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elliebot/src/EllieBot/Modules/Gambling/Connect4/Connect4.cs
2024-06-18 23:50:45 +12:00

409 lines
No EOL
13 KiB
C#

#nullable disable
using CommandLine;
using System.Collections.Immutable;
namespace EllieBot.Modules.Gambling.Common.Connect4;
public sealed class Connect4Game : IDisposable
{
public enum Field //temporary most likely
{
Empty,
P1,
P2
}
public enum Phase
{
Joining, // waiting for second player to join
P1Move,
P2Move,
Ended
}
public enum Result
{
Draw,
CurrentPlayerWon,
OtherPlayerWon
}
public const int NUMBER_OF_COLUMNS = 7;
public const int NUMBER_OF_ROWS = 6;
//public event Func<Connect4Game, Task> OnGameStarted;
public event Func<Connect4Game, Task> OnGameStateUpdated;
public event Func<Connect4Game, Task> OnGameFailedToStart;
public event Func<Connect4Game, Result, Task> OnGameEnded;
public Phase CurrentPhase { get; private set; } = Phase.Joining;
public ImmutableArray<Field> GameState
=> _gameState.ToImmutableArray();
public ImmutableArray<(ulong UserId, string Username)?> Players
=> _players.ToImmutableArray();
public (ulong UserId, string Username) CurrentPlayer
=> CurrentPhase == Phase.P1Move ? _players[0].Value : _players[1].Value;
public (ulong UserId, string Username) OtherPlayer
=> CurrentPhase == Phase.P2Move ? _players[0].Value : _players[1].Value;
//state is bottom to top, left to right
private readonly Field[] _gameState = new Field[NUMBER_OF_ROWS * NUMBER_OF_COLUMNS];
private readonly (ulong UserId, string Username)?[] _players = new (ulong, string)?[2];
private readonly SemaphoreSlim _locker = new(1, 1);
private readonly Options _options;
private readonly ICurrencyService _cs;
private readonly EllieRandom _rng;
private Timer playerTimeoutTimer;
/* [ ][ ][ ][ ][ ][ ]
* [ ][ ][ ][ ][ ][ ]
* [ ][ ][ ][ ][ ][ ]
* [ ][ ][ ][ ][ ][ ]
* [ ][ ][ ][ ][ ][ ]
* [ ][ ][ ][ ][ ][ ]
* [ ][ ][ ][ ][ ][ ]
*/
public Connect4Game(
ulong userId,
string userName,
Options options,
ICurrencyService cs)
{
_players[0] = (userId, userName);
_options = options;
_cs = cs;
_rng = new();
for (var i = 0; i < NUMBER_OF_COLUMNS * NUMBER_OF_ROWS; i++)
_gameState[i] = Field.Empty;
}
public void Initialize()
{
if (CurrentPhase != Phase.Joining)
return;
_ = Task.Run(async () =>
{
await Task.Delay(15000);
await _locker.WaitAsync();
try
{
if (_players[1] is null)
{
_ = OnGameFailedToStart?.Invoke(this);
CurrentPhase = Phase.Ended;
await _cs.AddAsync(_players[0].Value.UserId, _options.Bet, new("connect4", "refund"));
}
}
finally { _locker.Release(); }
});
}
public async Task<bool> Join(ulong userId, string userName, int bet)
{
await _locker.WaitAsync();
try
{
if (CurrentPhase != Phase.Joining) //can't join if its not a joining phase
return false;
if (_players[0].Value.UserId == userId) // same user can't join own game
return false;
if (bet != _options.Bet) // can't join if bet amount is not the same
return false;
if (!await _cs.RemoveAsync(userId, bet, new("connect4", "bet"))) // user doesn't have enough money to gamble
return false;
if (_rng.Next(0, 2) == 0) //rolling from 0-1, if number is 0, join as first player
{
_players[1] = _players[0];
_players[0] = (userId, userName);
}
else //else join as a second player
_players[1] = (userId, userName);
CurrentPhase = Phase.P1Move; //start the game
playerTimeoutTimer = new(async _ =>
{
await _locker.WaitAsync();
try
{
EndGame(Result.OtherPlayerWon, OtherPlayer.UserId);
}
finally { _locker.Release(); }
},
null,
TimeSpan.FromSeconds(_options.TurnTimer),
TimeSpan.FromSeconds(_options.TurnTimer));
_ = OnGameStateUpdated?.Invoke(this);
return true;
}
finally { _locker.Release(); }
}
public async Task<bool> Input(ulong userId, int inputCol)
{
await _locker.WaitAsync();
try
{
inputCol -= 1;
if (CurrentPhase is Phase.Ended or Phase.Joining)
return false;
if (!((_players[0].Value.UserId == userId && CurrentPhase == Phase.P1Move)
|| (_players[1].Value.UserId == userId && CurrentPhase == Phase.P2Move)))
return false;
if (inputCol is < 0 or > NUMBER_OF_COLUMNS) //invalid input
return false;
if (IsColumnFull(inputCol)) //can't play there event?
return false;
var start = NUMBER_OF_ROWS * inputCol;
for (var i = start; i < start + NUMBER_OF_ROWS; i++)
{
if (_gameState[i] == Field.Empty)
{
_gameState[i] = GetPlayerPiece(userId);
break;
}
}
//check winnning condition
// ok, i'll go from [0-2] in rows (and through all columns) and check upward if 4 are connected
for (var i = 0; i < NUMBER_OF_ROWS - 3; i++)
{
if (CurrentPhase == Phase.Ended)
break;
for (var j = 0; j < NUMBER_OF_COLUMNS; j++)
{
if (CurrentPhase == Phase.Ended)
break;
var first = _gameState[i + (j * NUMBER_OF_ROWS)];
if (first != Field.Empty)
{
for (var k = 1; k < 4; k++)
{
var next = _gameState[i + k + (j * NUMBER_OF_ROWS)];
if (next == first)
{
if (k == 3)
EndGame(Result.CurrentPlayerWon, CurrentPlayer.UserId);
else
continue;
}
else
break;
}
}
}
}
// i'll go [0-1] in columns (and through all rows) and check to the right if 4 are connected
for (var i = 0; i < NUMBER_OF_COLUMNS - 3; i++)
{
if (CurrentPhase == Phase.Ended)
break;
for (var j = 0; j < NUMBER_OF_ROWS; j++)
{
if (CurrentPhase == Phase.Ended)
break;
var first = _gameState[j + (i * NUMBER_OF_ROWS)];
if (first != Field.Empty)
{
for (var k = 1; k < 4; k++)
{
var next = _gameState[j + ((i + k) * NUMBER_OF_ROWS)];
if (next == first)
{
if (k == 3)
EndGame(Result.CurrentPlayerWon, CurrentPlayer.UserId);
else
continue;
}
else
break;
}
}
}
}
//need to check diagonal now
for (var col = 0; col < NUMBER_OF_COLUMNS; col++)
{
if (CurrentPhase == Phase.Ended)
break;
for (var row = 0; row < NUMBER_OF_ROWS; row++)
{
if (CurrentPhase == Phase.Ended)
break;
var first = _gameState[row + (col * NUMBER_OF_ROWS)];
if (first != Field.Empty)
{
var same = 1;
//top left
for (var i = 1; i < 4; i++)
{
//while going top left, rows are increasing, columns are decreasing
var curRow = row + i;
var curCol = col - i;
//check if current values are in range
if (curRow is >= NUMBER_OF_ROWS or < 0)
break;
if (curCol is < 0 or >= NUMBER_OF_COLUMNS)
break;
var cur = _gameState[curRow + (curCol * NUMBER_OF_ROWS)];
if (cur == first)
same++;
else
break;
}
if (same == 4)
{
EndGame(Result.CurrentPlayerWon, CurrentPlayer.UserId);
break;
}
same = 1;
//top right
for (var i = 1; i < 4; i++)
{
//while going top right, rows are increasing, columns are increasing
var curRow = row + i;
var curCol = col + i;
//check if current values are in range
if (curRow is >= NUMBER_OF_ROWS or < 0)
break;
if (curCol is < 0 or >= NUMBER_OF_COLUMNS)
break;
var cur = _gameState[curRow + (curCol * NUMBER_OF_ROWS)];
if (cur == first)
same++;
else
break;
}
if (same == 4)
{
EndGame(Result.CurrentPlayerWon, CurrentPlayer.UserId);
break;
}
}
}
}
//check draw? if it's even possible
if (_gameState.All(x => x != Field.Empty))
EndGame(Result.Draw, null);
if (CurrentPhase != Phase.Ended)
{
if (CurrentPhase == Phase.P1Move)
CurrentPhase = Phase.P2Move;
else
CurrentPhase = Phase.P1Move;
ResetTimer();
}
_ = OnGameStateUpdated?.Invoke(this);
return true;
}
finally { _locker.Release(); }
}
private void ResetTimer()
=> playerTimeoutTimer.Change(TimeSpan.FromSeconds(_options.TurnTimer),
TimeSpan.FromSeconds(_options.TurnTimer));
private void EndGame(Result result, ulong? winId)
{
if (CurrentPhase == Phase.Ended)
return;
_ = OnGameEnded?.Invoke(this, result);
CurrentPhase = Phase.Ended;
if (result == Result.Draw)
{
_cs.AddAsync(CurrentPlayer.UserId, _options.Bet, new("connect4", "draw"));
_cs.AddAsync(OtherPlayer.UserId, _options.Bet, new("connect4", "draw"));
return;
}
if (winId is not null)
_cs.AddAsync(winId.Value, (long)(_options.Bet * 1.98), new("connect4", "win"));
}
private Field GetPlayerPiece(ulong userId)
=> _players[0].Value.UserId == userId ? Field.P1 : Field.P2;
//column is full if there are no empty fields
private bool IsColumnFull(int column)
{
var start = NUMBER_OF_ROWS * column;
for (var i = start; i < start + NUMBER_OF_ROWS; i++)
{
if (_gameState[i] == Field.Empty)
return false;
}
return true;
}
public void Dispose()
{
OnGameFailedToStart = null;
OnGameStateUpdated = null;
OnGameEnded = null;
playerTimeoutTimer?.Change(Timeout.Infinite, Timeout.Infinite);
}
public class Options : IEllieCommandOptions
{
[Option('t',
"turn-timer",
Required = false,
Default = 15,
HelpText = "Turn time in seconds. It has to be between 5 and 60. Default 15.")]
public int TurnTimer { get; set; } = 15;
[Option('b', "bet", Required = false, Default = 0, HelpText = "Amount you bet. Default 0.")]
public int Bet { get; set; }
public void NormalizeOptions()
{
if (TurnTimer is < 5 or > 60)
TurnTimer = 15;
if (Bet < 0)
Bet = 0;
}
}
}