# File: Battleship.pm # # Purpose: Simplified version of the Battleship board game. In this variant, # 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 # own ships are located, ergo they know where NOT to aim. This helps to speed # games up by removing some randomness. # # 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 # the shot to a random tile. Much of the IOCCC silliness has been removed so that # I can maintain this code without going insane. # This Source Code Form is subject to the terms of the Mozilla Public # License, v. 2.0. If a copy of the MPL was not distributed with this # file, You can obtain one at http://mozilla.org/MPL/2.0/. package Plugins::Battleship; use parent 'Plugins::Plugin'; use PBot::Imports; use Time::Duration; use Data::Dumper; # 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", ); sub initialize { my ($self, %conf) = @_; # register `battleship` bot command $self->{pbot}->{commands}->register(sub { $self->cmd_battleship(@_) }, 'battleship', 0); # set the channel where to send game messages $self->{channel} = $self->{pbot}->{registry}->get_value('battleship', 'channel') // '##battleship'; # debugging flag $self->{debug} = $self->{pbot}->{registry}->get_value('battleship', 'debug') // 0; # player limit per game $self->{MAX_PLAYERS} = 5; # max missed moves before player is ejected from game $self->{MAX_MISSED_MOVES} = 5; # types of board tiles $self->{TYPE_OCEAN} = 0; $self->{TYPE_WHIRLPOOL} = 1; $self->{TYPE_SHIP} = 2; # battleship tile symbols $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]; # default board dimensions $self->{BOARD_X} = 12; $self->{BOARD_Y} = 8; # number of ships per player $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; # create game state machine $self->create_states; # receive notification when all messages in IRC output queue have been sent $self->{pbot}->{event_dispatcher}->register_handler( 'pbot.output_queue_flushed', sub { $self->on_output_queue_flushed(@_) } ); } sub unload { my ($self) = @_; # unregister `battleship` bot command $self->{pbot}->{commands}->unregister('battleship'); # remove battleship loop event from event queue $self->end_game_loop; } # the game is paused at the beginning when sending the player boards to all # the players and then resumed when the output queue has depleted. this prevents # game events from queuing up while the board messages are being slowly # trickled out to the ircd to avoid filling up its message queue (and getting # disconnected with 'excess flood'). this event handler resumes the game once # the boards have finished transmitting, unless the game was manually paused # by a player. sub on_output_queue_flushed { my ($self) = @_; # we don't care about the other event arguments # unless paused by a player, resume the game if (not $self->{state_data}->{paused_by_player}) { $self->{state_data}->{paused} = 0; } return 0; } # `battleship` bot command sub cmd_battleship { my ($self, $context) = @_; my $usage = "Usage: battleship challenge|accept|decline|ready|unready|bomb|board|score|players|pause|quit|kick|abort; see also: battleship help "; # strip leading and trailing whitespace $context->{arguments} =~ s/^\s+|\s+$//g; my ($command, $arguments) = split / /, $context->{arguments}, 2; $command //= ''; $command = lc $command; $arguments //= ''; $arguments = lc $arguments; # shorter aliases my ($nick, $user, $host, $hostmask, $channel) = ( $context->{nick}, $context->{user}, $context->{host}, $context->{hostmask}, $self->{channel}, ); given ($command) { # help doesn't do much yet when ('help') { given ($arguments) { when ('help') { return "Seriously?"; } default { if (length $arguments) { return "Battleship help is coming soon."; } else { return "Usage: battleship help "; } } } } # issue a challenge to begin a game when ('challenge') { if ($self->{current_state} ne 'nogame') { return "There is already a game of Battleship underway."; } # set game to the `challenge` state to begin accepting challenge $self->set_state('challenge'); # add player 0, the challenger, to the game my $id = $self->get_player_id($nick, $user, $host); my $player = $self->new_player($id, $nick); # clear out player data $self->{state_data}->{players} = []; # add player 0 push @{$self->{state_data}->{players}}, $player; # 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 `$command`."; } if (@{$self->{state_data}->{players}} >= $self->{MAX_PLAYERS}) { return "/msg $channel $nick: The player limit has been reached. Try again next game."; } my $id = $self->get_player_id($nick, $user, $host); # 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."; } # add another player my $player = $self->new_player($id, $nick); $player->{index} = @{$self->{state_data}->{players}}; push @{$self->{state_data}->{players}}, $player; return "/msg $channel $nick has joined the game. Use `ready` to ready-up."; } # ready/unready when (['ready', 'unready']) { if ($self->{current_state} ne 'challenge') { return "This is not the time to use `$command`."; } my $id = $self->get_player_id($nick, $user, $host); my ($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."; } if ($command eq 'ready') { $player->{ready} = 1; return "/msg $channel $nick is ready!"; } else { $player->{ready} = 0; return "/msg $channel $nick is no longer ready."; } } # decline a challenge or forfeit/concede a game when (['decline', 'quit', 'forfeit', 'concede']) { my $id = $self->get_player_id($nick, $user, $host); 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; } return "/msg $channel $nick has left the game!"; } } return "There is nothing to $command."; } when ('abort') { if (not $self->{pbot}->{users}->loggedin_admin($channel, $hostmask)) { return "$nick: Only admins may abort the game."; } 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 $self->set_state('gameover'); return "/msg $channel $nick: The game has been aborted."; } when (['pause', 'unpause']) { if ($command eq 'pause') { $self->{state_data}->{paused} = 1; # this pause was set by a player. # this is used by on_output_queue_flushed() to know if it's okay to unpause automatically $self->{state_data}->{paused_by_player} = 1; } else { $self->{state_data}->{paused} = 0; $self->{state_data}->{paused_by_player} = 0; } return "/msg $channel $nick has " . ($self->{state_data}->{paused} ? 'paused' : 'unpaused') . " the game!"; } when ('score') { if ($self->{current_state} ne 'move' and $self->{current_state} ne 'attack') { return "There is no Battleship score to show right now."; } $self->show_scoreboard; return ''; } when ('players') { if (not @{$self->{state_data}->{players}}) { return "There are no players playing Battleship right now. Start a game with the `challenge` command!"; } $self->list_players; return ''; } when ('kick') { if (not $self->{pbot}->{users}->loggedin_admin($channel, $hostmask)) { return "$nick: Only admins may kick players from the game."; } if (not length $arguments) { return "Usage: battleship kick "; } # get the id associated with this nick, in case the current player has changed nick while playing my ($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); for (my $i = 0; $i < @{$self->{state_data}->{players}}; $i++) { if (lc $self->{state_data}->{players}->[$i]->{id} == $id) { $self->{state_data}->{players}->[$i]->{removed} = 1; return "/msg $channel $nick: $arguments has been kicked from the game."; } } return "$nick: $arguments isn't even in the game."; } when ('bomb') { if ($self->{current_state} ne 'move' and $self->{current_state} ne 'attack') { return "$nick: It's not time to do that now."; } my $id = $self->get_player_id($nick, $user, $host); my ($player) = grep { $_->{id} == $id } @{$self->{state_data}->{players}}; if (not defined $player) { return "You are not playing in this game."; } # no arguments provided if (not length $arguments) { if (delete $player->{location}) { return "$nick: Attack location cleared."; } else { return "$nick: Usage: bomb "; } } # validate arguments $arguments = uc $arguments; if ($arguments !~ m/^[A-Z][0-9]+$/) { return "$nick: Usage: bomb ; must be in the form of A15, B3, C9, etc."; } # ensure arguments are within range of battlefield my ($x, $y) = $arguments =~ m/^(.)(.*)/; $x = ord($x) - 65; if ($x < 0 || $x > $self->{N_Y} || $y < 0 || $y > $self->{N_X}) { return "$nick: Target out of range, try again."; } my $msg; if (not exists $player->{location}) { $msg = "/msg $channel $nick aims somewhere."; } elsif (lc $player->{location} eq lc $arguments) { return ''; } else { $msg = "/msg $channel $nick aims somewhere else."; } $player->{location} = $arguments; return $msg; } when (['specboard', 'board']) { if (grep { $_ eq $self->{current_state} } qw/nogame challenge genboard gameover/) { return "$nick: There is no board to show right now."; } # specifically show spectator board, even if invoked by a player if ($_ eq 'specboard') { $self->show_battlefield($self->{BOARD_SPECTATOR}); return ''; } my $id = $self->get_player_id($nick, $user, $host); # show player's personal board if playing for (my $i = 0; $i < @{$self->{state_data}->{players}}; $i++) { if ($self->{state_data}->{players}->[$i]->{id} == $id) { if ($self->{state_data}->{players}->[$i]->{removed}) { return "$nick: You have been removed from this game. Try again next game."; } $self->send_message($channel, "$nick surveys the battlefield!"); $self->show_battlefield($i); return ''; } } # otherwise show spectator board $self->show_battlefield($self->{BOARD_SPECTATOR}); return ''; } # this command shows the entire battlefield when ('fullboard') { if (not $self->{pbot}->{users}->loggedin_admin($channel, $hostmask)) { return "$nick: Only admins may see the full board."; } if (grep { $_ eq $self->{current_state} } qw/nogame challenge genboard gameover/) { return "$nick: There is no board to show right now."; } # 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}}; $i++) { if ($self->{state_data}->{players}->[$i]->{id} == $id) { $self->send_message($channel, "$nick surveys the battlefield!"); $self->show_battlefield($i); return ''; } } # show full board $self->show_battlefield($self->{BOARD_FULL}, $nick); } default { return $usage; } } } # add a message to PBot output queue, optionally with a delay sub send_message { my ($self, $to, $text, $delay) = @_; $delay //= 0; my $botnick = $self->{pbot}->{registry}->get_value('irc', 'botnick'); my $message = { nick => $botnick, user => 'battleship', host => 'localhost', hostmask => "$botnick!battleship\@localhost", command => 'battleship', checkflood => 1, message => $text }; $self->{pbot}->{interpreter}->add_message_to_output_queue($to, $message, $delay); } # get unambiguous internal id for player hostmask sub get_player_id { my ($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); } # create a new player hash sub new_player { my ($self, $id, $nick) = @_; return { id => $id, name => $nick, index => 0, ready => 0, health => 0, ships => 0, shots => 0, hit => 0, miss => 0, sunk => 0, lost => 0, missedinputs => 0, }; } # get a random number interval [lower, upper) sub number { my ($self, $lower, $upper) = @_; return int rand($upper - $lower) + $lower; } # battleship stuff sub begin_game_loop { my ($self) = @_; # add `battleship loop` event repeating at 1s interval $self->{pbot}->{event_queue}->enqueue_event( sub { $self->run_one_state; }, 1, 'battleship loop', 1 ); } sub end_game_loop { my ($self) = @_; # remove `battleship loop` event # 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); # dequeue event. $self->{pbot}->{event_queue}->dequeue_event('battleship loop', 0); } sub init_game { my ($self, $state) = @_; # default board dimensions $self->{N_X} = $self->{BOARD_X}; $self->{N_Y} = $self->{BOARD_Y}; # increase board width by player count $self->{N_X} += @{$state->{players}} * 2; # default count of ships per player $self->{SHIPS} = $self->{SHIP_COUNT}; # initialize ship length fields for (my $ship = 0; $ship < $self->{SHIPS}; $ship++) { $self->{ship_length}->[$ship] = 0; } # 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} = []; # reset winner flag $self->{got_winner} = 0; # place ships and ocean tiles return $self->generate_battlefield; } # ensures a ship can be placed at this location (all desired tiles are ocean) sub check_ship_placement { my ($self, $x, $y, $o, $l) = @_; my ($xd, $yd, $i); if ($o == $self->{ORIENT_VERT}) { if ($y + $l >= $self->{N_Y}) { return 0; } $xd = 0; $yd = 1; } else { if ($x + $l >= $self->{N_X}) { return 0; } $xd = 1; $yd = 0; } 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} != $self->{TYPE_OCEAN}) { return 0; } } return 1; } # attempt to place a ship on the battlefield sub place_ship { my ($self, $player_id, $player_index, $ship) = @_; my ($x, $y, $o, $i, $l); my ($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}); $o = $self->number(1, 10) < 6; if ($self->{ship_length}->[$ship]) { # reuse saved length so all players have equal sized ships. # perfectly balanced as all things must be. $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 = $self->number(2, 6); } if ($self->{debug}) { $self->{pbot}->{logger}->log("attempt to place ship for player $player_index: ship $ship x,y: $x,$y o: $o length: $l\n"); } if ($self->check_ship_placement($x, $y, $o, $l)) { if (!$o) { $self->{vert}++; if ($self->{horiz} < $self->{SHIPS} / 2) { # generate a battlefield with half vertical and half horizontal ships # perfectly balanced as all things must be. next; } $yd = 1; $xd = 0; } else { $self->{horiz}++; if ($self->{vert} < $self->{SHIPS} / 2) { # generate a battlefield with half vertical and half horizontal ships # perfectly balanced as all things must be. next; } $xd = 1; $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; } $self->{ship_length}->[$ship] = $l; $self->{state_data}->{players}->[$player_index]->{health} += $l; $self->{state_data}->{players}->[$player_index]->{ships} += 1; return 1; } } 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; } # 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; } $self->{pbot}->{logger}->log("Failed to place whirlpool.\n"); return 0; } sub generate_battlefield { my ($self) = @_; # 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}, }; } } # 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) { return 0; } } return 1; } # we hit a ship; check if the ship has sunk sub check_sunk { my ($self, $x, $y) = @_; # alias to the tile we hit my $tile = $self->{board}->[$x][$y]; if ($tile->{orientation} == $self->{ORIENT_VERT}) { my $top = $y - $tile->{index}; my $bottom = $y + ($tile->{length} - ($tile->{index} + 1)); for (my $i = $bottom; $i >= $top; $i--) { if (not $self->{board}->[$x][$i]->{hit_by}) { return 0; } } return 1; } else { my $left = $x - $tile->{index}; my $right = $x + ($tile->{length} - ($tile->{index} + 1)); for (my $i = $right; $i >= $left; $i--) { if (not $self->{board}->[$i][$y]->{hit_by}) { return 0; } } return 1; } } sub get_attack_text { my ($self) = @_; my @attacks = ( "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", ); 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) { $self->send_message($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}) { 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; } } # 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 = $location_data->{location}; if ($hit_ship) { # player hit a ship! $self->send_message($self->{channel}, "$player->{name} $attack $location! $color{red}--- HIT! --- $color{reset}"); $player->{hit}++; # place hit marker $self->{board}->[$x][$y]->{tile} = $color{red} . $self->{TILE_HIT}->[$player->{index}]; $self->{board}->[$x][$y]->{hit_by} = $player->{id}; 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}++; $victim->{ships}--; my $length = $self->{board}->[$x][$y]->{length}; my %ship_names = ( 5 => 'battleship', 4 => 'destroyer', 3 => 'submarine', 2 => 'patrol boat', ); 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 { $self->send_message($self->{channel}, "$color{red}$player->{name} has sunk $victim->{name}'s final $ship_names{$length}! $victim->{name} is out of the game!$color{reset}"); $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 = $p; } if ($still_alive == 1) { $self->send_message($self->{channel}, "$color{yellow}$winner->{name} has won the game of Battleship!$color{reset}"); $self->{got_winner} = 1; } } } } 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} = $player->{id}; } } } sub list_players { my ($self) = @_; my @players; foreach my $player (@{$self->{state_data}->{players}}) { push @players, $player->{name} . ($player->{ready} ? '' : " $color{red}(not ready)$color{reset}"); } if (@players) { $self->send_message($self->{channel}, "Current players: " . (join ', ', @players) . ". Use `ready` when you are."); } } sub show_scoreboard { my ($self) = @_; 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}, $player->{ships}, $player->{health}, ); $self->send_message($self->{channel}, $buf); } } sub show_battlefield { my ($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]; } my $output; # 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) { $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 "; for (my $x = 1; $x < $self->{N_X} + 1; $x++) { if ($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; } else { $output .= $x % 10; $output .= ' '; } } $output .= "\n"; # render battlefield row by row for (my $y = 0; $y < $self->{N_Y}; $y++) { # left row coordinates $output .= sprintf("$color{cyan},01%c ", 97 + $y); # render a row of the board column by column 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} . ' '; } else { # render normal tile (ocean, miss) $output .= $tile->{tile} . ' '; } } else { # render normal tile (ocean, revealed/hidden whirlpools, miss) $output .= $tile->{tile} . ' '; } next; } # render hits if ($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 .= $self->{TILE_OCEAN} . ' '; next; } if ($tile->{orientation} == $self->{ORIENT_VERT}) { # vertical ship $output .= $self->{TILE_SHIP_VERT}; } else { # horizontal ship $output .= $self->{TILE_SHIP_HORIZ}; } $output .= ' '; next; } # otherwise render spectator, full or final board # spectators are not allowed to see ships unless hit if ($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}] . ' '; } # right row coordinates $output .= sprintf("$color{cyan},01%c", 97 + $y); $output .= "$color{reset}\n"; } # bottom column coordinates $output .= "$color{cyan},01 "; for (my $x = 1; $x < $self->{N_X} + 1; $x++) { if ($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; } else { $output .= $x % 10; $output .= ' '; } } $output .= "\n"; # send output, one message per line foreach my $line (split /\n/, $output) { if ($player) { # player $self->send_message($player->{name}, $line); } elsif ($player_index == $self->{BOARD_FULL}) { # full $self->send_message($nick, $line); } else { # spectator, final $self->send_message($self->{channel}, $line); } } } # game state machine stuff # do one loop of the game engine sub run_one_state { my ($self) = @_; # don't run a game loop if we're paused if ($self->{state_data}->{paused}) { return; } # check for naughty or missing players my $players = 0; foreach my $player (@{$self->{state_data}->{players}}) { next if $player->{removed} or $player->{lost}; # remove player if they have missed 3 inputs if ($player->{missedinputs} >= $self->{MAX_MISSED_MOVES}) { $self->send_message( $self->{channel}, "$color{red}$player->{name} has missed too many moves and has been ejected from the game!$color{reset}" ); $player->{removed} = 1; next; } # count players still in the game $players++; } # ensure there are at least 2 players still playing if ($self->{current_state} eq 'move' or $self->{current_state} eq 'attack') { if ($players < 2 and not $self->{got_winner}) { $self->send_message($self->{channel}, "Not enough players left in the game. Aborting..."); $self->set_state('gameover'); } } # transitioned to a brand new state; prepare first tock if ($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? paused_by_player => 0, # game was manually paused by a player }; $self->{states} = { nogame => { sub => sub { $self->state_nogame(@_) }, trans => { challenge => 'challenge', nogame => 'nogame', } }, challenge => { sub => sub { $self->state_challenge(@_) }, trans => { stop => 'nogame', wait => 'challenge', ready => 'genboard', } }, genboard => { sub => sub { $self->state_genboard(@_) }, trans => { fail => 'nogame', next => 'showboard', } }, showboard => { sub => sub { $self->state_showboard(@_) }, trans => { next => 'move', } }, move => { sub => sub { $self->state_move(@_) }, trans => { wait => 'move', next => 'attack', } }, attack => { sub => sub { $self->state_attack(@_) }, trans => { gotwinner => 'gameover', next => 'move', } }, gameover => { sub => sub { $self->state_gameover(@_) }, trans => { next => 'nogame', } }, }; } # game states sub state_nogame { my ($self, $state) = @_; $self->end_game_loop; $state->{trans} = 'nogame'; } sub state_challenge { my ($self, $state) = @_; # max number of times to perform tock action $state->{tock_limit} = 5; # tock every 60 ticks my $tock = 60; # every tick we check if all players have readied yet my $ready = 0; foreach my $player (@{$state->{players}}) { $ready++ if $player->{ready}; } # is it time for a tock? if ($state->{ticks} % $tock == 0) { $state->{tocked} = 1; # we've tocked # reached maximum number of tocks if (++$state->{tocks} > $state->{tock_limit}) { $self->send_message($self->{channel}, "Not all players have readied in time. The game has been aborted."); $state->{trans} = 'stop'; $state->{players} = []; return; } 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."); } } 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 $state->{trans} = 'wait'; } } sub state_genboard { my ($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; $state->{trans} = 'next'; } } sub state_showboard { my ($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_flushed` notification # is received. $state->{paused} = 1; for (my $player = 0; $player < @{$state->{players}}; $player++) { $self->send_message($self->{channel}, "Showing battlefield to $state->{players}->[$player]->{name}..."); $self->show_battlefield($player); } $self->send_message($self->{channel}, "Fight! Anybody (players and spectators) can use `board` at any time to see the battlefield."); $state->{trans} = 'next'; } sub state_move { my ($self, $state) = @_; # allow 5 tocks before players have missed their move $state->{tock_limit} = 5; # tock every 15 ticks my $tock = 15; # tock sooner if this is the first if ($state->{first_tock}) { $tock = 2; } # every tick, check if all players have moved my $moved = 0; my $players = 0; foreach my $player (@{$state->{players}}) { next if $player->{removed} or $player->{lost}; $moved++ if $player->{location}; $players++; } if ($moved == $players) { # all players have moved $state->{trans} = 'next'; return; } # tock! if ($state->{ticks} % $tock == 0) { $state->{tocked} = 1; if (++$state->{tocks} > $state->{tock_limit}) { # tock limit reached, flag all players who haven't moved my @missed; foreach my $player (@{$state->{players}}) { 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!"; $self->send_message($self->{channel}, $msg); $state->{trans} = 'next'; return; } # notify all players who haven't moved yet my @pending; foreach my $player (@{$state->{players}}) { next if $player->{removed} or $player->{lost}; if (not $player->{location}) { push @pending, $player->{name}; } } my $players = join ', ', @pending; my $warning = $state->{tocks} == $state->{tock_limit} ? $color{red} : ''; 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 `!$color{reset}"); } $state->{trans} = 'wait'; } sub state_attack { my ($self, $state) = @_; 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); # transition to gameover if someone won $trans = 'gotwinner' if $self->{got_winner}; } $state->{trans} = $trans; } sub state_gameover { my ($self, $state) = @_; if (@{$state->{players}} >= 2) { $self->show_battlefield($self->{BOARD_FINAL}); $self->show_scoreboard; $self->send_message($self->{channel}, "Game over!"); } $state->{players} = []; $state->{trans} = 'next'; } 1;