mirror of
https://gitlab.com/Kwoth/nadekobot.git
synced 2025-09-11 17:58:26 -04:00
Restructured the project structure back to the way it was, there's no reasonable way to split the modules
This commit is contained in:
409
src/NadekoBot/Modules/Gambling/Connect4/Connect4.cs
Normal file
409
src/NadekoBot/Modules/Gambling/Connect4/Connect4.cs
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@@ -0,0 +1,409 @@
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#nullable disable
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using CommandLine;
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using System.Collections.Immutable;
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namespace NadekoBot.Modules.Gambling.Common.Connect4;
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public sealed class Connect4Game : IDisposable
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{
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public enum Field //temporary most likely
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{
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Empty,
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P1,
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P2
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}
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public enum Phase
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{
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Joining, // waiting for second player to join
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P1Move,
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P2Move,
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Ended
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}
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public enum Result
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{
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Draw,
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CurrentPlayerWon,
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OtherPlayerWon
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}
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public const int NUMBER_OF_COLUMNS = 7;
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public const int NUMBER_OF_ROWS = 6;
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//public event Func<Connect4Game, Task> OnGameStarted;
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public event Func<Connect4Game, Task> OnGameStateUpdated;
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public event Func<Connect4Game, Task> OnGameFailedToStart;
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public event Func<Connect4Game, Result, Task> OnGameEnded;
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public Phase CurrentPhase { get; private set; } = Phase.Joining;
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public ImmutableArray<Field> GameState
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=> _gameState.ToImmutableArray();
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public ImmutableArray<(ulong UserId, string Username)?> Players
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=> _players.ToImmutableArray();
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public (ulong UserId, string Username) CurrentPlayer
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=> CurrentPhase == Phase.P1Move ? _players[0].Value : _players[1].Value;
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public (ulong UserId, string Username) OtherPlayer
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=> CurrentPhase == Phase.P2Move ? _players[0].Value : _players[1].Value;
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//state is bottom to top, left to right
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private readonly Field[] _gameState = new Field[NUMBER_OF_ROWS * NUMBER_OF_COLUMNS];
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private readonly (ulong UserId, string Username)?[] _players = new (ulong, string)?[2];
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private readonly SemaphoreSlim _locker = new(1, 1);
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private readonly Options _options;
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private readonly ICurrencyService _cs;
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private readonly NadekoRandom _rng;
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private Timer playerTimeoutTimer;
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/* [ ][ ][ ][ ][ ][ ]
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* [ ][ ][ ][ ][ ][ ]
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* [ ][ ][ ][ ][ ][ ]
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* [ ][ ][ ][ ][ ][ ]
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* [ ][ ][ ][ ][ ][ ]
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* [ ][ ][ ][ ][ ][ ]
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* [ ][ ][ ][ ][ ][ ]
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*/
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public Connect4Game(
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ulong userId,
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string userName,
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Options options,
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ICurrencyService cs)
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{
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_players[0] = (userId, userName);
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_options = options;
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_cs = cs;
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_rng = new();
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for (var i = 0; i < NUMBER_OF_COLUMNS * NUMBER_OF_ROWS; i++)
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_gameState[i] = Field.Empty;
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}
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public void Initialize()
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{
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if (CurrentPhase != Phase.Joining)
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return;
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_ = Task.Run(async () =>
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{
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await Task.Delay(15000);
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await _locker.WaitAsync();
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try
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{
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if (_players[1] is null)
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{
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_ = OnGameFailedToStart?.Invoke(this);
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CurrentPhase = Phase.Ended;
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await _cs.AddAsync(_players[0].Value.UserId, _options.Bet, new("connect4", "refund"));
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}
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}
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finally { _locker.Release(); }
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});
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}
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public async Task<bool> Join(ulong userId, string userName, int bet)
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{
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await _locker.WaitAsync();
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try
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{
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if (CurrentPhase != Phase.Joining) //can't join if its not a joining phase
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return false;
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if (_players[0].Value.UserId == userId) // same user can't join own game
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return false;
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if (bet != _options.Bet) // can't join if bet amount is not the same
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return false;
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if (!await _cs.RemoveAsync(userId, bet, new("connect4", "bet"))) // user doesn't have enough money to gamble
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return false;
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if (_rng.Next(0, 2) == 0) //rolling from 0-1, if number is 0, join as first player
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{
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_players[1] = _players[0];
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_players[0] = (userId, userName);
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}
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else //else join as a second player
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_players[1] = (userId, userName);
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CurrentPhase = Phase.P1Move; //start the game
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playerTimeoutTimer = new(async _ =>
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{
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await _locker.WaitAsync();
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try
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{
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EndGame(Result.OtherPlayerWon, OtherPlayer.UserId);
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}
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finally { _locker.Release(); }
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},
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null,
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TimeSpan.FromSeconds(_options.TurnTimer),
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TimeSpan.FromSeconds(_options.TurnTimer));
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_ = OnGameStateUpdated?.Invoke(this);
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return true;
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}
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finally { _locker.Release(); }
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}
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public async Task<bool> Input(ulong userId, int inputCol)
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{
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await _locker.WaitAsync();
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try
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{
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inputCol -= 1;
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if (CurrentPhase is Phase.Ended or Phase.Joining)
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return false;
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if (!((_players[0].Value.UserId == userId && CurrentPhase == Phase.P1Move)
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|| (_players[1].Value.UserId == userId && CurrentPhase == Phase.P2Move)))
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return false;
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if (inputCol is < 0 or > NUMBER_OF_COLUMNS) //invalid input
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return false;
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if (IsColumnFull(inputCol)) //can't play there event?
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return false;
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var start = NUMBER_OF_ROWS * inputCol;
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for (var i = start; i < start + NUMBER_OF_ROWS; i++)
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{
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if (_gameState[i] == Field.Empty)
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{
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_gameState[i] = GetPlayerPiece(userId);
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break;
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}
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}
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//check winnning condition
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// ok, i'll go from [0-2] in rows (and through all columns) and check upward if 4 are connected
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for (var i = 0; i < NUMBER_OF_ROWS - 3; i++)
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{
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if (CurrentPhase == Phase.Ended)
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break;
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for (var j = 0; j < NUMBER_OF_COLUMNS; j++)
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{
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if (CurrentPhase == Phase.Ended)
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break;
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var first = _gameState[i + (j * NUMBER_OF_ROWS)];
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if (first != Field.Empty)
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{
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for (var k = 1; k < 4; k++)
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{
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var next = _gameState[i + k + (j * NUMBER_OF_ROWS)];
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if (next == first)
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{
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if (k == 3)
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EndGame(Result.CurrentPlayerWon, CurrentPlayer.UserId);
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else
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continue;
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}
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else
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break;
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}
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}
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}
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}
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// i'll go [0-1] in columns (and through all rows) and check to the right if 4 are connected
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for (var i = 0; i < NUMBER_OF_COLUMNS - 3; i++)
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{
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if (CurrentPhase == Phase.Ended)
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break;
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for (var j = 0; j < NUMBER_OF_ROWS; j++)
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{
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if (CurrentPhase == Phase.Ended)
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break;
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var first = _gameState[j + (i * NUMBER_OF_ROWS)];
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if (first != Field.Empty)
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{
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for (var k = 1; k < 4; k++)
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{
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var next = _gameState[j + ((i + k) * NUMBER_OF_ROWS)];
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if (next == first)
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{
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if (k == 3)
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EndGame(Result.CurrentPlayerWon, CurrentPlayer.UserId);
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else
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continue;
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}
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else
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break;
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}
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}
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}
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}
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//need to check diagonal now
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for (var col = 0; col < NUMBER_OF_COLUMNS; col++)
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{
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if (CurrentPhase == Phase.Ended)
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break;
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for (var row = 0; row < NUMBER_OF_ROWS; row++)
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{
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if (CurrentPhase == Phase.Ended)
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break;
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var first = _gameState[row + (col * NUMBER_OF_ROWS)];
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if (first != Field.Empty)
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{
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var same = 1;
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//top left
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for (var i = 1; i < 4; i++)
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{
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//while going top left, rows are increasing, columns are decreasing
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var curRow = row + i;
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var curCol = col - i;
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//check if current values are in range
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if (curRow is >= NUMBER_OF_ROWS or < 0)
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break;
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if (curCol is < 0 or >= NUMBER_OF_COLUMNS)
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break;
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var cur = _gameState[curRow + (curCol * NUMBER_OF_ROWS)];
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if (cur == first)
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same++;
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else
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break;
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}
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if (same == 4)
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{
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EndGame(Result.CurrentPlayerWon, CurrentPlayer.UserId);
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break;
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}
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same = 1;
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//top right
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for (var i = 1; i < 4; i++)
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{
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//while going top right, rows are increasing, columns are increasing
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var curRow = row + i;
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var curCol = col + i;
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//check if current values are in range
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if (curRow is >= NUMBER_OF_ROWS or < 0)
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break;
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if (curCol is < 0 or >= NUMBER_OF_COLUMNS)
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break;
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var cur = _gameState[curRow + (curCol * NUMBER_OF_ROWS)];
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if (cur == first)
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same++;
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else
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break;
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}
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if (same == 4)
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{
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EndGame(Result.CurrentPlayerWon, CurrentPlayer.UserId);
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break;
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}
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}
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}
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}
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//check draw? if it's even possible
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if (_gameState.All(x => x != Field.Empty))
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EndGame(Result.Draw, null);
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if (CurrentPhase != Phase.Ended)
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{
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if (CurrentPhase == Phase.P1Move)
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CurrentPhase = Phase.P2Move;
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else
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CurrentPhase = Phase.P1Move;
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ResetTimer();
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}
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_ = OnGameStateUpdated?.Invoke(this);
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return true;
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}
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finally { _locker.Release(); }
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}
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private void ResetTimer()
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=> playerTimeoutTimer.Change(TimeSpan.FromSeconds(_options.TurnTimer),
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TimeSpan.FromSeconds(_options.TurnTimer));
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private void EndGame(Result result, ulong? winId)
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{
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if (CurrentPhase == Phase.Ended)
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return;
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_ = OnGameEnded?.Invoke(this, result);
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CurrentPhase = Phase.Ended;
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if (result == Result.Draw)
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{
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_cs.AddAsync(CurrentPlayer.UserId, _options.Bet, new("connect4", "draw"));
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_cs.AddAsync(OtherPlayer.UserId, _options.Bet, new("connect4", "draw"));
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return;
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}
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if (winId is not null)
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_cs.AddAsync(winId.Value, (long)(_options.Bet * 1.98), new("connect4", "win"));
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}
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private Field GetPlayerPiece(ulong userId)
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=> _players[0].Value.UserId == userId ? Field.P1 : Field.P2;
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//column is full if there are no empty fields
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private bool IsColumnFull(int column)
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{
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var start = NUMBER_OF_ROWS * column;
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for (var i = start; i < start + NUMBER_OF_ROWS; i++)
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{
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if (_gameState[i] == Field.Empty)
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return false;
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}
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return true;
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}
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public void Dispose()
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{
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OnGameFailedToStart = null;
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OnGameStateUpdated = null;
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OnGameEnded = null;
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playerTimeoutTimer?.Change(Timeout.Infinite, Timeout.Infinite);
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}
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public class Options : INadekoCommandOptions
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{
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[Option('t',
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"turn-timer",
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Required = false,
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Default = 15,
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HelpText = "Turn time in seconds. It has to be between 5 and 60. Default 15.")]
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public int TurnTimer { get; set; } = 15;
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[Option('b', "bet", Required = false, Default = 0, HelpText = "Amount you bet. Default 0.")]
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public int Bet { get; set; }
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public void NormalizeOptions()
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{
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if (TurnTimer is < 5 or > 60)
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TurnTimer = 15;
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if (Bet < 0)
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Bet = 0;
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}
|
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}
|
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}
|
204
src/NadekoBot/Modules/Gambling/Connect4/Connect4Commands.cs
Normal file
204
src/NadekoBot/Modules/Gambling/Connect4/Connect4Commands.cs
Normal file
@@ -0,0 +1,204 @@
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#nullable disable
|
||||
using NadekoBot.Modules.Gambling.Common;
|
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using NadekoBot.Modules.Gambling.Common.Connect4;
|
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using NadekoBot.Modules.Gambling.Services;
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using System.Text;
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|
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namespace NadekoBot.Modules.Gambling;
|
||||
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public partial class Gambling
|
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{
|
||||
[Group]
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public partial class Connect4Commands : GamblingSubmodule<GamblingService>
|
||||
{
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||||
private static readonly string[] _numbers =
|
||||
{
|
||||
":one:", ":two:", ":three:", ":four:", ":five:", ":six:", ":seven:", ":eight:"
|
||||
};
|
||||
|
||||
private int RepostCounter
|
||||
{
|
||||
get => repostCounter;
|
||||
set
|
||||
{
|
||||
if (value is < 0 or > 7)
|
||||
repostCounter = 0;
|
||||
else
|
||||
repostCounter = value;
|
||||
}
|
||||
}
|
||||
|
||||
private readonly DiscordSocketClient _client;
|
||||
private readonly ICurrencyService _cs;
|
||||
|
||||
private IUserMessage msg;
|
||||
|
||||
private int repostCounter;
|
||||
|
||||
public Connect4Commands(DiscordSocketClient client, ICurrencyService cs, GamblingConfigService gamb)
|
||||
: base(gamb)
|
||||
{
|
||||
_client = client;
|
||||
_cs = cs;
|
||||
}
|
||||
|
||||
[Cmd]
|
||||
[RequireContext(ContextType.Guild)]
|
||||
[NadekoOptions<Connect4Game.Options>]
|
||||
public async Task Connect4(params string[] args)
|
||||
{
|
||||
var (options, _) = OptionsParser.ParseFrom(new Connect4Game.Options(), args);
|
||||
if (!await CheckBetOptional(options.Bet))
|
||||
return;
|
||||
|
||||
var newGame = new Connect4Game(ctx.User.Id, ctx.User.ToString(), options, _cs);
|
||||
Connect4Game game;
|
||||
if ((game = _service.Connect4Games.GetOrAdd(ctx.Channel.Id, newGame)) != newGame)
|
||||
{
|
||||
if (game.CurrentPhase != Connect4Game.Phase.Joining)
|
||||
return;
|
||||
|
||||
newGame.Dispose();
|
||||
//means game already exists, try to join
|
||||
await game.Join(ctx.User.Id, ctx.User.ToString(), options.Bet);
|
||||
return;
|
||||
}
|
||||
|
||||
if (options.Bet > 0)
|
||||
{
|
||||
if (!await _cs.RemoveAsync(ctx.User.Id, options.Bet, new("connect4", "bet")))
|
||||
{
|
||||
await ReplyErrorLocalizedAsync(strs.not_enough(CurrencySign));
|
||||
_service.Connect4Games.TryRemove(ctx.Channel.Id, out _);
|
||||
game.Dispose();
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
game.OnGameStateUpdated += Game_OnGameStateUpdated;
|
||||
game.OnGameFailedToStart += GameOnGameFailedToStart;
|
||||
game.OnGameEnded += GameOnGameEnded;
|
||||
_client.MessageReceived += ClientMessageReceived;
|
||||
|
||||
game.Initialize();
|
||||
if (options.Bet == 0)
|
||||
await ReplyConfirmLocalizedAsync(strs.connect4_created);
|
||||
else
|
||||
await ReplyErrorLocalizedAsync(strs.connect4_created_bet(N(options.Bet)));
|
||||
|
||||
Task ClientMessageReceived(SocketMessage arg)
|
||||
{
|
||||
if (ctx.Channel.Id != arg.Channel.Id)
|
||||
return Task.CompletedTask;
|
||||
|
||||
_ = Task.Run(async () =>
|
||||
{
|
||||
var success = false;
|
||||
if (int.TryParse(arg.Content, out var col))
|
||||
success = await game.Input(arg.Author.Id, col);
|
||||
|
||||
if (success)
|
||||
{
|
||||
try { await arg.DeleteAsync(); }
|
||||
catch { }
|
||||
}
|
||||
else
|
||||
{
|
||||
if (game.CurrentPhase is Connect4Game.Phase.Joining or Connect4Game.Phase.Ended)
|
||||
return;
|
||||
RepostCounter++;
|
||||
if (RepostCounter == 0)
|
||||
{
|
||||
try { msg = await ctx.Channel.SendMessageAsync("", embed: (Embed)msg.Embeds.First()); }
|
||||
catch { }
|
||||
}
|
||||
}
|
||||
});
|
||||
return Task.CompletedTask;
|
||||
}
|
||||
|
||||
Task GameOnGameFailedToStart(Connect4Game arg)
|
||||
{
|
||||
if (_service.Connect4Games.TryRemove(ctx.Channel.Id, out var toDispose))
|
||||
{
|
||||
_client.MessageReceived -= ClientMessageReceived;
|
||||
toDispose.Dispose();
|
||||
}
|
||||
|
||||
return ErrorLocalizedAsync(strs.connect4_failed_to_start);
|
||||
}
|
||||
|
||||
Task GameOnGameEnded(Connect4Game arg, Connect4Game.Result result)
|
||||
{
|
||||
if (_service.Connect4Games.TryRemove(ctx.Channel.Id, out var toDispose))
|
||||
{
|
||||
_client.MessageReceived -= ClientMessageReceived;
|
||||
toDispose.Dispose();
|
||||
}
|
||||
|
||||
string title;
|
||||
if (result == Connect4Game.Result.CurrentPlayerWon)
|
||||
{
|
||||
title = GetText(strs.connect4_won(Format.Bold(arg.CurrentPlayer.Username),
|
||||
Format.Bold(arg.OtherPlayer.Username)));
|
||||
}
|
||||
else if (result == Connect4Game.Result.OtherPlayerWon)
|
||||
{
|
||||
title = GetText(strs.connect4_won(Format.Bold(arg.OtherPlayer.Username),
|
||||
Format.Bold(arg.CurrentPlayer.Username)));
|
||||
}
|
||||
else
|
||||
title = GetText(strs.connect4_draw);
|
||||
|
||||
return msg.ModifyAsync(x => x.Embed = _eb.Create()
|
||||
.WithTitle(title)
|
||||
.WithDescription(GetGameStateText(game))
|
||||
.WithOkColor()
|
||||
.Build());
|
||||
}
|
||||
}
|
||||
|
||||
private async Task Game_OnGameStateUpdated(Connect4Game game)
|
||||
{
|
||||
var embed = _eb.Create()
|
||||
.WithTitle($"{game.CurrentPlayer.Username} vs {game.OtherPlayer.Username}")
|
||||
.WithDescription(GetGameStateText(game))
|
||||
.WithOkColor();
|
||||
|
||||
|
||||
if (msg is null)
|
||||
msg = await ctx.Channel.EmbedAsync(embed);
|
||||
else
|
||||
await msg.ModifyAsync(x => x.Embed = embed.Build());
|
||||
}
|
||||
|
||||
private string GetGameStateText(Connect4Game game)
|
||||
{
|
||||
var sb = new StringBuilder();
|
||||
|
||||
if (game.CurrentPhase is Connect4Game.Phase.P1Move or Connect4Game.Phase.P2Move)
|
||||
sb.AppendLine(GetText(strs.connect4_player_to_move(Format.Bold(game.CurrentPlayer.Username))));
|
||||
|
||||
for (var i = Connect4Game.NUMBER_OF_ROWS; i > 0; i--)
|
||||
{
|
||||
for (var j = 0; j < Connect4Game.NUMBER_OF_COLUMNS; j++)
|
||||
{
|
||||
var cur = game.GameState[i + (j * Connect4Game.NUMBER_OF_ROWS) - 1];
|
||||
|
||||
if (cur == Connect4Game.Field.Empty)
|
||||
sb.Append("⚫"); //black circle
|
||||
else if (cur == Connect4Game.Field.P1)
|
||||
sb.Append("🔴"); //red circle
|
||||
else
|
||||
sb.Append("🔵"); //blue circle
|
||||
}
|
||||
|
||||
sb.AppendLine();
|
||||
}
|
||||
|
||||
for (var i = 0; i < Connect4Game.NUMBER_OF_COLUMNS; i++)
|
||||
sb.Append(_numbers[i]);
|
||||
return sb.ToString();
|
||||
}
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user