Prevent dice overflow
rand.Int() would panic when the max value is <= 0, which happens when big.NewInt() was fed with a too large number. Avoid this by validating the big.NewInt() return beforehand. Add error handling to all callers to both gracefully return to IRC and to log an error message. Rename the shadowed "max" variable whilst at it to avoid confusion. Signed-off-by: Georg Pfuetzenreuter <mail@georg-pfuetzenreuter.net>
This commit is contained in:
parent
91b0e21b7a
commit
930839ab58
109
wat/game.go
109
wat/game.go
@ -121,9 +121,17 @@ func (g *WatGame) help() string {
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return ret
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return ret
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}
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}
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func (g *WatGame) RandInt(max int64) uint64 {
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func (g *WatGame) RandInt(maxx int64) (uint64, error) {
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i, _ := rand.Int(rand.Reader, big.NewInt(max))
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bi := big.NewInt(maxx)
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return i.Uint64()
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// prevent panic of rand.Int on big numbers
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if bi.BitLen() < 2 {
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return 0, fmt.Errorf("overflow, got %d", bi)
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}
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i, err := rand.Int(rand.Reader, bi)
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if err != nil {
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return 0, err
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}
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return i.Uint64(), nil
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}
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}
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func (g *WatGame) Heal(player *Player, fields []string) string {
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func (g *WatGame) Heal(player *Player, fields []string) string {
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@ -166,8 +174,11 @@ func (g *WatGame) Dice(player *Player, fields []string) string {
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roll = i
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roll = i
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}
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}
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}
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}
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answer := g.RandInt(int64(roll)) + 1
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answer, err := g.RandInt(int64(roll))
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return fmt.Sprintf("1d%d - %d", roll, answer)
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if e := handleError(err); e != "" {
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return e
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}
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return fmt.Sprintf("1d%d - %d", roll + 1, answer)
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}
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}
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type PositiveError struct{}
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type PositiveError struct{}
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@ -206,12 +217,20 @@ func (g *WatGame) Roll(player *Player, fields []string) string {
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}
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}
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lotteryNum := int64(-1)
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lotteryNum := int64(-1)
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if dieSize > 100 {
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if dieSize > 100 {
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lotteryNum = int64(g.RandInt(dieSize)) + 1
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lotteryNumRand, randErr := g.RandInt(dieSize)
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if e := handleError(randErr); e != "" {
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return e
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}
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lotteryNum = int64(lotteryNumRand) + 1
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}
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}
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if amount > player.Coins {
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if amount > player.Coins {
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return "wat? brokeass"
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return "wat? brokeass"
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}
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}
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n := int64(g.RandInt(dieSize)) + 1
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nRand, randErr := g.RandInt(dieSize)
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if e := handleError(randErr); e != "" {
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return e
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}
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n := int64(nRand) + 1
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ret := fmt.Sprintf("%s rolls the %d sided die... %d! ", player.Nick, dieSize, n)
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ret := fmt.Sprintf("%s rolls the %d sided die... %d! ", player.Nick, dieSize, n)
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if n == lotteryNum {
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if n == lotteryNum {
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player.Coins += player.Coins
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player.Coins += player.Coins
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@ -255,11 +274,18 @@ func (g *WatGame) Punch(player *Player, fields []string) string {
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if !target.Conscious() {
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if !target.Conscious() {
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return "wat? you're punching someone who is already unconscious. u crazy?"
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return "wat? you're punching someone who is already unconscious. u crazy?"
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}
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}
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chance := g.RandInt(6) + 1
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chance, randErr := g.RandInt(6)
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dmg := g.RandInt(6) + 1
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if e := handleError(randErr); e != "" {
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return e
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}
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dmg, randErr := g.RandInt(6)
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if e := handleError(randErr); e != "" {
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return e
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}
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dmg = dmg + 1
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ret := fmt.Sprintf("%s rolls a d6... %s ", player.Nick, player.Nick)
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ret := fmt.Sprintf("%s rolls a d6... %s ", player.Nick, player.Nick)
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dmg += uint64(player.Level(player.Anarchy))
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dmg += uint64(player.Level(player.Anarchy))
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if chance > 3 {
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if chance + 1 > 3 {
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ret += fmt.Sprintf("hits %s for %d points of damage! ", target.Nick, dmg)
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ret += fmt.Sprintf("hits %s for %d points of damage! ", target.Nick, dmg)
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target.Health -= int64(dmg)
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target.Health -= int64(dmg)
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g.db.Update(target)
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g.db.Update(target)
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@ -300,7 +326,11 @@ func (g *WatGame) Frame(player *Player, fields []string) string {
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if target.Coins < amount {
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if target.Coins < amount {
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return fmt.Sprintf("wat? %s is too poor for this.", target.Nick)
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return fmt.Sprintf("wat? %s is too poor for this.", target.Nick)
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}
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}
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n := g.RandInt(6) + 1
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n, randErr := g.RandInt(6)
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if e := handleError(randErr); e != "" {
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return e
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}
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n = n + 1
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ret := fmt.Sprintf("%s rolls a d6 to frame %s with %d %s: It's a %d! (<3 wins). ", player.Nick, target.Nick, amount, currency, n)
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ret := fmt.Sprintf("%s rolls a d6 to frame %s with %d %s: It's a %d! (<3 wins). ", player.Nick, target.Nick, amount, currency, n)
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if n < 3 {
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if n < 3 {
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ret += fmt.Sprintf("You frame %s for a minor crime. They pay me %d.", target.Nick, amount)
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ret += fmt.Sprintf("You frame %s for a minor crime. They pay me %d.", target.Nick, amount)
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@ -335,7 +365,11 @@ func (g *WatGame) Steal(player *Player, fields []string) string {
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if target.Coins < amount {
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if target.Coins < amount {
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return fmt.Sprintf("wat? %s is poor and doesn't have that much to steal. (%d %s)", target.Nick, target.Coins, currency)
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return fmt.Sprintf("wat? %s is poor and doesn't have that much to steal. (%d %s)", target.Nick, target.Coins, currency)
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}
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}
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n := g.RandInt(6) + 1
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n, randErr := g.RandInt(6)
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if e := handleError(randErr); e != "" {
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return e
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}
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n = n + 1
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ret := fmt.Sprintf("%s is trying to steal %d %s from %s... ", player.Nick, amount, currency, target.Nick)
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ret := fmt.Sprintf("%s is trying to steal %d %s from %s... ", player.Nick, amount, currency, target.Nick)
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if n < 3 {
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if n < 3 {
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ret += "You did it! Sneaky bastard!"
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ret += "You did it! Sneaky bastard!"
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@ -380,7 +414,11 @@ func (g *WatGame) Leech(player *Player, fields []string) string {
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if err != "" {
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if err != "" {
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return err
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return err
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}
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}
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r := g.RandInt(10) + 1
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r, randErr := g.RandInt(10)
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if e := handleError(randErr); e != "" {
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return e
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}
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r = r + 1
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reply := fmt.Sprintf("You muster your wealth and feed it to %s. ", g.bot.Nick)
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reply := fmt.Sprintf("You muster your wealth and feed it to %s. ", g.bot.Nick)
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hpDown := amount / divisor
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hpDown := amount / divisor
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player.Coins -= amount
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player.Coins -= amount
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@ -408,7 +446,11 @@ func (g *WatGame) Rest(player *Player, fields []string) string {
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} else if delta < minRest {
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} else if delta < minRest {
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ret = fmt.Sprintf("wat were you thinking, sleeping at a time like this (%d until next rest)", minRest-delta)
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ret = fmt.Sprintf("wat were you thinking, sleeping at a time like this (%d until next rest)", minRest-delta)
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} else {
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} else {
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value := g.RandInt(10) + 1
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value, randErr := g.RandInt(10)
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if e := handleError(randErr); e != "" {
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return e
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}
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value = value + 1
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if player.Health < -5 {
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if player.Health < -5 {
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player.Health = 1
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player.Health = 1
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ret = fmt.Sprintf("wow ur beat up. i pity u, ur health is now 1.")
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ret = fmt.Sprintf("wow ur beat up. i pity u, ur health is now 1.")
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@ -435,8 +477,15 @@ func (g *WatGame) Bench(player *Player, fields []string) string {
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if !g.CanAct(player, Action_Lift, minTime) {
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if !g.CanAct(player, Action_Lift, minTime) {
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return "you're tired. no more lifting for now."
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return "you're tired. no more lifting for now."
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}
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}
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weight := g.RandInt(370) + 50
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weight, randErr := g.RandInt(370)
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reps := g.RandInt(10)
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if e := handleError(randErr); e != "" {
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return e
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}
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weight = weight + 50
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reps, randErr := g.RandInt(10)
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if e := handleError(randErr); e != "" {
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return e
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}
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value := int64(0)
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value := int64(0)
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reply := fmt.Sprintf("%s benches %dwatts for %d reps, ", player.Nick, weight, reps)
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reply := fmt.Sprintf("%s benches %dwatts for %d reps, ", player.Nick, weight, reps)
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if weight < 150 {
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if weight < 150 {
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@ -452,7 +501,10 @@ func (g *WatGame) Bench(player *Player, fields []string) string {
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}
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}
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if g.roid[player.Nick] != 0 {
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if g.roid[player.Nick] != 0 {
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delete(g.roid, player.Nick)
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delete(g.roid, player.Nick)
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success := g.RandInt(2)
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success, randErr := g.RandInt(2)
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if e := handleError(randErr); e != "" {
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return e
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}
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if success != 0 {
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if success != 0 {
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player.Health = 0
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player.Health = 0
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player.Anarchy -= 10
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player.Anarchy -= 10
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@ -475,7 +527,10 @@ func (g *WatGame) Riot(player *Player, fields []string) string {
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if !g.CanAct(player, Action_Riot, int64((48 * time.Hour).Seconds())) {
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if !g.CanAct(player, Action_Riot, int64((48 * time.Hour).Seconds())) {
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return "Planning a riot takes time and the right circumstances. Be prepared. (nothing happens)"
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return "Planning a riot takes time and the right circumstances. Be prepared. (nothing happens)"
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}
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}
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r := g.RandInt(100)
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r, randErr := g.RandInt(100)
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if e := handleError(randErr); e != "" {
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return e
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}
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reply := ""
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reply := ""
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if r > 40 {
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if r > 40 {
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player.Anarchy += 3
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player.Anarchy += 3
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@ -621,9 +676,21 @@ func PrintTwo(nick string, value uint64) string {
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}
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}
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func (g *WatGame) megaWat(player *Player, _ []string) string {
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func (g *WatGame) megaWat(player *Player, _ []string) string {
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mega := g.RandInt(1000000) + 1
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mega, randErr := g.RandInt(1000000)
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kilo := g.RandInt(1000) + 1
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if e := handleError(randErr); e != "" {
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ten := g.RandInt(100) + 1
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return e + " mega fail"
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}
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mega = mega + 1
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kilo, randErr := g.RandInt(1000)
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if e := handleError(randErr); e != "" {
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return e + " kilo fail"
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}
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kilo = kilo + 1
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ten, randErr := g.RandInt(100)
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if e := handleError(randErr); e != "" {
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return e + " ten fail"
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}
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ten = ten + 1
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reply := ""
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reply := ""
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if mega == 23 {
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if mega == 23 {
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player.Coins += 1000000
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player.Coins += 1000000
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22
wat/utils.go
Normal file
22
wat/utils.go
Normal file
@ -0,0 +1,22 @@
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package wat
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import (
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"fmt"
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"runtime"
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)
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func handleError(err error) string {
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if err != nil {
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pc, _, _, ok := runtime.Caller(1)
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details := runtime.FuncForPC(pc)
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var cFun string
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if ok && details != nil {
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cFun = details.Name()
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} else {
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cFun = "???"
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}
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fmt.Printf("caught error in %s: %v\n", cFun, err)
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return "u wat"
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}
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return ""
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}
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