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>
This commit is contained in:
prosolis
2026-03-29 09:27:00 -07:00
parent 50cacd42c5
commit b188d7036b
4 changed files with 452 additions and 1 deletions

View File

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

View File

@@ -67,6 +67,10 @@ type unoMultiGame struct {
stackTotal int // cumulative draw penalty during stacking stackTotal int // cumulative draw penalty during stacking
stackMinValue int // minimum draw value to stack (0 = not stacking) stackMinValue int // minimum draw value to stack (0 = not stacking)
// Sudden death (long-game point scoring)
suddenDeath bool
suddenDeathTurn int
timer *time.Timer timer *time.Timer
inactiveTimer *time.Timer // 10-minute game timeout inactiveTimer *time.Timer // 10-minute game timeout
mu sync.Mutex // per-game lock mu sync.Mutex // per-game lock
@@ -686,10 +690,17 @@ func (p *UnoPlugin) executeMultiTurn(game *unoMultiGame) {
} }
return return
} }
if p.checkMultiSuddenDeath(game) {
if roomBuf.Len() > 0 {
p.SendMessage(game.roomID, roomBuf.String())
}
return
}
continue continue
} }
// Human's turn — flush room buffer // Human's turn — flush bot play buffer first so the turn announcement arrives
// before any auto-action happens.
if roomBuf.Len() > 0 { if roomBuf.Len() > 0 {
p.SendMessage(game.roomID, roomBuf.String()) p.SendMessage(game.roomID, roomBuf.String())
roomBuf.Reset() roomBuf.Reset()
@@ -837,6 +848,9 @@ func (p *UnoPlugin) advanceAndExecute(game *unoMultiGame) {
game.currentIdx = game.nextActiveIdx() game.currentIdx = game.nextActiveIdx()
game.turnID++ game.turnID++
game.turns++ game.turns++
if p.checkMultiSuddenDeath(game) {
return
}
p.executeMultiTurn(game) p.executeMultiTurn(game)
} }
@@ -940,6 +954,9 @@ func (p *UnoPlugin) handleMultiDMInput(ctx MessageContext, game *unoMultiGame) e
game.turnID++ game.turnID++
game.turns++ game.turns++
p.SendMessage(game.roomID, absorbMsg+"\n"+p.nextTurnLabel(game)) p.SendMessage(game.roomID, absorbMsg+"\n"+p.nextTurnLabel(game))
if p.checkMultiSuddenDeath(game) {
return nil
}
p.executeMultiTurn(game) p.executeMultiTurn(game)
return nil return nil
} }
@@ -1185,6 +1202,9 @@ func (p *UnoPlugin) handleMultiColorChoice(game *unoMultiGame, player *unoMultiP
game.currentIdx = nextIdx game.currentIdx = nextIdx
game.currentIdx = game.nextActiveIdx() game.currentIdx = game.nextActiveIdx()
game.turnID++ game.turnID++
if p.checkMultiSuddenDeath(game) {
return nil
}
p.executeMultiTurn(game) p.executeMultiTurn(game)
return nil return nil
} }
@@ -1554,6 +1574,9 @@ func (p *UnoPlugin) applyAndAnnounce(game *unoMultiGame, player *unoMultiPlayer,
roomMsg.WriteString(fmt.Sprintf("\n It's %s's turn.", nextUpName)) roomMsg.WriteString(fmt.Sprintf("\n It's %s's turn.", nextUpName))
p.SendMessage(game.roomID, roomMsg.String()) p.SendMessage(game.roomID, roomMsg.String())
if p.checkMultiSuddenDeath(game) {
return
}
p.executeMultiTurn(game) p.executeMultiTurn(game)
} }
@@ -1616,6 +1639,9 @@ func (p *UnoPlugin) resolveWD4Challenge(game *unoMultiGame, challenged bool) {
fmt.Sprintf("🃏 %s accepts the Wild Draw Four. Draws 4 and is skipped!", victimName)) fmt.Sprintf("🃏 %s accepts the Wild Draw Four. Draws 4 and is skipped!", victimName))
game.currentIdx = game.nextActiveIdx() game.currentIdx = game.nextActiveIdx()
game.turnID++ game.turnID++
if p.checkMultiSuddenDeath(game) {
return
}
p.executeMultiTurn(game) p.executeMultiTurn(game)
return return
} }
@@ -1638,6 +1664,9 @@ func (p *UnoPlugin) resolveWD4Challenge(game *unoMultiGame, challenged bool) {
wd4Name, game.wd4PrevColor.Emoji(), game.wd4PrevColor, wd4Name)) wd4Name, game.wd4PrevColor.Emoji(), game.wd4PrevColor, wd4Name))
// Victim is NOT skipped — turn continues from victim // Victim is NOT skipped — turn continues from victim
game.turnID++ game.turnID++
if p.checkMultiSuddenDeath(game) {
return
}
p.executeMultiTurn(game) p.executeMultiTurn(game)
} else { } else {
// Challenge fails — victim draws 6 (4 + 2 penalty) // Challenge fails — victim draws 6 (4 + 2 penalty)
@@ -1649,6 +1678,9 @@ func (p *UnoPlugin) resolveWD4Challenge(game *unoMultiGame, challenged bool) {
// Victim is skipped // Victim is skipped
game.currentIdx = game.nextActiveIdx() game.currentIdx = game.nextActiveIdx()
game.turnID++ game.turnID++
if p.checkMultiSuddenDeath(game) {
return
}
p.executeMultiTurn(game) p.executeMultiTurn(game)
} }
} }
@@ -1980,6 +2012,14 @@ func (p *UnoPlugin) botMultiTurn(game *unoMultiGame, roomBuf *strings.Builder) {
} }
} }
// Next turn label (applyCardEffects already advanced currentIdx)
nextUp := game.currentPlayer()
nextUpName := p.DisplayName(nextUp.userID)
if nextUp.isBot {
nextUpName = unoBotName()
}
roomBuf.WriteString(fmt.Sprintf("\n It's %s's turn.", nextUpName))
game.turns++ game.turns++
} }
@@ -2130,6 +2170,9 @@ func (p *UnoPlugin) autoPlayMultiTurn(game *unoMultiGame, player *unoMultiPlayer
game.currentIdx = nextIdx game.currentIdx = nextIdx
game.currentIdx = game.nextActiveIdx() game.currentIdx = game.nextActiveIdx()
game.turnID++ game.turnID++
if p.checkMultiSuddenDeath(game) {
return
}
p.executeMultiTurn(game) p.executeMultiTurn(game)
return return
} }
@@ -2344,9 +2387,166 @@ func (p *UnoPlugin) applyAutoEffects(game *unoMultiGame, player *unoMultiPlayer,
p.startWD4Challenge(game, player) p.startWD4Challenge(game, player)
return return
} }
if p.checkMultiSuddenDeath(game) {
return
}
p.executeMultiTurn(game) p.executeMultiTurn(game)
} }
// ---------------------------------------------------------------------------
// Sudden Death (multiplayer — only when 2 active players remain)
// ---------------------------------------------------------------------------
// checkMultiSuddenDeath checks whether sudden death should be announced or resolved.
// Only applies when exactly 2 active players remain. Returns true if the game ended.
// Caller must hold game.mu.
func (p *UnoPlugin) checkMultiSuddenDeath(game *unoMultiGame) bool {
if game.done {
return true
}
active := game.activePlayers()
if len(active) != 2 {
return false
}
// Resolve
if game.suddenDeath && game.turns >= game.suddenDeathTurn {
p.multiSuddenDeathWinner(game, active)
return true
}
// Announce
if !game.suddenDeath && game.turns >= suddenDeathAnnounce {
game.suddenDeath = true
game.suddenDeathTurn = game.turns + suddenDeathCountdown
remaining := game.suddenDeathTurn - game.turns
p.SendMessage(game.roomID, fmt.Sprintf(
"⏰ **SUDDEN DEATH!** Match ends in %d turns — lowest hand value wins!\n\n%s",
remaining, pickCommentary("sudden_death")))
for _, pl := range active {
if !pl.isBot {
p.SendMessage(pl.dmRoomID, fmt.Sprintf(
"⏰ **Sudden Death!** %d turns remaining — dump your high-value cards!", remaining))
}
}
return false
}
// Countdown reminders
if game.suddenDeath {
remaining := game.suddenDeathTurn - game.turns
switch remaining {
case 10:
p.SendMessage(game.roomID, "⏰ **10 turns remaining!**")
case 5:
p.SendMessage(game.roomID, "⏰ **5 turns remaining!**")
}
}
return false
}
func (p *UnoPlugin) multiSuddenDeathWinner(game *unoMultiGame, active []*unoMultiPlayer) {
if game.done {
return
}
game.done = true
if game.timer != nil {
game.timer.Stop()
}
if game.inactiveTimer != nil {
game.inactiveTimer.Stop()
}
a, b := active[0], active[1]
aScore := scoreHand(a.hand)
bScore := scoreHand(b.hand)
nameOf := func(pl *unoMultiPlayer) string {
if pl.isBot {
return unoBotName()
}
return p.DisplayName(pl.userID)
}
breakdown := fmt.Sprintf("**Final Scores:**\n%s: %s\n%s: %s",
nameOf(a), formatHandScore(a.hand),
nameOf(b), formatHandScore(b.hand))
var winner, loser *unoMultiPlayer
switch {
case aScore < bScore:
winner, loser = a, b
case bScore < aScore:
winner, loser = b, a
case len(a.hand) < len(b.hand):
winner, loser = a, b
breakdown += "\n*Tiebreaker: fewer cards!*"
case len(b.hand) < len(a.hand):
winner, loser = b, a
breakdown += "\n*Tiebreaker: fewer cards!*"
default:
// Tiebreaker: player whose turn it is NOT wins
current := game.currentPlayer()
if current == a {
winner, loser = b, a
} else {
winner, loser = a, b
}
breakdown += "\n*Tiebreaker: dead even — advantage to the opponent!*"
}
_ = loser // used implicitly via winner != loser
p.SendMessage(game.roomID, fmt.Sprintf(
"⏰ **SUDDEN DEATH!** %s wins on points!\n%s\n\n%s",
nameOf(winner), breakdown, pickCommentary("sudden_death_win")))
if winner.isBot {
p.multiBotWins2(game)
} else {
p.multiPlayerWins2(game, winner)
}
}
// multiPlayerWins2 / multiBotWins2 handle payout without duplicate done/timer logic
// (already handled by multiSuddenDeathWinner).
func (p *UnoPlugin) multiPlayerWins2(game *unoMultiGame, winner *unoMultiPlayer) {
humanCount := 0
for _, pl := range game.players {
if !pl.isBot {
humanCount++
}
}
totalPot := game.ante * float64(humanCount)
p.euro.Credit(winner.userID, totalPot, "uno_multi_win")
p.recordMultiGame(game, winner.userID, "sudden_death_win")
p.cleanupMultiGame(game)
}
func (p *UnoPlugin) multiBotWins2(game *unoMultiGame) {
humanCount := 0
for _, pl := range game.players {
if !pl.isBot {
humanCount++
}
}
totalPot := game.ante * float64(humanCount)
p.addToPot(totalPot)
for _, pl := range game.players {
if !pl.isBot {
recordBotDefeat(pl.userID, "uno_multi")
}
}
p.recordMultiGame(game, id.UserID("bot"), "sudden_death_bot")
p.cleanupMultiGame(game)
}
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
// Win / Forfeit / Cleanup // Win / Forfeit / Cleanup
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------

View File

@@ -26,6 +26,57 @@ func cardDrawValue(v unoValue) int {
} }
} }
// cardPointValue returns the point value of a card for sudden-death scoring.
func cardPointValue(c unoCard) int {
switch c.Value {
case unoZero:
return 0
case unoOne:
return 1
case unoTwo:
return 2
case unoThree:
return 3
case unoFour:
return 4
case unoFive:
return 5
case unoSix:
return 6
case unoSeven:
return 7
case unoEight:
return 8
case unoNine:
return 9
case unoSkip, unoReverse, unoDrawTwo:
return 20
case unoSkipEveryone, unoDrawFour, unoDiscardAll:
return 30
case unoWildCard, unoWildDrawFour:
return 50
case unoWildReverseDraw4, unoWildDrawSix, unoWildColorRoulette:
return 60
case unoWildDrawTen:
return 75
default:
return 0
}
}
func scoreHand(hand []unoCard) int {
total := 0
for _, c := range hand {
total += cardPointValue(c)
}
return total
}
func formatHandScore(hand []unoCard) string {
score := scoreHand(hand)
return fmt.Sprintf("%d cards, %d points", len(hand), score)
}
func isDrawCard(v unoValue) bool { func isDrawCard(v unoValue) bool {
return cardDrawValue(v) > 0 return cardDrawValue(v) > 0
} }

View File

@@ -288,3 +288,58 @@ func TestUnoColor_Emoji(t *testing.T) {
t.Errorf("blue emoji: got %q", unoBlue.Emoji()) t.Errorf("blue emoji: got %q", unoBlue.Emoji())
} }
} }
// ---------------------------------------------------------------------------
// Card point values (sudden death scoring)
// ---------------------------------------------------------------------------
func TestCardPointValue(t *testing.T) {
tests := []struct {
name string
card unoCard
want int
}{
{"zero", unoCard{unoRed, unoZero}, 0},
{"five", unoCard{unoBlue, unoFive}, 5},
{"nine", unoCard{unoGreen, unoNine}, 9},
{"skip", unoCard{unoRed, unoSkip}, 20},
{"reverse", unoCard{unoBlue, unoReverse}, 20},
{"draw two", unoCard{unoYellow, unoDrawTwo}, 20},
{"skip everyone", unoCard{unoRed, unoSkipEveryone}, 30},
{"draw four colored", unoCard{unoGreen, unoDrawFour}, 30},
{"discard all", unoCard{unoBlue, unoDiscardAll}, 30},
{"wild", unoCard{unoWild, unoWildCard}, 50},
{"wild draw four", unoCard{unoWild, unoWildDrawFour}, 50},
{"wild reverse draw 4", unoCard{unoWild, unoWildReverseDraw4}, 60},
{"wild draw six", unoCard{unoWild, unoWildDrawSix}, 60},
{"wild color roulette", unoCard{unoWild, unoWildColorRoulette}, 60},
{"wild draw ten", unoCard{unoWild, unoWildDrawTen}, 75},
}
for _, tt := range tests {
t.Run(tt.name, func(t *testing.T) {
if got := cardPointValue(tt.card); got != tt.want {
t.Errorf("cardPointValue(%v) = %d, want %d", tt.card, got, tt.want)
}
})
}
}
func TestScoreHand(t *testing.T) {
hand := []unoCard{
{unoRed, unoFive}, // 5
{unoBlue, unoNine}, // 9
{unoGreen, unoSkip}, // 20
{unoWild, unoWildCard}, // 50
}
got := scoreHand(hand)
want := 84
if got != want {
t.Errorf("scoreHand() = %d, want %d", got, want)
}
}
func TestScoreHandEmpty(t *testing.T) {
if got := scoreHand(nil); got != 0 {
t.Errorf("scoreHand(nil) = %d, want 0", got)
}
}