Changed directory before importing config file, to stop it from erroring out when looking for required files
This commit is contained in:
parent
556022abbc
commit
8919b1210c
2
bot.py
2
bot.py
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@ -6,6 +6,7 @@ import logging
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import datetime
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import pendulum
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import os
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os.chdir(os.path.dirname(os.path.realpath(__file__)))
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from discord.ext import commands
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from cogs.utils import config
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@ -30,7 +31,6 @@ extensions = ['cogs.interaction',
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bot = commands.Bot(command_prefix=config.commandPrefix, description=config.botDescription, pm_help=None)
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discord_logger = logging.getLogger('discord')
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discord_logger.setLevel(logging.WARNING)
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os.chdir(os.path.dirname(os.path.realpath(__file__)))
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log = logging.getLogger()
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log.setLevel(logging.INFO)
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@ -124,8 +124,9 @@ class Hangman:
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Due to the fact that I might not be able to delete a message, I will PM you and ask for the phrase you want.
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The phrase needs to be under 30 characters"""
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# Only have one hangman game per server, since anyone in a server (except the creator) can guess towards the current game
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if self.games.get(ctx.message.server.id) != None:
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# Only have one hangman game per server, since anyone
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# In a server (except the creator) can guess towards the current game
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if self.games.get(ctx.message.server.id) is not None:
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await self.bot.say("Sorry but only one Hangman game can be running per server!")
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return
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@ -135,11 +136,13 @@ class Hangman:
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# Doing this so that while we wait for the phrase, another one cannot be started.
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self.games[ctx.message.server.id] = "placeholder"
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# We want to send this message instead of just PM'ing the creator, as some people have PM's turned off/ don't pay attention to them
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# We want to send this message instead of just PM'ing the creator
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# As some people have PM's turned off/ don't pay attention to them
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await self.bot.say(
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"I have just PM'd you {}, please respond there with the phrase you want to start a new hangman game with".format(
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ctx.message.author.display_name))
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# The only reason we save this variable, is so that we can retrieve the PrivateChannel for it, for use in our wait_for_message command
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"I have just PM'd you {}, please respond there with the phrase you want to start a new"
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" hangman game with".format(ctx.message.author.display_name))
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# The only reason we save this variable, is so that we can retrieve
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# The PrivateChannel for it, for use in our wait_for_message command
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_msg = await self.bot.whisper("Please respond with the phrase you would like to use for your new hangman game\n"
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"Please note that it must be under 30 characters long")
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msg = await self.bot.wait_for_message(timeout=60.0, channel=_msg.channel, check=check)
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24
cogs/mod.py
24
cogs/mod.py
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@ -30,7 +30,8 @@ class Mod:
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"""This command can be used to set whether or not you want user notificaitons to show
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This will save what channel you run this command in, that will be the channel used to send the notification to
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Provide on, yes, or true to set it on; otherwise it will be turned off"""
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# Join/Leave notifications can be kept separate from normal alerts, so we base this channel on it's own and not from alerts
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# Join/Leave notifications can be kept separate from normal alerts
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# So we base this channel on it's own and not from alerts
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# When mod logging becomes available, that will be kept to it's own channel if wanted as well
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on_off = ctx.message.channel.id if re.search("(on|yes|true)", on_off.lower()) else None
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notifications = config.get_content('user_notifications') or {}
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@ -126,10 +127,14 @@ class Mod:
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setattr(perm_obj, permissions, True)
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perm_value = perm_obj.value
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# This next loop ensures the command given is valid. We need to loop through commands, as self.bot.commands only includes parent commands
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# So we are splitting the command in parts, looping through the commands and getting the subcommand based on the next part
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# If we try to access commands of a command that isn't a group, we'll hit an AttributeError, meaning an invalid command was given
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# If we loop through and don't find anything, cmd will still be None, and we'll report an invalid was given as well
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# This next loop ensures the command given is valid. We need to loop through commands
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# As self.bot.commands only includes parent commands
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# So we are splitting the command in parts, looping through the commands
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# And getting the subcommand based on the next part
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# If we try to access commands of a command that isn't a group
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# We'll hit an AttributeError, meaning an invalid command was given
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# If we loop through and don't find anything, cmd will still be None
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# And we'll report an invalid was given as well
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cmd = None
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for part in msg[0:len(msg) - 1]:
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try:
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@ -147,7 +152,8 @@ class Mod:
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return
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# Two cases I use should never have custom permissions setup on them, is_owner for obvious reasons
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# The other case is if I'm using the default has_permissions case, which means I do not want to check custom permissions at all
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# The other case is if I'm using the default has_permissions case
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# Which means I do not want to check custom permissions at all
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# Currently the second case is only on adding and removing permissions, to avoid abuse on these
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for check in cmd.checks:
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if "is_owner" == check.__name__ or re.search("has_permissions", str(check)) is not None:
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@ -159,7 +165,6 @@ class Mod:
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.format(permissions, "\n".join(valid_perms)))
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return
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custom_perms = config.get_content('custom_permissions') or {}
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server_perms = custom_perms.get(ctx.message.server.id) or {}
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# Save the qualified name, so that we don't get screwed up by aliases
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@ -181,8 +186,9 @@ class Mod:
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return
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cmd = None
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# This is the same loop as the add command, we need this to get the command object so we can get the qualified_name
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for part in msg[0:len(msg) - 1]:
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# This is the same loop as the add command, we need this to get the
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# command object so we can get the qualified_name
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for part in command[0:len(command) - 1]:
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try:
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if cmd is None:
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cmd = self.bot.commands.get(part)
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@ -10,6 +10,7 @@ import random
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class Board:
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def __init__(self, player1, player2):
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# Our board just needs to be a 3x3 grid. To keep formatting nice, each one is going to be a space to start
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self.board = [[' ', ' ', ' '], [' ', ' ', ' '], [' ', ' ', ' ']]
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# Randomize who goes first when the board is created
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@ -22,81 +23,73 @@ class Board:
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self.X_turn = True
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def full(self):
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# For this check we just need to see if there is a space anywhere, if there is then we're not full
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for row in self.board:
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if ' ' in row:
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return False
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return True
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def can_play(self, player):
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# Simple check to see if the player is the one that's up
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if self.X_turn:
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return player == self.challengers['x']
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else:
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return player == self.challengers['o']
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def update(self, x, y):
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# If it's x's turn, we place an x, otherwise place an o
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letter = 'x' if self.X_turn else 'o'
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# Make sure the place we're trying to update is blank, we can't override something
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if self.board[x][y] == ' ':
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self.board[x][y] = letter
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else:
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return False
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# If we were succesful in placing the piece, we need to switch whose turn it is
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self.X_turn = not self.X_turn
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return True
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def check(self):
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# Checking all possiblities will be fun...
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# First base off the top-left corner, see if any possiblities with that match
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# We need to also make sure that the place is not blank, so that 3 in a row that are blank doesn't cause a 'win'
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# Top-left, top-middle, top right
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if self.board[0][0] == self.board[0][1] and self.board[0][0] == self.board[0][2] and self.board[0][0] != ' ':
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if self.board[0][0] == 'x':
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return self.challengers['x']
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else:
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return self.challengers['o']
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return self.challengers[self.board[0][0]]
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# Top-left, middle-left, bottom-left
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if self.board[0][0] == self.board[1][0] and self.board[0][0] == self.board[2][0] and self.board[0][0] != ' ':
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if self.board[0][0] == 'x':
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return self.challengers['x']
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else:
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return self.challengers['o']
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return self.challengers[self.board[0][0]]
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# Top-left, middle, bottom-right
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if self.board[0][0] == self.board[1][1] and self.board[0][0] == self.board[2][2] and self.board[0][0] != ' ':
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if self.board[0][0] == 'x':
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return self.challengers['x']
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else:
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return self.challengers['o']
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return self.challengers[self.board[0][0]]
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# Next check the top-right corner, not re-checking the last possiblity that included it
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# Top-right, middle-right, bottom-right
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if self.board[0][2] == self.board[1][2] and self.board[0][2] == self.board[2][2] and self.board[0][2] != ' ':
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if self.board[0][2] == 'x':
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return self.challengers['x']
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else:
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return self.challengers['o']
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return self.challengers[self.board[0][2]]
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# Top-right, middle, bottom-left
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if self.board[0][2] == self.board[1][1] and self.board[0][2] == self.board[2][0] and self.board[0][2] != ' ':
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if self.board[0][2] == 'x':
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return self.challengers['x']
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else:
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return self.challengers['o']
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return self.challengers[self.board[0][2]]
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# Next up, bottom-right corner, only one possiblity to check here, other two have been checked
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# Bottom-right, bottom-middle, bottom-left
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if self.board[2][2] == self.board[2][1] and self.board[2][2] == self.board[2][0] and self.board[2][2] != ' ':
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if self.board[2][2] == 'x':
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return self.challengers['x']
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else:
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return self.challengers['o']
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return self.challengers[self.board[2][2]]
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# No need to check the bottom-left, all posiblities have been checked now
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# Base things off the middle now, as we only need the two 'middle' possiblites that aren't diagonal
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# Top-middle, middle, bottom-middle
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if self.board[1][1] == self.board[0][1] and self.board[1][1] == self.board[2][1] and self.board[1][1] != ' ':
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if self.board[1][1] == 'x':
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return self.challengers['x']
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else:
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return self.challengers['o']
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return self.challengers[self.board[1][1]]
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# Left-middle, middle, right-middle
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if self.board[1][1] == self.board[1][0] and self.board[1][1] == self.board[1][2] and self.board[1][1] != ' ':
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if self.board[1][1] == 'x':
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return self.challengers['x']
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else:
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return self.challengers['o']
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return self.challengers[self.board[1][1]]
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# Otherwise nothing has been found, return None
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return None
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def __str__(self):
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# Simple formatting here when you look at it, enough spaces to even out where everything is
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# Place whatever is at the grid in place, whether it's x, o, or blank
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_board = " {} | {} | {}\n".format(self.board[0][0], self.board[0][1], self.board[0][2])
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_board += "———————————————\n"
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_board += " {} | {} | {}\n".format(self.board[1][0], self.board[1][1], self.board[1][2])
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return "```\n{}```".format(_board)
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class TicTacToe:
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def __init__(self, bot):
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self.bot = bot
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self.boards = {}
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def create(self, server_id, player1, player2):
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self.boards[server_id] = Board(player1, player2)
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# Return whoever is x's so that we know who is going first
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return self.boards[server_id].challengers['x']
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def update_records(self, winner, loser):
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def update_records(winner, loser):
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# This is the exact same formula as the battling update.
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# The only difference is I use the word "match" instead of "battle"
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matches = config.get_content('tictactoe')
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if matches is None:
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matches = {winner.id: "1-0", loser.id: "0-1"}
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@ -157,6 +141,18 @@ class TicTacToe:
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return config.save_content('tictactoe', matches)
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class TicTacToe:
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def __init__(self, bot):
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self.bot = bot
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self.boards = {}
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def create(self, server_id, player1, player2):
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self.boards[server_id] = Board(player1, player2)
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# Return whoever is x's so that we know who is going first
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return self.boards[server_id].challengers['x']
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@commands.group(pass_context=True, aliases=['tic', 'tac', 'toe'], no_pm=True, invoke_without_command=True)
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@checks.custom_perms(send_messages=True)
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async def tictactoe(self, ctx, *, option: str):
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@ -166,9 +162,12 @@ class TicTacToe:
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Provide top, left, bottom, right, middle as you want to mark where to play on the board"""
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player = ctx.message.author
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board = self.boards.get(ctx.message.server.id)
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# Need to make sure the board exists before allowing someone to play
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if not board:
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await self.bot.say("There are currently no Tic-Tac-Toe games setup!")
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return
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# Now just make sure the person can play, this will fail if o's are up and x tries to play
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# Or if someone else entirely tries to play
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if not board.can_play(player):
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await self.bot.say("You cannot play right now!")
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return
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left = re.search('left', option)
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right = re.search('right', option)
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# Check if what was given was valid
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# Just a bit of logic to ensure nothing that doesn't make sense is given
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if top and bottom:
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await self.bot.say("That is not a valid location! Use some logic, come on!")
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return
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if left and right:
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await self.bot.say("That is not a valid location! Use some logic, come on!")
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return
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# Make sure at least something was given
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if not top and not bottom and not left and not right and not middle:
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await self.bot.say("Please provide a valid location to play!")
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return
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y = 0
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if right:
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y = 2
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# If middle was given and nothing else, we need the exact middle
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if middle and not (top or bottom or left or right):
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x = 1
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y = 1
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# If just top or bottom was given, we assume this means top-middle or bottom-middle
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# We don't need to do anything fancy with top/bottom as it's already assigned, just assign middle
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if (top or bottom) and not (left or right):
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y = 1
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# If just left or right was given, we assume this means left-middle or right-middle
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# We don't need to do anything fancy with left/right as it's already assigned, just assign middle
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elif (left or right) and not (top or bottom):
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x = 1
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# If all checks have been made, x and y should now be defined correctly based on the matches, and we can go ahead and:
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# If all checks have been made, x and y should now be defined
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# Correctly based on the matches, and we can go ahead and update the board
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# We've already checked if the author can play, so there's no need to make any additional checks here
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# board.update will handle which letter is placed
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# If it returns false however, then someone has already played in that spot and nothing was updated
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if not board.update(x, y):
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await self.bot.say("Someone has already played there!")
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return
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# Next check if there's a winner
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winner = board.check()
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if winner:
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# Get the loser based on whether or not the winner is x's
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# If the winner is x's, the loser is o's...obviously, and vice-versa
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loser = board.challengers['x'] if board.challengers['x'] != winner else board.challengers['o']
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await self.bot.say("{} has won this game of TicTacToe, better luck next time {}".format(winner.display_name,
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loser.display_name))
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self.update_records(winner, loser)
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# Handle updating ratings based on the winner and loser
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update_records(winner, loser)
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# This game has ended, delete it so another one can be made
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del self.boards[ctx.message.server.id]
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else:
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# If no one has won, make sure the game is not full. If it has, delete the board and say it was a tie
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if board.full():
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await self.bot.say("This game has ended in a tie!")
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del self.boards[ctx.message.server.id]
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# If no one has won, and the game has not ended in a tie, print the new updated board
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# TODO: edit in place instead of printing?
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else:
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await self.bot.say(str(board))
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@ -232,12 +248,17 @@ class TicTacToe:
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async def start_game(self, ctx, player2: discord.Member):
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"""Starts a game of tictactoe with another player"""
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player1 = ctx.message.author
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# For simplicities sake, only allow one game on a server at a time.
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# Things can easily get confusing (on the server's end) if we allow more than one
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if self.boards.get(ctx.message.server.id) is not None:
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await self.bot.say("Sorry but only one Tic-Tac-Toe game can be running per server!")
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return
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# Create the board and return who has been decided to go first
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x_player = self.create(ctx.message.server.id, player1, player2)
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fmt = "A tictactoe game has just started between {} and {}".format(player1.display_name, player2.display_name)
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# Print the board too just because
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fmt += str(self.boards[ctx.message.server.id])
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# We don't need to do anything weird with assigning x_player to something, it is already a member object, just use it
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fmt += "I have decided at random, and {} is going to be x's this game. It is your turn first!".format(
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x_player.display_name)
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await self.bot.say(fmt)
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Reference in a new issue