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pbot/lib/PBot/Plugin/Battleship.pm

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# File: Battleship.pm
#
# Purpose: Simplified version of the Battleship board game. In this variant,
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# there is one game grid/board and every player's ships share it without
# overlapping. This adds an element of strategy: everybody knows where their
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# own ships are located, ergo they know where NOT to aim. This helps to speed
# games up by removing some randomness.
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#
# Note: This code was written circa 1993 for a DikuMUD fork. It was originally
# written in C, as I was teaching the language to myself in my early teens. Two
# decades or so later, I transliterated this code from C to Perl for PBot. Much
# of the "ugly" C-style design of this code has been preserved for personal
# historical reasons -- I was inspired by the IOCCC and I attempted to be clever
# with nested conditional operators and other silliness. Please be gentle if you
# read this code. :)
#
# Update: Much of this code has now been refactored to support more than two
# players on a single board. The board grows in size for each additional player,
# to accomodate their ships. Whirlpools have also been added. They are initially
# hidden by the ocean. When shot, they reveal themselves on the map and deflect
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# the shot to a random tile. Much of the IOCCC silliness has been removed so that
# I can maintain this code without going insane.
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# SPDX-FileCopyrightText: 2021 Pragmatic Software <pragma78@gmail.com>
# SPDX-License-Identifier: MIT
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package PBot::Plugin::Battleship;
use parent 'PBot::Plugin::Base';
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use PBot::Imports;
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use Time::Duration;
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use Data::Dumper;
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# some colors for IRC messages
my %color = (
white => "\x0300",
black => "\x0301",
blue => "\x0302",
green => "\x0303",
red => "\x0304",
maroon => "\x0305",
purple => "\x0306",
orange => "\x0307",
yellow => "\x0308",
lightgreen => "\x0309",
teal => "\x0310",
cyan => "\x0311",
lightblue => "\x0312",
magneta => "\x0313",
gray => "\x0314",
lightgray => "\x0315",
bold => "\x02",
italics => "\x1D",
underline => "\x1F",
reverse => "\x16",
reset => "\x0F",
);
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sub initialize {
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my ($self, %conf) = @_;
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# register `battleship` bot command
$self->{pbot}->{commands}->register(sub { $self->cmd_battleship(@_) }, 'battleship', 0);
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# set the channel where to send game messages
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$self->{channel} = $self->{pbot}->{registry}->get_value('battleship', 'channel') // '##battleship';
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# debugging flag
$self->{debug} = $self->{pbot}->{registry}->get_value('battleship', 'debug') // 0;
# player limit per game
$self->{MAX_PLAYERS} = 5;
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# max missed moves before player is ejected from game
$self->{MAX_MISSED_MOVES} = 5;
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# types of board tiles
$self->{TYPE_OCEAN} = 0;
$self->{TYPE_WHIRLPOOL} = 1;
$self->{TYPE_SHIP} = 2;
# battleship tile symbols
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$self->{TILE_HIT} = ['1' .. $self->{MAX_PLAYERS}];
$self->{TILE_OCEAN} = "$color{blue}~";
$self->{TILE_MISS} = "$color{cyan}o";
$self->{TILE_WHIRLPOOL} = "$color{cyan}@";
# personal ship tiles shown on player board
$self->{TILE_SHIP_VERT} = "$color{white}|";
$self->{TILE_SHIP_HORIZ} = "$color{white}—";
# all player ship tiles shown on final/full board
$self->{TILE_SHIP} = ['A' .. chr ord('A') + $self->{MAX_PLAYERS} - 1];
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# default board dimensions
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$self->{BOARD_X} = 12;
$self->{BOARD_Y} = 8;
# number of ships per player
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$self->{SHIP_COUNT} = 6;
# modifiers for show_battlefield()
$self->{BOARD_SPECTATOR} = -1;
$self->{BOARD_FINAL} = -2;
$self->{BOARD_FULL} = -3;
# ship orientation
$self->{ORIENT_VERT} = 0;
$self->{ORIENT_HORIZ} = 1;
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# paused state (0 is unpaused)
$self->{PAUSED_BY_PLAYER} = 1;
$self->{PAUSED_FOR_OUTPUT_QUEUE} = 2;
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# create game state machine
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$self->create_states;
# receive notification when all messages in IRC output queue have been sent
$self->{pbot}->{event_dispatcher}->register_handler(
'pbot.output_queue_empty', sub { $self->on_output_queue_empty(@_) }
);
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}
sub unload {
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my ($self) = @_;
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# unregister `battleship` bot command
$self->{pbot}->{commands}->unregister('battleship');
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# remove battleship loop event from event queue
$self->end_game_loop;
# remove event handler
$self->{pbot}->{event_dispatcher}->remove_handler('pbot.output_queue_empty');
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}
# the game is paused at the beginning when sending the player boards to all
# the players and then resumed when the output queue has depleted. this prevents
# game events from queuing up while the board messages are being slowly
# trickled out to the ircd to avoid filling up its message queue (and getting
# disconnected with 'excess flood'). this event handler resumes the game once
# the boards have finished transmitting, unless the game was manually paused
# by a player.
sub on_output_queue_empty {
my ($self) = @_; # we don't care about the other event arguments
# if we're paused waiting for the output queue, go ahead and unpause
if ($self->{state_data}->{paused} == $self->{PAUSED_FOR_OUTPUT_QUEUE}) {
$self->{state_data}->{paused} = 0;
}
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return 0;
}
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# `battleship` bot command
sub cmd_battleship {
my ($self, $context) = @_;
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my $usage = "Usage: battleship challenge|accept|decline|ready|unready|bomb|board|score|players|pause|quit|kick|abort; see also: battleship help <command>";
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# strip leading and trailing whitespace
$context->{arguments} =~ s/^\s+|\s+$//g;
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my ($command, $arguments) = split / /, $context->{arguments}, 2;
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$command //= '';
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$command = lc $command;
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$arguments //= '';
$arguments = lc $arguments;
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# shorter aliases
my ($nick, $user, $host, $hostmask, $channel) = (
$context->{nick},
$context->{user},
$context->{host},
$context->{hostmask},
$self->{channel},
);
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given ($command) {
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# help doesn't do much yet
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when ('help') {
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given ($arguments) {
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when ('help') {
return "Seriously?";
}
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default {
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if (length $arguments) {
return "Battleship help is coming soon.";
} else {
return "Usage: battleship help <command>";
}
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}
}
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}
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# issue a challenge to begin a game
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when ('challenge') {
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if ($self->{current_state} ne 'nogame') {
return "There is already a game of Battleship underway.";
}
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# set game to the `challenge` state to begin accepting challenge
$self->set_state('challenge');
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# add player 0, the challenger, to the game
my $id = $self->get_player_id($nick, $user, $host);
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my $player = $self->new_player($id, $nick);
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# clear out player data
$self->{state_data}->{players} = [];
# add player 0
push @{$self->{state_data}->{players}}, $player;
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# start the battleship game loop
$self->begin_game_loop;
return "/msg $channel $nick has issued a Battleship challenge! Use `accept` to accept their challenge.";
}
# accept a challenge
when (['accept', 'join']) {
if ($self->{current_state} ne 'challenge') {
return "This is not the time to use `$command`.";
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}
if (@{$self->{state_data}->{players}} >= $self->{MAX_PLAYERS}) {
return "/msg $channel $nick: The player limit has been reached. Try again next game.";
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}
my $id = $self->get_player_id($nick, $user, $host);
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# check that player hasn't already accepted/joined
if (grep { $_->{id} == $id } @{$self->{state_data}->{players}}) {
return "$nick: You have already joined this Battleship game.";
}
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# add another player
my $player = $self->new_player($id, $nick);
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$player->{index} = @{$self->{state_data}->{players}};
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push @{$self->{state_data}->{players}}, $player;
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return "/msg $channel $nick has joined the game. Use `ready` to ready-up.";
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}
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# ready/unready
when (['ready', 'unready']) {
if ($self->{current_state} ne 'challenge') {
return "This is not the time to use `$command`.";
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}
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my $id = $self->get_player_id($nick, $user, $host);
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my ($player) = grep { $_->{id} == $id } @{$self->{state_data}->{players}};
if (not defined $player) {
return "$nick: You have not joined this game of Battleship. Use `accept` to join the game.";
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}
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if ($command eq 'ready') {
$player->{ready} = 1;
return "/msg $channel $nick is ready!";
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} else {
$player->{ready} = 0;
return "/msg $channel $nick is no longer ready.";
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}
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}
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# decline a challenge or forfeit/concede a game
when (['decline', 'quit', 'forfeit', 'concede']) {
my $id = $self->get_player_id($nick, $user, $host);
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for (my $i = 0; $i < @{$self->{state_data}->{players}}; $i++) {
if ($self->{state_data}->{players}->[$i]->{id} == $id) {
if ($self->{current_state} eq 'challenge') {
# remove from player list now since this is only the accept
# stage and a game hasn't yet begun
splice @{$self->{state_data}->{players}}, $i, 1;
} else {
# there is an on-going game, just mark them as removed
$self->{state_data}->{players}->[$i]->{removed} = 1;
}
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return "/msg $channel $nick has left the game!";
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}
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}
return "There is nothing to $command.";
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}
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when ('abort') {
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if (not $self->{pbot}->{users}->loggedin_admin($channel, $hostmask)) {
return "$nick: Only admins may abort the game.";
}
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if ($self->{current_state} eq 'nogame') {
return "/msg $channel $nick: There is no ongoing game to abort.";
}
# jump directly to the `gameover` state to
# show the final board and reset the game
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$self->set_state('gameover');
return "/msg $channel $nick: The game has been aborted.";
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}
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when (['pause', 'unpause']) {
if ($command eq 'pause') {
$self->{state_data}->{paused} = $self->{PAUSED_BY_PLAYER};
} else {
$self->{state_data}->{paused} = 0;
}
return "/msg $channel $nick has " . ($self->{state_data}->{paused} ? 'paused' : 'unpaused') . " the game!";
}
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when ('score') {
if ($self->{current_state} ne 'move' and $self->{current_state} ne 'attack') {
return "There is no Battleship score to show right now.";
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}
$self->show_scoreboard;
return '';
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}
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when ('players') {
if (not @{$self->{state_data}->{players}}) {
return "There are no players playing Battleship right now. Start a game with the `challenge` command!";
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}
$self->list_players;
return '';
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}
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when ('kick') {
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if (not $self->{pbot}->{users}->loggedin_admin($channel, $hostmask)) {
return "$nick: Only admins may kick players from the game.";
}
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if (not length $arguments) {
return "Usage: battleship kick <nick>";
}
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# get the id associated with this nick, in case the current player has changed nick while playing
my ($id) = $self->{pbot}->{messagehistory}->{database}->find_message_account_by_nick($arguments);
if (not defined $id) {
return "I don't know anybody named $arguments.";
}
$id = $self->{pbot}->{messagehistory}->{database}->get_ancestor_id($id);
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for (my $i = 0; $i < @{$self->{state_data}->{players}}; $i++) {
if (lc $self->{state_data}->{players}->[$i]->{id} == $id) {
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$self->{state_data}->{players}->[$i]->{removed} = 1;
return "/msg $channel $nick: $arguments has been kicked from the game.";
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}
}
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return "$nick: $arguments isn't even in the game.";
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}
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when ('bomb') {
if ($self->{current_state} ne 'move' and $self->{current_state} ne 'attack') {
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return "$nick: It's not time to do that now.";
}
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my $id = $self->get_player_id($nick, $user, $host);
my ($player) = grep { $_->{id} == $id } @{$self->{state_data}->{players}};
if (not defined $player) {
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return "You are not playing in this game.";
}
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# no arguments provided
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if (not length $arguments) {
if (delete $player->{location}) {
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return "$nick: Attack location cleared.";
} else {
return "$nick: Usage: bomb <location>";
}
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}
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# validate arguments
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$arguments = uc $arguments;
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if ($arguments !~ m/^[A-Z][0-9]+$/) {
return "$nick: Usage: bomb <location>; <location> must be in the form of A15, B3, C9, etc.";
}
# ensure arguments are within range of battlefield
my ($x, $y) = $arguments =~ m/^(.)(.*)/;
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$x = ord($x) - 65;
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if ($x < 0 || $x > $self->{N_Y} || $y < 0 || $y > $self->{N_X}) {
return "$nick: Target out of range, try again.";
}
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my $msg;
if (not exists $player->{location}) {
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$msg = "/msg $channel $nick aims somewhere.";
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}
elsif (lc $player->{location} eq lc $arguments) {
return '';
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}
else {
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$msg = "/msg $channel $nick aims somewhere else.";
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}
$player->{location} = $arguments;
return $msg;
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}
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when (['specboard', 'board']) {
if (grep { $_ eq $self->{current_state} } qw/nogame challenge genboard gameover/) {
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return "$nick: There is no board to show right now.";
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}
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# specifically show spectator board, even if invoked by a player
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if ($_ eq 'specboard') {
$self->show_battlefield($self->{BOARD_SPECTATOR});
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return '';
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}
my $id = $self->get_player_id($nick, $user, $host);
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# show player's personal board if playing
for (my $i = 0; $i < @{$self->{state_data}->{players}}; $i++) {
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if ($self->{state_data}->{players}->[$i]->{id} == $id) {
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if ($self->{state_data}->{players}->[$i]->{removed}) {
return "$nick: You have been removed from this game. Try again next game.";
}
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$self->send_message($channel, "$nick surveys the battlefield!");
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$self->show_battlefield($i);
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return '';
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}
}
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# otherwise show spectator board
$self->show_battlefield($self->{BOARD_SPECTATOR});
return '';
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}
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# this command shows the entire battlefield
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when ('fullboard') {
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if (not $self->{pbot}->{users}->loggedin_admin($channel, $hostmask)) {
return "$nick: Only admins may see the full board.";
}
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if (grep { $_ eq $self->{current_state} } qw/nogame challenge genboard gameover/) {
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return "$nick: There is no board to show right now.";
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}
# show real board if admin is in the game ... no cheating!
my $id = $self->get_player_id($nick, $user, $host);
for (my $i = 0; $i < @{$self->{state_data}->{players}}; $i++) {
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if ($self->{state_data}->{players}->[$i]->{id} == $id) {
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$self->send_message($channel, "$nick surveys the battlefield!");
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$self->show_battlefield($i);
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return '';
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}
}
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# show full board
$self->show_battlefield($self->{BOARD_FULL}, $nick);
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}
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default { return $usage; }
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}
}
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# add a message to PBot output queue, optionally with a delay
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sub send_message {
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my ($self, $to, $text, $delay) = @_;
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$delay //= 0;
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my $botnick = $self->{pbot}->{registry}->get_value('irc', 'botnick');
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my $message = {
nick => $botnick,
user => 'battleship',
host => 'localhost',
hostmask => "$botnick!battleship\@localhost",
command => 'battleship',
checkflood => 1,
message => $text
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};
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$self->{pbot}->{interpreter}->add_message_to_output_queue($to, $message, $delay);
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}
# get unambiguous internal id for player hostmask
sub get_player_id {
my ($self, $nick, $user, $host) = @_;
my $id = $self->{pbot}->{messagehistory}->{database}->get_message_account($nick, $user, $host);
return $self->{pbot}->{messagehistory}->{database}->get_ancestor_id($id);
}
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# create a new player hash
sub new_player {
my ($self, $id, $nick) = @_;
return {
id => $id,
name => $nick,
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index => 0,
ready => 0,
health => 0,
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ships => 0,
shots => 0,
hit => 0,
miss => 0,
sunk => 0,
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lost => 0,
missedinputs => 0,
};
}
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# get a random number interval [lower, upper)
sub number {
my ($self, $lower, $upper) = @_;
return int rand($upper - $lower) + $lower;
}
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# battleship stuff
sub begin_game_loop {
my ($self) = @_;
# add `battleship loop` event repeating at 1s interval
$self->{pbot}->{event_queue}->enqueue_event(
sub {
$self->run_one_state;
},
1, 'battleship loop', 1
);
}
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sub end_game_loop {
my ($self) = @_;
# remove `battleship loop` event
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# repeating events get added back to event queue if we attempt to
# dequeue_event() from within the event itself. we turn repeating
# off to ensure the event gets removed when it completes.
$self->{pbot}->{event_queue}->update_repeating('battleship loop', 0);
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# dequeue event.
$self->{pbot}->{event_queue}->dequeue_event('battleship loop', 0);
}
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sub init_game {
my ($self, $state) = @_;
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# default board dimensions
$self->{N_X} = $self->{BOARD_X};
$self->{N_Y} = $self->{BOARD_Y};
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# increase board width by player count
$self->{N_X} += @{$state->{players}} * 2;
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# default count of ships per player
$self->{SHIPS} = $self->{SHIP_COUNT};
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# initialize ship length fields
for (my $ship = 0; $ship < $self->{SHIPS}; $ship++) {
$self->{ship_length}->[$ship] = 0;
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}
# the battleship board/grid. all ships share the same grid to add an
# element of strategy (namely, ships cannot overlap thus you know
# where your enemy ships are NOT located, which narrows the battle
# field and helps speed games up)
$self->{board} = [];
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# reset winner flag
$self->{got_winner} = 0;
# place ships and ocean tiles
return $self->generate_battlefield;
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}
# ensures a ship can be placed at this location (all desired tiles are ocean)
sub check_ship_placement {
my ($self, $x, $y, $o, $l) = @_;
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my ($xd, $yd, $i);
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if ($o == $self->{ORIENT_VERT}) {
if ($y + $l >= $self->{N_Y}) {
return 0;
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}
$xd = 0;
$yd = 1;
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} else {
if ($x + $l >= $self->{N_X}) {
return 0;
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}
$xd = 1;
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$yd = 0;
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}
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for (my $i = 0; $i < $l; $i++) {
if ($self->{board}->[$x += $o == $self->{ORIENT_HORIZ} ? $xd : 0][$y += $o == $self->{ORIENT_HORIZ} ? 0 : $yd]->{type} != $self->{TYPE_OCEAN}) {
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return 0;
}
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}
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return 1;
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}
# attempt to place a ship on the battlefield
sub place_ship {
my ($self, $player_id, $player_index, $ship) = @_;
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my ($x, $y, $o, $i, $l);
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my ($yd, $xd) = (0, 0);
for (my $attempt = 0; $attempt < 1000; $attempt++) {
$x = $self->number(0, $self->{N_X});
$y = $self->number(0, $self->{N_Y});
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$o = $self->number(1, 10) < 6;
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if ($self->{ship_length}->[$ship]) {
# reuse saved length so all players have equal sized ships.
# perfectly balanced as all things must be.
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$l = $self->{ship_length}->[$ship];
} else {
# generate a random length ship
# TODO: perhaps use a fixed array of guaranteed ship lengths?
# i think random is more exciting because you never know what
# kinds of ships are going to be out there.
$l = $self->number(2, 6);
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}
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if ($self->{debug}) {
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$self->{pbot}->{logger}->log("attempt to place ship for player $player_index: ship $ship x,y: $x,$y o: $o length: $l\n");
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}
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if ($self->check_ship_placement($x, $y, $o, $l)) {
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if (!$o) {
$self->{vert}++;
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if ($self->{horiz} < $self->{SHIPS} / 2) {
# generate a battlefield with half vertical and half horizontal ships
# perfectly balanced as all things must be.
next;
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}
$yd = 1;
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$xd = 0;
} else {
$self->{horiz}++;
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if ($self->{vert} < $self->{SHIPS} / 2) {
# generate a battlefield with half vertical and half horizontal ships
# perfectly balanced as all things must be.
next;
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}
$xd = 1;
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$yd = 0;
}
for (my $i = 0; $i < $l; $i++) {
my $tile_data = {
type => $self->{TYPE_SHIP},
player_id => $player_id,
player_index => $player_index,
orientation => $o,
length => $l,
index => $i,
hit_by => 0,
};
$self->{board}->[$x += $o == $self->{ORIENT_HORIZ} ? $xd : 0][$y += $o == $self->{ORIENT_HORIZ} ? 0 : $yd] = $tile_data;
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}
$self->{ship_length}->[$ship] = $l;
$self->{state_data}->{players}->[$player_index]->{health} += $l;
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$self->{state_data}->{players}->[$player_index]->{ships} += 1;
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return 1;
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}
}
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return 0;
}
sub place_whirlpool {
my ($self) = @_;
for (my $attempt = 0; $attempt < 1000; $attempt++) {
my $x = $self->number(0, $self->{N_X});
my $y = $self->number(0, $self->{N_Y});
# skip non-ocean tiles
if ($self->{board}->[$x][$y]->{type} != $self->{TYPE_OCEAN}) {
next;
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}
# replace ocean tile with whirlpool
$self->{board}->[$x][$y]->{type} = $self->{TYPE_WHIRLPOOL};
$self->{board}->[$x][$y]->{tile} = $self->{TILE_OCEAN}; # whirlpools hidden initially, until shot
return 1;
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}
$self->{pbot}->{logger}->log("Failed to place whirlpool.\n");
return 0;
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}
sub generate_battlefield {
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my ($self) = @_;
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# fill board with ocean
for (my $x = 0; $x < $self->{N_X}; $x++) {
for (my $y = 0; $y < $self->{N_Y}; $y++) {
$self->{board}->[$x][$y] = {
type => $self->{TYPE_OCEAN},
tile => $self->{TILE_OCEAN},
};
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}
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}
# place ships
for (my $player_index = 0; $player_index < @{$self->{state_data}->{players}}; $player_index++) {
# counts how many horizontal/vertical ships have been placed so far
$self->{horiz} = 0;
$self->{vert} = 0;
for (my $ship = 0; $ship < $self->{SHIPS}; $ship++) {
if (!$self->place_ship($self->{state_data}->{players}->[$player_index]->{id}, $player_index, $ship)) {
return 0;
}
}
}
# place whirlpools (2 whirlpools per player)
for (my $whirlpool = 0; $whirlpool < @{$self->{state_data}->{players}} * 2; $whirlpool++) {
if (!$self->place_whirlpool) {
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return 0;
}
}
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return 1;
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}
# we hit a ship; check if the ship has sunk
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sub check_sunk {
my ($self, $x, $y) = @_;
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# alias to the tile we hit
my $tile = $self->{board}->[$x][$y];
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if ($tile->{orientation} == $self->{ORIENT_VERT}) {
my $top = $y - $tile->{index};
my $bottom = $y + ($tile->{length} - ($tile->{index} + 1));
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for (my $i = $bottom; $i >= $top; $i--) {
if (not $self->{board}->[$x][$i]->{hit_by}) {
return 0;
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}
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}
return 1;
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} else {
my $left = $x - $tile->{index};
my $right = $x + ($tile->{length} - ($tile->{index} + 1));
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for (my $i = $right; $i >= $left; $i--) {
if (not $self->{board}->[$i][$y]->{hit_by}) {
return 0;
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}
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}
return 1;
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}
}
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sub get_attack_text {
my ($self) = @_;
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my @attacks = (
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"launches torpedoes at",
"launches nukes at",
"fires cannons at",
"fires torpedoes at",
"fires nukes at",
"launches tomahawk missiles at",
"fires a gatling gun at",
"launches ballistic missiles at",
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);
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return $attacks[rand @attacks];
}
# checks if we hit whirlpool, ocean, ship, etc
# reveals struck whirlpools
sub check_hit {
my ($self, $state, $player, $location_data) = @_;
my ($x, $y, $location) = (
$location_data->{x},
$location_data->{y},
$location_data->{location},
);
# check if we hit a whirlpool. if so, reveal whirlpool on the
# battlefield and deflect the shot
if ($self->{board}->[$x][$y]->{type} == $self->{TYPE_WHIRLPOOL}) {
# reveal this whirlpool
$self->{board}->[$x][$y]->{tile} = $self->{TILE_WHIRLPOOL};
my $attack = $self->get_attack_text;
# keep trying until we don't hit another whirlpool
while (1) {
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$self->send_message($self->{channel}, "$player->{name} $attack $location! $color{cyan}--- SPLASH! ---$color{reset}");
$x = $self->number(0, $self->{N_X});
$y = $self->number(0, $self->{N_Y});
$location = ('A' .. 'Z')[$y] . ($x + 1);
$self->send_message($self->{channel}, "$player->{name} hit a whirlpool! It deflects their attack to $location!");
if ($self->{board}->[$x][$y]->{type} == $self->{TYPE_WHIRLPOOL}) {
# hit another whirlpool
next;
}
# update new location for caller
$location_data->{x} = $x;
$location_data->{y} = $y;
$location_data->{location} = $location;
last;
}
}
# hit a ship, damage self or enemy alike
if ($self->{board}->[$x][$y]->{type} == $self->{TYPE_SHIP}) {
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my $player_index = $self->{board}->[$x][$y]->{player_index};
if ($state->{players}->[$player_index]->{removed}) {
# removed players no longer exist
return 0;
}
if ($self->{board}->[$x][$y]->{hit_by}) {
# this piece has already been struck
return 0;
} else {
# a hit! a very palpable hit.
return 1;
}
}
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# no hit
return 0;
}
sub perform_attack {
my ($self, $state, $player) = @_;
$player->{shots}++;
# random attack verb
my $attack = $self->get_attack_text;
# attack location
my $location = delete $player->{location};
# convert attack location to board coordinates
my ($y, $x) = $location =~ /^(.)(.*)/;
$y = ord($y) - 65;
$x--;
# set location data reference so check_hit can update values
my $location_data = {
x => $x,
y => $y,
location => $location,
};
# launch a shot and see if it hit a ship (handles hitting whirlpools, ocean, etc)
my $hit_ship = $self->check_hit($state, $player, $location_data);
# location_data can be updated by whirlpools, etc
$x = $location_data->{x};
$y = $location_data->{y};
$location = $location_data->{location};
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if ($hit_ship) {
# player hit a ship!
$self->send_message($self->{channel}, "$player->{name} $attack $location! $color{red}--- HIT! --- $color{reset}");
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$player->{hit}++;
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# place hit marker
$self->{board}->[$x][$y]->{tile} = $color{red} . $self->{TILE_HIT}->[$player->{index}];
$self->{board}->[$x][$y]->{hit_by} = $player->{id};
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my $victim = $self->{state_data}->{players}->[$self->{board}->[$x][$y]->{player_index}];
# deduct hit points from victim
$victim->{health} -= 1;
# check if ship has sunk (reveal what kind and whose ship it is)
if ($self->check_sunk($x, $y)) {
$player->{sunk}++;
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$victim->{ships}--;
my $length = $self->{board}->[$x][$y]->{length};
my %ship_names = (
5 => 'battleship',
4 => 'destroyer',
3 => 'submarine',
2 => 'patrol boat',
);
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my $ships_left = $victim->{ships};
my $sections_left = $victim->{health};
my $ships = 'ship' . ($ships_left != 1 ? 's' : '');
my $sections = 'section' . ($sections_left != 1 ? 's' : '');
if ($sections_left > 0) {
$self->send_message($self->{channel}, "$color{red}$player->{name} has sunk $victim->{name}'s $ship_names{$length}! $victim->{name} has $ships_left $ships and $sections_left $sections remaining!$color{reset}");
} else {
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$self->send_message($self->{channel}, "$color{red}$player->{name} has sunk $victim->{name}'s final $ship_names{$length}! $victim->{name} is out of the game!$color{reset}");
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$victim->{lost} = 1;
# check if there is only one player still standing
my $still_alive = 0;
my $winner;
foreach my $p (@{$state->{players}}) {
next if $p->{removed} or $p->{lost};
$still_alive++;
$winner = $p;
}
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if ($still_alive == 1) {
$self->send_message($self->{channel}, "$color{yellow}$winner->{name} has won the game of Battleship!$color{reset}");
$self->{got_winner} = 1;
}
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}
}
} else {
# player missed
$self->send_message($self->{channel}, "$player->{name} $attack $location! --- miss ---");
$player->{miss}++;
# place miss marker
if ($self->{board}->[$x][$y]->{type} == $self->{TYPE_OCEAN}) {
$self->{board}->[$x][$y]->{tile} = $self->{TILE_MISS};
$self->{board}->[$x][$y]->{missed_by} = $player->{id};
}
}
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}
sub list_players {
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my ($self) = @_;
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my @players;
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foreach my $player (@{$self->{state_data}->{players}}) {
push @players, $player->{name} . ($player->{ready} ? '' : " $color{red}(not ready)$color{reset}");
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}
if (@players) {
$self->send_message($self->{channel}, "Current players: " . (join ', ', @players) . ". Use `ready` when you are.");
}
}
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sub show_scoreboard {
my ($self) = @_;
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foreach my $player (sort { $b->{health} <=> $a->{health} } @{$self->{state_data}->{players}}) {
next if $player->{removed};
my $buf = sprintf("%-10s shots: %2d, hit: %2d, miss: %2d, acc: %3d%%, sunk: %2d, ships left: %d, sections left: %2d",
"$player->{name}:",
$player->{shots},
$player->{hit},
$player->{miss},
int (($player->{hit} / ($player->{shots} ? $player->{shots} : 1)) * 100),
$player->{sunk},
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$player->{ships},
$player->{health},
);
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$self->send_message($self->{channel}, $buf);
}
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}
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sub show_battlefield {
my ($self, $player_index, $nick) = @_;
$self->{pbot}->{logger}->log("Showing battlefield for player $player_index\n");
my $player;
if ($player_index >= 0) {
$player = $self->{state_data}->{players}->[$player_index];
}
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my $output;
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# player hit markers, for legend
my $hits;
foreach my $p (@{$self->{state_data}->{players}}) {
$hits .= "$p->{name} hit: $color{red}" . ($p->{index} + 1) . "$color{reset} ";
}
# render legend
if ($player) {
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$output .= "Legend: Your ships: $self->{TILE_SHIP_VERT} $self->{TILE_SHIP_HORIZ}$color{reset} ${hits}ocean: $self->{TILE_OCEAN}$color{reset} miss: $self->{TILE_MISS}$color{reset} whirlpool: $self->{TILE_WHIRLPOOL}$color{reset}\n";
}
elsif ($player_index == $self->{BOARD_FULL} or $player_index == $self->{BOARD_FINAL}) {
my $ships;
foreach my $p (@{$self->{state_data}->{players}}) {
$ships .= "$p->{name}: $self->{TILE_SHIP}->[$p->{index}] ";
}
$output .= "Legend: ${ships}${hits}ocean: $self->{TILE_OCEAN}$color{reset} miss: $self->{TILE_MISS}$color{reset} whirlpool: $self->{TILE_WHIRLPOOL}$color{reset}\n";
}
else {
# spectator
$output .= "Legend: ${hits}ocean: $self->{TILE_OCEAN}$color{reset} miss: $self->{TILE_MISS}$color{reset} whirlpool: $self->{TILE_WHIRLPOOL}$color{reset}\n";
}
# render top column coordinates
$output .= "$color{cyan},01 ";
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for (my $x = 1; $x < $self->{N_X} + 1; $x++) {
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if ($x % 10 == 0) {
$output .= "$color{yellow},01" if $self->{N_X} > 10;
$output .= $x % 10;
$output .= ' ';
$output .= "$color{cyan},01" if $self->{N_X} > 10;
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} else {
$output .= $x % 10;
$output .= ' ';
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}
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}
$output .= "\n";
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# render battlefield row by row
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for (my $y = 0; $y < $self->{N_Y}; $y++) {
# left row coordinates
$output .= sprintf("$color{cyan},01%c ", 97 + $y);
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# render a row of the board column by column
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for (my $x = 0; $x < $self->{N_X}; $x++) {
my $tile = $self->{board}->[$x][$y];
# render ocean/whirlpool, miss, but not hits or ships yet
if ($tile->{type} != $self->{TYPE_SHIP}) {
# reveal whirlpools on full/final boards
if ($player_index == $self->{BOARD_FULL} || $player_index == $self->{BOARD_FINAL}) {
if ($tile->{type} == $self->{TYPE_WHIRLPOOL}) {
$output .= $self->{TILE_WHIRLPOOL} . ' ';
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} else {
# render normal tile (ocean, miss)
$output .= $tile->{tile} . ' ';
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}
} else {
# render normal tile (ocean, revealed/hidden whirlpools, miss)
$output .= $tile->{tile} . ' ';
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}
next;
}
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# render hits
if ($tile->{hit_by}) {
$output .= $tile->{tile} . ' ';
next;
}
# render ships
# render player's view
if ($player) {
# not player's ship
if ($tile->{player_id} != $player->{id}) {
# ship not found yet, show ocean
$output .= $self->{TILE_OCEAN} . ' ';
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next;
}
if ($tile->{orientation} == $self->{ORIENT_VERT}) {
# vertical ship
$output .= $self->{TILE_SHIP_VERT};
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} else {
# horizontal ship
$output .= $self->{TILE_SHIP_HORIZ};
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}
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$output .= ' ';
next;
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}
# otherwise render spectator, full or final board
# spectators are not allowed to see ships unless hit
if ($player_index == $self->{BOARD_SPECTATOR}) {
# ship not found yet, show ocean
$output .= $self->{TILE_OCEAN} . ' ';
next;
}
# full or final board, show all ships
$output .= $color{white} . $self->{TILE_SHIP}->[$tile->{player_index}] . ' ';
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}
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# right row coordinates
$output .= sprintf("$color{cyan},01%c", 97 + $y);
$output .= "$color{reset}\n";
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}
# bottom column coordinates
$output .= "$color{cyan},01 ";
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for (my $x = 1; $x < $self->{N_X} + 1; $x++) {
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if ($x % 10 == 0) {
$output .= $color{yellow}, 01 if $self->{N_X} > 10;
$output .= $x % 10;
$output .= ' ';
$output .= $color{cyan}, 01 if $self->{N_X} > 10;
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} else {
$output .= $x % 10;
$output .= ' ';
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}
}
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$output .= "\n";
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# send output, one message per line
foreach my $line (split /\n/, $output) {
if ($player) {
# player
$self->send_message($player->{name}, $line);
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}
elsif ($player_index == $self->{BOARD_FULL}) {
# full
$self->send_message($nick, $line);
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}
else {
# spectator, final
$self->send_message($self->{channel}, $line);
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}
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}
}
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# game state machine stuff
# do one loop of the game engine
sub run_one_state {
my ($self) = @_;
# don't run a game loop if we're paused
if ($self->{state_data}->{paused}) {
return;
}
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# check for naughty or missing players
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my $players = 0;
foreach my $player (@{$self->{state_data}->{players}}) {
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next if $player->{removed} or $player->{lost};
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# remove player if they have missed 3 inputs
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if ($player->{missedinputs} >= $self->{MAX_MISSED_MOVES}) {
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$self->send_message(
$self->{channel},
"$color{red}$player->{name} has missed too many moves and has been ejected from the game!$color{reset}"
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);
$player->{removed} = 1;
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next;
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}
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# count players still in the game
$players++;
}
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# ensure there are at least 2 players still playing
if ($self->{current_state} eq 'move' or $self->{current_state} eq 'attack') {
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if ($players < 2 and not $self->{got_winner}) {
$self->send_message($self->{channel}, "Not enough players left in the game. Aborting...");
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$self->set_state('gameover');
}
}
# transitioned to a brand new state; prepare first tock
if ($self->{previous_state} ne $self->{current_state}) {
$self->{state_data}->{ticks} = 1;
$self->{state_data}->{first_tock} = 1;
$self->{state_data}->{tocks} = 0;
# dump new state data for logging/debugging
if ($self->{debug}) {
$Data::Dumper::Useqq = 1;
$Data::Dumper::Sortkeys = 1;
$self->{pbot}->{logger}->log("Battleship: New state: $self->{current_state}\n" . Dumper $self->{state_data});
}
}
# run one state/tick
$self->{states}->{$self->{current_state}}->{sub}->($self->{state_data});
# transition to next state
$self->{previous_state} = $self->{current_state};
$self->{current_state} = $self->{states}->{$self->{current_state}}->{trans}->{$self->{state_data}->{trans}};
# reset tick-tock once we've tocked
if ($self->{state_data}->{tocked}) {
$self->{state_data}->{tocked} = 0;
$self->{state_data}->{ticks} = 0;
$self->{state_data}->{first_tock} = 0;
}
# next tick
$self->{state_data}->{ticks}++;
}
# skip directly to a state
sub set_state {
my ($self, $newstate) = @_;
$self->{previous_state} = $self->{current_state};
$self->{current_state} = $newstate;
$self->{state_data}->{ticks} = 0;
}
# set up game state machine
sub create_states {
my ($self) = @_;
$self->{pbot}->{logger}->log("Battleship: Creating game state machine\n");
# initialize default state
$self->{previous_state} = '';
$self->{current_state} = 'nogame';
# initialize state data
$self->{state_data} = {
players => [], # array of player data
ticks => 0, # number of ticks elapsed
paused => 0, # is the game paused?
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};
$self->{states} = {
nogame => {
sub => sub { $self->state_nogame(@_) },
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trans => {
challenge => 'challenge',
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nogame => 'nogame',
}
},
challenge => {
sub => sub { $self->state_challenge(@_) },
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trans => {
stop => 'nogame',
wait => 'challenge',
ready => 'genboard',
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}
},
genboard => {
sub => sub { $self->state_genboard(@_) },
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trans => {
fail => 'nogame',
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next => 'showboard',
}
},
showboard => {
sub => sub { $self->state_showboard(@_) },
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trans => {
next => 'move',
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}
},
move => {
sub => sub { $self->state_move(@_) },
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trans => {
wait => 'move',
next => 'attack',
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}
},
attack => {
sub => sub { $self->state_attack(@_) },
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trans => {
gotwinner => 'gameover',
next => 'move',
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}
},
gameover => {
sub => sub { $self->state_gameover(@_) },
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trans => {
next => 'nogame',
}
},
};
}
# game states
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sub state_nogame {
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my ($self, $state) = @_;
$self->end_game_loop;
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$state->{trans} = 'nogame';
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}
sub state_challenge {
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my ($self, $state) = @_;
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# max number of times to perform tock action
$state->{tock_limit} = 5;
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# tock every 60 ticks
my $tock = 60;
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# every tick we check if all players have readied yet
my $ready = 0;
foreach my $player (@{$state->{players}}) {
$ready++ if $player->{ready};
}
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# is it time for a tock?
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if ($state->{ticks} % $tock == 0) {
$state->{tocked} = 1; # we've tocked
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# reached maximum number of tocks
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if (++$state->{tocks} > $state->{tock_limit}) {
$self->send_message($self->{channel}, "Not all players have readied in time. The game has been aborted.");
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$state->{trans} = 'stop';
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$state->{players} = [];
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return;
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}
my $max = $self->{MAX_PLAYERS};
my $avail = $max - @{$self->{state_data}->{players}};
my $slots = 'slot' . ($avail == 1 ? '' : 's');
$self->send_message($self->{channel}, "There is a game of Battleship available! Use `accept` to enter the fray ($avail/$max $slots open).");
$self->list_players;
if ($ready == 1 && @{$self->{state_data}->{players}} == 1) {
$self->send_message($self->{channel}, "Cannot begin game with one player.");
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}
}
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if ($ready >= 2 && $ready == @{$state->{players}}) {
# all players ready (min 2 players to start)
$self->send_message($self->{channel}, "All players ready!");
$state->{trans} = 'ready';
} else {
# wait another tick
$state->{trans} = 'wait';
}
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}
sub state_genboard {
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my ($self, $state) = @_;
if (!$self->init_game($state)) {
$self->{pbot}->{logger}->log("Failed to generate battlefield\n");
$self->send_message($self->{channel}, "Failed to generate a suitable battlefield. Please try again.");
$state->{trans} = 'fail';
} else {
$state->{tock_limit} = 3;
$state->{trans} = 'next';
}
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}
sub state_showboard {
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my ($self, $state) = @_;
# pause the game to send the boards to all the players.
# this is due to output pacing; the messages are trickled out slowly
# to avoid overflowing the ircd's receive queue. we do not want the
# game state to advance while the messages are being sent out. the
# game will resume when the `pbot.output_queue_empty` notification
# is received.
$state->{paused} = $self->{PAUSED_FOR_OUTPUT_QUEUE};
for (my $player = 0; $player < @{$state->{players}}; $player++) {
$self->send_message($self->{channel}, "Showing battlefield to $state->{players}->[$player]->{name}...");
$self->show_battlefield($player);
}
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$self->send_message($self->{channel}, "Fight! Anybody (players and spectators) can use `board` at any time to see the battlefield.");
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$state->{trans} = 'next';
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}
sub state_move {
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my ($self, $state) = @_;
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# allow 5 tocks before players have missed their move
$state->{tock_limit} = 5;
# tock every 15 ticks
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my $tock = 15;
# tock sooner if this is the first
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if ($state->{first_tock}) {
$tock = 2;
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}
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# every tick, check if all players have moved
my $moved = 0;
my $players = 0;
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foreach my $player (@{$state->{players}}) {
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next if $player->{removed} or $player->{lost};
$moved++ if $player->{location};
$players++;
}
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if ($moved == $players) {
# all players have moved
$state->{trans} = 'next';
return;
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}
# tock!
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if ($state->{ticks} % $tock == 0) {
$state->{tocked} = 1;
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if (++$state->{tocks} > $state->{tock_limit}) {
# tock limit reached, flag all players who haven't moved
my @missed;
foreach my $player (@{$state->{players}}) {
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next if $player->{removed} or $player->{lost};
if (not $player->{location}) {
$player->{missedinputs}++;
push @missed, $player->{name};
}
}
my $msg = join ', ', @missed;
$msg .= " failed to launch an attack in time. They forfeit their turn!";
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$self->send_message($self->{channel}, $msg);
$state->{trans} = 'next';
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return;
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}
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# notify all players who haven't moved yet
my @pending;
foreach my $player (@{$state->{players}}) {
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next if $player->{removed} or $player->{lost};
if (not $player->{location}) {
push @pending, $player->{name};
}
}
my $players = join ', ', @pending;
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my $warning = $state->{tocks} == $state->{tock_limit} ? $color{red} : '';
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my $remaining = 15 * $state->{tock_limit};
$remaining -= 15 * ($state->{tocks} - 1);
$remaining = "(" . (concise duration $remaining) . " remaining)";
$self->send_message($self->{channel}, "$players: $warning$remaining Launch an attack now via `bomb <location>`!$color{reset}");
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}
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$state->{trans} = 'wait';
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}
sub state_attack {
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my ($self, $state) = @_;
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my $trans = 'next';
foreach my $player (@{$state->{players}}) {
# skip removed players
next if $player->{removed};
# skip players who haven't moved
next if not $player->{location};
# launch attack
$self->perform_attack($state, $player);
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# transition to gameover if someone won
$trans = 'gotwinner' if $self->{got_winner};
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}
$state->{trans} = $trans;
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}
sub state_gameover {
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my ($self, $state) = @_;
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if (@{$state->{players}} >= 2) {
$self->show_battlefield($self->{BOARD_FINAL});
$self->show_scoreboard;
$self->send_message($self->{channel}, "Game over!");
}
$state->{players} = [];
$state->{trans} = 'next';
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}
1;