is_surrendered = False # Sentinel value to assist with stopping a surrendered game + for p in self.players: + if user == p: + self.players.remove(p) + self.player_tiles.pop(p.id, None) + self.round_has_rolled.pop(p.id, None) + await self.channel.send( + "**Snakes and Ladders**: " + user.mention + " has left the game.", + delete_after=10 + ) + + if self.state != "waiting" and len(self.players) == 0: + await self.channel.send("**Snakes and Ladders**: The game has been surrendered!") + is_surrendered = True + self._destruct() + + return is_surrendered + else: + await self.channel.send(user.mention + " You are not in the match.", delete_after=10) + return is_surrendered + + async def cancel_game(self) -> None: + """Cancel the running game.""" + await self.channel.send("**Snakes and Ladders**: Game has been canceled.") + self._destruct() + + async def start_game(self, user: Member) -> None: + """ + Allow the game author to begin the game. + + The game cannot be started if the game is in a waiting state. + """ + if not user == self.author: + await self.channel.send(user.mention + " Only the author of the game can start it.", delete_after=10) + return + + if not self.state == "waiting": + await self.channel.send(user.mention + " The game cannot be started at this time.", delete_after=10) + return + + self.state = "starting" + player_list = ", ".join(user.mention for user in self.players) + await self.channel.send("**Snakes and Ladders**: The game is starting!\nPlayers: " + player_list) + await self.start_round() + + async def start_round(self) -> None: + """Begin the round.""" + def game_event_check(reaction_: Reaction, user_: Member) -> bool: + """Make sure that this reaction is what we want to operate on.""" + return ( + all(( + reaction_.message.id == self.positions.id, # Reaction is on positions message + reaction_.emoji in GAME_SCREEN_EMOJI, # Reaction is one of the game emotes + user_.id != self.ctx.bot.user.id, # Reaction was not made by the bot + )) + ) + + self.state = "roll" + for user in self.players: + self.round_has_rolled[user.id] = False + board_img = Image.open(SNAKE_RESOURCES / "snakes_and_ladders" / "board.jpg") + player_row_size = math.ceil(MAX_PLAYERS / 2) + + for i, player in enumerate(self.players): + tile = self.player_tiles[player.id] + tile_coordinates = self._board_coordinate_from_index(tile) + x_offset = BOARD_MARGIN[0] + tile_coordinates[0] * BOARD_TILE_SIZE + y_offset = \ + BOARD_MARGIN[1] + ( + (10 * BOARD_TILE_SIZE) - (9 - tile_coordinates[1]) * BOARD_TILE_SIZE - BOARD_PLAYER_SIZE) + x_offset += BOARD_PLAYER_SIZE * (i % player_row_size) + y_offset -= BOARD_PLAYER_SIZE * math.floor(i / player_row_size) + board_img.paste(self.avatar_images[player.id], + box=(x_offset, y_offset)) + + board_file = File(frame_to_png_bytes(board_img), filename="Board.jpg") + player_list = "\n".join((user.mention + ": Tile " + str(self.player_tiles[user.id])) for user in self.players) + + # Store and send new messages + temp_board = await self.channel.send( + "**Snakes and Ladders**: A new round has started! Current board:", + file=board_file + ) + temp_positions = await self.channel.send( + f"**Current positions**:\n{player_list}\n\nUse {ROLL_EMOJI} to roll the dice!" + ) + + # Delete the previous messages + if self.board and self.positions: + await self.board.delete() + await self.positions.delete() + + # remove the roll messages + for roll in self.rolls: + await roll.delete() + self.rolls = [] + + # Save new messages + self.board = temp_board + self.positions = temp_positions + + # Wait for rolls + for emoji in GAME_SCREEN_EMOJI: + await self.positions.add_reaction(emoji) + + is_surrendered = False + while True: + try: + reaction, user = await self.ctx.bot.wait_for( + "reaction_add", + timeout=300, + check=game_event_check + ) + + if reaction.emoji == ROLL_EMOJI: + await self.player_roll(user) + elif reaction.emoji == CANCEL_EMOJI: + if self._is_moderator(user) and user not in self.players: + # Only allow non-playing moderation staff to cancel a running game + await self.cancel_game() + return + else: + is_surrendered = await self.player_leave(user) + + await self.positions.remove_reaction(reaction.emoji, user) + + if self._check_all_rolled(): + break + + except asyncio.TimeoutError: + log.debug("Snakes and Ladders timed out waiting for a reaction") + await self.cancel_game() + return # We're done, no reactions for the last 5 minutes + + # Round completed + # Check to see if the game was surrendered before completing the round, without this + # sentinel, the game object would be deleted but the next round still posted into purgatory + if not is_surrendered: + await self._complete_round() + + async def player_roll(self, user: Member) -> None: + """Handle the player's roll.""" + if user.id not in self.player_tiles: + await self.channel.send(user.mention + " You are not in the match.", delete_after=10) + return + if self.state != "roll": + await self.channel.send(user.mention + " You may not roll at this time.", delete_after=10) + return + if self.round_has_rolled[user.id]: + return + roll = random.randint(1, 6) + self.rolls.append(await self.channel.send(f"{user.mention} rolled a **{roll}**!")) + next_tile = self.player_tiles[user.id] + roll + + # apply snakes and ladders + if next_tile in BOARD: + target = BOARD[next_tile] + if target < next_tile: + await self.channel.send( + f"{user.mention} slips on a snake and falls back to **{target}**", + delete_after=15 + ) + else: + await self.channel.send( + f"{user.mention} climbs a ladder to **{target}**", + delete_after=15 + ) + next_tile = target + + self.player_tiles[user.id] = min(100, next_tile) + self.round_has_rolled[user.id] = True + + async def _complete_round(self) -> None: + """At the conclusion of a round check to see if there's been a winner.""" + self.state = "post_round" + + # check for winner + winner = self._check_winner() + if winner is None: + # there is no winner, start the next round + await self.start_round() + return + + # announce winner and exit + await self.channel.send("**Snakes and Ladders**: " + winner.mention + " has won the game! :tada:") + self._destruct() + + def _check_winner(self) -> Member: + """Return a winning member if we're in the post-round state and there's a winner.""" + if self.state != "post_round": + return None + return next((player for player in self.players if self.player_tiles[player.id] == 100), + None) + + def _check_all_rolled(self) -> bool: + """Check if all members have made their roll.""" + return all(rolled for rolled in self.round_has_rolled.values()) + + def _destruct(self) -> None: + """Clean up the finished game object.""" + del self.snakes.active_sal[self.channel] + + def _board_coordinate_from_index(self, index: int) -> tuple[int, int]: + """Convert the tile number to the x/y coordinates for graphical purposes.""" + y_level = 9 - math.floor((index - 1) / 10) + is_reversed = math.floor((index - 1) / 10) % 2 != 0 + x_level = (index - 1) % 10 + if is_reversed: + x_level = 9 - x_level + return x_level, y_level + + @staticmethod + def _is_moderator(user: Member) -> bool: + """Return True if the user is a Moderator.""" + return any(Roles.moderator == role.id for role in user.roles) |