mirror of
https://github.com/cassoule/flopobot_v2.git
synced 2026-03-18 13:30:36 +01:00
snake
This commit is contained in:
@@ -10,7 +10,7 @@ import { client } from "../bot/client.js";
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* @param {number} p2Score - The score for player 2.
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* @param {string} type - The type of game being played (e.g., 'TICTACTOE', 'CONNECT4').
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*/
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export async function eloHandler(p1Id, p2Id, p1Score, p2Score, type) {
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export async function eloHandler(p1Id, p2Id, p1Score, p2Score, type, scores = null) {
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// --- 1. Fetch Player Data ---
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const p1DB = getUser.get(p1Id);
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const p2DB = getUser.get(p2Id);
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@@ -43,9 +43,26 @@ export async function eloHandler(p1Id, p2Id, p1Score, p2Score, type) {
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const expectedP1 = 1 / (1 + Math.pow(10, (p2CurrentElo - p1CurrentElo) / 400));
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const expectedP2 = 1 / (1 + Math.pow(10, (p1CurrentElo - p2CurrentElo) / 400));
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// Calculate raw Elo changes
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const p1Change = K_FACTOR * (p1Score - expectedP1);
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const p2Change = K_FACTOR * (p2Score - expectedP2);
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// Make losing friendlier: loser loses 80% of what winner gains
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let finalP1Change = p1Change;
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let finalP2Change = p2Change;
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if (p1Score > p2Score) {
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// P1 won, P2 lost
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finalP2Change = p2Change * 0.8;
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} else if (p2Score > p1Score) {
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// P2 won, P1 lost
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finalP1Change = p1Change * 0.8;
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}
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// If it's a draw (p1Score === p2Score), keep the original changes
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// Calculate new Elo ratings
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const p1NewElo = Math.round(p1CurrentElo + K_FACTOR * (p1Score - expectedP1));
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const p2NewElo = Math.round(p2CurrentElo + K_FACTOR * (p2Score - expectedP2));
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const p1NewElo = Math.round(p1CurrentElo + finalP1Change);
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const p2NewElo = Math.round(p2CurrentElo + finalP2Change);
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// Ensure Elo doesn't drop below a certain threshold (e.g., 100)
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const finalP1Elo = Math.max(0, p1NewElo);
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@@ -77,19 +94,37 @@ export async function eloHandler(p1Id, p2Id, p1Score, p2Score, type) {
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updateElo.run({ id: p1Id, elo: finalP1Elo });
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updateElo.run({ id: p2Id, elo: finalP2Elo });
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insertGame.run({
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id: `${p1Id}-${p2Id}-${Date.now()}`,
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p1: p1Id,
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p2: p2Id,
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p1_score: p1Score,
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p2_score: p2Score,
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p1_elo: p1CurrentElo,
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p2_elo: p2CurrentElo,
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p1_new_elo: finalP1Elo,
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p2_new_elo: finalP2Elo,
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type: type,
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timestamp: Date.now(),
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});
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if (scores) {
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insertGame.run({
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id: `${p1Id}-${p2Id}-${Date.now()}`,
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p1: p1Id,
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p2: p2Id,
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p1_score: scores.p1,
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p2_score: scores.p2,
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p1_elo: p1CurrentElo,
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p2_elo: p2CurrentElo,
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p1_new_elo: finalP1Elo,
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p2_new_elo: finalP2Elo,
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type: type,
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timestamp: Date.now(),
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});
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} else {
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insertGame.run({
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id: `${p1Id}-${p2Id}-${Date.now()}`,
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p1: p1Id,
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p2: p2Id,
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p1_score: p1Score,
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p2_score: p2Score,
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p1_elo: p1CurrentElo,
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p2_elo: p2CurrentElo,
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p1_new_elo: finalP1Elo,
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p2_new_elo: finalP2Elo,
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type: type,
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timestamp: Date.now(),
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});
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}
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}
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/**
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@@ -11,6 +11,9 @@ export let activeConnect4Games = {};
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// Stores active Tic-Tac-Toe games, keyed by a unique game ID.
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export let activeTicTacToeGames = {};
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// Stores active Snake games, keyed by a unique game ID.
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export let activeSnakeGames = {};
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// Stores active Solitaire games, keyed by user ID.
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export let activeSolitaireGames = {};
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@@ -54,6 +57,9 @@ export let tictactoeQueue = [];
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// Stores user IDs waiting to play Connect 4.
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export let connect4Queue = [];
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// Stores user IDs waiting to play Snake 1v1.
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export let snakeQueue = [];
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export let queueMessagesEndpoints = [];
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// --- Rate Limiting and Caching ---
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@@ -2,9 +2,11 @@ import { ActionRowBuilder, ButtonBuilder, ButtonStyle, EmbedBuilder } from "disc
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import {
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activeConnect4Games,
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activeTicTacToeGames,
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activeSnakeGames,
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connect4Queue,
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queueMessagesEndpoints,
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tictactoeQueue,
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snakeQueue,
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} from "../game/state.js";
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import {
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C4_ROWS,
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@@ -31,6 +33,7 @@ export function initializeSocket(server, client) {
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registerTicTacToeEvents(socket, client);
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registerConnect4Events(socket, client);
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registerSnakeEvents(socket, client);
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socket.on("tictactoe:queue:leave", async ({ discordId }) => await refreshQueuesForUser(discordId, client));
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@@ -68,6 +71,13 @@ function registerConnect4Events(socket, client) {
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socket.on("connect4NoTime", (e) => onGameOver(client, "connect4", e.playerId, e.winner, "(temps écoulé)"));
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}
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function registerSnakeEvents(socket, client) {
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socket.on("snakeconnection", (e) => refreshQueuesForUser(e.id, client));
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socket.on("snakequeue", (e) => onQueueJoin(client, "snake", e.playerId));
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socket.on("snakegamestate", (e) => onSnakeGameStateUpdate(client, e));
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socket.on("snakegameOver", (e) => onGameOver(client, "snake", e.playerId, e.winner));
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}
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// --- Core Handlers (Preserving Original Logic) ---
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async function onQueueJoin(client, gameType, playerId) {
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@@ -189,7 +199,53 @@ async function onConnect4Move(client, eventData) {
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await onGameOver(client, "connect4", playerId, winnerId);
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}
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async function onGameOver(client, gameType, playerId, winnerId, reason = "") {
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async function onSnakeGameStateUpdate(client, eventData) {
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const { playerId, snake, food, score, gameOver, win } = eventData;
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const lobby = Object.values(activeSnakeGames).find(
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(l) => (l.p1.id === playerId || l.p2.id === playerId) && !l.gameOver,
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);
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if (!lobby) return;
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const player = lobby.p1.id === playerId ? lobby.p1 : lobby.p2;
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player.snake = snake;
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player.food = food;
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player.score = score;
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player.gameOver = gameOver;
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player.win = win;
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lobby.lastmove = Date.now();
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// Broadcast the updated state to both players
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io.emit("snakegamestate", {
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lobby: {
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p1: lobby.p1,
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p2: lobby.p2,
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},
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});
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// Check if game should end
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if (lobby.p1.gameOver && lobby.p2.gameOver) {
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// Both players finished - determine winner
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let winnerId = null;
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if (lobby.p1.win && !lobby.p2.win) {
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winnerId = lobby.p1.id;
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} else if (lobby.p2.win && !lobby.p1.win) {
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winnerId = lobby.p2.id;
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} else if (lobby.p1.score > lobby.p2.score) {
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winnerId = lobby.p1.id;
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} else if (lobby.p2.score > lobby.p1.score) {
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winnerId = lobby.p2.id;
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}
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// If scores are equal, winnerId remains null (draw)
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await onGameOver(client, "snake", playerId, winnerId, "", { p1: lobby.p1.score, p2: lobby.p2.score });
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} else if (lobby.p1.win || lobby.p2.win) {
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// One player won by filling the grid
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const winnerId = lobby.p1.win ? lobby.p1.id : lobby.p2.id;
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await onGameOver(client, "snake", playerId, winnerId, "", { p1: lobby.p1.score, p2: lobby.p2.score });
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}
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}
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async function onGameOver(client, gameType, playerId, winnerId, reason = "", scores = null) {
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const { activeGames, title } = getGameAssets(gameType);
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const gameKey = Object.keys(activeGames).find((key) => key.includes(playerId));
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const game = gameKey ? activeGames[gameKey] : undefined;
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@@ -198,7 +254,7 @@ async function onGameOver(client, gameType, playerId, winnerId, reason = "") {
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game.gameOver = true;
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let resultText;
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if (winnerId === null) {
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await eloHandler(game.p1.id, game.p2.id, 0.5, 0.5, title.toUpperCase());
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await eloHandler(game.p1.id, game.p2.id, 0.5, 0.5, title.toUpperCase(), scores);
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resultText = "Égalité";
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} else {
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await eloHandler(
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@@ -207,6 +263,7 @@ async function onGameOver(client, gameType, playerId, winnerId, reason = "") {
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game.p1.id === winnerId ? 1 : 0,
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game.p2.id === winnerId ? 1 : 0,
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title.toUpperCase(),
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scores
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);
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const winnerName = game.p1.id === winnerId ? game.p1.name : game.p2.name;
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resultText = `Victoire de ${winnerName}`;
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@@ -216,6 +273,7 @@ async function onGameOver(client, gameType, playerId, winnerId, reason = "") {
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if (gameType === "tictactoe") io.emit("tictactoegameOver", { game, winner: winnerId });
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if (gameType === "connect4") io.emit("connect4gameOver", { game, winner: winnerId });
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if (gameType === "snake") io.emit("snakegameOver", { game, winner: winnerId });
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if (gameKey) {
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setTimeout(() => delete activeGames[gameKey], 1000);
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@@ -251,8 +309,7 @@ async function createGame(client, gameType) {
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gameOver: false,
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lastmove: Date.now(),
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};
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} else {
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// connect4
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} else if (gameType === "connect4") {
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lobby = {
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p1: {
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id: p1Id,
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@@ -272,6 +329,31 @@ async function createGame(client, gameType) {
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lastmove: Date.now(),
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winningPieces: [],
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};
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} else if (gameType === "snake") {
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lobby = {
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p1: {
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id: p1Id,
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name: p1.globalName,
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avatar: p1.displayAvatarURL({ dynamic: true, size: 256 }),
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snake: [],
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food: null,
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score: 0,
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gameOver: false,
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win: false,
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},
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p2: {
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id: p2Id,
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name: p2.globalName,
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avatar: p2.displayAvatarURL({ dynamic: true, size: 256 }),
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snake: [],
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food: null,
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score: 0,
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gameOver: false,
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win: false,
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},
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gameOver: false,
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lastmove: Date.now(),
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};
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}
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const msgId = await updateDiscordMessage(client, lobby, title);
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@@ -328,8 +410,29 @@ async function refreshQueuesForUser(userId, client) {
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}
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}
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index = snakeQueue.indexOf(userId);
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if (index > -1) {
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snakeQueue.splice(index, 1);
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try {
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const guild = await client.guilds.fetch(process.env.GUILD_ID);
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const generalChannel = await guild.channels.fetch(process.env.BOT_CHANNEL_ID);
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const user = await client.users.fetch(userId);
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const queueMsg = await generalChannel.messages.fetch(queueMessagesEndpoints[userId]);
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const updatedEmbed = new EmbedBuilder()
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.setTitle("Snake 1v1")
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.setDescription(`**${user.globalName || user.username}** a quitté la file d'attente.`)
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.setColor(0xed4245)
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.setTimestamp(new Date());
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await queueMsg.edit({ embeds: [updatedEmbed], components: [] });
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delete queueMessagesEndpoints[userId];
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} catch (e) {
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console.error("Error updating queue message : ", e);
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}
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}
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await emitQueueUpdate(client, "tictactoe");
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await emitQueueUpdate(client, "connect4");
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await emitQueueUpdate(client, "snake");
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}
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async function emitQueueUpdate(client, gameType) {
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@@ -361,6 +464,13 @@ function getGameAssets(gameType) {
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title: "Puissance 4",
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url: "/connect-4",
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};
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if (gameType === "snake")
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return {
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queue: snakeQueue,
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activeGames: activeSnakeGames,
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title: "Snake 1v1",
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url: "/snake",
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};
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return { queue: [], activeGames: {} };
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}
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@@ -401,8 +511,10 @@ async function updateDiscordMessage(client, game, title, resultText = "") {
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if (i % 3 === 0) gridText += "\n";
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}
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description = `### **❌ ${game.p1.name}** vs **${game.p2.name} ⭕**\n${gridText}`;
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} else {
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} else if (title === "Puissance 4") {
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description = `**🔴 ${game.p1.name}** vs **${game.p2.name} 🟡**\n\n${formatConnect4BoardForDiscord(game.board)}`;
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} else if (title === "Snake 1v1") {
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description = `**🐍 ${game.p1.name}** (${game.p1.score}) vs **${game.p2.name} 🐍** (${game.p2.score})`;
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}
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if (resultText) description += `\n### ${resultText}`;
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@@ -438,6 +550,7 @@ function cleanupStaleGames() {
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};
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cleanup(activeTicTacToeGames, "TicTacToe");
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cleanup(activeConnect4Games, "Connect4");
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cleanup(activeSnakeGames, "Snake");
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}
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/* EMITS */
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