feat: add connect four
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2 changed files with 209 additions and 0 deletions
113
src/exts/games/connectfour.py
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113
src/exts/games/connectfour.py
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import games.connect4 as c4
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import games.discord as dgames
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from discord.ext import commands
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import discord
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from discord import app_commands
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class View(discord.ui.View):
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def __init__(self, lobby: dgames.Lobby):
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super().__init__()
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self.lobby = lobby
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self.game = c4.Connect4(player_count=len(lobby.joined))
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self.players = list(lobby.joined)
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self.current_column = 0
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def get_player_for_turn(self) -> int:
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return self.players[self.game.current_turn_idx]
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def show_embed(self):
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if self.game.checkpoint.win_state != c4.WinState.NoOne:
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desc = ""
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field = [[a.value for a in row] for row in self.game.playfield]
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for row in field:
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desc += "".join(row) + "\n"
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embed = discord.Embed(
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title=self.game.checkpoint.win_state.value,
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description=desc,
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color=discord.Color.red(),
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)
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return embed
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desc = ""
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field = [[a.value for a in row] for row in self.game.playfield]
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marker_row = [
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"⬇️" if i == self.current_column else "⚫" for i in range(self.game.width)
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]
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field.insert(0, marker_row)
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for row in field:
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desc += "".join(row) + "\n"
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title = f"It's {self.game.players[self.game.current_turn_idx].value}'s turn"
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embed = discord.Embed(title=title, description=desc, color=discord.Color.red())
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return embed
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async def interaction_check(self, interaction: discord.Interaction):
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if interaction.user.id not in self.players:
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await interaction.response.send_message(
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content="You are not in this game!", ephemeral=True
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)
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return False
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if interaction.user.id != self.get_player_for_turn():
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await interaction.response.send_message(
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content="Wait your turn!", ephemeral=True
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)
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return False
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return True
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@discord.ui.button(emoji="⬅️")
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async def go_left(
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self, interaction: discord.Interaction, button: discord.ui.Button
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):
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self.current_column = (self.current_column - 1) % self.game.width
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await interaction.response.edit_message(embed=self.show_embed(), view=self)
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@discord.ui.button(emoji="➡️")
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async def go_right(
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self, interaction: discord.Interaction, button: discord.ui.Button
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):
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self.current_column = (self.current_column + 1) % self.game.width
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await interaction.response.edit_message(embed=self.show_embed(), view=self)
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@discord.ui.button(emoji="✅")
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async def confirm(
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self, interaction: discord.Interaction, button: discord.ui.Button
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):
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try:
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checkpoint = self.game.play_move(self.current_column)
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if checkpoint.win_state != c4.WinState.NoOne:
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await interaction.response.edit_message(
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embed=self.show_embed(), view=None
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)
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return
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await interaction.response.edit_message(embed=self.show_embed(), view=self)
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except ValueError as e:
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await interaction.response.send_message(content=str(e), ephemeral=True)
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class Lobby(dgames.LobbyView):
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def __init__(self, *args, **kwargs):
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super().__init__(*args, **kwargs)
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self.to_play = "Connect 4"
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async def on_start(self, interaction: discord.Interaction, lobby: dgames.Lobby):
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view = View(lobby)
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await interaction.channel.send(embed=view.show_embed(), view=view)
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class Connect4(commands.Cog):
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def __init__(self, bot: commands.Bot):
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self.bot = bot
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@app_commands.command(name="connectfour", description="Play a game of Connect 4!")
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async def connect4(self, interaction: discord.Interaction):
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view = Lobby(min_players=2, max_players=4)
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await interaction.response.send_message(embed=view.make_embed(), view=view)
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async def setup(bot: commands.Bot):
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await bot.add_cog(Connect4(bot))
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96
src/games/connect4.py
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96
src/games/connect4.py
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@ -0,0 +1,96 @@
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from enum import Enum
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from pydantic import BaseModel
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class Players(Enum):
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Red = "🔴"
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Yellow = "🟡"
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Green = "🟢"
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Blue = "🔵"
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Nothing = "⚫"
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class WinState(Enum):
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Red = "🔴 won!"
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Yellow = "🟡 won!"
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Green = "🟢 won!"
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Blue = "🔵 won!"
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NoOne = "⚫"
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Draw = "It's a draw! 🔴🟡🟢🔵"
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class Checkpoint(BaseModel):
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win_state: WinState = WinState.NoOne
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playfield: list[list[Players]]
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to_play: Players
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class Connect4:
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def __init__(self, width: int = 7, height: int = 6, player_count: int = 2):
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if player_count not in [2, 3, 4]:
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raise ValueError("Connect4 supports only 2, 3, or 4 players")
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self.width: int = width
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self.height: int = height
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self.players = list(Players)[:player_count]
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self.current_turn_idx: int = 0
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self.playfield: list[list[Players]] = [
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[Players.Nothing for _ in range(width)] for _ in range(height)
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]
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self.checkpoint: Checkpoint = Checkpoint(
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win_state=WinState.NoOne,
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playfield=self.playfield,
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to_play=self.players[self.current_turn_idx],
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)
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def switch_turns(self) -> None:
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self.current_turn_idx = (self.current_turn_idx + 1) % len(self.players)
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def play_move(self, column: int) -> Checkpoint:
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if column < 0 or column >= self.width:
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raise ValueError("Column outside of available playfield")
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for row in reversed(self.playfield):
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if row[column] == Players.Nothing:
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row[column] = self.players[self.current_turn_idx]
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self.switch_turns()
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self.checkpoint = Checkpoint(
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win_state=self.check_for_win(),
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playfield=self.playfield,
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to_play=self.players[self.current_turn_idx],
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)
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return self.checkpoint
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raise ValueError("Column is full")
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def check_for_win(self) -> WinState:
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def check_direction(x, y, dx, dy, player):
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count = 0
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for _ in range(4):
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if (
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0 <= x < self.width
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and 0 <= y < self.height
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and self.playfield[y][x] == player
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):
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count += 1
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else:
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break
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x += dx
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y += dy
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return count == 4
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for y in range(self.height):
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for x in range(self.width):
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if self.playfield[y][x] == Players.Nothing:
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continue
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player = self.playfield[y][x]
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if any(
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check_direction(x, y, dx, dy, player)
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for dx, dy in [(1, 0), (0, 1), (1, 1), (1, -1)]
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):
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return WinState[player.name]
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if all(cell != Players.Nothing for row in self.playfield for cell in row):
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return WinState.Draw
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return WinState.NoOne
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