tea_cah/gameloop.py

1035 lines
26 KiB
Python

import enum
import random
from collections import namedtuple
import cardcast_api
class events(enum.Enum):
(quit, nick_change,
status, start, ready, unready, kill,
join, leave, players, kick,
deck_add, deck_add_random, deck_remove, deck_list,
bot_add_rando, bot_remove,
limit,
card, cards, origins) = range(21)
class limit_types(enum.Enum):
points, rounds = range(2)
Deck = namedtuple('Deck', ['code', 'name', 'author', 'call_count', 'response_count', 'calls', 'responses'])
Limit = namedtuple('Limit', ['type', 'number'])
Card = namedtuple('Card', ['deck', 'text'])
class Player:
def __init__(self, nick):
self.nick = nick
self.hand = []
self.points = 0
def __repr__(self):
if __name__ == '__main__':
return 'Player(%s)' % repr(self.nick)
else:
return '%s.Player(%s)' % (__name__, repr(self.nick))
def __hash__(self):
return id(self)
class Rando:
def __init__(self, name):
self.nick = '<%s>' % name
self.hand = []
self.points = 0
def num_need_cards(self, num_blanks):
return num_blanks - len(self.hand) + self.hand.count(None)
def give_cards(self, cards):
self.hand.extend(cards)
self.hand = [i for i in self.hand if i is not None]
def play(self, num_blanks):
return list(range(num_blanks))
class Error: pass
def game(send, notice, voice, devoice, get_event):
def error(message):
send('Error: %s' % message)
def errwrapper(message, f, *args, **kwargs):
try:
return f(*args, **kwargs)
except Exception as err:
error(message % ('%s, %s' % (type(err), err)))
return Error
def players_bots():
nonlocal players, bots
yield from players.values()
yield from bots.values()
def add_player(nick):
nonlocal players
assert nick not in players
players[nick] = Player(nick)
def remove_player(nick):
nonlocal players
del players[nick]
def change_player_nick(old, new):
nonlocal players
player = players[old]
del players[old]
player.nick = new
players[new] = player
def list_players():
nonlocal players, bots
send(', '.join(sorted(players) + sorted(i.nick for i in bots.values())))
def add_deck(code):
nonlocal decks
assert code not in decks
# Colondeck lives elsewhere
if code == 'colondeck':
base_url = 'https://dl.puckipedia.com/'
else:
base_url = None
# First get info for the deck we're adding
info = cardcast_api.info(code, base_url = base_url)
# Extract the information we want to keep of the deck
name = info['name']
author = info['author']['username']
# Get cards
calls, responses = cardcast_api.cards(code, base_url = base_url)
call_count = len(calls)
response_count = len(responses)
# Preprocess calls so that ___ becomes only one _
# _ are indicated by splitting the card at that point, e.g.
# ['foo ', '.'] is "foo _."
# Two blanks a row will thus be ['foo ', '', '.']
# We can't just remove every single '', since it can be valid
# at the start and the end of a card
for i in range(len(calls)):
call = []
for index, part in enumerate(calls[i]):
if index == 0 or index == len(calls[i]) - 1:
# Always pass these ones through
call.append(part)
elif part == '':
# Remove '' in the middle
continue
else:
call.append(part)
calls[i] = call
# Add a new deck to list of decks
decks[code] = Deck(
code = code,
name = name,
author = author,
call_count = call_count,
response_count = response_count,
calls = calls,
responses = responses
)
def get_random_deck_code():
nonlocal cardcast_deck_count
# Provide the count on subsequent calls
# First time around cardcast_deck_count will be None, so it
# gets requested from Cardcast, like if we didn't pass the
# `count` parameter
# This will update cardcast_deck_count for each call
# unnecessarily, but I think it simplifies the code and is not
# too bad
code, cardcast_deck_count = cardcast_api.random_code(count = cardcast_deck_count)
return code
def remove_deck(code):
nonlocal decks, round_call_card
# Purge all the cards from the deck from the game
for player_bot in players_bots():
for index, card in enumerate(player_bot.hand):
if card is not None and card.deck.code == code:
player_bot.hand[index] = None
if round_call_card is not None and round_call_card.deck.code == code:
round_call_card = None
del decks[code]
def list_decks():
nonlocal decks
if len(decks) == 0:
send('No decks')
return
for deck in decks.values():
call_count = deck.call_count
calls_left = len(deck.calls)
calls = str(call_count) if call_count == calls_left else '%i/%i' % (calls_left, call_count)
response_count = deck.response_count
responses_left = len(deck.responses)
responses = str(response_count) if response_count == responses_left else '%i/%i' % (responses_left, response_count)
send('%s (%s, by %s, %s black, %s white)' % (
deck.name,
deck.code,
deck.author,
calls,
responses
))
def deck_add_handler(code):
nonlocal decks
if code not in decks:
errwrapper('Failure adding deck: %s (%%s)' % code, add_deck, code)
else:
send('Deck already added')
def deck_add_random_handler():
nonlocal decks
# Let's hope this never bites us in the butt
while True:
code = errwrapper('Failure getting random code for a deck. (%s)', get_random_deck_code)
if code is Error: return
if code not in decks: break
send('That was weird, got %s randomly but it was already added' % code)
errwrapper('Failure adding deck: %s (%%s)' % code, add_deck, code)
send('Added deck %s (%s)' % (decks[code].name, code))
def get_hand_origins(player):
hand_origins = []
for card in player.hand:
if card is None:
hand_origins.append('<empty>')
else:
hand_origins.append(card.deck.code)
return ', '.join('%i: %s' % (index, i) for index, i in enumerate(hand_origins))
def common_handler(event, args):
nonlocal players, bots, decks, limit
if event == events.kill:
send('Stopping game')
return no_game
elif event == events.quit:
return quit
elif event == events.nick_change:
old, new = args
if old in players:
change_player_nick(old, new)
elif event == events.join:
nick, = args
if nick not in players:
add_player(nick)
voice(nick)
send('%s has joined' % nick)
else:
send('%s has already joined' % nick)
elif event == events.leave:
nick, = args
if nick not in players:
send('No such player %s' % nick)
elif errwrapper('Could not remove player %s (%%s)' % nick, remove_player, nick) is not Error:
devoice(nick)
send('%s has left the game' % nick)
elif event == events.players:
list_players()
elif event == events.kick:
kicker, kickee = args
if kicker not in players:
# Ignore those not in the game
pass
elif kickee not in players:
send('No such player %s' % kickee)
elif errwrapper('Could not remove player %s (%%s)' % kickee, remove_player, kickee) is not Error:
devoice(kickee)
send('%s has been remove from the game' % kickee)
elif event == events.deck_add:
code, = args
deck_add_handler(code)
elif event == events.deck_add_random:
deck_add_random_handler()
elif event == events.deck_remove:
code, = args
if code in decks:
errwrapper('Failure removing deck %s (%%s)' % code, remove_deck, code)
else:
send('No such deck %s' % code)
elif event == events.deck_list:
list_decks()
elif event == events.bot_add_rando:
name, = args
if name not in bots:
bots[name] = Rando(name)
else:
send('Bot named %s already exists' % name)
elif event == events.bot_remove:
name, = args
if name in bots:
del bots[name]
else:
send('No such bot %s' % name)
elif event == events.limit:
if len(args) == 0:
limit_type = {limit_types.rounds: 'rounds', limit_types.points: 'points'}[limit.type]
send('Limit is %i %s' % (limit.number, limit_type))
else:
limit_type, number = args
limit = Limit(limit_type, number)
limit_type = {limit_types.rounds: 'rounds', limit_types.points: 'points'}[limit.type]
send('Limit set to %i %s' % (limit.number, limit_type))
elif event == events.origins:
nick, = args
if nick in players:
origins = get_hand_origins(players[nick])
if origins != '':
notice(nick, origins)
elif event == events.card or event == events.cards:
# Ignore selecting and listing cards if it's not available
pass
elif event == events.ready or event == events.unready:
# Ignore readiness commands by default
pass
else:
error('Unknown event type: %s' % event)
def no_game():
nonlocal players, bots, decks, limit, round_number, round_call_card, czar, card_choices
if players is not None:
devoice(players)
players = {}
bots = {}
decks = {}
limit = Limit(limit_types.points, 5)
round_number = 1
round_call_card = None
czar = None
card_choices = None
while True:
event, *args = get_event()
if event == events.status:
send('Idle')
elif event == events.start:
nick, *rest = args
add_player(nick)
voice(nick)
send('%s started a game, !join to join!' % nick)
expert = False
if len(rest) == 0 or rest[0] == 'default':
send('Adding the default CAH deck (A5DCM)')
deck_add_handler('A5DCM')
elif rest[0] == 'offtopia':
send('Adding the default CAH deck (A5DCM), offtopia injoke deck (PXWKC), :Deck (colondeck) and three random decks')
deck_add_handler('A5DCM')
deck_add_handler('PXWKC')
deck_add_handler('colondeck')
deck_add_random_handler()
deck_add_random_handler()
deck_add_random_handler()
elif rest[0] == 'expert':
expert = True
else:
send('Unknown preset %s' % rest[0])
if not expert:
send('Once you are ready to start the game, everyone send !ready')
return game_setup
elif event == events.quit:
return quit
else:
pass
def game_setup():
nonlocal players
players_ready = set()
while True:
if len(players) == 0:
send('Lost all players, quiting game setup')
return no_game
players_ready = set(i for i in players_ready if i in players.values())
players_unready = [i for i in players.values() if i not in players_ready]
if len(players_unready) == 0: break
event, *args = get_event()
if event == events.status:
if len(players_ready) == 0:
send('Game setup')
else:
send('Game setup, waiting for %s to be ready' % ', '.join(i.nick for i in players_unready))
elif event == events.start:
if len(args) == 1:
break
else:
send('Can\'t apply presets once the game setup has started. Here !start begins the game without waiting for !ready')
elif event == events.ready:
nick, = args
# Ignore if not in the game
if nick not in players:
continue
player = players[nick]
if player not in players_ready:
players_ready.add(player)
elif event == events.unready:
nick, = args
# Ignore if not in the game
if nick not in players:
continue
player = players[nick]
if player in players_ready:
players_ready.remove(player)
else:
r = common_handler(event, args)
if r is not None: return r
if len(players) < 2:
send('Not enough players')
return game_setup
else:
return setup_round
def total_calls():
nonlocal decks
return sum(len(deck.calls) for deck in decks.values())
def total_responses():
nonlocal decks
return sum(len(deck.responses) for deck in decks.values())
def deal_call():
nonlocal decks
deck_objs = list(decks.values())
while True:
deck = random.choice(deck_objs)
if len(deck.calls) != 0: break
# See comment about mutation in deal_responses()
index = random.randrange(len(deck.calls))
return Card(deck, deck.calls.pop(index))
def deal_responses(need_responses):
nonlocal decks
responses = []
deck_objs = list(decks.values())
for i in range(need_responses):
while True:
deck = random.choice(deck_objs)
if len(deck.responses) != 0: break
# We generate an index and pop that, since that makes
# it easier to mutate the list in place
index = random.randrange(len(deck.responses))
responses.append(Card(deck, deck.responses.pop(index)))
# Shuffle the responses at the end, as otherwise the first
# cards are more likely to have come from small decks than
# the last cards
random.shuffle(responses)
return responses
def setup_round():
nonlocal players, bots, round_call_card, czar, card_choices
# Select a czar randomly, if we need to
if czar not in players.values():
czar = random.choice(list(players.values()))
# Clear out previous round's cards
card_choices = {}
# Check that we have a call card for next round, should we need one
if round_call_card is None:
available_calls = total_calls()
if available_calls == 0:
send('Need a black card, none available. Add decks and continue with !start')
return game_setup
# Select call card for the next round
round_call_card = deal_call()
# Find out how many response cards we need
need_responses = 0
for player in players.values():
# Don't deal cards to the czar this round
if player is czar: continue
if len(player.hand) < 10:
need_responses += 10 - len(player.hand)
need_responses += player.hand.count(None)
# See note above num_blanks in top_of_round()
num_blanks = len(round_call_card.text) - 1
for bot in bots.values():
need_responses += bot.num_need_cards(num_blanks)
# If we don't have enough, kick back to setup
available_responses = total_responses()
if available_responses < need_responses:
send('Need %i white cards, only %i available. Add decks and continue with !start' % (need_responses, available_responses))
return game_setup
# Get the cards
responses = deal_responses(need_responses)
# Add responses to players' inventories
for player in players.values():
# We skipped the czar in the counts, so skip here too
if player is czar: continue
while len(player.hand) < 10:
player.hand.append(responses.pop())
for index in range(10):
if player.hand[index] is None:
player.hand[index] = responses.pop()
# Give cards to bots
for bot in bots.values():
needed = bot.num_need_cards(num_blanks)
fed = responses[:needed]
responses = responses[needed:]
bot.give_cards(fed)
return top_of_round
def sanitize(text):
return ''.join(i if ord(i) >= 32 and ord(i) != 127 else '^' + chr(ord(i) ^ 64) for i in text)
def send_cards(nick):
nonlocal players
cards = ' | '.join('%i: [%s]' % (index, sanitize(card.text)) for index, card in enumerate(players[nick].hand))
notice(nick, cards)
def combine_cards(call, responses):
def handle_call_part(call_part):
nonlocal responses
r = []
after_dollar = False
for char in call_part:
if after_dollar and ord('0') <= ord(char) <= ord('9'):
# Handle $0 .. $9
# Hopefully we won't run into more backreferences
# in one card
index = int(char)
if 0 <= index < len(responses):
r.append(responses[index])
else:
# Not valid backreference, copy verbatim
r.append('$' + char)
after_dollar = False
elif after_dollar:
# Wasn't a backreference, copy verbatim
r.append('$' + char)
after_dollar = False
elif char == '$':
after_dollar = True
else:
r.append(char)
return sanitize(''.join(r))
combined = [handle_call_part(call[0])]
for i in range(len(call) - 1):
combined.append('[' + sanitize(responses[i]) + ']')
combined.append(handle_call_part(call[i + 1]))
return ''.join(combined)
def combine_played(call, player_bot, selected_cards):
return combine_cards(call.text, [player_bot.hand[i].text for i in selected_cards])
def top_of_round():
nonlocal players, bots, round_number, round_call_card, czar, card_choices
choosers = [i for i in players.values() if i is not czar]
send('Round %i. %s is czar. %s choose your cards' % (round_number, czar.nick, ', '.join(i.nick for i in choosers)))
send('[%s]' % '_'.join(sanitize(part) for part in round_call_card.text))
# Round call card has N parts. Between each of those parts
# goes one response card. Therefore there should be N - 1
# response cards
num_blanks = len(round_call_card.text) - 1
# Have bots choose first
for bot in bots.values():
card_choices[bot] = bot.play(num_blanks)
for nick in players:
if players[nick] is not czar:
send_cards(nick)
while len(choosers) > 0:
# Make sure that if a chooser leaves, they won't be waited on
choosers = [i for i in choosers if i in players.values()]
if len(players) < 2:
send('Not enough players to continue, quiting game')
return no_game
if czar not in players.values():
send('Czar left the game, restarting round')
return setup_round
event, *args = get_event()
if event == events.status:
send('Waiting for %s to choose' % ', '.join(i.nick for i in choosers))
elif event == events.start:
send('Game already in progress')
elif event == events.card:
nick, choices = args
# Ignore those not in the game
if nick not in players:
continue
player = players[nick]
if player is czar:
notice(nick, 'Czar can\'t choose now')
continue
elif player not in choosers and player not in card_choices:
notice(nick, 'You\'ll get to choose next round')
continue
if len(choices) != num_blanks:
notice(nick, 'Select %i card(s)' % (len(round_call_card.text) - 1))
continue
selected_cards = []
for choice in choices:
if 0 <= choice < len(player.hand):
if choice not in selected_cards:
selected_cards.append(choice)
else:
notice(nick, 'Can\'t play the same card twice')
break
else:
notice(nick, '%i not in your hand' % choice)
break
if len(selected_cards) != len(choices):
# Failed to use some choice
continue
card_choices[player] = selected_cards
if player in choosers:
choosers.remove(player)
notice(nick, combine_played(round_call_card, player, selected_cards))
elif event == events.cards:
nick, = args
if nick not in players:
# Ignore those not in the game
continue
player = players[nick]
if player in choosers or player in card_choices:
send_cards(nick)
else:
notice(nick, 'You can\'t choose now')
elif event == events.origins:
nick, = args
if nick not in players:
notice(nick, 'call: %s' % round_call_card.deck.code)
else:
notice(nick, 'call: %s, %s' % (round_call_card.deck.code, get_hand_origins(players[nick])))
elif event == events.deck_remove:
common_handler(event, args)
# Did we lose our call card?
if round_call_card is None:
# Yes, restart round
send('Lost the black card, restarting round')
return setup_round
# Did it remove a card from someone voting this round?
for player in choosers:
if None in player.hand:
# Yes, restart round
send('Lost a card from player\'s hand, restarting round')
return setup_round
for player_bot in card_choices:
# We are checking all cards here, not
# just the ones chosen. This is because
# a player may change their selection,
# in which case we might hit a None
if None in player_bot.hand:
# Yes, restart round
send('Lost a card from player\'s hand, restarting round')
return setup_round
else:
r = common_handler(event, args)
if r is not None: return r
return bottom_of_round
def bottom_of_round():
nonlocal players, round_call_card, czar, card_choices
send('Everyone has chosen. %s, now\'s your time to choose.' % czar.nick)
# Display the cards
choosers = random.sample(card_choices.keys(), k = len(card_choices))
for index, player_bot in enumerate(choosers):
send('%i: %s' % (index, combine_played(round_call_card, player_bot, card_choices[player_bot])))
while True:
if len(players) < 2:
send('Not enough players to continue, quiting game')
return no_game
if czar not in players.values():
send('Czar left the game, restarting round')
return setup_round
event, *args = get_event()
if event == events.status:
send('Waiting for czar %s to choose' % czar.nick)
elif event == events.start:
send('Game already in progress')
elif event == events.card:
nick, choices = args
# Ignore those not in the game
if nick not in players:
continue
player = players[nick]
if player is not czar:
notice(nick, 'Only the czar can choose now')
continue
if len(choices) == 1:
choice = choices[0]
if 0 <= choice < len(choosers):
player_bot = choosers[choice]
player_bot.points += 1
# Winner is Czar semantics if a
# player won, random otherwise
if player_bot in players.values():
czar = player_bot
else:
czar = None
send('The winner is %s with: %s' % (player_bot.nick, combine_played(round_call_card, player_bot, card_choices[player_bot])))
break
else:
notice(nick, '%i not in range' % choice)
elif len(choices) == 0:
# Special case: award everyone a point
# and randomize czar
for player_bot in card_choices:
player_bot.points += 1
# If we set czar to None, setup_round()
# will handle ramdomizing it for us
czar = None
send('Everyone is a winner!')
break
else:
notice(nick, 'Select one or zero choices')
elif event == events.origins:
nick, = args
if nick not in players:
notice(nick, 'call: %s' % round_call_card.deck.code)
else:
answers_origins = []
for index, player_bot in enumerate(choosers):
answer_origins = [player_bot.hand[i].deck.code for i in card_choices[player_bot]]
answers_origins.append('%i: %s' % (index, ', '.join(answer_origins)))
notice(nick, 'call: %s; %s' % (round_call_card.deck.code, '; '.join(answers_origins)))
elif event == events.deck_remove:
common_handler(event, args)
# Did we lose our call card?
if round_call_card is None:
# Yes, restart round
send('Lost the black card, restarting round')
return setup_round
# Did it affect any response cards on this round?
for player_bot in card_choices:
for index in card_choices[player_bot]:
if player_bot.hand[index] is None:
# Yes, restart round
send('Lost a card played this round, restarting round')
return setup_round
else:
r = common_handler(event, args)
if r is not None: return r
points = []
for player_bot in players_bots():
if player_bot in choosers:
points.append('%s: %i (%i)' % (player_bot.nick, player_bot.points, choosers.index(player_bot)))
else:
points.append('%s: %i' % (player_bot.nick, player_bot.points))
send('Points: %s' % ' | '.join(points))
return teardown_round
def teardown_round():
nonlocal players, limit, round_number, round_call_card, card_choices
if limit.type == limit_types.rounds:
if round_number >= limit.number:
return end_game
elif limit.type == limit_types.points:
if max(i.points for i in players_bots()) >= limit.number:
return end_game
# Remove the cards that were played this round from hands
for player_bot in card_choices:
for index in card_choices[player_bot]:
player_bot.hand[index] = None
# Increase the number of the round and clear the call card
# These are not done in setup_round() since we might want to
# restart a round in case the czar leaves
round_number += 1
round_call_card = None
return setup_round
def end_game():
nonlocal players
max_score = max(i.points for i in players_bots())
winners = [i for i in players_bots() if i.points == max_score]
send('We have a winner! %s' % ', '.join(i.nick for i in winners))
return no_game
def quit():
pass
players = None
bots = None
decks = None
limit = None
round_number = None
round_call_card = None
czar = None
card_choices = None
cardcast_deck_count = None
state = no_game
while state != quit:
state = state()
if __name__ == '__main__':
def get_event():
while True:
try:
t = input('> ')
except EOFError:
return (events.quit,)
if t == 'nick':
old = input('old> ')
new = input('new> ')
return (events.nick_change, old, new)
elif t == 'start':
nick = input('nick> ')
return (events.start, nick)
elif t == 'ready':
nick = input('nick> ')
return (events.ready, nick)
elif t == 'unready':
nick = input('nick> ')
return (events.unready, nick)
elif t == 'status':
return (events.status,)
elif t == 'kill':
return (events.kill,)
elif t == 'join':
nick = input('nick> ')
return (events.join, nick)
elif t == 'leave':
nick = input('nick> ')
return (events.leave, nick)
elif t == 'players':
return (events.players,)
elif t == 'kick':
kicker = input('kicker> ')
kickee = input('kickee> ')
return (events.kick, kicker, kickee)
elif t == 'deck add':
code = input('code> ')
return (events.deck_add, code)
elif t == 'deck add random':
return (events.deck_add_random,)
elif t == 'deck remove':
code = input('code> ')
return (events.deck_remove, code)
elif t == 'deck list':
return (events.deck_list,)
elif t == 'bot add rando':
name = input('name> ')
return (events.bot_add_rando, name)
elif t == 'bot remove':
name = input('name> ')
return (events.bot_remove, name)
elif t == 'limit':
return (events.limit,)
elif t == 'limit_set':
limit_type = {'r': limit_types.rounds, 'p': limit_types.points}[input('type (p/r)> ')]
number = int(input('limit> '))
return (events.limit, limit_type, number)
elif t == 'card':
nick = input('nick> ')
choice = [int(i) for i in input('choice> ').split()]
return (events.card, nick, choice)
elif t == 'cards':
nick = input('nick> ')
return (events.cards, nick)
elif t == 'origins':
nick = input('nick> ')
return (events.origins, nick)
else:
print('?')
def send(text):
print(text)
def notice(nick, text):
print('\t', nick, text)
def nop(*args, **kwargs): pass
game(send, notice, nop, nop, get_event)