Added time limited bankrupcy, steroids for benching (don't persist across restarts), removed aliases from command list, ping, strongest, don't allow vlk to roll.

This commit is contained in:
alex 2019-01-04 09:20:39 +00:00
parent ca91956e27
commit d4c4e38ba8
2 changed files with 84 additions and 14 deletions

View File

@ -85,10 +85,11 @@ func (w *WatDb) Update(upd ...interface{}) {
} }
const ( const (
Action_Mine ActionType = 1 Action_Mine ActionType = 1
Action_Rest ActionType = 2 Action_Rest ActionType = 2
Action_Lift ActionType = 3 Action_Lift ActionType = 3
Action_Riot ActionType = 4 Action_Riot ActionType = 4
Action_Bankrupt ActionType = 5
) )
type ActionType int type ActionType int
@ -109,6 +110,12 @@ func (w *WatDb) Act(player *Player, actionType ActionType) {
} }
} }
func (w *WatDb) Strongest() []Player {
var user = make([]Player, 10)
w.db.Limit(10).Order("anarchy desc").Find(&user)
return user
}
func (w *WatDb) TopLost() []Player { func (w *WatDb) TopLost() []Player {
var user = make([]Player, 10) var user = make([]Player, 10)
w.db.Limit(10).Order("coins_lost desc").Find(&user) w.db.Limit(10).Order("coins_lost desc").Find(&user)

View File

@ -16,7 +16,9 @@ type WatGame struct {
db *WatDb db *WatDb
me Player me Player
commands map[string](func(*Player, []string) string) commands map[string](func(*Player, []string) string)
aliases map[string](func(*Player, []string) string)
lifeCommands map[string](func(*Player, []string) string) lifeCommands map[string](func(*Player, []string) string)
roid map[string]int
} }
var currency = "watcoin" var currency = "watcoin"
@ -24,19 +26,24 @@ var currencys = "watcoins"
var unconscious = "wat, your hands fumble and fail you. try resting, weakling." var unconscious = "wat, your hands fumble and fail you. try resting, weakling."
func NewWatGame(bot *WatBot, db *WatDb) *WatGame { func NewWatGame(bot *WatBot, db *WatDb) *WatGame {
g := WatGame{bot, db, Player{}, nil, nil} g := WatGame{bot, db, Player{}, nil, nil, nil, map[string]int{}}
g.me = g.db.User(bot.Nick, "tripsit/user/"+bot.Nick, true) g.me = g.db.User(bot.Nick, "tripsit/user/"+bot.Nick, true)
g.commands = map[string](func(*Player, []string) string){ g.commands = map[string](func(*Player, []string) string){
//"wat": g.megaWat, //"wat": g.megaWat,
"watch": g.Watch, "steroid": g.Steroid,
"coins": g.Balance, "watch": g.Watch,
"send": g.Send, "coins": g.Balance,
"rest": g.Rest, "send": g.Send,
"leech": g.Leech, "rest": g.Rest,
"roll": g.Roll, "leech": g.Leech,
"roll": g.Roll,
"dice": g.Dice,
"mine": g.Mine,
"bankrupt": g.Bankrupt,
}
g.aliases = map[string](func(*Player, []string) string){
"sleep": g.Rest,
"flip": g.Roll, "flip": g.Roll,
"dice": g.Dice,
"mine": g.Mine,
} }
g.lifeCommands = map[string](func(*Player, []string) string){ g.lifeCommands = map[string](func(*Player, []string) string){
"riot": g.Riot, "riot": g.Riot,
@ -54,11 +61,17 @@ func (g *WatGame) Msg(m *irc.Message, player *Player, fields []string) {
reply := "" reply := ""
if g.commands[command] != nil { if g.commands[command] != nil {
reply = g.commands[command](player, fields) reply = g.commands[command](player, fields)
} else if g.aliases[command] != nil {
reply = g.aliases[command](player, fields)
} else { } else {
// one liners // one liners
switch strings.ToLower(command) { switch strings.ToLower(command) {
case "ping":
reply = ",beef"
case "help": case "help":
reply = g.help() reply = g.help()
case "strongest":
reply = fmt.Sprintf("stronk: %s", g.Strongest())
case "toplost": case "toplost":
reply = fmt.Sprintf("%s losers: %s", currency, g.TopLost()) reply = fmt.Sprintf("%s losers: %s", currency, g.TopLost())
case "topten": case "topten":
@ -166,6 +179,9 @@ func (g *WatGame) Roll(player *Player, fields []string) string {
if len(fields) < 2 { if len(fields) < 2 {
return fmt.Sprintf("roll <%s> pls - u must score < 50 if u want 2 win", currency) return fmt.Sprintf("roll <%s> pls - u must score < 50 if u want 2 win", currency)
} }
if player.Nick == "vlk" {
return "you've had enough rolling friend. unroll it."
}
amount, e := g.Int(fields[1]) amount, e := g.Int(fields[1])
if e != nil { if e != nil {
return e.Error() return e.Error()
@ -191,6 +207,21 @@ func (g *WatGame) Roll(player *Player, fields []string) string {
return ret return ret
} }
func (g *WatGame) Bankrupt(player *Player, fields []string) string {
if player.Coins > 10 {
return fmt.Sprintf("hmm, with %d %s, you're too rich. go get poor.", player.Coins, currency)
}
minTime := int64(14400)
if !g.CanAct(player, Action_Bankrupt, minTime) {
return "pity is only valid once every 4 hours"
}
player.Coins += 50
player.Bankrupcy += 1
g.db.Act(player, Action_Bankrupt)
g.db.Update(player)
return fmt.Sprintf("here's some pity money. you've been bankrupt %d times.", player.Bankrupcy)
}
func (g *WatGame) Punch(player *Player, fields []string) string { func (g *WatGame) Punch(player *Player, fields []string) string {
if len(fields) < 2 { if len(fields) < 2 {
return "punch <target> pls" return "punch <target> pls"
@ -373,7 +404,7 @@ func (g *WatGame) CanAct(player *Player, action ActionType, minTime int64) bool
} }
func (g *WatGame) Bench(player *Player, fields []string) string { func (g *WatGame) Bench(player *Player, fields []string) string {
minTime := int64(2400) minTime := int64(115200)
if !g.CanAct(player, Action_Lift, minTime) { if !g.CanAct(player, Action_Lift, minTime) {
return "you're tired. no more lifting for now." return "you're tired. no more lifting for now."
} }
@ -392,6 +423,20 @@ func (g *WatGame) Bench(player *Player, fields []string) string {
value = 10 value = 10
reply += "four twenty blaze it bro! " reply += "four twenty blaze it bro! "
} }
if g.roid[player.Nick] != 0 {
delete(g.roid, player.Nick)
success := g.RandInt(2)
if success != 0 {
player.Health = 0
player.Anarchy -= 10
g.db.Act(player, Action_Lift)
g.db.Update(player)
return fmt.Sprintf("%s tried to lift %d but halfway through their %d reps, their heart literally exploded from steroid use. They are now unconscious.", player.Nick, weight, reps)
} else {
reply += fmt.Sprintf("roid rage increased the effectiveness! ")
value *= 2
}
}
g.db.Act(player, Action_Lift) g.db.Act(player, Action_Lift)
player.Anarchy += value player.Anarchy += value
g.db.Update(player) g.db.Update(player)
@ -467,6 +512,14 @@ func (g *WatGame) Mine(player *Player, _ []string) string {
return msg return msg
} }
func (g *WatGame) Steroid(player *Player, fields []string) string {
if g.roid[player.Nick] != 0 {
return "Taking more than the recommended amount of steroids is, well, not recommended."
}
g.roid[player.Nick] = 1
return fmt.Sprintf("%s has eaten anabolic steroids. While they're good for building strength, it's dangerous to lift heavy weights. I hope you know what you're doing...", player.Nick)
}
func (g *WatGame) Watch(player *Player, fields []string) string { func (g *WatGame) Watch(player *Player, fields []string) string {
if len(fields) > 1 { if len(fields) > 1 {
maybePlayer, err := g.GetTarget("", fields[1]) maybePlayer, err := g.GetTarget("", fields[1])
@ -491,6 +544,15 @@ func (g *WatGame) Balance(player *Player, fields []string) string {
return fmt.Sprintf(balStr, balPlayer.Nick, currency, balPlayer.Coins, time.Now().Unix()-balPlayer.LastMined, balPlayer.CoinsLost) return fmt.Sprintf(balStr, balPlayer.Nick, currency, balPlayer.Coins, time.Now().Unix()-balPlayer.LastMined, balPlayer.CoinsLost)
} }
func (g *WatGame) Strongest() string {
players := g.db.Strongest()
ret := ""
for _, p := range players {
ret += PrintTwo(p.Nick, uint64(p.Anarchy))
}
return ret
}
func (g *WatGame) TopLost() string { func (g *WatGame) TopLost() string {
players := g.db.TopLost() players := g.db.TopLost()
ret := "" ret := ""
@ -499,6 +561,7 @@ func (g *WatGame) TopLost() string {
} }
return ret return ret
} }
func (g *WatGame) TopTen() string { func (g *WatGame) TopTen() string {
players := g.db.TopTen() players := g.db.TopTen()
ret := "" ret := ""