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Add UNO sudden death and multiplayer bot turn announcements
2-player UNO (especially No Mercy) regularly stalls past 100 turns. Sudden death announces at turn 80 with a 20-turn countdown, then scores hands by card point values — lowest total wins. Applies to solo (vs bot) and multiplayer when 2 active players remain. Also adds "It's X's turn" labels to bot plays in multiplayer, matching the format human plays already had, and adds sudden death checks to all turn advancement paths. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -225,6 +225,10 @@ type unoGame struct {
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stackTotal int // cumulative draw penalty during stacking
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stackMinValue int // minimum draw value to stack (0 = not stacking)
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// Sudden death (long-game point scoring)
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suddenDeath bool
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suddenDeathTurn int // turn at which game ends
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idleTimer *time.Timer
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warningTimer *time.Timer
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}
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@@ -346,6 +350,16 @@ var unoCommentary = map[string][]string{
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"long_game": {
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"\"Still going, are we? 💛\" *glances at bookmark*",
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},
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"sudden_death": {
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"*GogoBee puts the book down.* \"This has gone on long enough. 💛\"",
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"*GogoBee glances at the clock.* \"Time to settle this. 💛\"",
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},
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"sudden_death_win": {
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"\"Well played. The numbers don't lie. 💛\" *resumes reading*",
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},
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"sudden_death_lose": {
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"\"The math was on my side. 💛\" *turns a page*",
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},
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}
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func unoBotName() string {
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@@ -1154,6 +1168,10 @@ func (p *UnoPlugin) soloBotHandleStack(game *unoGame) error {
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// ---------------------------------------------------------------------------
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func (p *UnoPlugin) botTurn(game *unoGame) error {
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if p.checkSuddenDeath(game) {
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return nil
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}
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// No Mercy stacking: if a stack is pending, bot must handle it
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if game.noMercy && game.stackMinValue > 0 {
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return p.soloBotHandleStack(game)
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@@ -1572,9 +1590,132 @@ func (p *UnoPlugin) botChooseColor(game *unoGame) unoColor {
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return botPickColor(game.botHand)
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}
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// ---------------------------------------------------------------------------
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// Sudden Death (long-game point scoring for 2-player matches)
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// ---------------------------------------------------------------------------
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const (
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suddenDeathAnnounce = 80 // turn to announce sudden death
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suddenDeathCountdown = 20 // turns after announcement
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)
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// checkSuddenDeath checks whether sudden death should be announced or resolved.
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// Returns true if the game ended.
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func (p *UnoPlugin) checkSuddenDeath(game *unoGame) bool {
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if game.done {
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return true
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}
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// Resolve: game ends at the deadline
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if game.suddenDeath && game.turns >= game.suddenDeathTurn {
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p.suddenDeathWinner(game)
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return true
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}
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// Announce
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if !game.suddenDeath && game.turns >= suddenDeathAnnounce {
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game.suddenDeath = true
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game.suddenDeathTurn = game.turns + suddenDeathCountdown
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remaining := game.suddenDeathTurn - game.turns
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ann := fmt.Sprintf("⏰ **SUDDEN DEATH!** This match ends in %d turns — lowest hand value wins!\n\n%s",
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remaining, pickCommentary("sudden_death"))
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p.SendMessage(game.dmRoomID, ann)
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p.SendMessage(game.roomID, fmt.Sprintf("⏰ **Sudden Death activated!** %s's match ends in %d turns.",
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p.DisplayName(game.playerID), remaining))
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return false
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}
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// Countdown reminders (DM only)
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if game.suddenDeath {
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remaining := game.suddenDeathTurn - game.turns
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switch remaining {
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case 10:
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p.SendMessage(game.dmRoomID, "⏰ **10 turns remaining!**")
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case 5:
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p.SendMessage(game.dmRoomID, "⏰ **5 turns remaining!**")
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}
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}
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return false
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}
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func (p *UnoPlugin) suddenDeathWinner(game *unoGame) {
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p.mu.Lock()
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if game.done {
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p.mu.Unlock()
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return
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}
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game.done = true
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p.mu.Unlock()
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playerScore := scoreHand(game.playerHand)
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botScore := scoreHand(game.botHand)
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bn := unoBotName()
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playerName := p.DisplayName(game.playerID)
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// Build score breakdown
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breakdown := fmt.Sprintf("**Final Scores:**\n%s: %s\n%s: %s",
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playerName, formatHandScore(game.playerHand),
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bn, formatHandScore(game.botHand))
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var playerWins bool
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switch {
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case playerScore < botScore:
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playerWins = true
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case botScore < playerScore:
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playerWins = false
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case len(game.playerHand) < len(game.botHand):
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// Tiebreaker: fewer cards
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playerWins = true
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breakdown += "\n*Tiebreaker: fewer cards!*"
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case len(game.botHand) < len(game.playerHand):
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playerWins = false
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breakdown += "\n*Tiebreaker: fewer cards!*"
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default:
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// Final tiebreaker: player wins (bot had the advantage of going second in the countdown)
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playerWins = true
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breakdown += "\n*Tiebreaker: dead even — player takes it!*"
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}
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p.SendMessage(game.dmRoomID, fmt.Sprintf("⏰ **TIME'S UP — SUDDEN DEATH!**\n\n%s", breakdown))
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potBefore := p.getPot()
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if playerWins {
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payout := p.claimFromPot(game.wager)
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totalPayout := game.wager + payout
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p.euro.Credit(game.playerID, totalPayout, "uno_win")
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newPot := p.getPot()
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p.SendMessage(game.dmRoomID, "🎉 **You win on points!**")
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p.SendMessage(game.roomID, fmt.Sprintf(
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"⏰ **Sudden Death!** %s wins on points!\n%s\n€%d claimed from the community pot. (Pot: €%d)\n\n%s",
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playerName, breakdown, int(payout), int(newPot), pickCommentary("sudden_death_win")))
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p.recordGame(game, "sudden_death_player", potBefore)
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} else {
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p.addToPot(game.wager)
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newPot := p.getPot()
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p.SendMessage(game.dmRoomID, fmt.Sprintf("💀 **%s wins on points.** Better luck next time.", bn))
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p.SendMessage(game.roomID, fmt.Sprintf(
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"⏰ **Sudden Death!** %s wins on points!\n%s\n%s's €%d added to the community pot. (Pot: €%d)\n\n%s",
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bn, breakdown, playerName, int(game.wager), int(newPot), pickCommentary("sudden_death_lose")))
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recordBotDefeat(game.playerID, "uno")
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p.recordGame(game, "sudden_death_bot", potBefore)
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}
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p.cleanupGame(game)
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}
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// afterBotTurn is called when the bot's turn was skipped (player played skip/reverse/draw two).
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// Shows the hand display for the player's next turn.
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func (p *UnoPlugin) afterBotTurn(game *unoGame) error {
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if p.checkSuddenDeath(game) {
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return nil
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}
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return p.playerTurnOrAutoDraw(game)
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}
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@@ -1630,6 +1771,10 @@ func (p *UnoPlugin) sendHandDisplayStacking(game *unoGame) {
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// playerTurnOrAutoDraw shows the hand if the player has playable cards,
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// otherwise auto-draws and passes to the bot.
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func (p *UnoPlugin) playerTurnOrAutoDraw(game *unoGame) error {
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if p.checkSuddenDeath(game) {
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return nil
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}
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// No Mercy stacking: if a stack is pending, show stack prompt
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if game.noMercy && game.stackMinValue > 0 {
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if hasStackableCard(game.playerHand, game.topColor, game.stackMinValue) {
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