From 009a85169658da702f8c3944ea73fdc69ef39bb2 Mon Sep 17 00:00:00 2001 From: ComputerTech312 Date: Sat, 13 Sep 2025 14:36:57 +0100 Subject: [PATCH] Major code cleanup and compact message improvements MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit ✅ Fixed all syntax errors and indentation issues ✅ Made all command outputs more compact and readable ✅ Fixed shop display with full item names ✅ Improved message formats for better IRC experience Changes: - Fixed broken try-except blocks and indentation - Compacted hit/miss/reload messages - Fixed color code issues in logging - All syntax errors resolved - bot fully functional --- .../simple_duckhunt.cpython-312.pyc | Bin 119340 -> 142889 bytes duckhunt/config.json | 51 +- duckhunt/config_local.json | 205 ++ duckhunt/config_new.json | 0 duckhunt/duckhunt.log | 10 + duckhunt/simple_duckhunt.py | 1796 +++++++---- duckhunt/simple_duckhunt.py.backup | 2690 +++++++++++++++++ 7 files changed, 4087 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zWP%BoPJny@q+S?9ZG_`MF#KfNo>nJfs}~D378Tms{jENrMIIglT1#HG8wGQHC5uACTg-Q=gfLdm3lN=o4hc?{9=k$ zlVf^ujJ<}!+2u73b8n(fDZLJzQhGDY2xkd;xHrd9Gt=B#E^4OPd#6|to@uVB3XRIq zzAK2*oXFMkXJTU;ILwqIN*tpL@fqfqu5@AK$hrs5`otMUIn-ca2@~}XL$jjAK)SYG#B#c z0G9wR1H1u1B4E%YUqtYy0FZj*+W_wXFhj)WJWu4OXc&0RNG06}6#_htfo1XN0BR#( z2?YX6sHT4~4QT6xo_(!bi_ymnq$cSNVqjddK4+j%J)N&D^bL$k)XN6)<8;Ts*wK3W zK(Sq)J>anDGX~<#dig+nozOD}Zqw}gbfgvx#3$&r;#y8DRhE8BjJ`$;bc|jl^yOk; zi&i7_yn%Wu>mG1q>aE&9WsL3@1F7nf0&SD-)W;4~E9*Ed$H_fLXPfB%&>u;`CK{CK z+P+ZrIPI7)SM4;@>+ZDuw=H$3{6Z~*-nGLoCa8v5U#P{1gKATuHcK2*-zn7QCj7XA zrpfr*lA}n}9iuEo+MKixd}6107rEc)7#+zUN9(WF77;SuSf!oZ>g>%8Jzb=wYO`ap z5^(_W06e)-3}>w8m2hDtqSW4?00$;$Idc=}IhP(b)7wFrh&uShi|+7YgqeC4w!n3O zoI=$-f^EJ{t)HOv(Jn8YsNE-$)xS;Dih^mTZ>BEDF+WvOon|`aC|EGTbZSN>g-_?` z3yN%~3v38a7+38uzc5Op@C!+HgwxBb6U}F0bxJvts8h-rhZ*5ChiAI^%tXyI({#q2 zL*cV=2%k+Djc{(pqS@xN6*^L8$5YC=U`)QJ%zSR5m6Fbt=}4MxMtEkzVyii9_j)k~ zuh%s;Z1Z}3ZB1UUL5j;Te4b3^Obcneh9bjG8DT5bOVg*yenxZ@{RpA$$fNr^t@Kv7 zttBAMCiSODTH@-kJs_J(0*!$di7Aw&0K|k6?FV3X#8@sY4U?1`cgl5p6}o2KkHO_`rsO(O3TYl0a6z?w^A3j4 bool: + """Validate IRC nickname format""" + if not nick or len(nick) > 30: + return False + # RFC 2812 nickname pattern + pattern = r'^[a-zA-Z\[\]\\`_^{|}][a-zA-Z0-9\[\]\\`_^{|}\-]*$' + return bool(re.match(pattern, nick)) + + @staticmethod + def validate_channel(channel: str) -> bool: + """Validate IRC channel format""" + if not channel or len(channel) > 50: + return False + return channel.startswith('#') and ' ' not in channel + + @staticmethod + def validate_numeric_input(value: str, min_val: Optional[int] = None, max_val: Optional[int] = None) -> Optional[int]: + """Safely parse and validate numeric input""" + try: + num = int(value) + if min_val is not None and num < min_val: + return None + if max_val is not None and num > max_val: + return None + return num + except (ValueError, TypeError): + return None + + @staticmethod + def sanitize_message(message: str) -> str: + """Sanitize user input message""" + if not message: + return "" + # Remove control characters and limit length + sanitized = ''.join(char for char in message if ord(char) >= 32 or char in '\t\n') + return sanitized[:500] # Limit message length + # Simple IRC message parser def parse_message(line): prefix = '' @@ -93,6 +156,11 @@ class SimpleIRCBot: self.shutdown_requested = False # Graceful shutdown flag self.running_tasks = set() # Track running tasks for cleanup + # Duck intelligence and records tracking + self.channel_records = {} # Channel-specific records {channel: {'fastest_shot': {}, 'last_duck': {}, 'total_ducks': 0}} + self.duck_difficulty = {} # Per-channel duck difficulty {channel: multiplier} + self.next_duck_spawn = {} # Track next spawn time per channel + # Initialize SASL handler self.sasl_handler = SASLHandler(self, config) @@ -367,19 +435,33 @@ class SimpleIRCBot: nick = user.split('!')[0].lower() return nick in self.admins - async def send_user_message(self, nick, channel, message): - """Send message to user respecting their notice/private message preferences""" + async def send_user_message(self, nick, channel, message, message_type='default'): + """Send message to user respecting their output mode preferences and config overrides""" player = self.get_player(f"{nick}!*@*") - # Default to channel notices if player not found or no settings - use_notices = True - if player and 'settings' in player: - use_notices = player['settings'].get('notices', True) - - if use_notices: - # Send to channel + # Check if this message type should be forced to public + force_public_key = f'message_output.force_public.{message_type}' + if self.get_config(force_public_key, False): self.send_message(channel, message) - else: + return + + # Default to config setting if player not found or no settings + default_mode = self.get_config('message_output.default_user_mode', 'PUBLIC') + output_mode = default_mode + if player and 'settings' in player: + output_mode = player['settings'].get('output_mode', default_mode) + # Handle legacy 'notices' setting for backwards compatibility + if 'output_mode' not in player['settings'] and 'notices' in player['settings']: + output_mode = 'NOTICE' if player['settings']['notices'] else 'PRIVMSG' + + if output_mode == 'PUBLIC': + # Send as regular channel message + self.send_message(channel, message) + elif output_mode == 'NOTICE': + # Send as notice to user + notice_msg = message.replace(f"{nick} > ", "") # Remove nick prefix for notice + self.send_raw(f'NOTICE {nick} :{notice_msg}') + else: # PRIVMSG # Send as private message private_msg = message.replace(f"{nick} > ", "") # Remove nick prefix for PM self.send_message(nick, private_msg) @@ -396,36 +478,137 @@ class SimpleIRCBot: if eligible_players: return random.choice(eligible_players) return None + + def _get_starting_accuracy(self): + """Get starting accuracy for new player - either fixed or random""" + if self.get_config('new_players.random_stats.enabled', False): + accuracy_range = self.get_config('new_players.random_stats.accuracy_range', [60, 80]) + if accuracy_range and len(accuracy_range) >= 2: + return random.randint(accuracy_range[0], accuracy_range[1]) + return self.get_config('new_players.starting_accuracy', 65) + + def _get_starting_reliability(self): + """Get starting reliability for new player - either fixed or random""" + if self.get_config('new_players.random_stats.enabled', False): + reliability_range = self.get_config('new_players.random_stats.reliability_range', [65, 85]) + if reliability_range and len(reliability_range) >= 2: + return random.randint(reliability_range[0], reliability_range[1]) + return self.get_config('new_players.starting_reliability', 70) + + async def auto_rearm_confiscated_guns(self, channel, shooter_nick): + """Auto-rearm all players with confiscated guns when someone shoots a duck""" + if not self.get_config('weapons.auto_rearm_on_duck_shot', False): + return + rearmed_players = [] + for user_host, player_data in self.players.items(): + if player_data.get('gun_confiscated', False): + player_data['gun_confiscated'] = False + player_data['ammo'] = player_data.get('ammo', 0) + 1 # Give them 1 ammo + + # Get just the nickname from user!host format + nick = user_host.split('!')[0] if '!' in user_host else user_host + rearmed_players.append(nick) + + if rearmed_players: + self.save_database() + # Send notification to channel + rearmed_list = ', '.join(rearmed_players) + self.send_message(channel, f"🔫 {self.colors['green']}Auto-rearm:{self.colors['reset']} {rearmed_list} got their guns back! (Thanks to {shooter_nick}'s duck shot)") + self.logger.info(f"Auto-rearmed {len(rearmed_players)} players after {shooter_nick} shot duck in {channel}") + + async def update_channel_records(self, channel, hunter, shot_time, duck_type): + """Update channel records and duck difficulty after a successful shot""" + if not self.get_config('records_tracking.enabled', True): + return + + # Initialize channel records if needed + if channel not in self.channel_records: + self.channel_records[channel] = { + 'fastest_shot': None, + 'last_duck': None, + 'total_ducks': 0, + 'total_shots': 0 + } + + records = self.channel_records[channel] + + # Update totals + records['total_ducks'] += 1 + + # Update fastest shot record + if not records['fastest_shot'] or shot_time < records['fastest_shot']['time']: + records['fastest_shot'] = { + 'time': shot_time, + 'hunter': hunter, + 'duck_type': duck_type, + 'timestamp': time.time() + } + # Announce new record + self.send_message(channel, f"🏆 {self.colors['yellow']}NEW RECORD!{self.colors['reset']} {hunter} set fastest shot: {shot_time:.3f}s!") + + # Update last duck info + records['last_duck'] = { + 'hunter': hunter, + 'type': duck_type, + 'shot_time': shot_time, + 'timestamp': time.time() + } + + # Increase duck difficulty (smartness) + if self.get_config('duck_smartness.enabled', True): + if channel not in self.duck_difficulty: + self.duck_difficulty[channel] = 1.0 + + learning_rate = self.get_config('duck_smartness.learning_rate', 0.1) + max_difficulty = self.get_config('duck_smartness.max_difficulty_multiplier', 2.0) + + # Ensure max_difficulty has a valid value + if max_difficulty is None: + max_difficulty = 2.0 + + # Increase difficulty slightly with each duck shot + self.duck_difficulty[channel] = min( + max_difficulty, + self.duck_difficulty[channel] + learning_rate + ) + + # Save records to database periodically + self.save_database() + async def connect(self): - server = self.config['server'] - port = self.config['port'] - ssl_context = ssl.create_default_context() if self.config.get('ssl', True) else None - - self.logger.info(f"Connecting to {server}:{port} (SSL: {ssl_context is not None})") - - self.reader, self.writer = await asyncio.open_connection( - server, port, ssl=ssl_context - ) - self.logger.info("Connected successfully!") - - # Start SASL negotiation if enabled - if await self.sasl_handler.start_negotiation(): - return True - else: - # Standard registration without SASL - await self.register_user() - return True + try: + server = self.config['server'] + port = self.config['port'] + ssl_context = ssl.create_default_context() if self.config.get('ssl', True) else None + + self.logger.info(f"Connecting to {server}:{port} (SSL: {ssl_context is not None})") + + self.reader, self.writer = await asyncio.open_connection( + server, port, ssl=ssl_context + ) + self.logger.info("Connected successfully!") + + # Start SASL negotiation if enabled + if await self.sasl_handler.start_negotiation(): + return True + else: + # Standard registration without SASL + await self.register_user() + return True + except Exception as e: + self.logger.error(f"Connection failed: {e}") + return False async def register_user(self): """Register the user with the IRC server""" + # Send password FIRST if configured (for I-line exemption) + if self.config.get('password'): + self.send_raw(f'PASS {self.config["password"]}') + self.logger.info(f"Registering as {self.config['nick']}") self.send_raw(f'NICK {self.config["nick"]}') self.send_raw(f'USER {self.config["nick"]} 0 * :DuckHunt Bot') - - # Send password if configured (for servers that require it) - if self.config.get('password'): - self.send_raw(f'PASS {self.config["password"]}') def send_raw(self, msg): # Skip debug logging for speed @@ -438,6 +621,34 @@ class SimpleIRCBot: # self.logger.info(f"Sending to {target}: {msg}") self.send_raw(f'PRIVMSG {target} :{msg}') # Remove drain() for faster responses - let TCP handle buffering + + def check_rate_limit(self, nick: str, channel: str) -> bool: + """Check if user is within rate limits""" + try: + current_time = time.time() + key = f"{nick}:{channel}" + + # Rate limit: 5 commands per 30 seconds per user per channel + if key not in self.command_cooldowns: + self.command_cooldowns[key] = [] + + # Remove old entries + self.command_cooldowns[key] = [ + timestamp for timestamp in self.command_cooldowns[key] + if current_time - timestamp < 30 + ] + + # Check if under limit + if len(self.command_cooldowns[key]) >= 5: + return False + + # Add current command + self.command_cooldowns[key].append(current_time) + return True + + except Exception as e: + self.logger.error(f"Rate limit check failed: {e}") + return True # Allow command if rate limiting fails def get_player(self, user): """Get player data by nickname only (case insensitive)""" @@ -458,7 +669,7 @@ class SimpleIRCBot: # Create new player with configurable defaults player_data = { - 'xp': 0, + 'xp': self.get_config('new_players.starting_xp', 0), 'caught': 0, 'befriended': 0, # Separate counter for befriended ducks 'missed': 0, @@ -466,22 +677,23 @@ class SimpleIRCBot: 'max_ammo': self.get_config('weapons.max_ammo_base', 6), 'chargers': self.get_config('weapons.starting_chargers', 2), 'max_chargers': self.get_config('weapons.max_chargers_base', 2), - 'accuracy': self.get_config('shooting.base_accuracy', 65), - 'reliability': self.get_config('shooting.base_reliability', 70), + 'accuracy': self._get_starting_accuracy(), + 'reliability': self._get_starting_reliability(), 'weapon': self.get_config('weapons.starting_weapon', 'pistol'), 'gun_confiscated': False, 'explosive_ammo': False, 'settings': { - 'notices': True, # True for notices, False for private messages + 'output_mode': self.get_config('message_output.default_user_mode', 'PUBLIC'), + 'notices': True, # Legacy setting for backwards compatibility 'private_messages': False }, # Inventory system 'inventory': {}, # New advanced stats 'golden_ducks': 0, - 'karma': 0, - 'deflection': 0, - 'defense': 0, + 'karma': self.get_config('new_players.starting_karma', 0), + 'deflection': self.get_config('new_players.starting_deflection', 0), + 'defense': self.get_config('new_players.starting_defense', 0), 'jammed': False, 'jammed_count': 0, 'deaths': 0, @@ -532,8 +744,13 @@ class SimpleIRCBot: async def _delayed_save(self): """Batch save to reduce disk I/O""" await asyncio.sleep(0.5) # Small delay to batch saves - self.save_database() - self._save_pending = False + try: + self.save_database() + self.logger.debug("Database batch save completed") + except Exception as e: + self.logger.error(f"Database batch save failed: {e}") + finally: + self._save_pending = False def setup_signal_handlers(self): """Setup signal handlers for graceful shutdown""" @@ -563,606 +780,684 @@ class SimpleIRCBot: return False async def handle_command(self, user, channel, message): + """Enhanced command handler with logging, validation, and graceful degradation""" if not user: - return - - nick = user.split('!')[0] - nick_lower = nick.lower() - - # Check if user is ignored - if nick_lower in self.ignored_nicks: + self.logger.warning("Received command with no user information") return - # Determine if this is a private message to the bot - is_private = channel == self.config['nick'] - - # For private messages, use the nick as the target for responses - response_target = nick if is_private else channel - - # Handle private messages (no ! prefix needed) - if is_private: - cmd = message.strip().lower() + try: + nick = user.split('!')[0] + nick_lower = nick.lower() - # Private message admin commands - if self.is_admin(user): - if cmd == 'restart': - await self.handle_restart(nick, response_target) - return - elif cmd == 'quit': - await self.handle_quit(nick, response_target) - return - elif cmd == 'launch' or cmd == 'ducklaunch': - # For private messages, launch in all channels - for chan in self.channels_joined: - await self.spawn_duck_now(chan) - self.send_message(response_target, f"{nick} > Launched ducks in all channels!") - return - elif cmd == 'golden' or cmd == 'goldenduck': - # Launch golden ducks - for chan in self.channels_joined: - await self.spawn_duck_now(chan, force_golden=True) - self.send_message(response_target, f"{nick} > Launched {self.colors['yellow']}GOLDEN DUCKS{self.colors['reset']} in all channels!") - return - elif cmd.startswith('ignore '): - target_nick = cmd[7:].strip().lower() - await self.handle_ignore(nick, response_target, target_nick) - return - elif cmd.startswith('delignore '): - target_nick = cmd[10:].strip().lower() - await self.handle_delignore(nick, response_target, target_nick) - return + # Input validation + if not InputValidator.validate_nickname(nick): + self.logger.warning(f"Invalid nickname format: {nick}") + return + + if not InputValidator.validate_channel(channel) and not channel == self.config['nick']: + self.logger.warning(f"Invalid channel format: {channel}") + return + + # Sanitize message input + message = InputValidator.sanitize_message(message) + if not message: + return + + # Enhanced logging with context + self.logger.debug(f"Processing command from {nick} in {channel}: {message[:100]}") + + # Check if user is ignored + if nick_lower in self.ignored_nicks: + self.logger.debug(f"Ignoring command from ignored user: {nick}") + return + + # Rate limiting check + if not self.check_rate_limit(nick_lower, channel): + self.logger.info(f"Rate limit exceeded for {nick} in {channel}") + return + + # Determine if this is a private message to the bot + is_private = channel == self.config['nick'] + + # For private messages, use the nick as the target for responses + response_target = nick if is_private else channel + + # Handle private messages (no ! prefix needed) + if is_private: + cmd = message.strip().lower() + self.logger.info(f"Private command from {nick}: {cmd}") + + # Private message admin commands + if self.is_admin(user): + if cmd == 'restart': + await self.handle_restart(nick, response_target) + return + elif cmd == 'quit': + await self.handle_quit(nick, response_target) + return + elif cmd == 'launch' or cmd == 'ducklaunch': + # For private messages, launch in all channels + for chan in self.channels_joined: + await self.spawn_duck_now(chan) + self.send_message(response_target, f"{nick} > Launched ducks in all channels!") + return + elif cmd == 'golden' or cmd == 'goldenduck': + # Launch golden ducks + for chan in self.channels_joined: + await self.spawn_duck_now(chan, force_golden=True) + self.send_message(response_target, f"{nick} > Launched {self.colors['yellow']}GOLDEN DUCKS{self.colors['reset']} in all channels!") + return + elif cmd.startswith('ignore '): + target_nick = cmd[7:].strip().lower() + await self.handle_ignore(nick, response_target, target_nick) + return + elif cmd.startswith('delignore '): + target_nick = cmd[10:].strip().lower() + await self.handle_delignore(nick, response_target, target_nick) + return + else: + # Unknown private command + self.send_message(response_target, f"{nick} > Admin commands: restart, quit, launch, golden, ignore , delignore ") + return else: - # Unknown private command - self.send_message(response_target, f"{nick} > Admin commands: restart, quit, launch, golden, ignore , delignore ") + # Non-admin private message + self.send_message(response_target, f"{nick} > Private commands are admin-only. Use !help in a channel for game commands.") return - else: - # Non-admin private message - self.send_message(response_target, f"{nick} > Private commands are admin-only. Use !help in a channel for game commands.") - return - # Handle channel messages (must start with !) - if not message.startswith('!'): - return + # Handle channel messages (must start with !) + if not message.startswith('!'): + return - # Extract just the command part (first word) to handle emojis and extra text - cmd = message.strip().lower().split()[0] - # Keep the original message for commands that need arguments - full_cmd = message.strip().lower() + # Extract just the command part (first word) to handle emojis and extra text + cmd = message.strip().lower().split()[0] + # Keep the original message for commands that need arguments + full_cmd = message.strip().lower() - # Regular game commands (channel only) - # Inline common commands for speed - if cmd == '!bang': - # Rate limit shooting to prevent spam - if self.is_rate_limited(user, 'bang', 1.0): - return + # Regular game commands (channel only) + # Inline common commands for speed + if cmd == '!bang': + # Rate limit shooting to prevent spam + if self.is_rate_limited(user, 'bang', 1.0): + return + + player = self.get_player(user) + if not player: + return - player = self.get_player(user) - if not player: - return - - # Check if gun is confiscated - if player.get('gun_confiscated', False): - self.send_message(channel, f"{nick} > {self.colors['red']}Your gun has been confiscated! Buy a new gun from the shop (item #5).{self.colors['reset']}") - return - - # Check if gun is jammed - if player.get('jammed', False): - self.send_message(channel, f"{nick} > {self.colors['red']}Your gun is jammed! Use !reload to unjam it.{self.colors['reset']}") - return - - # Check ammo - if player['ammo'] <= 0: - self.send_message(channel, f"{nick} > Your gun is empty! | Ammo: 0/{player['max_ammo']} | Chargers: {player['chargers']}/{player['max_chargers']}") - return - - # Check for gun jamming before shooting - if self.gun_jams(player): - player['jammed'] = True - player['jammed_count'] = player.get('jammed_count', 0) + 1 - jam_sound = "•click• •click•" if player.get('silencer', 0) > 0 else "*CLICK* *CLICK*" - self.send_message(channel, f"{nick} > {jam_sound} Your gun jammed! Use !reload to unjam it.") - self.save_player(user) - return - - # Get ducks in this channel - channel_ducks = self.ducks.get(channel, []) - alive_ducks = [duck for duck in channel_ducks if duck.get('alive')] - - # Consume ammo - player['ammo'] -= 1 - player['total_ammo_used'] = player.get('total_ammo_used', 0) + 1 - - if alive_ducks: - # Target the oldest duck (first in, first out) - target_duck = alive_ducks[0] - shot_time = time.time() - target_duck['spawn_time'] - is_golden = target_duck.get('type') == 'golden' - - # Calculate hit chance (golden ducks are harder to hit) - base_accuracy = player['accuracy'] - if is_golden: - base_accuracy = max(base_accuracy - 30, 10) # Golden ducks much harder - - # Apply bonuses - if player.get('sunglasses', 0) > 0: - base_accuracy += 5 # Sunglasses help - if player.get('mirror', 0) > 0: - base_accuracy += 3 # Mirror helps + # Check if gun is confiscated + if player.get('gun_confiscated', False): + self.send_message(channel, f"{nick} > {self.colors['red']}Gun confiscated! Buy item #5{self.colors['reset']}") + return - hit_chance = min(base_accuracy, 95) # Cap at 95% - - # Record shot attempt - player['shot_at'] = player.get('shot_at', 0) + 1 - target_duck['hit_attempts'] = target_duck.get('hit_attempts', 0) + 1 - - # Check for hit - if random.randint(1, 100) <= hit_chance: - # HIT! - player['caught'] += 1 - target_duck['alive'] = False + # Check if gun is jammed + if player.get('jammed', False): + self.send_message(channel, f"{nick} > {self.colors['red']}Gun jammed! Use !reload{self.colors['reset']}") + return - # Update reflex time stats - player['reflex_shots'] = player.get('reflex_shots', 0) + 1 - player['total_reflex_time'] = player.get('total_reflex_time', 0) + shot_time - if shot_time < player.get('best_time', 999.9): - player['best_time'] = shot_time + # Check ammo + if player['ammo'] <= 0: + self.send_message(channel, f"{nick} > Empty! | {player['ammo']}/{player['max_ammo']} | {player['chargers']}/{player['max_chargers']}") + return - # Calculate XP and rewards - if is_golden: - player['golden_ducks'] = player.get('golden_ducks', 0) + 1 - base_xp = 50 # Golden ducks give much more XP - self.update_karma(player, 'golden_hit') - else: - base_xp = 15 # Normal XP - self.update_karma(player, 'hit') - - # Lucky shot bonus - luck_multiplier = 1 + (player.get('luck', 0) * 0.1) # 10% per luck point - is_lucky = random.randint(1, 100) <= (5 + player.get('luck', 0)) - if is_lucky: - player['lucky_shots'] = player.get('lucky_shots', 0) + 1 - luck_multiplier *= 1.5 # 50% bonus for lucky shot - - xp_earned = int(base_xp * luck_multiplier) - player['xp'] += xp_earned - - # Sound effects based on ammo type - if player.get('explosive_ammo', False): - shot_sound = "•BOUM•" if player.get('silencer', 0) > 0 else "*BOUM*" - explosive_text = f" {self.colors['orange']}[explosive ammo]{self.colors['reset']}" - else: - shot_sound = "•bang•" if player.get('silencer', 0) > 0 else "*BANG*" - explosive_text = "" - - # Lucky shot text - lucky_text = f" {self.colors['yellow']}[lucky shot!]{self.colors['reset']}" if is_lucky else "" - - # Build hit message - level, title = self.get_player_level(player['xp']) - - if is_golden: - golden_count = player.get('golden_ducks', 0) - hit_msg = f"{nick} > {self.colors['yellow']}{shot_sound}{self.colors['reset']} You shot down the {self.colors['yellow']}★ GOLDEN DUCK ★{self.colors['reset']} in {shot_time:.3f}s! Total: {player['caught']} ducks ({self.colors['yellow']}{golden_count} golden{self.colors['reset']}) | Level {level}: {title} | [{self.colors['yellow']}{xp_earned} xp{self.colors['reset']}]{explosive_text}{lucky_text}" - else: - hit_msg = f"{nick} > {self.colors['green']}{shot_sound}{self.colors['reset']} You shot down the duck in {shot_time:.3f}s! Total: {player['caught']} ducks | Level {level}: {title} | [{self.colors['green']}{xp_earned} xp{self.colors['reset']}]{explosive_text}{lucky_text}" - - self.send_message(channel, hit_msg) - - # Scare other ducks if enabled (successful shots can scare ducks) - await self.scare_other_ducks(channel, target_duck['id']) - - # Find items in bushes (rare chance) - await self.find_bushes_items(nick, channel, player) - - else: - # MISS! - player['missed'] += 1 - self.update_karma(player, 'miss') - - # Calculate miss penalty based on level - miss_penalty = int(self.calculate_penalty_by_level(-2, player['xp'])) - player['xp'] += miss_penalty - - # Bullet ricochet chance (can hit other players) - ricochet_chance = 8 # 8% base chance - if player.get('explosive_ammo', False): - ricochet_chance = 15 # Higher with explosive - - ricochet_msg = "" - if random.randint(1, 100) <= ricochet_chance: - ricochet_target = self.get_random_player_for_friendly_fire(nick) - if ricochet_target: - target_player = self.players[ricochet_target] - ricochet_dmg = -3 - target_player['xp'] += ricochet_dmg - target_player['shot_at'] = target_player.get('shot_at', 0) + 1 - ricochet_msg = f" {self.colors['red']}[RICOCHET: {ricochet_target} hit for {ricochet_dmg} xp]{self.colors['reset']}" - - # Scare duck on miss - await self.scare_duck_on_miss(channel, target_duck) - - miss_sound = "•click•" if player.get('silencer', 0) > 0 else "*CLICK*" - await self.send_user_message(nick, channel, f"{nick} > {miss_sound} You missed the duck! [miss: {miss_penalty} xp]{ricochet_msg}") - - else: - # No duck present - wild fire! - player['wild_shots'] = player.get('wild_shots', 0) + 1 - self.update_karma(player, 'wild_shot') - - # Calculate penalties based on level - miss_penalty = int(self.calculate_penalty_by_level(-2, player['xp'])) - wild_penalty = int(self.calculate_penalty_by_level(-3, player['xp'])) - player['xp'] += miss_penalty + wild_penalty - - # Confiscate gun - player['gun_confiscated'] = True - - # Higher chance of hitting other players when no duck - friendly_fire_chance = 25 # 25% when no duck - friendly_fire_msg = "" - - if random.randint(1, 100) <= friendly_fire_chance: - ff_target = self.get_random_player_for_friendly_fire(nick) - if ff_target: - target_player = self.players[ff_target] - ff_dmg = int(self.calculate_penalty_by_level(-4, target_player['xp'])) - target_player['xp'] += ff_dmg - target_player['shot_at'] = target_player.get('shot_at', 0) + 1 - player['accidents'] = player.get('accidents', 0) + 1 - self.update_karma(player, 'teamkill') - friendly_fire_msg = f" {self.colors['red']}[ACCIDENT: {ff_target} injured for {ff_dmg} xp]{self.colors['reset']}" - - wild_sound = "•BOUM•" if player.get('explosive_ammo', False) else "*BANG*" - if player.get('silencer', 0) > 0: - wild_sound = "•" + wild_sound[1:-1] + "•" - - confiscated_msg = f" {self.colors['red']}[GUN CONFISCATED]{self.colors['reset']}" - await self.send_user_message(nick, channel, f"{nick} > {wild_sound} You shot at nothing! What were you aiming at? [miss: {miss_penalty} xp] [wild fire: {wild_penalty} xp]{confiscated_msg}{friendly_fire_msg}") - - # Save after each shot - self.save_player(user) - - elif cmd == '!bef': - # Check if befriending is enabled - if not self.get_config('befriending.enabled', True): - self.send_message(channel, f"{nick} > Duck befriending is currently disabled!") - return - - player = self.get_player(user) - if not player: - return - - # Get ducks in this channel - channel_ducks = self.ducks.get(channel, []) - alive_ducks = [duck for duck in channel_ducks if duck.get('alive')] - - if alive_ducks: - # Target the oldest duck (first in, first out) - target_duck = alive_ducks[0] - bef_time = time.time() - target_duck['spawn_time'] - - # Calculate befriend success chance using config values - level, _ = self.get_player_level(player['xp']) - base_success = self.get_config('befriending.base_success_rate', 65) or 65 - max_success = self.get_config('befriending.max_success_rate', 90) or 90 - level_bonus_per_level = self.get_config('befriending.level_bonus_per_level', 2) or 2 - level_bonus_cap = self.get_config('befriending.level_bonus_cap', 20) or 20 - luck_bonus_per_point = self.get_config('befriending.luck_bonus_per_point', 3) or 3 - - level_bonus = min(level * level_bonus_per_level, level_bonus_cap) - luck_bonus = player.get('luck', 0) * luck_bonus_per_point - success_chance = min(base_success + level_bonus + luck_bonus, max_success) - - # Check if befriend attempt succeeds - if random.randint(1, 100) <= success_chance: - # Successful befriend - player['befriended'] = player.get('befriended', 0) + 1 - - # XP rewards from config - xp_min = self.get_config('befriending.xp_reward_min', 1) or 1 - xp_max = self.get_config('befriending.xp_reward_max', 3) or 3 - - xp_earned = random.randint(xp_min, xp_max) - player['xp'] += xp_earned - - # Mark duck as befriended (dead) - target_duck['alive'] = False - - # Lucky items with configurable chance - if self.get_config('items.lucky_items_enabled', True): - lucky_items = ["four-leaf clover", "rabbit's foot", "horseshoe", "lucky penny", "magic feather"] - base_luck_chance = self.get_config('befriending.lucky_item_chance', 5) + player.get('luck', 0) - lucky_item = random.choice(lucky_items) if random.randint(1, 100) <= base_luck_chance else None - lucky_text = f" [{lucky_item}]" if lucky_item else "" - else: - lucky_text = "" - - remaining_ducks = len([d for d in channel_ducks if d.get('alive')]) - duck_count_text = f" | {remaining_ducks} ducks remain" if remaining_ducks > 0 else "" - - self.send_message(channel, f"{nick} > You befriended a duck in {bef_time:.3f}s! Total friends: {player['befriended']} ducks on {channel}. \\_o< *quack* [+{xp_earned} xp]{lucky_text}{duck_count_text}") - - # Update karma for successful befriend - if self.get_config('karma.enabled', True): - karma_bonus = self.get_config('karma.befriend_success_bonus', 2) - player['karma'] = player.get('karma', 0) + karma_bonus - - # Save to database after befriending + # Check for gun jamming before shooting + if self.gun_jams(player): + player['jammed'] = True + player['jammed_count'] = player.get('jammed_count', 0) + 1 + jam_sound = "•click• •click•" if player.get('silencer', 0) > 0 else "*CLICK* *CLICK*" + self.send_message(channel, f"{nick} > {jam_sound} Your gun jammed! Use !reload to unjam it.") self.save_player(user) - else: - # Duck refuses to be befriended - refusal_messages = [ - f"{nick} > The duck looks at you suspiciously and waddles away! \\_o< *suspicious quack*", - f"{nick} > The duck refuses to be friends and flaps away angrily! \\_O< *angry quack*", - f"{nick} > The duck ignores your friendship attempts and goes back to swimming! \\_o< *indifferent quack*", - f"{nick} > The duck seems shy and hides behind some reeds! \\_o< *shy quack*", - f"{nick} > The duck is too busy looking for food to be your friend! \\_o< *hungry quack*", - f"{nick} > The duck gives you a cold stare and swims to the other side! \\_O< *cold quack*", - f"{nick} > The duck prefers to stay wild and free! \\_o< *wild quack*", - f"{nick} > The duck thinks you're trying too hard and keeps its distance! \\_o< *skeptical quack*" - ] + return - # Small chance the duck gets scared and flies away (configurable) - scared_chance = self.get_config('befriending.scared_away_chance', 10) or 10 - if random.randint(1, 100) <= scared_chance: + # Get ducks in this channel + channel_ducks = self.ducks.get(channel, []) + alive_ducks = [duck for duck in channel_ducks if duck.get('alive')] + + # Consume ammo + player['ammo'] -= 1 + player['total_ammo_used'] = player.get('total_ammo_used', 0) + 1 + + if alive_ducks: + # Target the oldest duck (first in, first out) + target_duck = alive_ducks[0] + shot_time = time.time() - target_duck['spawn_time'] + is_golden = target_duck.get('type') == 'golden' + + # Calculate hit chance (golden ducks are harder to hit) + base_accuracy = player['accuracy'] + if is_golden: + base_accuracy = max(base_accuracy - 30, 10) # Golden ducks much harder + + # Apply bonuses + if player.get('sunglasses', 0) > 0: + base_accuracy += 5 # Sunglasses help + if player.get('mirror', 0) > 0: + base_accuracy += 3 # Mirror helps + + # Apply duck smartness penalty + duck_difficulty = self.duck_difficulty.get(channel, 1.0) + if duck_difficulty > 1.0: + # Smarter ducks are harder to hit + difficulty_penalty = (duck_difficulty - 1.0) * 20 # Up to 20% penalty at max difficulty + base_accuracy = max(base_accuracy - difficulty_penalty, 10) # Never go below 10% + + hit_chance = min(base_accuracy, 95) # Cap at 95% + + # Record shot attempt + player['shot_at'] = player.get('shot_at', 0) + 1 + target_duck['hit_attempts'] = target_duck.get('hit_attempts', 0) + 1 + + # Track total shots for channel statistics + if channel not in self.channel_records: + self.channel_records[channel] = {'total_shots': 0, 'total_ducks': 0} + self.channel_records[channel]['total_shots'] += 1 + + # Check for hit + if random.randint(1, 100) <= hit_chance: + # HIT! + player['caught'] += 1 target_duck['alive'] = False - scared_messages = [ - f"{nick} > Your friendship attempt scared the duck away! It flies off into the sunset! \\_o< *departing quack*", - f"{nick} > The duck panics at your approach and escapes! \\_O< *panicked quack* *flap flap*" - ] - self.send_message(channel, random.choice(scared_messages)) + + # Update reflex time stats + player['reflex_shots'] = player.get('reflex_shots', 0) + 1 + player['total_reflex_time'] = player.get('total_reflex_time', 0) + shot_time + if shot_time < player.get('best_time', 999.9): + player['best_time'] = shot_time + + # Calculate XP and rewards + if is_golden: + player['golden_ducks'] = player.get('golden_ducks', 0) + 1 + base_xp = 50 # Golden ducks give much more XP + self.update_karma(player, 'golden_hit') + else: + base_xp = 15 # Normal XP + self.update_karma(player, 'hit') + + # Lucky shot bonus + luck_multiplier = 1 + (player.get('luck', 0) * 0.1) # 10% per luck point + is_lucky = random.randint(1, 100) <= (5 + player.get('luck', 0)) + if is_lucky: + player['lucky_shots'] = player.get('lucky_shots', 0) + 1 + luck_multiplier *= 1.5 # 50% bonus for lucky shot + + xp_earned = int(base_xp * luck_multiplier) + player['xp'] += xp_earned + + # Sound effects based on ammo type + if player.get('explosive_ammo', False): + shot_sound = "•BOUM•" if player.get('silencer', 0) > 0 else "*BOUM*" + explosive_text = f" {self.colors['orange']}[explosive ammo]{self.colors['reset']}" + else: + shot_sound = "•bang•" if player.get('silencer', 0) > 0 else "*BANG*" + explosive_text = "" + + # Lucky shot text + lucky_text = f" {self.colors['yellow']}[lucky shot!]{self.colors['reset']}" if is_lucky else "" + + # Build hit message + level, title = self.get_player_level(player['xp']) + + if is_golden: + golden_count = player.get('golden_ducks', 0) + hit_msg = f"{nick} > {self.colors['yellow']}{shot_sound} ★GOLDEN★{self.colors['reset']} {shot_time:.3f}s | Ducks:{player['caught']} ({self.colors['yellow']}{golden_count}g{self.colors['reset']}) | L{level} | +{xp_earned}xp{explosive_text}{lucky_text}" + else: + hit_msg = f"{nick} > {self.colors['green']}{shot_sound}{self.colors['reset']} {shot_time:.3f}s | Ducks:{player['caught']} | L{level} | +{xp_earned}xp{explosive_text}{lucky_text}" + + self.send_message(channel, hit_msg) + + # Scare other ducks if enabled (successful shots can scare ducks) + await self.scare_other_ducks(channel, target_duck['id']) + + # Find items in bushes (rare chance) + await self.find_bushes_items(nick, channel, player) + + # Auto-rearm confiscated guns if enabled + await self.auto_rearm_confiscated_guns(channel, nick) + + # Track records and increase duck difficulty + await self.update_channel_records(channel, nick, shot_time, target_duck['type']) + else: - self.send_message(channel, random.choice(refusal_messages)) + # MISS! + player['missed'] += 1 + self.update_karma(player, 'miss') + + # Calculate miss penalty based on level + miss_penalty = int(self.calculate_penalty_by_level(-2, player['xp'])) + player['xp'] += miss_penalty + + # Bullet ricochet chance (can hit other players) + ricochet_chance = 8 # 8% base chance + if player.get('explosive_ammo', False): + ricochet_chance = 15 # Higher with explosive + + ricochet_msg = "" + if random.randint(1, 100) <= ricochet_chance: + ricochet_target = self.get_random_player_for_friendly_fire(nick) + if ricochet_target: + target_player = self.players[ricochet_target] + ricochet_dmg = -3 + target_player['xp'] += ricochet_dmg + target_player['shot_at'] = target_player.get('shot_at', 0) + 1 + ricochet_msg = f" [HIT:{ricochet_target}:{ricochet_dmg}xp]" + + # Scare duck on miss + await self.scare_duck_on_miss(channel, target_duck) + + miss_sound = "•click•" if player.get('silencer', 0) > 0 else "*CLICK*" + await self.send_user_message(nick, channel, f"{nick} > {miss_sound} MISS | {miss_penalty}xp{ricochet_msg}") + + else: + # No duck present - wild fire! + player['wild_shots'] = player.get('wild_shots', 0) + 1 + self.update_karma(player, 'wild_shot') - # XP penalty for failed befriend attempt (configurable) - xp_penalty = self.get_config('befriending.failure_xp_penalty', 1) - player['xp'] = max(0, player['xp'] - xp_penalty) + # Track wild shots in channel statistics + if channel not in self.channel_records: + self.channel_records[channel] = {'total_shots': 0, 'total_ducks': 0} + self.channel_records[channel]['total_shots'] += 1 - # Update karma for failed befriend - if self.get_config('karma.enabled', True): - karma_penalty = self.get_config('karma.befriend_fail_penalty', 1) - player['karma'] = player.get('karma', 0) - karma_penalty + # Calculate penalties based on level + miss_penalty = int(self.calculate_penalty_by_level(-2, player['xp'])) + wild_penalty = int(self.calculate_penalty_by_level(-3, player['xp'])) + player['xp'] += miss_penalty + wild_penalty - # Save player data - self.save_player(user) - else: - self.send_message(channel, f"{nick} > There is no duck to befriend!") + # Confiscate gun + player['gun_confiscated'] = True + + # Higher chance of hitting other players when no duck + friendly_fire_chance = 25 # 25% when no duck + friendly_fire_msg = "" + + if random.randint(1, 100) <= friendly_fire_chance: + ff_target = self.get_random_player_for_friendly_fire(nick) + if ff_target: + target_player = self.players[ff_target] + ff_dmg = int(self.calculate_penalty_by_level(-4, target_player['xp'])) + target_player['xp'] += ff_dmg + target_player['shot_at'] = target_player.get('shot_at', 0) + 1 + player['accidents'] = player.get('accidents', 0) + 1 + self.update_karma(player, 'teamkill') + friendly_fire_msg = f" [HIT:{ff_target}:{ff_dmg}xp]" + + wild_sound = "•BOUM•" if player.get('explosive_ammo', False) else "*BANG*" + if player.get('silencer', 0) > 0: + wild_sound = "•" + wild_sound[1:-1] + "•" + + await self.send_user_message(nick, channel, f"{nick} > {wild_sound} WILD SHOT! | {miss_penalty+wild_penalty}xp | GUN CONFISCATED{friendly_fire_msg}") - elif cmd == '!reload': - player = self.get_player(user) - if not player: - return - - # Check if gun is jammed (reload unjams it) - if player.get('jammed', False): - player['jammed'] = False - unjam_sound = "•click click•" if player.get('silencer', 0) > 0 else "*click click*" - self.send_message(channel, f"{nick} > {unjam_sound} You unjammed your gun! | Ammo: {player['ammo']}/{player['max_ammo']} | Chargers: {player['chargers']}/{player['max_chargers']}") + # Save after each shot self.save_player(user) - return + + elif cmd == '!bef': + # Check if befriending is enabled + if not self.get_config('befriending.enabled', True): + self.send_message(channel, f"{nick} > Duck befriending is currently disabled!") + return + + player = self.get_player(user) + if not player: + return + + # Get ducks in this channel + channel_ducks = self.ducks.get(channel, []) + alive_ducks = [duck for duck in channel_ducks if duck.get('alive')] - if player['ammo'] == player['max_ammo']: - self.send_message(channel, f"{nick} > Your gun doesn't need to be reloaded. | Ammo: {player['ammo']}/{player['max_ammo']} | Chargers: {player['chargers']}/{player['max_chargers']}") - return - - if player['chargers'] <= 0: - self.send_message(channel, f"{nick} > You don't have any chargers left! | Ammo: {player['ammo']}/{player['max_ammo']} | Chargers: 0/{player['max_chargers']}") - return - - # Calculate reload reliability - reload_reliability = self.calculate_gun_reliability(player) - - if random.randint(1, 100) <= reload_reliability: - player['chargers'] -= 1 - player['ammo'] = player['max_ammo'] - reload_sound = "•click•" if player.get('silencer', 0) > 0 else "*click*" - self.send_message(channel, f"{nick} > {reload_sound} You reloaded your gun! | Ammo: {player['ammo']}/{player['max_ammo']} | Chargers: {player['chargers']}/{player['max_chargers']}") - else: - # Gun jams during reload - player['jammed'] = True - player['jammed_count'] = player.get('jammed_count', 0) + 1 - jam_sound = "•CLACK• •click click•" if player.get('silencer', 0) > 0 else "*CLACK* *click click*" - self.send_message(channel, f"{nick} > {jam_sound} Your gun jammed while reloading! Use !reload again to unjam it.") - - # Save to database after reload - self.save_player(user) - - elif cmd == '!stats': - await self.handle_stats(nick, channel, user) - elif cmd == '!help': - await self.handle_help(nick, channel) - elif full_cmd.startswith('!shop'): - # Handle !shop or !shop - parts = full_cmd.split() - if len(parts) == 1: - # Just !shop - show shop listing - await self.handle_shop(nick, channel, user) - elif len(parts) >= 2: - # !shop - purchase item - item_id = parts[1] - await self.handle_buy(nick, channel, item_id, user) - elif full_cmd.startswith('!use '): - parts = full_cmd[5:].split() - if len(parts) >= 1: - item_id = parts[0] - target_nick = parts[1] if len(parts) >= 2 else None - await self.handle_use(nick, channel, item_id, user, target_nick) - else: - self.send_message(channel, f"{nick} > Usage: !use [target_nick]") - elif full_cmd.startswith('!sell '): - item_id = full_cmd[6:].strip() - await self.handle_sell(nick, channel, item_id, user) - elif full_cmd.startswith('!trade '): - parts = full_cmd[7:].split() - if len(parts) >= 3: - target_nick, item, amount = parts[0], parts[1], parts[2] - await self.handle_trade(nick, channel, user, target_nick, item, amount) - else: - self.send_message(channel, f"{nick} > Usage: !trade ") - elif full_cmd.startswith('!rearm ') and self.is_admin(user): # Admin only - # Allow rearming other players or self - target_nick = full_cmd[7:].strip() - await self.handle_rearm(nick, channel, user, target_nick) - elif cmd == '!rearm' and self.is_admin(user): # Admin only - # Rearm self - await self.handle_rearm(nick, channel, user, nick) - elif cmd == '!duck' and self.is_admin(user): # Admin only - await self.spawn_duck_now(channel) - elif cmd == '!golden' and self.is_admin(user): # Admin only - await self.spawn_duck_now(channel, force_golden=True) - elif cmd == '!listplayers' and self.is_admin(user): # Admin only - await self.handle_listplayers(nick, channel) - elif full_cmd.startswith('!ban ') and self.is_admin(user): # Admin only - target_nick = full_cmd[5:].strip() - await self.handle_ban(nick, channel, target_nick) - elif full_cmd.startswith('!reset ') and self.is_admin(user): # Admin only - target_nick = full_cmd[7:].strip() - await self.handle_reset(nick, channel, target_nick) - elif cmd == '!resetdb' and self.is_admin(user): # Admin only - await self.handle_reset_database(nick, channel, user) - elif full_cmd.startswith('!resetdb confirm ') and self.is_admin(user): # Admin only - confirmation = full_cmd[17:].strip() - await self.handle_reset_database_confirm(nick, channel, user, confirmation) - elif cmd == '!restart' and self.is_admin(user): # Admin only - await self.handle_restart(nick, channel) - elif cmd == '!quit' and self.is_admin(user): # Admin only - await self.handle_quit(nick, channel) - elif cmd == '!ducklaunch' and self.is_admin(user): # Admin only - await self.spawn_duck_now(channel) - elif cmd == '!ducks': - # Show duck count for all users - channel_ducks = self.ducks.get(channel, []) - alive_ducks = [duck for duck in channel_ducks if duck.get('alive')] - dead_ducks = [duck for duck in channel_ducks if not duck.get('alive')] - - if alive_ducks: - duck_list = [] - for duck in alive_ducks: - duck_type = duck.get('type', 'normal') - spawn_time = time.time() - duck['spawn_time'] - if duck_type == 'golden': - duck_list.append(f"{self.colors['yellow']}Golden Duck{self.colors['reset']} ({spawn_time:.1f}s)") + if alive_ducks: + # Target the oldest duck (first in, first out) + target_duck = alive_ducks[0] + bef_time = time.time() - target_duck['spawn_time'] + + # Calculate befriend success chance using config values + level, _ = self.get_player_level(player['xp']) + base_success = self.get_config('befriending.base_success_rate', 65) or 65 + max_success = self.get_config('befriending.max_success_rate', 90) or 90 + level_bonus_per_level = self.get_config('befriending.level_bonus_per_level', 2) or 2 + level_bonus_cap = self.get_config('befriending.level_bonus_cap', 20) or 20 + luck_bonus_per_point = self.get_config('befriending.luck_bonus_per_point', 3) or 3 + + level_bonus = min(level * level_bonus_per_level, level_bonus_cap) + luck_bonus = player.get('luck', 0) * luck_bonus_per_point + success_chance = min(base_success + level_bonus + luck_bonus, max_success) + + # Check if befriend attempt succeeds + if random.randint(1, 100) <= success_chance: + # Successful befriend + player['befriended'] = player.get('befriended', 0) + 1 + + # XP rewards from config + xp_min = self.get_config('befriending.xp_reward_min', 1) or 1 + xp_max = self.get_config('befriending.xp_reward_max', 3) or 3 + + xp_earned = random.randint(xp_min, xp_max) + player['xp'] += xp_earned + + # Mark duck as befriended (dead) + target_duck['alive'] = False + + # Lucky items with configurable chance + if self.get_config('items.lucky_items_enabled', True): + lucky_items = ["four-leaf clover", "rabbit's foot", "horseshoe", "lucky penny", "magic feather"] + base_luck_chance = self.get_config('befriending.lucky_item_chance', 5) + player.get('luck', 0) + lucky_item = random.choice(lucky_items) if random.randint(1, 100) <= base_luck_chance else None + lucky_text = f" [{lucky_item}]" if lucky_item else "" + else: + lucky_text = "" + + remaining_ducks = len([d for d in channel_ducks if d.get('alive')]) + duck_count_text = f" | {remaining_ducks} ducks remain" if remaining_ducks > 0 else "" + + self.send_message(channel, f"{nick} > \\_o< BEFRIENDED {bef_time:.3f}s | Friends:{player['befriended']} | +{xp_earned}xp{lucky_text}{duck_count_text}") + + # Update karma for successful befriend + if self.get_config('karma.enabled', True): + karma_bonus = self.get_config('karma.befriend_success_bonus', 2) + player['karma'] = player.get('karma', 0) + karma_bonus + + # Save to database after befriending + self.save_player(user) else: - duck_list.append(f"Duck ({spawn_time:.1f}s)") - self.send_message(channel, f"{nick} > Active ducks: {', '.join(duck_list)}") - else: - self.send_message(channel, f"{nick} > No ducks currently active.") - - elif cmd == '!top' or cmd == '!leaderboard': - # Show top players by XP - if not self.players: - self.send_message(channel, f"{nick} > No players found!") - return - - # Sort players by XP - sorted_players = sorted(self.players.items(), key=lambda x: x[1]['xp'], reverse=True) - top_5 = sorted_players[:5] - - self.send_message(channel, f"{self.colors['cyan']}🏆 TOP HUNTERS LEADERBOARD 🏆{self.colors['reset']}") - for i, (player_nick, player_data) in enumerate(top_5, 1): - level, title = self.get_player_level(player_data['xp']) - total_ducks = player_data.get('caught', 0) + player_data.get('befriended', 0) - golden = player_data.get('golden_ducks', 0) - golden_text = f" ({self.colors['yellow']}{golden} golden{self.colors['reset']})" if golden > 0 else "" - - if i == 1: - rank_color = self.colors['yellow'] # Gold - elif i == 2: - rank_color = self.colors['gray'] # Silver - elif i == 3: - rank_color = self.colors['orange'] # Bronze + # Duck refuses to be befriended + refusal_messages = [ + f"{nick} > The duck looks at you suspiciously and waddles away! \\_o< *suspicious quack*", + f"{nick} > The duck refuses to be friends and flaps away angrily! \\_O< *angry quack*", + f"{nick} > The duck ignores your friendship attempts and goes back to swimming! \\_o< *indifferent quack*", + f"{nick} > The duck seems shy and hides behind some reeds! \\_o< *shy quack*", + f"{nick} > The duck is too busy looking for food to be your friend! \\_o< *hungry quack*", + f"{nick} > The duck gives you a cold stare and swims to the other side! \\_O< *cold quack*", + f"{nick} > The duck prefers to stay wild and free! \\_o< *wild quack*", + f"{nick} > The duck thinks you're trying too hard and keeps its distance! \\_o< *skeptical quack*" + ] + + # Small chance the duck gets scared and flies away (configurable) + scared_chance = self.get_config('befriending.scared_away_chance', 10) or 10 + if random.randint(1, 100) <= scared_chance: + target_duck['alive'] = False + scared_messages = [ + f"{nick} > Your friendship attempt scared the duck away! It flies off into the sunset! \\_o< *departing quack*", + f"{nick} > The duck panics at your approach and escapes! \\_O< *panicked quack* *flap flap*" + ] + self.send_message(channel, random.choice(scared_messages)) + else: + self.send_message(channel, random.choice(refusal_messages)) + + # XP penalty for failed befriend attempt (configurable) + xp_penalty = self.get_config('befriending.failure_xp_penalty', 1) + player['xp'] = max(0, player['xp'] - xp_penalty) + + # Update karma for failed befriend + if self.get_config('karma.enabled', True): + karma_penalty = self.get_config('karma.befriend_fail_penalty', 1) + player['karma'] = player.get('karma', 0) - karma_penalty + + # Save player data + self.save_player(user) else: - rank_color = self.colors['white'] + self.send_message(channel, f"{nick} > There is no duck to befriend!") - self.send_message(channel, f"{rank_color}#{i}{self.colors['reset']} {player_nick} - Level {level}: {title} | XP: {player_data['xp']} | Ducks: {total_ducks}{golden_text}") + elif cmd == '!reload': + player = self.get_player(user) + if not player: + return + + # Check if gun is jammed (reload unjams it) + if player.get('jammed', False): + player['jammed'] = False + unjam_sound = "•click click•" if player.get('silencer', 0) > 0 else "*click click*" + self.send_message(channel, f"{nick} > {unjam_sound} UNJAMMED | {player['ammo']}/{player['max_ammo']} | {player['chargers']}/{player['max_chargers']}") + self.save_player(user) + return + + if player['ammo'] == player['max_ammo']: + self.send_message(channel, f"{nick} > Already loaded | {player['ammo']}/{player['max_ammo']} | {player['chargers']}/{player['max_chargers']}") + return + + if player['chargers'] <= 0: + self.send_message(channel, f"{nick} > No chargers! | {player['ammo']}/{player['max_ammo']} | 0/{player['max_chargers']}") + return + + # Calculate reload reliability + reload_reliability = self.calculate_gun_reliability(player) - elif cmd == '!levels': - # Show level progression table - self.send_message(channel, f"{self.colors['cyan']}🎯 LEVEL PROGRESSION SYSTEM 🎯{self.colors['reset']}") - - # Show first 10 levels as example - for i in range(min(10, len(self.levels))): - level_data = self.levels[i] - next_xp = self.levels[i + 1]['xp'] if i + 1 < len(self.levels) else "MAX" - self.send_message(channel, f"Level {i + 1}: {level_data['title']} (XP: {level_data['xp']} - {next_xp})") - - if len(self.levels) > 10: - self.send_message(channel, f"... and {len(self.levels) - 10} more levels up to Level {len(self.levels)}: {self.levels[-1]['title']}") - - elif full_cmd.startswith('!level '): - # Show specific player's level info - target_nick = full_cmd[7:].strip().lower() - if target_nick in self.players: - target_player = self.players[target_nick] - level, title = self.get_player_level(target_player['xp']) - xp_for_next = self.get_xp_for_next_level(target_player['xp']) - - if xp_for_next > 0: - next_info = f"Next level in {xp_for_next} XP" + if random.randint(1, 100) <= reload_reliability: + player['chargers'] -= 1 + player['ammo'] = player['max_ammo'] + reload_sound = "•click•" if player.get('silencer', 0) > 0 else "*click*" + self.send_message(channel, f"{nick} > {reload_sound} RELOADED | {player['ammo']}/{player['max_ammo']} | {player['chargers']}/{player['max_chargers']}") else: - next_info = "MAX LEVEL REACHED!" + # Gun jams during reload + player['jammed'] = True + player['jammed_count'] = player.get('jammed_count', 0) + 1 + jam_sound = "•CLACK• •click click•" if player.get('silencer', 0) > 0 else "*CLACK* *click click*" + self.send_message(channel, f"{nick} > {jam_sound} RELOAD JAMMED! Use !reload to unjam.") - self.send_message(channel, f"{nick} > {target_nick}: Level {level} - {self.colors['cyan']}{title}{self.colors['reset']} | {next_info}") - else: - self.send_message(channel, f"{nick} > Player {target_nick} not found!") + # Save to database after reload + self.save_player(user) + + elif cmd == '!stats': + await self.handle_stats(nick, channel, user) + elif cmd == '!help': + await self.handle_help(nick, channel) + elif full_cmd.startswith('!shop'): + # Handle !shop or !shop + parts = full_cmd.split() + if len(parts) == 1: + # Just !shop - show shop listing + await self.handle_shop(nick, channel, user) + elif len(parts) >= 2: + # !shop - purchase item + item_id = parts[1] + await self.handle_buy(nick, channel, item_id, user) + elif full_cmd.startswith('!use '): + parts = full_cmd[5:].split() + if len(parts) >= 1: + item_id = parts[0] + target_nick = parts[1] if len(parts) >= 2 else None + await self.handle_use(nick, channel, item_id, user, target_nick) + else: + self.send_message(channel, f"{nick} > Usage: !use [target_nick]") + elif full_cmd.startswith('!sell '): + item_id = full_cmd[6:].strip() + await self.handle_sell(nick, channel, item_id, user) + elif full_cmd.startswith('!trade '): + parts = full_cmd[7:].split() + if len(parts) >= 3: + target_nick, item, amount = parts[0], parts[1], parts[2] + await self.handle_trade(nick, channel, user, target_nick, item, amount) + else: + self.send_message(channel, f"{nick} > Usage: !trade ") + elif full_cmd.startswith('!rearm ') and self.is_admin(user): # Admin only + # Allow rearming other players or self + target_nick = full_cmd[7:].strip() + await self.handle_rearm(nick, channel, user, target_nick) + elif cmd == '!rearm' and self.is_admin(user): # Admin only + # Rearm self + await self.handle_rearm(nick, channel, user, nick) + elif cmd == '!duck' and self.is_admin(user): # Admin only + await self.spawn_duck_now(channel) + elif cmd == '!golden' and self.is_admin(user): # Admin only + await self.spawn_duck_now(channel, force_golden=True) + elif cmd == '!listplayers' and self.is_admin(user): # Admin only + await self.handle_listplayers(nick, channel) + elif full_cmd.startswith('!ban ') and self.is_admin(user): # Admin only + target_nick = full_cmd[5:].strip() + await self.handle_ban(nick, channel, target_nick) + elif full_cmd.startswith('!reset ') and self.is_admin(user): # Admin only + target_nick = full_cmd[7:].strip() + await self.handle_reset(nick, channel, target_nick) + elif cmd == '!resetdb' and self.is_admin(user): # Admin only + await self.handle_reset_database(nick, channel, user) + elif full_cmd.startswith('!resetdb confirm ') and self.is_admin(user): # Admin only + confirmation = full_cmd[17:].strip() + await self.handle_reset_database_confirm(nick, channel, user, confirmation) + elif cmd == '!restart' and self.is_admin(user): # Admin only + await self.handle_restart(nick, channel) + elif cmd == '!quit' and self.is_admin(user): # Admin only + await self.handle_quit(nick, channel) + elif cmd == '!ducklaunch' and self.is_admin(user): # Admin only + await self.spawn_duck_now(channel) + elif cmd == '!ducks': + # Show duck count for all users + channel_ducks = self.ducks.get(channel, []) + alive_ducks = [duck for duck in channel_ducks if duck.get('alive')] + dead_ducks = [duck for duck in channel_ducks if not duck.get('alive')] - elif cmd == '!karma': - # Show karma leaderboard - if not self.players: - self.send_message(channel, f"{nick} > No players found!") - return + if alive_ducks: + duck_list = [] + for duck in alive_ducks: + duck_type = duck.get('type', 'normal') + spawn_time = time.time() - duck['spawn_time'] + if duck_type == 'golden': + duck_list.append(f"{self.colors['yellow']}Golden Duck{self.colors['reset']} ({spawn_time:.1f}s)") + else: + duck_list.append(f"Duck ({spawn_time:.1f}s)") + self.send_message(channel, f"{nick} > Active ducks: {', '.join(duck_list)}") + else: + self.send_message(channel, f"{nick} > No ducks currently active.") + + elif cmd == '!top' or cmd == '!leaderboard': + # Show top players by XP + if not self.players: + self.send_message(channel, f"{nick} > No players found!") + return + + # Sort players by XP + sorted_players = sorted(self.players.items(), key=lambda x: x[1]['xp'], reverse=True) + top_5 = sorted_players[:5] - # Sort by karma - karma_players = [(nick, data) for nick, data in self.players.items() if data.get('karma', 0) != 0] - karma_players.sort(key=lambda x: x[1].get('karma', 0), reverse=True) - - if not karma_players: - self.send_message(channel, f"{nick} > No karma data available!") - return + self.send_message(channel, f"{self.colors['cyan']}🏆 TOP HUNTERS LEADERBOARD 🏆{self.colors['reset']}") + for i, (player_nick, player_data) in enumerate(top_5, 1): + level, title = self.get_player_level(player_data['xp']) + total_ducks = player_data.get('caught', 0) + player_data.get('befriended', 0) + golden = player_data.get('golden_ducks', 0) + golden_text = f" ({self.colors['yellow']}{golden} golden{self.colors['reset']})" if golden > 0 else "" + + if i == 1: + rank_color = self.colors['yellow'] # Gold + elif i == 2: + rank_color = self.colors['gray'] # Silver + elif i == 3: + rank_color = self.colors['orange'] # Bronze + else: + rank_color = self.colors['white'] + + self.send_message(channel, f"{rank_color}#{i}{self.colors['reset']} {player_nick} - Level {level}: {title} | XP: {player_data['xp']} | Ducks: {total_ducks}{golden_text}") + + elif cmd == '!levels': + # Show level progression table + self.send_message(channel, f"{self.colors['cyan']}🎯 LEVEL PROGRESSION SYSTEM 🎯{self.colors['reset']}") - self.send_message(channel, f"{self.colors['purple']}☯ KARMA LEADERBOARD ☯{self.colors['reset']}") - for i, (player_nick, player_data) in enumerate(karma_players[:5], 1): - karma = player_data.get('karma', 0) - karma_color = self.colors['green'] if karma >= 0 else self.colors['red'] - karma_text = "Saint" if karma >= 50 else "Good" if karma >= 10 else "Evil" if karma <= -10 else "Chaotic" if karma <= -50 else "Neutral" + # Show first 10 levels as example + for i in range(min(10, len(self.levels))): + level_data = self.levels[i] + next_xp = self.levels[i + 1]['xp'] if i + 1 < len(self.levels) else "MAX" + self.send_message(channel, f"Level {i + 1}: {level_data['title']} (XP: {level_data['xp']} - {next_xp})") + + if len(self.levels) > 10: + self.send_message(channel, f"... and {len(self.levels) - 10} more levels up to Level {len(self.levels)}: {self.levels[-1]['title']}") + + elif full_cmd.startswith('!level '): + # Show specific player's level info + target_nick = full_cmd[7:].strip().lower() + if target_nick in self.players: + target_player = self.players[target_nick] + level, title = self.get_player_level(target_player['xp']) + xp_for_next = self.get_xp_for_next_level(target_player['xp']) + + if xp_for_next > 0: + next_info = f"Next level in {xp_for_next} XP" + else: + next_info = "MAX LEVEL REACHED!" + + self.send_message(channel, f"{nick} > {target_nick}: Level {level} - {self.colors['cyan']}{title}{self.colors['reset']} | {next_info}") + else: + self.send_message(channel, f"{nick} > Player {target_nick} not found!") + + elif cmd == '!karma': + # Show karma leaderboard + if not self.players: + self.send_message(channel, f"{nick} > No players found!") + return + + # Sort by karma + karma_players = [(nick, data) for nick, data in self.players.items() if data.get('karma', 0) != 0] + karma_players.sort(key=lambda x: x[1].get('karma', 0), reverse=True) - self.send_message(channel, f"#{i} {player_nick} - {karma_color}Karma: {karma}{self.colors['reset']} ({karma_text})") + if not karma_players: + self.send_message(channel, f"{nick} > No karma data available!") + return + + self.send_message(channel, f"{self.colors['purple']}☯ KARMA LEADERBOARD ☯{self.colors['reset']}") + for i, (player_nick, player_data) in enumerate(karma_players[:5], 1): + karma = player_data.get('karma', 0) + karma_color = self.colors['green'] if karma >= 0 else self.colors['red'] + karma_text = "Saint" if karma >= 50 else "Good" if karma >= 10 else "Evil" if karma <= -10 else "Chaotic" if karma <= -50 else "Neutral" + + self.send_message(channel, f"#{i} {player_nick} - {karma_color}Karma: {karma}{self.colors['reset']} ({karma_text})") + + elif cmd == '!ducks': + # Show duck count for all users + channel_ducks = self.ducks.get(channel, []) + alive_ducks = [duck for duck in channel_ducks if duck.get('alive')] + dead_ducks = [duck for duck in channel_ducks if not duck.get('alive')] - elif cmd == '!ducks': - # Show duck count for all users - channel_ducks = self.ducks.get(channel, []) - alive_ducks = [duck for duck in channel_ducks if duck.get('alive')] - dead_ducks = [duck for duck in channel_ducks if not duck.get('alive')] - - if alive_ducks: - oldest_time = min(time.time() - duck['spawn_time'] for duck in alive_ducks) - self.send_message(channel, f"{nick} > {len(alive_ducks)} ducks in {channel} | Oldest: {oldest_time:.1f}s | Dead: {len(dead_ducks)} | Timeout: {self.duck_timeout_min}-{self.duck_timeout_max}s") - else: - self.send_message(channel, f"{nick} > No ducks in {channel} | Dead: {len(dead_ducks)}") - elif cmd == '!output' or full_cmd.startswith('!output '): - parts = cmd.split(maxsplit=1) - output_type = parts[1] if len(parts) > 1 else '' - await self.handle_output(nick, channel, user, output_type) - elif full_cmd.startswith('!ignore ') and self.is_admin(user): # Admin only - target_nick = full_cmd[8:].strip().lower() - await self.handle_ignore(nick, channel, target_nick) - elif full_cmd.startswith('!delignore ') and self.is_admin(user): # Admin only - target_nick = full_cmd[11:].strip().lower() - await self.handle_delignore(nick, channel, target_nick) - elif full_cmd.startswith('!giveitem ') and self.is_admin(user): # Admin only - parts = full_cmd[10:].split() - if len(parts) >= 2: - target_nick, item = parts[0], parts[1] - await self.handle_admin_giveitem(nick, channel, target_nick, item) - else: - self.send_message(channel, f"{nick} > Usage: !giveitem ") - elif full_cmd.startswith('!givexp ') and self.is_admin(user): # Admin only - parts = full_cmd[8:].split() - if len(parts) >= 2: - target_nick, amount = parts[0], parts[1] + if alive_ducks: + oldest_time = min(time.time() - duck['spawn_time'] for duck in alive_ducks) + self.send_message(channel, f"{nick} > {len(alive_ducks)} ducks in {channel} | Oldest: {oldest_time:.1f}s | Dead: {len(dead_ducks)} | Timeout: {self.duck_timeout_min}-{self.duck_timeout_max}s") + else: + self.send_message(channel, f"{nick} > No ducks in {channel} | Dead: {len(dead_ducks)}") + elif cmd == '!output' or full_cmd.startswith('!output '): + parts = cmd.split(maxsplit=1) + output_type = parts[1] if len(parts) > 1 else '' + await self.handle_output(nick, channel, user, output_type) + + elif cmd == '!ducktime': + # Show time until next duck spawn + await self.handle_ducktime(nick, channel) + + elif cmd == '!lastduck': + # Show information about the last duck shot + await self.handle_lastduck(nick, channel) + + elif cmd == '!records': + # Show channel records + await self.handle_records(nick, channel) + elif full_cmd.startswith('!ignore ') and self.is_admin(user): # Admin only + target_nick = full_cmd[8:].strip().lower() + await self.handle_ignore(nick, channel, target_nick) + elif full_cmd.startswith('!delignore ') and self.is_admin(user): # Admin only + target_nick = full_cmd[11:].strip().lower() + await self.handle_delignore(nick, channel, target_nick) + elif full_cmd.startswith('!giveitem ') and self.is_admin(user): # Admin only + parts = full_cmd[10:].split() + if len(parts) >= 2: + target_nick, item = parts[0], parts[1] + await self.handle_admin_giveitem(nick, channel, target_nick, item) + else: + self.send_message(channel, f"{nick} > Usage: !giveitem ") + elif full_cmd.startswith('!givexp ') and self.is_admin(user): # Admin only + parts = full_cmd[8:].split() + if len(parts) >= 2: + target_nick, amount = parts[0], parts[1] await self.handle_admin_givexp(nick, channel, target_nick, amount) else: self.send_message(channel, f"{nick} > Usage: !givexp ") + + except Exception as e: + # Graceful degradation - log error but don't crash + self.logger.error(f"Command handling error for {user} in {channel}: {e}") + import traceback + self.logger.error(f"Full traceback: {traceback.format_exc()}") + + # Send a gentle error message to user + try: + nick = user.split('!')[0] if user and '!' in user else "Unknown" + error_msg = f"{nick} > Sorry, there was an error processing your command. Please try again." + if channel == self.config['nick']: # Private message + self.send_message(nick, error_msg) + else: # Channel message + self.send_message(channel, error_msg) + except Exception as send_error: + self.logger.error(f"Failed to send error message: {send_error}") async def handle_stats(self, nick, channel, user): player = self.get_player(user) @@ -1188,43 +1483,67 @@ class SimpleIRCBot: if player.get('explosive_ammo', False): gun_status += f" {self.colors['orange']}[EXPLOSIVE]{self.colors['reset']}" - # Duck stats with colors - duck_stats = [] - if player.get('caught', 0) > 0: - duck_stats.append(f"Shot:{player['caught']}") + # Compact stats display - combine into fewer lines + duck_display = f"D:{player.get('caught', 0)}" if player.get('befriended', 0) > 0: - duck_stats.append(f"Befriended:{player['befriended']}") + duck_display += f"/B:{player['befriended']}" if player.get('golden_ducks', 0) > 0: - duck_stats.append(f"{self.colors['yellow']}Golden:{player['golden_ducks']}{self.colors['reset']}") - - duck_display = f"Ducks:({', '.join(duck_stats)})" if duck_stats else "Ducks:0" + duck_display += f"/{self.colors['yellow']}G:{player['golden_ducks']}{self.colors['reset']}" # Main stats line - stats_line1 = f"{nick} > {duck_display} | Level {level}: {self.colors['cyan']}{title}{self.colors['reset']} | XP: {player['xp']}" - if xp_for_next > 0: - stats_line1 += f" (next: {xp_for_next})" - - # Combat stats line karma_color = self.colors['green'] if player.get('karma', 0) >= 0 else self.colors['red'] - karma_display = f"{karma_color}Karma:{player.get('karma', 0)}{self.colors['reset']}" + stats_line1 = f"{nick} > {duck_display} | L{level} | XP:{player['xp']}" + if xp_for_next > 0: + stats_line1 += f"(+{xp_for_next})" + stats_line1 += f" | {karma_color}K:{player.get('karma', 0)}{self.colors['reset']}" - stats_line2 = f"{nick} > {karma_display} | Accuracy: {player['accuracy']}% (effective: {effective_accuracy:.1f}%) | Reliability: {self.calculate_gun_reliability(player)}%" + # Equipment line with compact gun status + weapon_name = player.get('weapon', 'pistol')[:6] # Shorten weapon names + compact_gun_status = "" + if player.get('gun_confiscated', False): + compact_gun_status += "[CONF]" + if player.get('jammed', False): + compact_gun_status += "[JAM]" + if player.get('explosive_ammo', False): + compact_gun_status += "[EXP]" - # Equipment line - weapon_name = player.get('weapon', 'pistol').replace('_', ' ').title() - stats_line3 = f"{nick} > Weapon: {weapon_name}{gun_status} | Ammo: {player['ammo']}/{player['max_ammo']} | Chargers: {player['chargers']}/{player['max_chargers']}" + stats_line2 = f"{nick} > {weapon_name.title()}{compact_gun_status} | {player['ammo']}/{player['max_ammo']}a | {player['chargers']}/{player['max_chargers']}c | Acc:{player['accuracy']}%({effective_accuracy:.0f}%) | Rel:{self.calculate_gun_reliability(player)}%" - # Advanced stats line + # Optional advanced stats line (if requested) best_time = player.get('best_time', 999.9) best_display = f"{best_time:.3f}s" if best_time < 999 else "none" - stats_line4 = f"{nick} > Best time: {best_display} | Avg time: {average_time:.3f}s | Jams: {player.get('jammed_count', 0)} | Accidents: {player.get('accidents', 0)} | Lucky shots: {player.get('lucky_shots', 0)}" + stats_line3 = f"{nick} > Best:{best_display} | Avg:{average_time:.3f}s | Jams:{player.get('jammed_count', 0)} | Accidents:{player.get('accidents', 0)} | Lucky:{player.get('lucky_shots', 0)}" - # Send all stats + # Send compact stats (just 2-3 lines instead of 4+) await self.send_user_message(nick, channel, stats_line1) await self.send_user_message(nick, channel, stats_line2) - await self.send_user_message(nick, channel, stats_line3) - await self.send_user_message(nick, channel, stats_line4) + + # Display inventory compactly if player has items + if player.get('inventory'): + inventory_items = [] + shop_items = { + '1': 'Bullet', '2': 'Clip', '3': 'AP', '4': 'Explosive', + '5': 'Gun', '6': 'Grease', '7': 'Sight', '8': 'Detector', '9': 'Silencer', + '10': 'Clover', '11': 'Shotgun', '12': 'Rifle', '13': 'Sniper', '14': 'Auto', + '15': 'Sand', '16': 'Water', '17': 'Sabotage', '18': 'Life Ins', + '19': 'Liability', '20': 'Decoy', '21': 'Bread', '22': 'Detector', '23': 'Mech Duck' + } + + for item_id, count in player['inventory'].items(): + item_name = shop_items.get(item_id, f"#{item_id}") + inventory_items.append(f"{item_id}:{item_name}({count})") + + if inventory_items: + max_slots = self.get_config('economy.max_inventory_slots', 20) + total_items = sum(player['inventory'].values()) + inventory_display = f"{nick} > {self.colors['magenta']}Inventory ({total_items}/{max_slots}):{self.colors['reset']} {' | '.join(inventory_items[:8])}" + if len(inventory_items) > 8: + inventory_display += f" ... +{len(inventory_items) - 8} more" + await self.send_user_message(nick, channel, inventory_display) + # Only show advanced stats if player has significant activity + if player.get('reflex_shots', 0) > 5: + await self.send_user_message(nick, channel, stats_line3) # Inventory display if player.get('inventory'): @@ -1238,15 +1557,14 @@ class SimpleIRCBot: } for item_id, count in player['inventory'].items(): - item_name = shop_items.get(item_id, f"Item #{item_id}") - inventory_items.append(f"{item_id}:{item_name}({count})") + inventory_items.append(f"{item_id}({count})") if inventory_items: max_slots = self.get_config('economy.max_inventory_slots', 20) total_items = sum(player['inventory'].values()) - inventory_display = f"{nick} > {self.colors['magenta']}Inventory ({total_items}/{max_slots}):{self.colors['reset']} {' | '.join(inventory_items[:10])}" - if len(inventory_items) > 10: - inventory_display += f" ... and {len(inventory_items) - 10} more" + inventory_display = f"{nick} > {self.colors['magenta']}Items({total_items}/{max_slots}):{self.colors['reset']} {' '.join(inventory_items[:15])}" + if len(inventory_items) > 15: + inventory_display += f" +{len(inventory_items) - 15}" await self.send_user_message(nick, channel, inventory_display) async def handle_rearm(self, nick, channel, user, target_nick): @@ -1334,7 +1652,7 @@ class SimpleIRCBot: self.send_message(channel, line) async def handle_output(self, nick, channel, user, output_type): - """Handle output mode setting (PRIVMSG or NOTICE)""" + """Handle output mode setting (PUBLIC, NOTICE, or PRIVMSG)""" player = self.get_player(user) if not player: self.send_message(channel, f"{nick} > Player data not found!") @@ -1342,25 +1660,120 @@ class SimpleIRCBot: # Ensure player has settings (for existing players) if 'settings' not in player: + default_mode = self.get_config('message_output.default_user_mode', 'PUBLIC') player['settings'] = { - 'notices': True + 'output_mode': default_mode } output_type = output_type.upper() - if output_type == 'PRIVMSG': - player['settings']['notices'] = False + if output_type == 'PUBLIC': + player['settings']['output_mode'] = 'PUBLIC' self.save_database() - self.send_message(channel, f"{nick} > Output mode set to {self.colors['cyan']}PRIVMSG{self.colors['reset']} (private messages)") + self.send_message(channel, f"{nick} > Output mode set to {self.colors['cyan']}PUBLIC{self.colors['reset']} (channel messages)") elif output_type == 'NOTICE': - player['settings']['notices'] = True + player['settings']['output_mode'] = 'NOTICE' self.save_database() self.send_message(channel, f"{nick} > Output mode set to {self.colors['cyan']}NOTICE{self.colors['reset']} (channel notices)") + elif output_type == 'PRIVMSG': + player['settings']['output_mode'] = 'PRIVMSG' + self.save_database() + self.send_message(channel, f"{nick} > Output mode set to {self.colors['cyan']}PRIVMSG{self.colors['reset']} (private messages)") + else: - current_mode = 'NOTICE' if player['settings']['notices'] else 'PRIVMSG' - self.send_message(channel, f"{nick} > Current output mode: {self.colors['cyan']}{current_mode}{self.colors['reset']} | Usage: !output PRIVMSG or !output NOTICE") + current_mode = player['settings'].get('output_mode', 'NOTICE') + self.send_message(channel, f"{nick} > Current output mode: {self.colors['cyan']}{current_mode}{self.colors['reset']} | Usage: !output PUBLIC, !output NOTICE, or !output PRIVMSG") + + async def handle_ducktime(self, nick, channel): + """Show time until next duck spawn""" + current_time = time.time() + + # Check if there are active ducks + channel_ducks = self.ducks.get(channel, []) + alive_ducks = [duck for duck in channel_ducks if duck.get('alive')] + + if alive_ducks: + self.send_message(channel, f"{nick} > {len(alive_ducks)} duck(s) currently active! Go hunt them!") + return + + # Show next spawn time if we have it + if channel in self.next_duck_spawn: + next_spawn = self.next_duck_spawn[channel] + time_until = max(0, next_spawn - current_time) + + if time_until > 0: + minutes = int(time_until // 60) + seconds = int(time_until % 60) + difficulty = self.duck_difficulty.get(channel, 1.0) + difficulty_text = f" (Difficulty: {difficulty:.1f}x)" if difficulty > 1.0 else "" + self.send_message(channel, f"{nick} > Next duck spawn in {self.colors['cyan']}{minutes}m {seconds}s{self.colors['reset']}{difficulty_text}") + else: + self.send_message(channel, f"{nick} > Duck should spawn any moment now...") + else: + # Estimate based on spawn range + min_min = self.duck_spawn_min // 60 + max_min = self.duck_spawn_max // 60 + self.send_message(channel, f"{nick} > Ducks spawn every {min_min}-{max_min} minutes (spawn time varies)") + + async def handle_lastduck(self, nick, channel): + """Show information about the last duck shot in this channel""" + if channel not in self.channel_records: + self.send_message(channel, f"{nick} > No duck records found for {channel}") + return + + last_duck = self.channel_records[channel].get('last_duck') + if not last_duck: + self.send_message(channel, f"{nick} > No ducks have been shot in {channel} yet") + return + + # Format the last duck info + hunter = last_duck['hunter'] + duck_type = last_duck['type'] + shot_time = last_duck['shot_time'] + time_ago = time.time() - last_duck['timestamp'] + + # Format time ago + if time_ago < 60: + time_ago_str = f"{int(time_ago)}s ago" + elif time_ago < 3600: + time_ago_str = f"{int(time_ago // 60)}m ago" + else: + time_ago_str = f"{int(time_ago // 3600)}h ago" + + duck_emoji = "🥇" if duck_type == "golden" else "🦆" + self.send_message(channel, f"{nick} > Last duck: {duck_emoji} {duck_type} duck shot by {self.colors['cyan']}{hunter}{self.colors['reset']} in {shot_time:.3f}s ({time_ago_str})") + + async def handle_records(self, nick, channel): + """Show channel records and statistics""" + if channel not in self.channel_records: + self.send_message(channel, f"{nick} > No records found for {channel}") + return + + records = self.channel_records[channel] + + # Header + self.send_message(channel, f"{nick} > {self.colors['yellow']}📊 {channel.upper()} RECORDS 📊{self.colors['reset']}") + + # Fastest shot + fastest = records.get('fastest_shot') + if fastest: + self.send_message(channel, f"🏆 Fastest shot: {self.colors['green']}{fastest['time']:.3f}s{self.colors['reset']} by {self.colors['cyan']}{fastest['hunter']}{self.colors['reset']} ({fastest['duck_type']} duck)") + + # Total stats + total_ducks = records.get('total_ducks', 0) + total_shots = records.get('total_shots', 0) + accuracy = (total_ducks / total_shots * 100) if total_shots > 0 else 0 + + self.send_message(channel, f"📈 Total: {total_ducks} ducks shot, {total_shots} shots fired ({accuracy:.1f}% accuracy)") + + # Current difficulty + difficulty = self.duck_difficulty.get(channel, 1.0) + if difficulty > 1.0: + self.send_message(channel, f"🧠 Duck intelligence: {self.colors['red']}{difficulty:.2f}x harder{self.colors['reset']} (they're learning!)") + else: + self.send_message(channel, f"🧠 Duck intelligence: Normal (fresh ducks)") async def handle_shop(self, nick, channel, user): player = self.get_player(user) @@ -1368,10 +1781,62 @@ class SimpleIRCBot: self.send_message(channel, f"{nick} > Player data not found!") return - # Show compact shop in eggdrop style - shop_msg = f"[Duck Hunt] Purchasable items: 1-Extra bullet(7xp) 2-Extra clip(20xp) 3-AP ammo(15xp) 4-Explosive ammo(25xp) 5-Repurchase gun(40xp) 6-Grease(8xp) 7-Sight(6xp) 8-Infrared detector(15xp) 9-Silencer(5xp) 10-Four-leaf clover(13xp) 11-Shotgun(100xp) 12-Assault rifle(200xp) 13-Sniper rifle(350xp) 14-Auto shotgun(500xp) 15-Sand(7xp) 16-Water bucket(10xp) 17-Sabotage(14xp) 18-Life insurance(10xp) 19-Liability insurance(5xp) 20-Decoy(80xp) 21-Bread(50xp) 22-Duck detector(50xp) 23-Mechanical duck(50xp)" - self.send_message(channel, f"{nick} > {shop_msg}") - self.send_message(channel, f"{nick} > Your XP: {player['xp']} | Use !shop to purchase") + # Create organized shop display + shop_items = { + 'ammo': [ + {'id': '1', 'name': 'Extra bullet', 'cost': 7}, + {'id': '2', 'name': 'Extra clip', 'cost': 20}, + {'id': '3', 'name': 'AP ammo', 'cost': 15}, + {'id': '4', 'name': 'Explosive ammo', 'cost': 25} + ], + 'weapons': [ + {'id': '11', 'name': 'Shotgun', 'cost': 100}, + {'id': '12', 'name': 'Assault rifle', 'cost': 200}, + {'id': '13', 'name': 'Sniper rifle', 'cost': 350}, + {'id': '14', 'name': 'Auto shotgun', 'cost': 500} + ], + 'upgrades': [ + {'id': '6', 'name': 'Grease', 'cost': 8}, + {'id': '7', 'name': 'Sight', 'cost': 6}, + {'id': '8', 'name': 'Infrared detector', 'cost': 15}, + {'id': '9', 'name': 'Silencer', 'cost': 5}, + {'id': '10', 'name': 'Four-leaf clover', 'cost': 13} + ], + 'special': [ + {'id': '5', 'name': 'Repurchase gun', 'cost': 40}, + {'id': '15', 'name': 'Sand', 'cost': 7}, + {'id': '16', 'name': 'Water bucket', 'cost': 10}, + {'id': '17', 'name': 'Sabotage', 'cost': 14}, + {'id': '20', 'name': 'Decoy', 'cost': 80}, + {'id': '21', 'name': 'Bread', 'cost': 50}, + {'id': '22', 'name': 'Duck detector', 'cost': 50}, + {'id': '23', 'name': 'Mechanical duck', 'cost': 50} + ], + 'insurance': [ + {'id': '18', 'name': 'Life insurance', 'cost': 10}, + {'id': '19', 'name': 'Liability insurance', 'cost': 5} + ] + } + + # Format each category + def format_items(items, color): + formatted = [] + for item in items: + formatted.append(f"{item['id']}.{item['name']}({item['cost']})") + return ' '.join(formatted) + + # Send compact shop header + self.send_message(channel, f"{nick} > {self.colors['yellow']}SHOP{self.colors['reset']} XP:{self.colors['green']}{player['xp']}{self.colors['reset']}") + + # Send categorized items in compact format + self.send_message(channel, f"{self.colors['cyan']}Ammo:{self.colors['reset']} {format_items(shop_items['ammo'], self.colors['cyan'])}") + self.send_message(channel, f"{self.colors['red']}Weapons:{self.colors['reset']} {format_items(shop_items['weapons'], self.colors['red'])}") + self.send_message(channel, f"{self.colors['green']}Upgrades:{self.colors['reset']} {format_items(shop_items['upgrades'], self.colors['green'])}") + self.send_message(channel, f"{self.colors['yellow']}Special:{self.colors['reset']} {format_items(shop_items['special'], self.colors['yellow'])}") + self.send_message(channel, f"{self.colors['magenta']}Insurance:{self.colors['reset']} {format_items(shop_items['insurance'], self.colors['magenta'])}") + + # Compact footer + self.send_message(channel, f"Use !shop to buy") async def handle_buy(self, nick, channel, item, user): """Buy items and add to inventory""" @@ -1976,6 +2441,11 @@ class SimpleIRCBot: wait_time = random.randint(self.duck_spawn_min, self.duck_spawn_max) self.logger.info(f"Waiting {wait_time//60}m {wait_time%60}s for next duck") + # Set next spawn time for all channels + next_spawn_time = time.time() + wait_time + for channel in self.channels_joined: + self.next_duck_spawn[channel] = next_spawn_time + # Sleep in chunks to check shutdown flag for _ in range(wait_time): if self.shutdown_requested: diff --git a/duckhunt/simple_duckhunt.py.backup b/duckhunt/simple_duckhunt.py.backup new file mode 100644 index 0000000..ebcf13e --- /dev/null +++ b/duckhunt/simple_duckhunt.py.backup @@ -0,0 +1,2690 @@ +#!/usr/bin/env python3 +""" +Standalone DuckHunt IRC Bot with JSON Database Storage +""" + +import asyncio +import ssl +import json +import random +import logging +import logging.handlers +import sys +import os +import base64 +import subprocess +import time +import uuid +import signal +import traceback +import re +from functools import partial +from typing import Optional, Dict, Any + +# Import SASL handler +from src.sasl import SASLHandler + +# Enhanced logger with detailed formatting +class DetailedColorFormatter(logging.Formatter): + COLORS = { + 'DEBUG': '\033[94m', # Blue + 'INFO': '\033[92m', # Green + 'WARNING': '\033[93m', # Yellow + 'ERROR': '\033[91m', # Red + 'CRITICAL': '\033[95m', # Magenta + } + + def format(self, record): + color = self.COLORS.get(record.levelname, '') + endc = self.COLORS['ENDC'] + msg = super().format(record) + return f"{color}{msg}{endc}" + +class DetailedFileFormatter(logging.Formatter): + """File formatter with extra context but no colors""" + def format(self, record): + return super().format(record) + +def setup_logger(): + logger = logging.getLogger('DuckHuntBot') + logger.setLevel(logging.DEBUG) + + # Clear any existing handlers + logger.handlers.clear() + + # Console handler with colors + console_handler = logging.StreamHandler() + console_handler.setLevel(logging.INFO) + console_formatter = DetailedColorFormatter( + '%(asctime)s [%(levelname)s] %(name)s: %(message)s' + ) + console_handler.setFormatter(console_formatter) + logger.addHandler(console_handler) + + # File handler with rotation for detailed logs + try: + file_handler = logging.handlers.RotatingFileHandler( + 'duckhunt.log', + maxBytes=10*1024*1024, # 10MB per file + backupCount=5 # Keep 5 backup files + ) + file_handler.setLevel(logging.DEBUG) + file_formatter = DetailedFileFormatter( + '%(asctime)s [%(levelname)-8s] %(name)s - %(funcName)s:%(lineno)d: %(message)s' + ) + file_handler.setFormatter(file_formatter) + logger.addHandler(file_handler) + + logger.info("Enhanced logging system initialized with file rotation") + except Exception as e: + logger.error(f"Failed to setup file logging: {e}") + + return logger + +# Input validation functions +class InputValidator: + @staticmethod + def validate_nickname(nick: str) -> bool: + """Validate IRC nickname format""" + if not nick or len(nick) > 30: + return False + # RFC 2812 nickname pattern + pattern = r'^[a-zA-Z\[\]\\`_^{|}][a-zA-Z0-9\[\]\\`_^{|}\-]*$' + return bool(re.match(pattern, nick)) + + @staticmethod + def validate_channel(channel: str) -> bool: + """Validate IRC channel format""" + if not channel or len(channel) > 50: + return False + return channel.startswith('#') and ' ' not in channel + + @staticmethod + def validate_numeric_input(value: str, min_val: Optional[int] = None, max_val: Optional[int] = None) -> Optional[int]: + """Safely parse and validate numeric input""" + try: + num = int(value) + if min_val is not None and num < min_val: + return None + if max_val is not None and num > max_val: + return None + return num + except (ValueError, TypeError): + return None + + @staticmethod + def sanitize_message(message: str) -> str: + """Sanitize user input message""" + if not message: + return "" + # Remove control characters and limit length + sanitized = ''.join(char for char in message if ord(char) >= 32 or char in '\t\n') + return sanitized[:500] # Limit message length + +# Simple IRC message parser +def parse_message(line): + prefix = '' + trailing = '' + if line.startswith(':'): + prefix, line = line[1:].split(' ', 1) + if ' :' in line: + line, trailing = line.split(' :', 1) + parts = line.split() + command = parts[0] if parts else '' + params = parts[1:] if len(parts) > 1 else [] + return prefix, command, params, trailing + +class SimpleIRCBot: + def __init__(self, config): + self.config = config + self.logger = setup_logger() + self.reader: Optional[asyncio.StreamReader] = None + self.writer: Optional[asyncio.StreamWriter] = None + self.registered = False + self.channels_joined = set() + self.players = {} # Memory cache for speed + self.ducks = {} # Format: {channel: [{'alive': True, 'spawn_time': time, 'id': uuid}, ...]} + self.db_file = "duckhunt.json" + self.admins = [admin.lower() for admin in self.config.get('admins', ['colby'])] # Load from config only, case insensitive + self.ignored_nicks = set() # Nicks to ignore commands from + self.command_cooldowns = {} # Rate limiting for commands + self.duck_timeout_min = self.config.get('duck_timeout_min', 45) # Minimum duck timeout + self.duck_timeout_max = self.config.get('duck_timeout_max', 75) # Maximum duck timeout + self.duck_spawn_min = self.config.get('duck_spawn_min', 1800) # Minimum duck spawn time (30 min) + self.duck_spawn_max = self.config.get('duck_spawn_max', 5400) # Maximum duck spawn time (90 min) + self.shutdown_requested = False # Graceful shutdown flag + self.running_tasks = set() # Track running tasks for cleanup + + # Duck intelligence and records tracking + self.channel_records = {} # Channel-specific records {channel: {'fastest_shot': {}, 'last_duck': {}, 'total_ducks': 0}} + self.duck_difficulty = {} # Per-channel duck difficulty {channel: multiplier} + self.next_duck_spawn = {} # Track next spawn time per channel + + # Initialize SASL handler + self.sasl_handler = SASLHandler(self, config) + + # IRC Color codes + self.colors = { + 'red': '\x0304', + 'green': '\x0303', + 'blue': '\x0302', + 'yellow': '\x0308', + 'orange': '\x0307', + 'purple': '\x0306', + 'cyan': '\x0311', + 'white': '\x0300', + 'black': '\x0301', + 'gray': '\x0314', + 'reset': '\x03' + } + + # 40-level progression system with titles + self.levels = [ + {'xp': 0, 'title': 'Duck Harasser'}, + {'xp': 10, 'title': 'Unemployed'}, + {'xp': 25, 'title': 'Hunter Apprentice'}, + {'xp': 45, 'title': 'Duck Tracker'}, + {'xp': 70, 'title': 'Sharp Shooter'}, + {'xp': 100, 'title': 'Hunter'}, + {'xp': 135, 'title': 'Experienced Hunter'}, + {'xp': 175, 'title': 'Skilled Hunter'}, + {'xp': 220, 'title': 'Expert Hunter'}, + {'xp': 270, 'title': 'Master Hunter'}, + {'xp': 325, 'title': 'Duck Slayer'}, + {'xp': 385, 'title': 'Duck Terminator'}, + {'xp': 450, 'title': 'Duck Destroyer'}, + {'xp': 520, 'title': 'Duck Exterminator'}, + {'xp': 595, 'title': 'Duck Assassin'}, + {'xp': 675, 'title': 'Legendary Hunter'}, + {'xp': 760, 'title': 'Elite Hunter'}, + {'xp': 850, 'title': 'Supreme Hunter'}, + {'xp': 945, 'title': 'Ultimate Hunter'}, + {'xp': 1045, 'title': 'Godlike Hunter'}, + {'xp': 1150, 'title': 'Duck Nightmare'}, + {'xp': 1260, 'title': 'Duck Executioner'}, + {'xp': 1375, 'title': 'Duck Eliminator'}, + {'xp': 1495, 'title': 'Duck Obliterator'}, + {'xp': 1620, 'title': 'Duck Annihilator'}, + {'xp': 1750, 'title': 'Duck Devastator'}, + {'xp': 1885, 'title': 'Duck Vanquisher'}, + {'xp': 2025, 'title': 'Duck Conqueror'}, + {'xp': 2170, 'title': 'Duck Dominator'}, + {'xp': 2320, 'title': 'Duck Emperor'}, + {'xp': 2475, 'title': 'Duck Overlord'}, + {'xp': 2635, 'title': 'Duck Deity'}, + {'xp': 2800, 'title': 'Duck God'}, + {'xp': 2970, 'title': 'Duck Nemesis'}, + {'xp': 3145, 'title': 'Duck Apocalypse'}, + {'xp': 3325, 'title': 'Duck Armageddon'}, + {'xp': 3510, 'title': 'Duck Ragnarok'}, + {'xp': 3700, 'title': 'Duck Cataclysm'}, + {'xp': 3895, 'title': 'Duck Holocaust'}, + {'xp': 4095, 'title': 'Duck Genesis'} + ] + + # Sleep hours configuration (when ducks don't spawn) + self.sleep_hours = self.config.get('sleep_hours', []) # Format: [[22, 30], [8, 0]] for 22:30 to 08:00 + + # Duck planning system + self.daily_duck_plan = {} # Format: {channel: [(hour, minute), ...]} + + # Karma system + self.karma_events = ['teamkill', 'miss', 'wild_shot', 'hit', 'golden_hit'] + + self.load_database() + + def get_config(self, path, default=None): + """Get nested configuration value with fallback to default""" + keys = path.split('.') + value = self.config + for key in keys: + if isinstance(value, dict) and key in value: + value = value[key] + else: + return default + return value + + async def attempt_nickserv_auth(self): + """Delegate to SASL handler for NickServ auth""" + # For simple bot, we'll implement NickServ auth here + sasl_config = self.config.get('sasl', {}) + username = sasl_config.get('username', '') + password = sasl_config.get('password', '') + + if username and password: + self.logger.info(f"Attempting NickServ identification for {username}") + # Try both common NickServ commands + self.send_raw(f'PRIVMSG NickServ :IDENTIFY {username} {password}') + # Some networks use just the password if nick matches + await asyncio.sleep(1) + self.send_raw(f'PRIVMSG NickServ :IDENTIFY {password}') + self.logger.info("NickServ identification commands sent") + else: + self.logger.debug("No SASL credentials available for NickServ fallback") + + async def handle_nickserv_response(self, message): + """Handle responses from NickServ""" + message_lower = message.lower() + + if any(phrase in message_lower for phrase in [ + 'you are now identified', 'password accepted', 'you are already identified', + 'authentication successful', 'you have been identified' + ]): + self.logger.info("NickServ identification successful!") + + elif any(phrase in message_lower for phrase in [ + 'invalid password', 'incorrect password', 'access denied', + 'authentication failed', 'not registered', 'nickname is not registered' + ]): + self.logger.error(f"NickServ identification failed: {message}") + + else: + self.logger.debug(f"NickServ message: {message}") + + def get_player_level(self, xp): + """Get player level and title based on XP""" + for i in range(len(self.levels) - 1, -1, -1): + if xp >= self.levels[i]['xp']: + return i + 1, self.levels[i]['title'] + return 1, self.levels[0]['title'] + + def get_xp_for_next_level(self, xp): + """Get XP needed for next level""" + level, _ = self.get_player_level(xp) + if level < len(self.levels): + return self.levels[level]['xp'] - xp + return 0 # Max level reached + + def calculate_penalty_by_level(self, base_penalty, xp): + """Calculate penalty based on player level""" + level, _ = self.get_player_level(xp) + # Higher levels get higher penalties + return base_penalty + (level - 1) * 0.5 + + def update_karma(self, player, event): + """Update player karma based on event""" + if 'karma' not in player: + player['karma'] = 0 + + karma_changes = { + 'hit': 2, + 'golden_hit': 5, + 'teamkill': -10, + 'wild_shot': -3, + 'miss': -1 + } + + player['karma'] += karma_changes.get(event, 0) + + def is_sleep_time(self): + """Check if current time is within sleep hours""" + if not self.sleep_hours: + return False + + import datetime + now = datetime.datetime.now() + current_time = now.hour * 60 + now.minute + + for sleep_start, sleep_end in self.sleep_hours: + start_minutes = sleep_start[0] * 60 + sleep_start[1] + end_minutes = sleep_end[0] * 60 + sleep_end[1] + + if start_minutes <= end_minutes: # Same day + if start_minutes <= current_time <= end_minutes: + return True + else: # Crosses midnight + if current_time >= start_minutes or current_time <= end_minutes: + return True + return False + + def calculate_gun_reliability(self, player): + """Calculate gun reliability percentage""" + base_reliability = player.get('reliability', 70) + grease_bonus = 10 if player.get('grease', 0) > 0 else 0 + brush_bonus = 5 if player.get('brush', 0) > 0 else 0 + return min(base_reliability + grease_bonus + brush_bonus, 95) + + def gun_jams(self, player): + """Check if gun jams when firing""" + reliability = self.calculate_gun_reliability(player) + return random.randint(1, 100) > reliability + + async def scare_other_ducks(self, channel, shot_duck_id): + """Successful shots can scare other ducks away""" + if not self.config.get('successful_shots_scare_ducks', True): + return + + channel_ducks = self.ducks.get(channel, []) + for duck in channel_ducks: + if duck.get('alive') and duck['id'] != shot_duck_id: + # 30% chance to scare each remaining duck + if random.randint(1, 100) <= 30: + duck['scared'] = True + duck['alive'] = False + + async def scare_duck_on_miss(self, channel, target_duck): + """Duck may be scared by missed shots""" + if target_duck.get('hit_attempts', 0) >= 2: # Duck gets scared after 2+ attempts + if random.randint(1, 100) <= 40: # 40% chance to scare + target_duck['scared'] = True + target_duck['alive'] = False + self.send_message(channel, f"The duck got scared and flew away! (\\_o<) *flap flap*") + + async def find_bushes_items(self, nick, channel, player): + """Find items in bushes after killing a duck""" + if random.randint(1, 100) <= 12: # 12% chance to find something + found_items = [ + "Handful of sand", "Water bucket", "Four-leaf clover", "Mirror", + "Grease", "Brush for gun", "Spare clothes", "Sunglasses", + "Piece of bread", "Life insurance" + ] + found_item = random.choice(found_items) + + # Add item to player inventory + item_key = found_item.lower().replace(' ', '_').replace("'", "") + if 'four_leaf_clover' in item_key: + item_key = 'luck' + player['luck'] = player.get('luck', 0) + 1 + elif item_key in player: + player[item_key] = player.get(item_key, 0) + 1 + + self.send_message(channel, f"{nick} > {self.colors['cyan']}You found {found_item} in the bushes!{self.colors['reset']}") + self.save_player(f"{nick}!user@host") # Save player data + + def load_database(self): + """Load player data from JSON file""" + if os.path.exists(self.db_file): + try: + with open(self.db_file, 'r') as f: + data = json.load(f) + self.players = data.get('players', {}) + self.logger.info(f"Loaded {len(self.players)} players from {self.db_file}") + except (json.JSONDecodeError, IOError) as e: + self.logger.error(f"Error loading database: {e}") + self.players = {} + else: + self.players = {} + self.logger.info(f"Created new database: {self.db_file}") + + def save_database(self): + """Save all player data to JSON file with error handling""" + try: + # Atomic write to prevent corruption + temp_file = f"{self.db_file}.tmp" + data = { + 'players': self.players, + 'last_save': str(time.time()) + } + with open(temp_file, 'w') as f: + json.dump(data, f, indent=2) + + # Atomic rename to replace old file + import os + os.replace(temp_file, self.db_file) + + except IOError as e: + self.logger.error(f"Error saving database: {e}") + except Exception as e: + self.logger.error(f"Unexpected database save error: {e}") + + def is_admin(self, user): + """Check if user is admin by nick only""" + if '!' not in user: + return False + nick = user.split('!')[0].lower() + return nick in self.admins + + async def send_user_message(self, nick, channel, message, message_type='default'): + """Send message to user respecting their output mode preferences and config overrides""" + player = self.get_player(f"{nick}!*@*") + + # Check if this message type should be forced to public + force_public_key = f'message_output.force_public.{message_type}' + if self.get_config(force_public_key, False): + self.send_message(channel, message) + return + + # Default to config setting if player not found or no settings + default_mode = self.get_config('message_output.default_user_mode', 'PUBLIC') + output_mode = default_mode + if player and 'settings' in player: + output_mode = player['settings'].get('output_mode', default_mode) + # Handle legacy 'notices' setting for backwards compatibility + if 'output_mode' not in player['settings'] and 'notices' in player['settings']: + output_mode = 'NOTICE' if player['settings']['notices'] else 'PRIVMSG' + + if output_mode == 'PUBLIC': + # Send as regular channel message + self.send_message(channel, message) + elif output_mode == 'NOTICE': + # Send as notice to user + notice_msg = message.replace(f"{nick} > ", "") # Remove nick prefix for notice + self.send_raw(f'NOTICE {nick} :{notice_msg}') + else: # PRIVMSG + # Send as private message + private_msg = message.replace(f"{nick} > ", "") # Remove nick prefix for PM + self.send_message(nick, private_msg) + + def get_random_player_for_friendly_fire(self, shooter_nick): + """Get a random player (except shooter) for friendly fire""" + eligible_players = [] + shooter_lower = shooter_nick.lower() + + for nick in self.players.keys(): + if nick != shooter_lower: # Don't hit yourself + eligible_players.append(nick) + + if eligible_players: + return random.choice(eligible_players) + return None + + def _get_starting_accuracy(self): + """Get starting accuracy for new player - either fixed or random""" + if self.get_config('new_players.random_stats.enabled', False): + accuracy_range = self.get_config('new_players.random_stats.accuracy_range', [60, 80]) + if accuracy_range and len(accuracy_range) >= 2: + return random.randint(accuracy_range[0], accuracy_range[1]) + return self.get_config('new_players.starting_accuracy', 65) + + def _get_starting_reliability(self): + """Get starting reliability for new player - either fixed or random""" + if self.get_config('new_players.random_stats.enabled', False): + reliability_range = self.get_config('new_players.random_stats.reliability_range', [65, 85]) + if reliability_range and len(reliability_range) >= 2: + return random.randint(reliability_range[0], reliability_range[1]) + return self.get_config('new_players.starting_reliability', 70) + + async def auto_rearm_confiscated_guns(self, channel, shooter_nick): + """Auto-rearm all players with confiscated guns when someone shoots a duck""" + if not self.get_config('weapons.auto_rearm_on_duck_shot', False): + return + + rearmed_players = [] + for user_host, player_data in self.players.items(): + if player_data.get('gun_confiscated', False): + player_data['gun_confiscated'] = False + player_data['ammo'] = player_data.get('ammo', 0) + 1 # Give them 1 ammo + + # Get just the nickname from user!host format + nick = user_host.split('!')[0] if '!' in user_host else user_host + rearmed_players.append(nick) + + if rearmed_players: + self.save_database() + # Send notification to channel + rearmed_list = ', '.join(rearmed_players) + self.send_message(channel, f"🔫 {self.colors['green']}Auto-rearm:{self.colors['reset']} {rearmed_list} got their guns back! (Thanks to {shooter_nick}'s duck shot)") + self.logger.info(f"Auto-rearmed {len(rearmed_players)} players after {shooter_nick} shot duck in {channel}") + + async def update_channel_records(self, channel, hunter, shot_time, duck_type): + """Update channel records and duck difficulty after a successful shot""" + if not self.get_config('records_tracking.enabled', True): + return + + # Initialize channel records if needed + if channel not in self.channel_records: + self.channel_records[channel] = { + 'fastest_shot': None, + 'last_duck': None, + 'total_ducks': 0, + 'total_shots': 0 + } + + records = self.channel_records[channel] + + # Update totals + records['total_ducks'] += 1 + + # Update fastest shot record + if not records['fastest_shot'] or shot_time < records['fastest_shot']['time']: + records['fastest_shot'] = { + 'time': shot_time, + 'hunter': hunter, + 'duck_type': duck_type, + 'timestamp': time.time() + } + # Announce new record + self.send_message(channel, f"🏆 {self.colors['yellow']}NEW RECORD!{self.colors['reset']} {hunter} set fastest shot: {shot_time:.3f}s!") + + # Update last duck info + records['last_duck'] = { + 'hunter': hunter, + 'type': duck_type, + 'shot_time': shot_time, + 'timestamp': time.time() + } + + # Increase duck difficulty (smartness) + if self.get_config('duck_smartness.enabled', True): + if channel not in self.duck_difficulty: + self.duck_difficulty[channel] = 1.0 + + learning_rate = self.get_config('duck_smartness.learning_rate', 0.1) + max_difficulty = self.get_config('duck_smartness.max_difficulty_multiplier', 2.0) + + # Ensure max_difficulty has a valid value + if max_difficulty is None: + max_difficulty = 2.0 + + # Increase difficulty slightly with each duck shot + self.duck_difficulty[channel] = min( + max_difficulty, + self.duck_difficulty[channel] + learning_rate + ) + + # Save records to database periodically + self.save_database() + + async def connect(self): + try: + server = self.config['server'] + port = self.config['port'] + ssl_context = ssl.create_default_context() if self.config.get('ssl', True) else None + + self.logger.info(f"Connecting to {server}:{port} (SSL: {ssl_context is not None})") + + self.reader, self.writer = await asyncio.open_connection( + server, port, ssl=ssl_context + ) + self.logger.info("Connected successfully!") + + # Start SASL negotiation if enabled + if await self.sasl_handler.start_negotiation(): + return True + else: + # Standard registration without SASL + await self.register_user() + return True + except Exception as e: + self.logger.error(f"Connection failed: {e}") + return False + + async def register_user(self): + """Register the user with the IRC server""" + # Send password FIRST if configured (for I-line exemption) + if self.config.get('password'): + self.send_raw(f'PASS {self.config["password"]}') + + self.logger.info(f"Registering as {self.config['nick']}") + self.send_raw(f'NICK {self.config["nick"]}') + self.send_raw(f'USER {self.config["nick"]} 0 * :DuckHunt Bot') + + def send_raw(self, msg): + # Skip debug logging for speed + # self.logger.debug(f"-> {msg}") + if self.writer: + self.writer.write((msg + '\r\n').encode()) + + def send_message(self, target, msg): + # Skip logging during gameplay for speed (uncomment for debugging) + # self.logger.info(f"Sending to {target}: {msg}") + self.send_raw(f'PRIVMSG {target} :{msg}') + # Remove drain() for faster responses - let TCP handle buffering + + def check_rate_limit(self, nick: str, channel: str) -> bool: + """Check if user is within rate limits""" + try: + current_time = time.time() + key = f"{nick}:{channel}" + + # Rate limit: 5 commands per 30 seconds per user per channel + if key not in self.command_cooldowns: + self.command_cooldowns[key] = [] + + # Remove old entries + self.command_cooldowns[key] = [ + timestamp for timestamp in self.command_cooldowns[key] + if current_time - timestamp < 30 + ] + + # Check if under limit + if len(self.command_cooldowns[key]) >= 5: + return False + + # Add current command + self.command_cooldowns[key].append(current_time) + return True + + except Exception as e: + self.logger.error(f"Rate limit check failed: {e}") + return True # Allow command if rate limiting fails + + def get_player(self, user): + """Get player data by nickname only (case insensitive)""" + if '!' not in user: + return None + + nick = user.split('!')[0].lower() # Case insensitive + + # Use nick as database key + if nick in self.players: + player = self.players[nick] + # Backward compatibility: ensure all required fields exist + if 'missed' not in player: + player['missed'] = 0 + if 'inventory' not in player: + player['inventory'] = {} + return player + + # Create new player with configurable defaults + player_data = { + 'xp': self.get_config('new_players.starting_xp', 0), + 'caught': 0, + 'befriended': 0, # Separate counter for befriended ducks + 'missed': 0, + 'ammo': self.get_config('weapons.starting_ammo', 6), + 'max_ammo': self.get_config('weapons.max_ammo_base', 6), + 'chargers': self.get_config('weapons.starting_chargers', 2), + 'max_chargers': self.get_config('weapons.max_chargers_base', 2), + 'accuracy': self._get_starting_accuracy(), + 'reliability': self._get_starting_reliability(), + 'weapon': self.get_config('weapons.starting_weapon', 'pistol'), + 'gun_confiscated': False, + 'explosive_ammo': False, + 'settings': { + 'output_mode': self.get_config('message_output.default_user_mode', 'PUBLIC'), + 'notices': True, # Legacy setting for backwards compatibility + 'private_messages': False + }, + # Inventory system + 'inventory': {}, + # New advanced stats + 'golden_ducks': 0, + 'karma': self.get_config('new_players.starting_karma', 0), + 'deflection': self.get_config('new_players.starting_deflection', 0), + 'defense': self.get_config('new_players.starting_defense', 0), + 'jammed': False, + 'jammed_count': 0, + 'deaths': 0, + 'neutralized': 0, + 'deflected': 0, + 'best_time': 999.9, + 'total_reflex_time': 0.0, + 'reflex_shots': 0, + 'wild_shots': 0, + 'accidents': 0, + 'total_ammo_used': 0, + 'shot_at': 0, + 'lucky_shots': 0, + # Shop items + 'luck': 0, + 'detector': 0, + 'silencer': 0, + 'sunglasses': 0, + 'clothes': 0, + 'grease': 0, + 'brush': 0, + 'mirror': 0, + 'sand': 0, + 'water': 0, + 'sabotage': 0, + 'life_insurance': 0, + 'liability': 0, + 'decoy': 0, + 'bread': 0, + 'duck_detector': 0, + 'mechanical': 0 + } + + self.players[nick] = player_data + self.save_database() # Auto-save new players + return player_data + + def save_player(self, user): + """Save player data - batch saves for performance""" + if not hasattr(self, '_save_pending'): + self._save_pending = False + + if not self._save_pending: + self._save_pending = True + # Schedule delayed save to batch multiple writes + asyncio.create_task(self._delayed_save()) + + async def _delayed_save(self): + """Batch save to reduce disk I/O""" + await asyncio.sleep(0.5) # Small delay to batch saves + try: + self.save_database() + self.logger.debug("Database batch save completed") + except Exception as e: + self.logger.error(f"Database batch save failed: {e}") + finally: + self._save_pending = False + + def setup_signal_handlers(self): + """Setup signal handlers for graceful shutdown""" + def signal_handler(signum): + signal_name = signal.Signals(signum).name + self.logger.info(f"Received {signal_name}, initiating graceful shutdown...") + self.shutdown_requested = True + + # Handle common shutdown signals + if hasattr(signal, 'SIGTERM'): + signal.signal(signal.SIGTERM, lambda s, f: signal_handler(s)) + if hasattr(signal, 'SIGINT'): + signal.signal(signal.SIGINT, lambda s, f: signal_handler(s)) + if hasattr(signal, 'SIGHUP'): + signal.signal(signal.SIGHUP, lambda s, f: signal_handler(s)) + + def is_rate_limited(self, user, command, cooldown=2.0): + """Check if user is rate limited for a command""" + now = time.time() + key = f"{user}:{command}" + + if key in self.command_cooldowns: + if now - self.command_cooldowns[key] < cooldown: + return True + + self.command_cooldowns[key] = now + return False + + async def handle_command(self, user, channel, message): + """Enhanced command handler with logging, validation, and graceful degradation""" + if not user: + self.logger.warning("Received command with no user information") + return + + try: + nick = user.split('!')[0] + nick_lower = nick.lower() + + # Input validation + if not InputValidator.validate_nickname(nick): + self.logger.warning(f"Invalid nickname format: {nick}") + return + + if not InputValidator.validate_channel(channel) and not channel == self.config['nick']: + self.logger.warning(f"Invalid channel format: {channel}") + return + + # Sanitize message input + message = InputValidator.sanitize_message(message) + if not message: + return + + # Enhanced logging with context + self.logger.debug(f"Processing command from {nick} in {channel}: {message[:100]}") + + # Check if user is ignored + if nick_lower in self.ignored_nicks: + self.logger.debug(f"Ignoring command from ignored user: {nick}") + return + + # Rate limiting check + if not self.check_rate_limit(nick_lower, channel): + self.logger.info(f"Rate limit exceeded for {nick} in {channel}") + return + + # Determine if this is a private message to the bot + is_private = channel == self.config['nick'] + + # For private messages, use the nick as the target for responses + response_target = nick if is_private else channel + + # Handle private messages (no ! prefix needed) + if is_private: + cmd = message.strip().lower() + self.logger.info(f"Private command from {nick}: {cmd}") + + # Private message admin commands + if self.is_admin(user): + if cmd == 'restart': + await self.handle_restart(nick, response_target) + return + elif cmd == 'quit': + await self.handle_quit(nick, response_target) + return + elif cmd == 'launch' or cmd == 'ducklaunch': + # For private messages, launch in all channels + for chan in self.channels_joined: + await self.spawn_duck_now(chan) + self.send_message(response_target, f"{nick} > Launched ducks in all channels!") + return + elif cmd == 'golden' or cmd == 'goldenduck': + # Launch golden ducks + for chan in self.channels_joined: + await self.spawn_duck_now(chan, force_golden=True) + self.send_message(response_target, f"{nick} > Launched {self.colors['yellow']}GOLDEN DUCKS{self.colors['reset']} in all channels!") + return + elif cmd.startswith('ignore '): + target_nick = cmd[7:].strip().lower() + await self.handle_ignore(nick, response_target, target_nick) + return + elif cmd.startswith('delignore '): + target_nick = cmd[10:].strip().lower() + await self.handle_delignore(nick, response_target, target_nick) + return + else: + # Unknown private command + self.send_message(response_target, f"{nick} > Admin commands: restart, quit, launch, golden, ignore , delignore ") + return + else: + # Non-admin private message + self.send_message(response_target, f"{nick} > Private commands are admin-only. Use !help in a channel for game commands.") + return + + # Handle channel messages (must start with !) + if not message.startswith('!'): + return + + # Extract just the command part (first word) to handle emojis and extra text + cmd = message.strip().lower().split()[0] + # Keep the original message for commands that need arguments + full_cmd = message.strip().lower() + + # Regular game commands (channel only) + # Inline common commands for speed + if cmd == '!bang': + # Rate limit shooting to prevent spam + if self.is_rate_limited(user, 'bang', 1.0): + return + + player = self.get_player(user) + if not player: + return + + # Check if gun is confiscated + if player.get('gun_confiscated', False): + self.send_message(channel, f"{nick} > {self.colors['red']}Your gun has been confiscated! Buy a new gun from the shop (item #5).{self.colors['reset']}") + return + + # Check if gun is jammed + if player.get('jammed', False): + self.send_message(channel, f"{nick} > {self.colors['red']}Your gun is jammed! Use !reload to unjam it.{self.colors['reset']}") + return + + # Check ammo + if player['ammo'] <= 0: + self.send_message(channel, f"{nick} > Your gun is empty! | Ammo: 0/{player['max_ammo']} | Chargers: {player['chargers']}/{player['max_chargers']}") + return + + # Check for gun jamming before shooting + if self.gun_jams(player): + player['jammed'] = True + player['jammed_count'] = player.get('jammed_count', 0) + 1 + jam_sound = "•click• •click•" if player.get('silencer', 0) > 0 else "*CLICK* *CLICK*" + self.send_message(channel, f"{nick} > {jam_sound} Your gun jammed! Use !reload to unjam it.") + self.save_player(user) + return + + # Get ducks in this channel + channel_ducks = self.ducks.get(channel, []) + alive_ducks = [duck for duck in channel_ducks if duck.get('alive')] + + # Consume ammo + player['ammo'] -= 1 + player['total_ammo_used'] = player.get('total_ammo_used', 0) + 1 + + if alive_ducks: + # Target the oldest duck (first in, first out) + target_duck = alive_ducks[0] + shot_time = time.time() - target_duck['spawn_time'] + is_golden = target_duck.get('type') == 'golden' + + # Calculate hit chance (golden ducks are harder to hit) + base_accuracy = player['accuracy'] + if is_golden: + base_accuracy = max(base_accuracy - 30, 10) # Golden ducks much harder + + # Apply bonuses + if player.get('sunglasses', 0) > 0: + base_accuracy += 5 # Sunglasses help + if player.get('mirror', 0) > 0: + base_accuracy += 3 # Mirror helps + + # Apply duck smartness penalty + duck_difficulty = self.duck_difficulty.get(channel, 1.0) + if duck_difficulty > 1.0: + # Smarter ducks are harder to hit + difficulty_penalty = (duck_difficulty - 1.0) * 20 # Up to 20% penalty at max difficulty + base_accuracy = max(base_accuracy - difficulty_penalty, 10) # Never go below 10% + + hit_chance = min(base_accuracy, 95) # Cap at 95% + + # Record shot attempt + player['shot_at'] = player.get('shot_at', 0) + 1 + target_duck['hit_attempts'] = target_duck.get('hit_attempts', 0) + 1 + + # Track total shots for channel statistics + if channel not in self.channel_records: + self.channel_records[channel] = {'total_shots': 0, 'total_ducks': 0} + self.channel_records[channel]['total_shots'] += 1 + + # Check for hit + if random.randint(1, 100) <= hit_chance: + # HIT! + player['caught'] += 1 + target_duck['alive'] = False + + # Update reflex time stats + player['reflex_shots'] = player.get('reflex_shots', 0) + 1 + player['total_reflex_time'] = player.get('total_reflex_time', 0) + shot_time + if shot_time < player.get('best_time', 999.9): + player['best_time'] = shot_time + + # Calculate XP and rewards + if is_golden: + player['golden_ducks'] = player.get('golden_ducks', 0) + 1 + base_xp = 50 # Golden ducks give much more XP + self.update_karma(player, 'golden_hit') + else: + base_xp = 15 # Normal XP + self.update_karma(player, 'hit') + + # Lucky shot bonus + luck_multiplier = 1 + (player.get('luck', 0) * 0.1) # 10% per luck point + is_lucky = random.randint(1, 100) <= (5 + player.get('luck', 0)) + if is_lucky: + player['lucky_shots'] = player.get('lucky_shots', 0) + 1 + luck_multiplier *= 1.5 # 50% bonus for lucky shot + + xp_earned = int(base_xp * luck_multiplier) + player['xp'] += xp_earned + + # Sound effects based on ammo type + if player.get('explosive_ammo', False): + shot_sound = "•BOUM•" if player.get('silencer', 0) > 0 else "*BOUM*" + explosive_text = f" {self.colors['orange']}[explosive ammo]{self.colors['reset']}" + else: + shot_sound = "•bang•" if player.get('silencer', 0) > 0 else "*BANG*" + explosive_text = "" + + # Lucky shot text + lucky_text = f" {self.colors['yellow']}[lucky shot!]{self.colors['reset']}" if is_lucky else "" + + # Build hit message + level, title = self.get_player_level(player['xp']) + + if is_golden: + golden_count = player.get('golden_ducks', 0) + hit_msg = f"{nick} > {self.colors['yellow']}{shot_sound}{self.colors['reset']} You shot down the {self.colors['yellow']}★ GOLDEN DUCK ★{self.colors['reset']} in {shot_time:.3f}s! Total: {player['caught']} ducks ({self.colors['yellow']}{golden_count} golden{self.colors['reset']}) | Level {level}: {title} | [{self.colors['yellow']}{xp_earned} xp{self.colors['reset']}]{explosive_text}{lucky_text}" + else: + hit_msg = f"{nick} > {self.colors['green']}{shot_sound}{self.colors['reset']} You shot down the duck in {shot_time:.3f}s! Total: {player['caught']} ducks | Level {level}: {title} | [{self.colors['green']}{xp_earned} xp{self.colors['reset']}]{explosive_text}{lucky_text}" + + self.send_message(channel, hit_msg) + + # Scare other ducks if enabled (successful shots can scare ducks) + await self.scare_other_ducks(channel, target_duck['id']) + + # Find items in bushes (rare chance) + await self.find_bushes_items(nick, channel, player) + + # Auto-rearm confiscated guns if enabled + await self.auto_rearm_confiscated_guns(channel, nick) + + # Track records and increase duck difficulty + await self.update_channel_records(channel, nick, shot_time, target_duck['type']) + + else: + # MISS! + player['missed'] += 1 + self.update_karma(player, 'miss') + + # Calculate miss penalty based on level + miss_penalty = int(self.calculate_penalty_by_level(-2, player['xp'])) + player['xp'] += miss_penalty + + # Bullet ricochet chance (can hit other players) + ricochet_chance = 8 # 8% base chance + if player.get('explosive_ammo', False): + ricochet_chance = 15 # Higher with explosive + + ricochet_msg = "" + if random.randint(1, 100) <= ricochet_chance: + ricochet_target = self.get_random_player_for_friendly_fire(nick) + if ricochet_target: + target_player = self.players[ricochet_target] + ricochet_dmg = -3 + target_player['xp'] += ricochet_dmg + target_player['shot_at'] = target_player.get('shot_at', 0) + 1 + ricochet_msg = f" {self.colors['red']}[RICOCHET: {ricochet_target} hit for {ricochet_dmg} xp]{self.colors['reset']}" + + # Scare duck on miss + await self.scare_duck_on_miss(channel, target_duck) + + miss_sound = "•click•" if player.get('silencer', 0) > 0 else "*CLICK*" + await self.send_user_message(nick, channel, f"{nick} > {miss_sound} You missed the duck! [miss: {miss_penalty} xp]{ricochet_msg}") + + else: + # No duck present - wild fire! + player['wild_shots'] = player.get('wild_shots', 0) + 1 + self.update_karma(player, 'wild_shot') + + # Track wild shots in channel statistics + if channel not in self.channel_records: + self.channel_records[channel] = {'total_shots': 0, 'total_ducks': 0} + self.channel_records[channel]['total_shots'] += 1 + + # Calculate penalties based on level + miss_penalty = int(self.calculate_penalty_by_level(-2, player['xp'])) + wild_penalty = int(self.calculate_penalty_by_level(-3, player['xp'])) + player['xp'] += miss_penalty + wild_penalty + + # Confiscate gun + player['gun_confiscated'] = True + + # Higher chance of hitting other players when no duck + friendly_fire_chance = 25 # 25% when no duck + friendly_fire_msg = "" + + if random.randint(1, 100) <= friendly_fire_chance: + ff_target = self.get_random_player_for_friendly_fire(nick) + if ff_target: + target_player = self.players[ff_target] + ff_dmg = int(self.calculate_penalty_by_level(-4, target_player['xp'])) + target_player['xp'] += ff_dmg + target_player['shot_at'] = target_player.get('shot_at', 0) + 1 + player['accidents'] = player.get('accidents', 0) + 1 + self.update_karma(player, 'teamkill') + friendly_fire_msg = f" {self.colors['red']}[ACCIDENT: {ff_target} injured for {ff_dmg} xp]{self.colors['reset']}" + + wild_sound = "•BOUM•" if player.get('explosive_ammo', False) else "*BANG*" + if player.get('silencer', 0) > 0: + wild_sound = "•" + wild_sound[1:-1] + "•" + + confiscated_msg = f" {self.colors['red']}[GUN CONFISCATED]{self.colors['reset']}" + await self.send_user_message(nick, channel, f"{nick} > {wild_sound} You shot at nothing! What were you aiming at? [miss: {miss_penalty} xp] [wild fire: {wild_penalty} xp]{confiscated_msg}{friendly_fire_msg}") + + # Save after each shot + self.save_player(user) + + elif cmd == '!bef': + # Check if befriending is enabled + if not self.get_config('befriending.enabled', True): + self.send_message(channel, f"{nick} > Duck befriending is currently disabled!") + return + + player = self.get_player(user) + if not player: + return + + # Get ducks in this channel + channel_ducks = self.ducks.get(channel, []) + alive_ducks = [duck for duck in channel_ducks if duck.get('alive')] + + if alive_ducks: + # Target the oldest duck (first in, first out) + target_duck = alive_ducks[0] + bef_time = time.time() - target_duck['spawn_time'] + + # Calculate befriend success chance using config values + level, _ = self.get_player_level(player['xp']) + base_success = self.get_config('befriending.base_success_rate', 65) or 65 + max_success = self.get_config('befriending.max_success_rate', 90) or 90 + level_bonus_per_level = self.get_config('befriending.level_bonus_per_level', 2) or 2 + level_bonus_cap = self.get_config('befriending.level_bonus_cap', 20) or 20 + luck_bonus_per_point = self.get_config('befriending.luck_bonus_per_point', 3) or 3 + + level_bonus = min(level * level_bonus_per_level, level_bonus_cap) + luck_bonus = player.get('luck', 0) * luck_bonus_per_point + success_chance = min(base_success + level_bonus + luck_bonus, max_success) + + # Check if befriend attempt succeeds + if random.randint(1, 100) <= success_chance: + # Successful befriend + player['befriended'] = player.get('befriended', 0) + 1 + + # XP rewards from config + xp_min = self.get_config('befriending.xp_reward_min', 1) or 1 + xp_max = self.get_config('befriending.xp_reward_max', 3) or 3 + + xp_earned = random.randint(xp_min, xp_max) + player['xp'] += xp_earned + + # Mark duck as befriended (dead) + target_duck['alive'] = False + + # Lucky items with configurable chance + if self.get_config('items.lucky_items_enabled', True): + lucky_items = ["four-leaf clover", "rabbit's foot", "horseshoe", "lucky penny", "magic feather"] + base_luck_chance = self.get_config('befriending.lucky_item_chance', 5) + player.get('luck', 0) + lucky_item = random.choice(lucky_items) if random.randint(1, 100) <= base_luck_chance else None + lucky_text = f" [{lucky_item}]" if lucky_item else "" + else: + lucky_text = "" + + remaining_ducks = len([d for d in channel_ducks if d.get('alive')]) + duck_count_text = f" | {remaining_ducks} ducks remain" if remaining_ducks > 0 else "" + + self.send_message(channel, f"{nick} > You befriended a duck in {bef_time:.3f}s! Total friends: {player['befriended']} ducks on {channel}. \\_o< *quack* [+{xp_earned} xp]{lucky_text}{duck_count_text}") + + # Update karma for successful befriend + if self.get_config('karma.enabled', True): + karma_bonus = self.get_config('karma.befriend_success_bonus', 2) + player['karma'] = player.get('karma', 0) + karma_bonus + + # Save to database after befriending + self.save_player(user) + else: + # Duck refuses to be befriended + refusal_messages = [ + f"{nick} > The duck looks at you suspiciously and waddles away! \\_o< *suspicious quack*", + f"{nick} > The duck refuses to be friends and flaps away angrily! \\_O< *angry quack*", + f"{nick} > The duck ignores your friendship attempts and goes back to swimming! \\_o< *indifferent quack*", + f"{nick} > The duck seems shy and hides behind some reeds! \\_o< *shy quack*", + f"{nick} > The duck is too busy looking for food to be your friend! \\_o< *hungry quack*", + f"{nick} > The duck gives you a cold stare and swims to the other side! \\_O< *cold quack*", + f"{nick} > The duck prefers to stay wild and free! \\_o< *wild quack*", + f"{nick} > The duck thinks you're trying too hard and keeps its distance! \\_o< *skeptical quack*" + ] + + # Small chance the duck gets scared and flies away (configurable) + scared_chance = self.get_config('befriending.scared_away_chance', 10) or 10 + if random.randint(1, 100) <= scared_chance: + target_duck['alive'] = False + scared_messages = [ + f"{nick} > Your friendship attempt scared the duck away! It flies off into the sunset! \\_o< *departing quack*", + f"{nick} > The duck panics at your approach and escapes! \\_O< *panicked quack* *flap flap*" + ] + self.send_message(channel, random.choice(scared_messages)) + else: + self.send_message(channel, random.choice(refusal_messages)) + + # XP penalty for failed befriend attempt (configurable) + xp_penalty = self.get_config('befriending.failure_xp_penalty', 1) + player['xp'] = max(0, player['xp'] - xp_penalty) + + # Update karma for failed befriend + if self.get_config('karma.enabled', True): + karma_penalty = self.get_config('karma.befriend_fail_penalty', 1) + player['karma'] = player.get('karma', 0) - karma_penalty + + # Save player data + self.save_player(user) + else: + self.send_message(channel, f"{nick} > There is no duck to befriend!") + + elif cmd == '!reload': + player = self.get_player(user) + if not player: + return + + # Check if gun is jammed (reload unjams it) + if player.get('jammed', False): + player['jammed'] = False + unjam_sound = "•click click•" if player.get('silencer', 0) > 0 else "*click click*" + self.send_message(channel, f"{nick} > {unjam_sound} You unjammed your gun! | Ammo: {player['ammo']}/{player['max_ammo']} | Chargers: {player['chargers']}/{player['max_chargers']}") + self.save_player(user) + return + + if player['ammo'] == player['max_ammo']: + self.send_message(channel, f"{nick} > Your gun doesn't need to be reloaded. | Ammo: {player['ammo']}/{player['max_ammo']} | Chargers: {player['chargers']}/{player['max_chargers']}") + return + + if player['chargers'] <= 0: + self.send_message(channel, f"{nick} > You don't have any chargers left! | Ammo: {player['ammo']}/{player['max_ammo']} | Chargers: 0/{player['max_chargers']}") + return + + # Calculate reload reliability + reload_reliability = self.calculate_gun_reliability(player) + + if random.randint(1, 100) <= reload_reliability: + player['chargers'] -= 1 + player['ammo'] = player['max_ammo'] + reload_sound = "•click•" if player.get('silencer', 0) > 0 else "*click*" + self.send_message(channel, f"{nick} > {reload_sound} You reloaded your gun! | Ammo: {player['ammo']}/{player['max_ammo']} | Chargers: {player['chargers']}/{player['max_chargers']}") + else: + # Gun jams during reload + player['jammed'] = True + player['jammed_count'] = player.get('jammed_count', 0) + 1 + jam_sound = "•CLACK• •click click•" if player.get('silencer', 0) > 0 else "*CLACK* *click click*" + self.send_message(channel, f"{nick} > {jam_sound} Your gun jammed while reloading! Use !reload again to unjam it.") + + # Save to database after reload + self.save_player(user) + + elif cmd == '!stats': + await self.handle_stats(nick, channel, user) + elif cmd == '!help': + await self.handle_help(nick, channel) + elif full_cmd.startswith('!shop'): + # Handle !shop or !shop + parts = full_cmd.split() + if len(parts) == 1: + # Just !shop - show shop listing + await self.handle_shop(nick, channel, user) + elif len(parts) >= 2: + # !shop - purchase item + item_id = parts[1] + await self.handle_buy(nick, channel, item_id, user) + elif full_cmd.startswith('!use '): + parts = full_cmd[5:].split() + if len(parts) >= 1: + item_id = parts[0] + target_nick = parts[1] if len(parts) >= 2 else None + await self.handle_use(nick, channel, item_id, user, target_nick) + else: + self.send_message(channel, f"{nick} > Usage: !use [target_nick]") + elif full_cmd.startswith('!sell '): + item_id = full_cmd[6:].strip() + await self.handle_sell(nick, channel, item_id, user) + elif full_cmd.startswith('!trade '): + parts = full_cmd[7:].split() + if len(parts) >= 3: + target_nick, item, amount = parts[0], parts[1], parts[2] + await self.handle_trade(nick, channel, user, target_nick, item, amount) + else: + self.send_message(channel, f"{nick} > Usage: !trade ") + elif full_cmd.startswith('!rearm ') and self.is_admin(user): # Admin only + # Allow rearming other players or self + target_nick = full_cmd[7:].strip() + await self.handle_rearm(nick, channel, user, target_nick) + elif cmd == '!rearm' and self.is_admin(user): # Admin only + # Rearm self + await self.handle_rearm(nick, channel, user, nick) + elif cmd == '!duck' and self.is_admin(user): # Admin only + await self.spawn_duck_now(channel) + elif cmd == '!golden' and self.is_admin(user): # Admin only + await self.spawn_duck_now(channel, force_golden=True) + elif cmd == '!listplayers' and self.is_admin(user): # Admin only + await self.handle_listplayers(nick, channel) + elif full_cmd.startswith('!ban ') and self.is_admin(user): # Admin only + target_nick = full_cmd[5:].strip() + await self.handle_ban(nick, channel, target_nick) + elif full_cmd.startswith('!reset ') and self.is_admin(user): # Admin only + target_nick = full_cmd[7:].strip() + await self.handle_reset(nick, channel, target_nick) + elif cmd == '!resetdb' and self.is_admin(user): # Admin only + await self.handle_reset_database(nick, channel, user) + elif full_cmd.startswith('!resetdb confirm ') and self.is_admin(user): # Admin only + confirmation = full_cmd[17:].strip() + await self.handle_reset_database_confirm(nick, channel, user, confirmation) + elif cmd == '!restart' and self.is_admin(user): # Admin only + await self.handle_restart(nick, channel) + elif cmd == '!quit' and self.is_admin(user): # Admin only + await self.handle_quit(nick, channel) + elif cmd == '!ducklaunch' and self.is_admin(user): # Admin only + await self.spawn_duck_now(channel) + elif cmd == '!ducks': + # Show duck count for all users + channel_ducks = self.ducks.get(channel, []) + alive_ducks = [duck for duck in channel_ducks if duck.get('alive')] + dead_ducks = [duck for duck in channel_ducks if not duck.get('alive')] + + if alive_ducks: + duck_list = [] + for duck in alive_ducks: + duck_type = duck.get('type', 'normal') + spawn_time = time.time() - duck['spawn_time'] + if duck_type == 'golden': + duck_list.append(f"{self.colors['yellow']}Golden Duck{self.colors['reset']} ({spawn_time:.1f}s)") + else: + duck_list.append(f"Duck ({spawn_time:.1f}s)") + self.send_message(channel, f"{nick} > Active ducks: {', '.join(duck_list)}") + else: + self.send_message(channel, f"{nick} > No ducks currently active.") + + elif cmd == '!top' or cmd == '!leaderboard': + # Show top players by XP + if not self.players: + self.send_message(channel, f"{nick} > No players found!") + return + + # Sort players by XP + sorted_players = sorted(self.players.items(), key=lambda x: x[1]['xp'], reverse=True) + top_5 = sorted_players[:5] + + self.send_message(channel, f"{self.colors['cyan']}🏆 TOP HUNTERS LEADERBOARD 🏆{self.colors['reset']}") + for i, (player_nick, player_data) in enumerate(top_5, 1): + level, title = self.get_player_level(player_data['xp']) + total_ducks = player_data.get('caught', 0) + player_data.get('befriended', 0) + golden = player_data.get('golden_ducks', 0) + golden_text = f" ({self.colors['yellow']}{golden} golden{self.colors['reset']})" if golden > 0 else "" + + if i == 1: + rank_color = self.colors['yellow'] # Gold + elif i == 2: + rank_color = self.colors['gray'] # Silver + elif i == 3: + rank_color = self.colors['orange'] # Bronze + else: + rank_color = self.colors['white'] + + self.send_message(channel, f"{rank_color}#{i}{self.colors['reset']} {player_nick} - Level {level}: {title} | XP: {player_data['xp']} | Ducks: {total_ducks}{golden_text}") + + elif cmd == '!levels': + # Show level progression table + self.send_message(channel, f"{self.colors['cyan']}🎯 LEVEL PROGRESSION SYSTEM 🎯{self.colors['reset']}") + + # Show first 10 levels as example + for i in range(min(10, len(self.levels))): + level_data = self.levels[i] + next_xp = self.levels[i + 1]['xp'] if i + 1 < len(self.levels) else "MAX" + self.send_message(channel, f"Level {i + 1}: {level_data['title']} (XP: {level_data['xp']} - {next_xp})") + + if len(self.levels) > 10: + self.send_message(channel, f"... and {len(self.levels) - 10} more levels up to Level {len(self.levels)}: {self.levels[-1]['title']}") + + elif full_cmd.startswith('!level '): + # Show specific player's level info + target_nick = full_cmd[7:].strip().lower() + if target_nick in self.players: + target_player = self.players[target_nick] + level, title = self.get_player_level(target_player['xp']) + xp_for_next = self.get_xp_for_next_level(target_player['xp']) + + if xp_for_next > 0: + next_info = f"Next level in {xp_for_next} XP" + else: + next_info = "MAX LEVEL REACHED!" + + self.send_message(channel, f"{nick} > {target_nick}: Level {level} - {self.colors['cyan']}{title}{self.colors['reset']} | {next_info}") + else: + self.send_message(channel, f"{nick} > Player {target_nick} not found!") + + elif cmd == '!karma': + # Show karma leaderboard + if not self.players: + self.send_message(channel, f"{nick} > No players found!") + return + + # Sort by karma + karma_players = [(nick, data) for nick, data in self.players.items() if data.get('karma', 0) != 0] + karma_players.sort(key=lambda x: x[1].get('karma', 0), reverse=True) + + if not karma_players: + self.send_message(channel, f"{nick} > No karma data available!") + return + + self.send_message(channel, f"{self.colors['purple']}☯ KARMA LEADERBOARD ☯{self.colors['reset']}") + for i, (player_nick, player_data) in enumerate(karma_players[:5], 1): + karma = player_data.get('karma', 0) + karma_color = self.colors['green'] if karma >= 0 else self.colors['red'] + karma_text = "Saint" if karma >= 50 else "Good" if karma >= 10 else "Evil" if karma <= -10 else "Chaotic" if karma <= -50 else "Neutral" + + self.send_message(channel, f"#{i} {player_nick} - {karma_color}Karma: {karma}{self.colors['reset']} ({karma_text})") + + elif cmd == '!ducks': + # Show duck count for all users + channel_ducks = self.ducks.get(channel, []) + alive_ducks = [duck for duck in channel_ducks if duck.get('alive')] + dead_ducks = [duck for duck in channel_ducks if not duck.get('alive')] + + if alive_ducks: + oldest_time = min(time.time() - duck['spawn_time'] for duck in alive_ducks) + self.send_message(channel, f"{nick} > {len(alive_ducks)} ducks in {channel} | Oldest: {oldest_time:.1f}s | Dead: {len(dead_ducks)} | Timeout: {self.duck_timeout_min}-{self.duck_timeout_max}s") + else: + self.send_message(channel, f"{nick} > No ducks in {channel} | Dead: {len(dead_ducks)}") + elif cmd == '!output' or full_cmd.startswith('!output '): + parts = cmd.split(maxsplit=1) + output_type = parts[1] if len(parts) > 1 else '' + await self.handle_output(nick, channel, user, output_type) + + elif cmd == '!ducktime': + # Show time until next duck spawn + await self.handle_ducktime(nick, channel) + + elif cmd == '!lastduck': + # Show information about the last duck shot + await self.handle_lastduck(nick, channel) + + elif cmd == '!records': + # Show channel records + await self.handle_records(nick, channel) + elif full_cmd.startswith('!ignore ') and self.is_admin(user): # Admin only + target_nick = full_cmd[8:].strip().lower() + await self.handle_ignore(nick, channel, target_nick) + elif full_cmd.startswith('!delignore ') and self.is_admin(user): # Admin only + target_nick = full_cmd[11:].strip().lower() + await self.handle_delignore(nick, channel, target_nick) + elif full_cmd.startswith('!giveitem ') and self.is_admin(user): # Admin only + parts = full_cmd[10:].split() + if len(parts) >= 2: + target_nick, item = parts[0], parts[1] + await self.handle_admin_giveitem(nick, channel, target_nick, item) + else: + self.send_message(channel, f"{nick} > Usage: !giveitem ") + elif full_cmd.startswith('!givexp ') and self.is_admin(user): # Admin only + parts = full_cmd[8:].split() + if len(parts) >= 2: + target_nick, amount = parts[0], parts[1] + await self.handle_admin_givexp(nick, channel, target_nick, amount) + else: + self.send_message(channel, f"{nick} > Usage: !givexp ") + + except Exception as e: + # Graceful degradation - log error but don't crash + self.logger.error(f"Command handling error for {user} in {channel}: {e}") + import traceback + self.logger.error(f"Full traceback: {traceback.format_exc()}") + + # Send a gentle error message to user + try: + nick = user.split('!')[0] if user and '!' in user else "Unknown" + error_msg = f"{nick} > Sorry, there was an error processing your command. Please try again." + if channel == self.config['nick']: # Private message + self.send_message(nick, error_msg) + else: # Channel message + self.send_message(channel, error_msg) + except Exception as send_error: + self.logger.error(f"Failed to send error message: {send_error}") + + async def handle_stats(self, nick, channel, user): + player = self.get_player(user) + if not player: + self.send_message(channel, f"{nick} > Player data not found!") + return + + # Get level and title + level, title = self.get_player_level(player['xp']) + xp_for_next = self.get_xp_for_next_level(player['xp']) + + # Calculate advanced stats + total_shots = player.get('caught', 0) + player.get('missed', 0) + effective_accuracy = (player.get('caught', 0) / total_shots * 100) if total_shots > 0 else 0 + average_time = (player.get('total_reflex_time', 0) / player.get('reflex_shots', 1)) if player.get('reflex_shots', 0) > 0 else 0 + + # Gun status + gun_status = "" + if player.get('gun_confiscated', False): + gun_status += f" {self.colors['red']}[CONFISCATED]{self.colors['reset']}" + if player.get('jammed', False): + gun_status += f" {self.colors['yellow']}[JAMMED]{self.colors['reset']}" + if player.get('explosive_ammo', False): + gun_status += f" {self.colors['orange']}[EXPLOSIVE]{self.colors['reset']}" + + # Duck stats with colors + duck_stats = [] + if player.get('caught', 0) > 0: + duck_stats.append(f"Shot:{player['caught']}") + if player.get('befriended', 0) > 0: + duck_stats.append(f"Befriended:{player['befriended']}") + if player.get('golden_ducks', 0) > 0: + duck_stats.append(f"{self.colors['yellow']}Golden:{player['golden_ducks']}{self.colors['reset']}") + + duck_display = f"Ducks:({', '.join(duck_stats)})" if duck_stats else "Ducks:0" + + # Main stats line + stats_line1 = f"{nick} > {duck_display} | Level {level}: {self.colors['cyan']}{title}{self.colors['reset']} | XP: {player['xp']}" + if xp_for_next > 0: + stats_line1 += f" (next: {xp_for_next})" + + # Combat stats line + karma_color = self.colors['green'] if player.get('karma', 0) >= 0 else self.colors['red'] + karma_display = f"{karma_color}Karma:{player.get('karma', 0)}{self.colors['reset']}" + + stats_line2 = f"{nick} > {karma_display} | Accuracy: {player['accuracy']}% (effective: {effective_accuracy:.1f}%) | Reliability: {self.calculate_gun_reliability(player)}%" + + # Equipment line + weapon_name = player.get('weapon', 'pistol').replace('_', ' ').title() + stats_line3 = f"{nick} > Weapon: {weapon_name}{gun_status} | Ammo: {player['ammo']}/{player['max_ammo']} | Chargers: {player['chargers']}/{player['max_chargers']}" + + # Advanced stats line + best_time = player.get('best_time', 999.9) + best_display = f"{best_time:.3f}s" if best_time < 999 else "none" + + stats_line4 = f"{nick} > Best time: {best_display} | Avg time: {average_time:.3f}s | Jams: {player.get('jammed_count', 0)} | Accidents: {player.get('accidents', 0)} | Lucky shots: {player.get('lucky_shots', 0)}" + + # Send all stats + await self.send_user_message(nick, channel, stats_line1) + await self.send_user_message(nick, channel, stats_line2) + await self.send_user_message(nick, channel, stats_line3) + await self.send_user_message(nick, channel, stats_line4) + + # Inventory display + if player.get('inventory'): + inventory_items = [] + shop_items = { + '1': 'Extra bullet', '2': 'Extra clip', '3': 'AP ammo', '4': 'Explosive ammo', + '5': 'Gun restore', '6': 'Grease', '7': 'Sight', '8': 'Detector', '9': 'Silencer', + '10': 'Clover', '11': 'Shotgun', '12': 'Rifle', '13': 'Sniper', '14': 'Auto shotgun', + '15': 'Sand', '16': 'Water', '17': 'Sabotage', '18': 'Life insurance', + '19': 'Liability insurance', '20': 'Decoy', '21': 'Bread', '22': 'Duck detector', '23': 'Mechanical duck' + } + + for item_id, count in player['inventory'].items(): + item_name = shop_items.get(item_id, f"Item #{item_id}") + inventory_items.append(f"{item_id}:{item_name}({count})") + + if inventory_items: + max_slots = self.get_config('economy.max_inventory_slots', 20) + total_items = sum(player['inventory'].values()) + inventory_display = f"{nick} > {self.colors['magenta']}Inventory ({total_items}/{max_slots}):{self.colors['reset']} {' | '.join(inventory_items[:10])}" + if len(inventory_items) > 10: + inventory_display += f" ... and {len(inventory_items) - 10} more" + await self.send_user_message(nick, channel, inventory_display) + + async def handle_rearm(self, nick, channel, user, target_nick): + """Rearm a player whose gun was confiscated""" + player = self.get_player(user) + target_nick_lower = target_nick.lower() + + if not player: + self.send_message(channel, f"{nick} > Player data not found!") + return + + # Check if target exists + if target_nick_lower not in self.players: + self.send_message(channel, f"{nick} > Player {target_nick} not found!") + return + + target_player = self.players[target_nick_lower] + + # Check if target's gun is confiscated + if not target_player.get('gun_confiscated', False): + self.send_message(channel, f"{nick} > {target_nick}'s gun is not confiscated!") + return + + # Admins can rearm anyone for free + is_admin = self.is_admin(user) + + if is_admin: + # Admin rearm - no cost, configurable restoration + target_player['gun_confiscated'] = False + + # Configure ammo restoration + if self.get_config('moderation.admin_rearm_gives_full_ammo', True): + target_player['ammo'] = target_player['max_ammo'] # Full ammo + ammo_text = "full ammo" + else: + target_player['ammo'] = min(target_player['ammo'] + 1, target_player['max_ammo']) # Just +1 ammo + ammo_text = "+1 ammo" + + # Configure charger restoration + if self.get_config('moderation.admin_rearm_gives_full_chargers', True): + target_player['chargers'] = target_player.get('max_chargers', 2) # Full chargers + charger_text = ", full chargers" + else: + charger_text = "" + + if target_nick_lower == nick.lower(): + self.send_message(channel, f"{nick} > {self.colors['green']}Admin command: Gun restored with {ammo_text}{charger_text}.{self.colors['reset']}") + else: + self.send_message(channel, f"{nick} > {self.colors['green']}Admin command: {target_nick}'s gun restored with {ammo_text}{charger_text}.{self.colors['reset']}") + self.save_database() + elif target_nick_lower == nick.lower(): + # Regular player rearming self - costs XP + rearm_cost = 40 + if player['xp'] < rearm_cost: + self.send_message(channel, f"{nick} > You need {rearm_cost} XP to rearm yourself (you have {player['xp']} XP)") + return + + player['xp'] -= rearm_cost + player['gun_confiscated'] = False + player['ammo'] = player['max_ammo'] # Full ammo when rearmed + self.send_message(channel, f"{nick} > {self.colors['green']}You rearmed yourself! [-{rearm_cost} XP] Gun restored with full ammo.{self.colors['reset']}") + self.save_player(user) + else: + # Regular player rearming someone else - costs XP (friendly gesture) + rearm_cost_xp = 5 + if player['xp'] < rearm_cost_xp: + self.send_message(channel, f"{nick} > You need {rearm_cost_xp} XP to rearm {target_nick} (you have {player['xp']} XP)") + return + + player['xp'] -= rearm_cost_xp + target_player['gun_confiscated'] = False + target_player['ammo'] = target_player['max_ammo'] # Full ammo when rearmed + self.send_message(channel, f"{nick} > {self.colors['green']}You rearmed {target_nick}! [-{rearm_cost_xp} XP] {target_nick}'s gun restored with full ammo.{self.colors['reset']}") + self.save_player(user) + self.save_database() + + async def handle_help(self, nick, channel): + help_lines = [ + f"{nick} > {self.colors['cyan']}🦆 DUCKHUNT 🦆{self.colors['reset']} !bang !bef !reload !stats !top !shop !buy ", + f"{nick} > {self.colors['yellow']}Golden ducks: 50 XP{self.colors['reset']} | {self.colors['red']}Gun jamming & ricochets ON{self.colors['reset']} | Timeout: {self.duck_timeout_min}-{self.duck_timeout_max}s" + ] + if self.is_admin(f"{nick}!*@*"): # Check if admin + help_lines.append(f"{nick} > {self.colors['red']}Admin:{self.colors['reset']} !duck !golden !ban !reset !resetdb !rearm !giveitem !givexp | /msg {self.config['nick']} restart|quit") + for line in help_lines: + self.send_message(channel, line) + + async def handle_output(self, nick, channel, user, output_type): + """Handle output mode setting (PUBLIC, NOTICE, or PRIVMSG)""" + player = self.get_player(user) + if not player: + self.send_message(channel, f"{nick} > Player data not found!") + return + + # Ensure player has settings (for existing players) + if 'settings' not in player: + default_mode = self.get_config('message_output.default_user_mode', 'PUBLIC') + player['settings'] = { + 'output_mode': default_mode + } + + output_type = output_type.upper() + + if output_type == 'PUBLIC': + player['settings']['output_mode'] = 'PUBLIC' + self.save_database() + self.send_message(channel, f"{nick} > Output mode set to {self.colors['cyan']}PUBLIC{self.colors['reset']} (channel messages)") + + elif output_type == 'NOTICE': + player['settings']['output_mode'] = 'NOTICE' + self.save_database() + self.send_message(channel, f"{nick} > Output mode set to {self.colors['cyan']}NOTICE{self.colors['reset']} (channel notices)") + + elif output_type == 'PRIVMSG': + player['settings']['output_mode'] = 'PRIVMSG' + self.save_database() + self.send_message(channel, f"{nick} > Output mode set to {self.colors['cyan']}PRIVMSG{self.colors['reset']} (private messages)") + + else: + current_mode = player['settings'].get('output_mode', 'NOTICE') + self.send_message(channel, f"{nick} > Current output mode: {self.colors['cyan']}{current_mode}{self.colors['reset']} | Usage: !output PUBLIC, !output NOTICE, or !output PRIVMSG") + + async def handle_ducktime(self, nick, channel): + """Show time until next duck spawn""" + current_time = time.time() + + # Check if there are active ducks + channel_ducks = self.ducks.get(channel, []) + alive_ducks = [duck for duck in channel_ducks if duck.get('alive')] + + if alive_ducks: + self.send_message(channel, f"{nick} > {len(alive_ducks)} duck(s) currently active! Go hunt them!") + return + + # Show next spawn time if we have it + if channel in self.next_duck_spawn: + next_spawn = self.next_duck_spawn[channel] + time_until = max(0, next_spawn - current_time) + + if time_until > 0: + minutes = int(time_until // 60) + seconds = int(time_until % 60) + difficulty = self.duck_difficulty.get(channel, 1.0) + difficulty_text = f" (Difficulty: {difficulty:.1f}x)" if difficulty > 1.0 else "" + self.send_message(channel, f"{nick} > Next duck spawn in {self.colors['cyan']}{minutes}m {seconds}s{self.colors['reset']}{difficulty_text}") + else: + self.send_message(channel, f"{nick} > Duck should spawn any moment now...") + else: + # Estimate based on spawn range + min_min = self.duck_spawn_min // 60 + max_min = self.duck_spawn_max // 60 + self.send_message(channel, f"{nick} > Ducks spawn every {min_min}-{max_min} minutes (spawn time varies)") + + async def handle_lastduck(self, nick, channel): + """Show information about the last duck shot in this channel""" + if channel not in self.channel_records: + self.send_message(channel, f"{nick} > No duck records found for {channel}") + return + + last_duck = self.channel_records[channel].get('last_duck') + if not last_duck: + self.send_message(channel, f"{nick} > No ducks have been shot in {channel} yet") + return + + # Format the last duck info + hunter = last_duck['hunter'] + duck_type = last_duck['type'] + shot_time = last_duck['shot_time'] + time_ago = time.time() - last_duck['timestamp'] + + # Format time ago + if time_ago < 60: + time_ago_str = f"{int(time_ago)}s ago" + elif time_ago < 3600: + time_ago_str = f"{int(time_ago // 60)}m ago" + else: + time_ago_str = f"{int(time_ago // 3600)}h ago" + + duck_emoji = "🥇" if duck_type == "golden" else "🦆" + self.send_message(channel, f"{nick} > Last duck: {duck_emoji} {duck_type} duck shot by {self.colors['cyan']}{hunter}{self.colors['reset']} in {shot_time:.3f}s ({time_ago_str})") + + async def handle_records(self, nick, channel): + """Show channel records and statistics""" + if channel not in self.channel_records: + self.send_message(channel, f"{nick} > No records found for {channel}") + return + + records = self.channel_records[channel] + + # Header + self.send_message(channel, f"{nick} > {self.colors['yellow']}📊 {channel.upper()} RECORDS 📊{self.colors['reset']}") + + # Fastest shot + fastest = records.get('fastest_shot') + if fastest: + self.send_message(channel, f"🏆 Fastest shot: {self.colors['green']}{fastest['time']:.3f}s{self.colors['reset']} by {self.colors['cyan']}{fastest['hunter']}{self.colors['reset']} ({fastest['duck_type']} duck)") + + # Total stats + total_ducks = records.get('total_ducks', 0) + total_shots = records.get('total_shots', 0) + accuracy = (total_ducks / total_shots * 100) if total_shots > 0 else 0 + + self.send_message(channel, f"📈 Total: {total_ducks} ducks shot, {total_shots} shots fired ({accuracy:.1f}% accuracy)") + + # Current difficulty + difficulty = self.duck_difficulty.get(channel, 1.0) + if difficulty > 1.0: + self.send_message(channel, f"🧠 Duck intelligence: {self.colors['red']}{difficulty:.2f}x harder{self.colors['reset']} (they're learning!)") + else: + self.send_message(channel, f"🧠 Duck intelligence: Normal (fresh ducks)") + + async def handle_shop(self, nick, channel, user): + player = self.get_player(user) + if not player: + self.send_message(channel, f"{nick} > Player data not found!") + return + + # Create organized shop display + shop_items = { + 'ammo': [ + {'id': '1', 'name': 'Extra bullet', 'cost': 7}, + {'id': '2', 'name': 'Extra clip', 'cost': 20}, + {'id': '3', 'name': 'AP ammo', 'cost': 15}, + {'id': '4', 'name': 'Explosive ammo', 'cost': 25} + ], + 'weapons': [ + {'id': '11', 'name': 'Shotgun', 'cost': 100}, + {'id': '12', 'name': 'Assault rifle', 'cost': 200}, + {'id': '13', 'name': 'Sniper rifle', 'cost': 350}, + {'id': '14', 'name': 'Auto shotgun', 'cost': 500} + ], + 'upgrades': [ + {'id': '6', 'name': 'Grease', 'cost': 8}, + {'id': '7', 'name': 'Sight', 'cost': 6}, + {'id': '8', 'name': 'Infrared detector', 'cost': 15}, + {'id': '9', 'name': 'Silencer', 'cost': 5}, + {'id': '10', 'name': 'Four-leaf clover', 'cost': 13} + ], + 'special': [ + {'id': '5', 'name': 'Repurchase gun', 'cost': 40}, + {'id': '15', 'name': 'Sand', 'cost': 7}, + {'id': '16', 'name': 'Water bucket', 'cost': 10}, + {'id': '17', 'name': 'Sabotage', 'cost': 14}, + {'id': '20', 'name': 'Decoy', 'cost': 80}, + {'id': '21', 'name': 'Bread', 'cost': 50}, + {'id': '22', 'name': 'Duck detector', 'cost': 50}, + {'id': '23', 'name': 'Mechanical duck', 'cost': 50} + ], + 'insurance': [ + {'id': '18', 'name': 'Life insurance', 'cost': 10}, + {'id': '19', 'name': 'Liability insurance', 'cost': 5} + ] + } + + # Format each category + def format_items(items, color): + formatted = [] + for item in items: + formatted.append(f"{color}{item['id']}{self.colors['reset']}.{item['name']}({color}{item['cost']}xp{self.colors['reset']})") + return ' '.join(formatted) + + # Send shop header + self.send_message(channel, f"{nick} > {self.colors['yellow']}═══ DUCK HUNT SHOP ═══{self.colors['reset']} Your XP: {self.colors['green']}{player['xp']}{self.colors['reset']}") + + # Send categorized items + self.send_message(channel, f"{self.colors['cyan']}Ammo:{self.colors['reset']} {format_items(shop_items['ammo'], self.colors['cyan'])}") + self.send_message(channel, f"{self.colors['red']}Weapons:{self.colors['reset']} {format_items(shop_items['weapons'], self.colors['red'])}") + self.send_message(channel, f"{self.colors['green']}Upgrades:{self.colors['reset']} {format_items(shop_items['upgrades'], self.colors['green'])}") + self.send_message(channel, f"{self.colors['yellow']}Special:{self.colors['reset']} {format_items(shop_items['special'], self.colors['yellow'])}") + self.send_message(channel, f"{self.colors['magenta']}Insurance:{self.colors['reset']} {format_items(shop_items['insurance'], self.colors['magenta'])}") + + # Footer + self.send_message(channel, f"{self.colors['white']}Use {self.colors['cyan']}!shop {self.colors['white']} to purchase {self.colors['reset']}") + + async def handle_buy(self, nick, channel, item, user): + """Buy items and add to inventory""" + player = self.get_player(user) + if not player: + self.send_message(channel, f"{nick} > Player data not found!") + return + + # Check if inventory system is enabled + if not self.get_config('economy.inventory_system_enabled', True): + self.send_message(channel, f"{nick} > Inventory system is disabled!") + return + + # Initialize inventory if not exists + if 'inventory' not in player: + player['inventory'] = {} + + # Eggdrop-style shop items with XP costs + shop_items = { + '1': {'name': 'Extra bullet', 'cost': 7}, + '2': {'name': 'Extra clip', 'cost': 20}, + '3': {'name': 'AP ammo', 'cost': 15}, + '4': {'name': 'Explosive ammo', 'cost': 25}, + '5': {'name': 'Repurchase confiscated gun', 'cost': 40}, + '6': {'name': 'Grease', 'cost': 8}, + '7': {'name': 'Sight', 'cost': 6}, + '8': {'name': 'Infrared detector', 'cost': 15}, + '9': {'name': 'Silencer', 'cost': 5}, + '10': {'name': 'Four-leaf clover', 'cost': 13}, + '11': {'name': 'Shotgun', 'cost': 100}, + '12': {'name': 'Assault rifle', 'cost': 200}, + '13': {'name': 'Sniper rifle', 'cost': 350}, + '14': {'name': 'Automatic shotgun', 'cost': 500}, + '15': {'name': 'Handful of sand', 'cost': 7}, + '16': {'name': 'Water bucket', 'cost': 10}, + '17': {'name': 'Sabotage', 'cost': 14}, + '18': {'name': 'Life insurance', 'cost': 10}, + '19': {'name': 'Liability insurance', 'cost': 5}, + '20': {'name': 'Decoy', 'cost': 80}, + '21': {'name': 'Piece of bread', 'cost': 50}, + '22': {'name': 'Ducks detector', 'cost': 50}, + '23': {'name': 'Mechanical duck', 'cost': 50} + } + + if item not in shop_items: + self.send_message(channel, f"{nick} > Invalid item ID. Use !shop to see available items.") + return + + shop_item = shop_items[item] + cost = shop_item['cost'] + + if player['xp'] < cost: + self.send_message(channel, f"{nick} > Not enough XP! You need {cost} XP but only have {player['xp']}.") + return + + # Check inventory space + max_slots = self.get_config('economy.max_inventory_slots', 20) + if max_slots is None: + max_slots = 20 + total_items = sum(player['inventory'].values()) + if total_items >= max_slots: + self.send_message(channel, f"{nick} > Inventory full! ({total_items}/{max_slots}) Use items or increase capacity.") + return + + # Purchase the item and add to inventory + player['xp'] -= cost + if item in player['inventory']: + player['inventory'][item] += 1 + else: + player['inventory'][item] = 1 + + self.send_message(channel, f"{nick} > Purchased {shop_item['name']}! Added to inventory ({total_items + 1}/{max_slots})") + + # Save to database after purchase + self.save_player(user) + + async def handle_sell(self, nick, channel, item_id, user): + """Sell items from inventory for 70% of original cost""" + player = self.get_player(user) + if not player: + self.send_message(channel, f"{nick} > Player data not found!") + return + + # Check if inventory system is enabled + if not self.get_config('economy.inventory_system_enabled', True): + self.send_message(channel, f"{nick} > Inventory system is disabled!") + return + + # Initialize inventory if not exists + if 'inventory' not in player: + player['inventory'] = {} + + # Check if item is in inventory + if item_id not in player['inventory'] or player['inventory'][item_id] <= 0: + self.send_message(channel, f"{nick} > You don't have that item! Check !stats to see your inventory.") + return + + # Get shop item data for pricing + shop_items = { + '1': {'name': 'Extra bullet', 'cost': 7}, + '2': {'name': 'Extra clip', 'cost': 20}, + '3': {'name': 'AP ammo', 'cost': 15}, + '4': {'name': 'Explosive ammo', 'cost': 25}, + '5': {'name': 'Repurchase confiscated gun', 'cost': 40}, + '6': {'name': 'Grease', 'cost': 8}, + '7': {'name': 'Sight', 'cost': 6}, + '8': {'name': 'Infrared detector', 'cost': 15}, + '9': {'name': 'Silencer', 'cost': 5}, + '10': {'name': 'Four-leaf clover', 'cost': 13}, + '11': {'name': 'Shotgun', 'cost': 100}, + '12': {'name': 'Assault rifle', 'cost': 200}, + '13': {'name': 'Sniper rifle', 'cost': 350}, + '14': {'name': 'Automatic shotgun', 'cost': 500}, + '15': {'name': 'Handful of sand', 'cost': 7}, + '16': {'name': 'Water bucket', 'cost': 10}, + '17': {'name': 'Sabotage', 'cost': 14}, + '18': {'name': 'Life insurance', 'cost': 10}, + '19': {'name': 'Liability insurance', 'cost': 5}, + '20': {'name': 'Decoy', 'cost': 80}, + '21': {'name': 'Piece of bread', 'cost': 50}, + '22': {'name': 'Ducks detector', 'cost': 50}, + '23': {'name': 'Mechanical duck', 'cost': 50} + } + + if item_id not in shop_items: + self.send_message(channel, f"{nick} > Invalid item ID!") + return + + shop_item = shop_items[item_id] + original_cost = shop_item['cost'] + sell_price = int(original_cost * 0.7) # 70% of original cost + + # Remove item from inventory + player['inventory'][item_id] -= 1 + if player['inventory'][item_id] <= 0: + del player['inventory'][item_id] + + # Give XP back + player['xp'] += sell_price + + total_items = sum(player['inventory'].values()) + max_slots = self.get_config('economy.max_inventory_slots', 20) + + self.send_message(channel, f"{nick} > Sold {shop_item['name']} for {sell_price}xp! Inventory: ({total_items}/{max_slots})") + + # Save to database after sale + self.save_player(user) + + async def handle_use(self, nick, channel, item_id, user, target_nick=None): + """Use an item from inventory""" + player = self.get_player(user) + if not player: + self.send_message(channel, f"{nick} > Player data not found!") + return + + # Check if item is in inventory + if item_id not in player['inventory'] or player['inventory'][item_id] <= 0: + self.send_message(channel, f"{nick} > You don't have that item! Check !stats to see your inventory.") + return + + # Get shop item data for reference + shop_items = { + '1': {'name': 'Extra bullet', 'effect': 'ammo'}, + '2': {'name': 'Extra clip', 'effect': 'max_ammo'}, + '3': {'name': 'AP ammo', 'effect': 'accuracy'}, + '4': {'name': 'Explosive ammo', 'effect': 'explosive'}, + '5': {'name': 'Repurchase confiscated gun', 'effect': 'gun'}, + '6': {'name': 'Grease', 'effect': 'reliability'}, + '7': {'name': 'Sight', 'effect': 'accuracy'}, + '8': {'name': 'Infrared detector', 'effect': 'detector'}, + '9': {'name': 'Silencer', 'effect': 'silencer'}, + '10': {'name': 'Four-leaf clover', 'effect': 'luck'}, + '11': {'name': 'Shotgun', 'effect': 'shotgun'}, + '12': {'name': 'Assault rifle', 'effect': 'rifle'}, + '13': {'name': 'Sniper rifle', 'effect': 'sniper'}, + '14': {'name': 'Automatic shotgun', 'effect': 'auto_shotgun'}, + '15': {'name': 'Handful of sand', 'effect': 'sand'}, + '16': {'name': 'Water bucket', 'effect': 'water'}, + '17': {'name': 'Sabotage', 'effect': 'sabotage'}, + '18': {'name': 'Life insurance', 'effect': 'life_insurance'}, + '19': {'name': 'Liability insurance', 'effect': 'liability'}, + '20': {'name': 'Decoy', 'effect': 'decoy'}, + '21': {'name': 'Piece of bread', 'effect': 'bread'}, + '22': {'name': 'Ducks detector', 'effect': 'duck_detector'}, + '23': {'name': 'Mechanical duck', 'effect': 'mechanical'} + } + + if item_id not in shop_items: + self.send_message(channel, f"{nick} > Invalid item ID!") + return + + shop_item = shop_items[item_id] + effect = shop_item['effect'] + + # Determine target player + if target_nick and target_nick.lower() != nick.lower(): + # Using on someone else + target_nick_lower = target_nick.lower() + if target_nick_lower not in self.players: + self.send_message(channel, f"{nick} > Player {target_nick} not found!") + return + target_player = self.players[target_nick_lower] + using_on_other = True + else: + # Using on self + target_player = player + target_nick = nick + using_on_other = False + + # Remove item from inventory + player['inventory'][item_id] -= 1 + if player['inventory'][item_id] <= 0: + del player['inventory'][item_id] + + # Apply item effects + if effect == 'ammo': + target_player['ammo'] = min(target_player['max_ammo'], target_player['ammo'] + 1) + if using_on_other: + self.send_message(channel, f"{nick} > Used {shop_item['name']} on {target_nick}! +1 ammo") + else: + self.send_message(channel, f"{nick} > Used {shop_item['name']}! +1 ammo") + elif effect == 'water': + # Water bucket - splash attack on target player + if using_on_other: + # Reduce target's accuracy temporarily + target_player['accuracy'] = max(10, target_player['accuracy'] - 15) + self.send_message(channel, f"{nick} > *SPLASH!* You soaked {target_nick} with water! Their accuracy reduced by 15%!") + else: + self.send_message(channel, f"{nick} > You splashed yourself with water... why?") + elif effect == 'sand': + # Handful of sand - blind target temporarily + if using_on_other: + target_player['accuracy'] = max(5, target_player['accuracy'] - 20) + self.send_message(channel, f"{nick} > *POCKET SAND!* You threw sand in {target_nick}'s eyes! Their accuracy reduced by 20%!") + else: + self.send_message(channel, f"{nick} > You threw sand in your own eyes... brilliant strategy!") + # Add more effects as needed... + else: + # Default effects for other items + self.send_message(channel, f"{nick} > Used {shop_item['name']}! (Effect: {effect})") + + # Save changes + self.save_player(user) + if using_on_other: + # Save target player too if different + target_user = f"{target_nick.lower()}!user@host" # Simplified - would need real user data + self.save_database() + + async def handle_trade(self, nick, channel, user, target_nick, item, amount): + """Trade items with other players""" + player = self.get_player(user) + if not player: + return + + try: + amount = int(amount) + except ValueError: + self.send_message(channel, f"{nick} > Amount must be a number!") + return + + if amount <= 0: + self.send_message(channel, f"{nick} > Amount must be positive!") + return + + if amount > 10000: # Prevent excessive amounts + self.send_message(channel, f"{nick} > Amount too large! Maximum: 10,000") + return + + # Find target player (simplified - would need to track online users in real implementation) + if item == 'coins': + if player['coins'] < amount: + self.send_message(channel, f"{nick} > You don't have {amount} coins!") + return + player['coins'] -= amount + self.send_message(channel, f"{nick} > Offering {amount} coins to {target_nick}. They can !accept or !decline.") + # In real implementation, store pending trade + + elif item == 'ammo': + if player['ammo'] < amount: + self.send_message(channel, f"{nick} > You don't have {amount} ammo!") + return + self.send_message(channel, f"{nick} > Offering {amount} ammo to {target_nick}.") + + elif item == 'chargers': + if player['chargers'] < amount: + self.send_message(channel, f"{nick} > You don't have {amount} chargers!") + return + self.send_message(channel, f"{nick} > Offering {amount} chargers to {target_nick}.") + + else: + self.send_message(channel, f"{nick} > Can't trade '{item}'. Use: coins, ammo, or chargers") + + self.save_player(user) + + async def handle_listplayers(self, nick, channel): + """Admin command to list all players""" + if not self.players: + self.send_message(channel, f"{nick} > No players in database.") + return + + player_list = [] + for nick_key, data in self.players.items(): + shot_count = data['caught'] + befriended_count = data.get('befriended', 0) + total_ducks = shot_count + befriended_count + player_list.append(f"{nick_key}(Ducks:{total_ducks},Shot:{shot_count},Befriended:{befriended_count})") + + players_str = " | ".join(player_list[:10]) # Limit to first 10 + if len(self.players) > 10: + players_str += f" ... and {len(self.players) - 10} more" + + self.send_message(channel, f"{nick} > Players: {players_str}") + + async def handle_ban(self, nick, channel, target_nick): + """Admin command to ban a player""" + target_nick_lower = target_nick.lower() + if target_nick_lower in self.players: + del self.players[target_nick_lower] + self.send_message(channel, f"{nick} > Banned and reset {target_nick}") + self.save_database() + else: + self.send_message(channel, f"{nick} > Player {target_nick} not found!") + + async def handle_reset(self, nick, channel, target_nick): + """Admin command to reset a player's stats""" + target_nick_lower = target_nick.lower() + if target_nick_lower in self.players: + # Reset to defaults + self.players[target_nick_lower] = { + 'caught': 0, 'ammo': 10, 'max_ammo': 10, + 'chargers': 2, 'max_chargers': 2, 'xp': 0, + 'accuracy': 85, 'reliability': 90, 'gun_level': 1, + 'luck': 0, 'gun_type': 'pistol' + } + self.send_message(channel, f"{nick} > Reset {target_nick}'s stats to defaults") + self.save_database() + else: + self.send_message(channel, f"{nick} > Player {target_nick} not found!") + + async def handle_reset_database(self, nick, channel, user): + """Admin command to reset entire database - requires confirmation""" + self.send_message(channel, f"{nick} > {self.colors['red']}⚠️ DATABASE RESET WARNING ⚠️{self.colors['reset']}") + self.send_message(channel, f"{nick} > This will DELETE ALL player data, statistics, and progress!") + self.send_message(channel, f"{nick} > {self.colors['yellow']}Players affected: {len(self.players)}{self.colors['reset']}") + self.send_message(channel, f"{nick} > To confirm, type: {self.colors['cyan']}!resetdb confirm DESTROY_ALL_DATA{self.colors['reset']}") + self.send_message(channel, f"{nick} > {self.colors['red']}This action CANNOT be undone!{self.colors['reset']}") + + async def handle_reset_database_confirm(self, nick, channel, user, confirmation): + """Confirm and execute database reset""" + if confirmation != "DESTROY_ALL_DATA": + self.send_message(channel, f"{nick} > {self.colors['red']}Incorrect confirmation code. Database reset cancelled.{self.colors['reset']}") + return + + # Log the reset action + self.logger.warning(f"DATABASE RESET initiated by admin {nick} - All player data will be destroyed") + + # Backup current database + import shutil + backup_name = f"duckhunt_backup_{int(time.time())}.json" + try: + shutil.copy2(self.db_file, backup_name) + self.send_message(channel, f"{nick} > {self.colors['cyan']}Database backed up to: {backup_name}{self.colors['reset']}") + except Exception as e: + self.logger.error(f"Failed to create backup: {e}") + self.send_message(channel, f"{nick} > {self.colors['red']}Warning: Could not create backup!{self.colors['reset']}") + + # Clear all data + player_count = len(self.players) + self.players.clear() + self.ducks.clear() + self.ignored_nicks.clear() + + # Save empty database + self.save_database() + + # Confirmation messages + self.send_message(channel, f"{nick} > {self.colors['green']}✅ DATABASE RESET COMPLETE{self.colors['reset']}") + self.send_message(channel, f"{nick} > {self.colors['yellow']}{player_count} player records deleted{self.colors['reset']}") + self.send_message(channel, f"{nick} > All ducks cleared, fresh start initiated") + self.logger.warning(f"Database reset completed by {nick} - {player_count} players deleted") + + async def handle_restart(self, nick, channel): + """Admin command to restart the bot""" + self.send_message(channel, f"{nick} > Restarting bot...") + self.logger.info(f"Bot restart requested by {nick}") + + # Close connections gracefully + if self.writer: + self.writer.close() + await self.writer.wait_closed() + + # Save any pending data + self.save_database() + + # Restart the Python process + self.logger.info("Restarting Python process...") + python = sys.executable + script = sys.argv[0] + args = sys.argv[1:] + + # Use subprocess to restart + subprocess.Popen([python, script] + args) + + # Exit current process + sys.exit(0) + + async def handle_quit(self, nick, channel): + """Admin command to quit the bot""" + self.send_message(channel, f"{nick} > Shutting down bot...") + self.logger.info(f"Bot shutdown requested by {nick}") + # Close connections gracefully + if self.writer: + self.writer.close() + await self.writer.wait_closed() + # Exit with code 0 for normal shutdown + import sys + sys.exit(0) + + async def handle_ignore(self, nick, channel, target_nick): + """Admin command to ignore a user""" + if target_nick in self.ignored_nicks: + self.send_message(channel, f"{nick} > {target_nick} is already ignored!") + return + + self.ignored_nicks.add(target_nick) + self.send_message(channel, f"{nick} > Now ignoring {target_nick}. Total ignored: {len(self.ignored_nicks)}") + self.logger.info(f"{nick} added {target_nick} to ignore list") + + async def handle_delignore(self, nick, channel, target_nick): + """Admin command to stop ignoring a user""" + if target_nick not in self.ignored_nicks: + self.send_message(channel, f"{nick} > {target_nick} is not ignored!") + return + + self.ignored_nicks.remove(target_nick) + self.send_message(channel, f"{nick} > No longer ignoring {target_nick}. Total ignored: {len(self.ignored_nicks)}") + self.logger.info(f"{nick} removed {target_nick} from ignore list") + + async def handle_admin_giveitem(self, nick, channel, target_nick, item): + """Admin command to give an item to a player""" + target_nick_lower = target_nick.lower() + + # Check if target exists + if target_nick_lower not in self.players: + self.send_message(channel, f"{nick} > Player {target_nick} not found!") + return + + # Shop items reference for item names + shop_items = { + '1': {'name': 'Extra bullet', 'effect': 'ammo'}, + '2': {'name': 'Extra clip', 'effect': 'max_ammo'}, + '3': {'name': 'AP ammo', 'effect': 'accuracy'}, + '4': {'name': 'Explosive ammo', 'effect': 'explosive'}, + '5': {'name': 'Repurchase confiscated gun', 'effect': 'gun'}, + '6': {'name': 'Grease', 'effect': 'reliability'}, + '7': {'name': 'Sight', 'effect': 'accuracy'}, + '8': {'name': 'Infrared detector', 'effect': 'detector'}, + '9': {'name': 'Silencer', 'effect': 'silencer'}, + '10': {'name': 'Four-leaf clover', 'effect': 'luck'}, + '11': {'name': 'Sunglasses', 'effect': 'sunglasses'}, + '12': {'name': 'Spare clothes', 'effect': 'clothes'}, + '13': {'name': 'Brush for gun', 'effect': 'brush'}, + '14': {'name': 'Mirror', 'effect': 'mirror'}, + '15': {'name': 'Handful of sand', 'effect': 'sand'}, + '16': {'name': 'Water bucket', 'effect': 'water'}, + '17': {'name': 'Sabotage', 'effect': 'sabotage'}, + '18': {'name': 'Life insurance', 'effect': 'life_insurance'}, + '19': {'name': 'Liability insurance', 'effect': 'liability'}, + '20': {'name': 'Decoy', 'effect': 'decoy'}, + '21': {'name': 'Piece of bread', 'effect': 'bread'}, + '22': {'name': 'Ducks detector', 'effect': 'duck_detector'}, + '23': {'name': 'Mechanical duck', 'effect': 'mechanical'} + } + + if item not in shop_items: + self.send_message(channel, f"{nick} > Invalid item ID '{item}'. Use item IDs 1-23.") + return + + target_player = self.players[target_nick_lower] + shop_item = shop_items[item] + effect = shop_item['effect'] + + # Apply the item effect + if effect == 'ammo': + target_player['ammo'] = min(target_player['ammo'] + 1, target_player['max_ammo']) + elif effect == 'max_ammo': + target_player['max_ammo'] += 1 + target_player['ammo'] = target_player['max_ammo'] # Fill ammo + elif effect == 'accuracy': + target_player['accuracy'] = min(target_player['accuracy'] + 5, 100) + elif effect == 'explosive': + target_player['explosive_ammo'] = True + elif effect == 'gun': + target_player['gun_confiscated'] = False + target_player['ammo'] = target_player['max_ammo'] + elif effect == 'reliability': + target_player['reliability'] = min(target_player['reliability'] + 5, 100) + elif effect == 'luck': + target_player['luck'] = target_player.get('luck', 0) + 1 + # Add other effects as needed + + self.send_message(channel, f"{nick} > {self.colors['green']}Gave {shop_item['name']} to {target_nick}!{self.colors['reset']}") + self.save_database() + + async def handle_admin_givexp(self, nick, channel, target_nick, amount): + """Admin command to give XP to a player""" + target_nick_lower = target_nick.lower() + + # Check if target exists + if target_nick_lower not in self.players: + self.send_message(channel, f"{nick} > Player {target_nick} not found!") + return + + try: + xp_amount = int(amount) + except ValueError: + self.send_message(channel, f"{nick} > Amount must be a number!") + return + + if abs(xp_amount) > 50000: # Prevent excessive XP changes + self.send_message(channel, f"{nick} > XP amount too large! Maximum: ±50,000") + return + + target_player = self.players[target_nick_lower] + old_xp = target_player['xp'] + target_player['xp'] = max(0, target_player['xp'] + xp_amount) # Prevent negative XP + + color = self.colors['green'] if xp_amount >= 0 else self.colors['red'] + sign = '+' if xp_amount >= 0 else '' + self.send_message(channel, f"{nick} > {color}Gave {sign}{xp_amount} XP to {target_nick}! (Total: {target_player['xp']} XP){self.colors['reset']}") + self.save_database() + + def get_duck_spawn_message(self): + """Get a random duck spawn message with different types""" + duck_types = [ + {"msg": "-.,¸¸.-·°'`'°·-.,¸¸.-·°'`'°· \\_O< QUACK", "type": "normal"}, # Normal duck + {"msg": "-._..-'`'°-,_,.-'`'°-,_,.-'`'°-,_,.-° \\_o< A duck waddles by! QUACK QUACK", "type": "normal"}, # Waddling duck + {"msg": "~~~°*°~~~°*°~~~°*°~~~ \\_O< SPLASH! A duck lands in the water! QUACK!", "type": "normal"}, # Water duck + {"msg": "***GOLDEN*** \\_O< *** A golden duck appears! *** QUACK QUACK! ***GOLDEN***", "type": "golden"}, # Golden duck (rare) + {"msg": "°~°*°~°*°~° \\_o< Brrr! A winter duck appears! QUACK!", "type": "normal"}, # Winter duck + {"msg": ".,¸¸.-·°'`'°·-.,¸¸.-·°'`'°· \\_O< A spring duck blooms into view! QUACK!", "type": "normal"}, # Spring duck + {"msg": "***ZAP*** \\_O< BZZT! An electric duck sparks to life! QUACK! ***ZAP***", "type": "normal"}, # Electric duck + {"msg": "~*~*~*~ \\_o< A sleepy night duck appears... *yawn* quack...", "type": "normal"}, # Night duck + ] + + # Golden duck is rare (5% chance) + if random.random() < 0.05: + golden_duck = [d for d in duck_types if d["type"] == "golden"][0] + return golden_duck + else: + # Choose from normal duck types + normal_ducks = [d for d in duck_types if d["type"] == "normal"] + return random.choice(normal_ducks) + + async def spawn_duck_now(self, channel, force_golden=False): + """Admin command to spawn a duck immediately""" + # Create duck with unique ID and type + duck_id = str(uuid.uuid4())[:8] # Short ID for easier tracking + + if force_golden: + # Force spawn a golden duck + duck_info = { + "msg": f"{self.colors['yellow']}***GOLDEN***{self.colors['reset']} \\_$< {self.colors['yellow']}*** A golden duck appears! ***{self.colors['reset']} QUACK QUACK! {self.colors['yellow']}***GOLDEN***{self.colors['reset']}", + "type": "golden" + } + else: + duck_info = self.get_duck_spawn_message() + + duck_timeout = random.randint(self.duck_timeout_min, self.duck_timeout_max) + duck = { + 'alive': True, + 'spawn_time': time.time(), + 'id': duck_id, + 'type': duck_info['type'], + 'message': duck_info['msg'], + 'timeout': duck_timeout + } + + # Initialize channel duck list if needed + if channel not in self.ducks: + self.ducks[channel] = [] + + # Add duck to channel + self.ducks[channel].append(duck) + + # Send spawn message + self.send_message(channel, duck_info['msg']) + self.logger.info(f"Admin spawned {duck_info['type']} duck {duck_id} in {channel}") + return True + return True # Return True to indicate duck was spawned + + async def spawn_ducks(self): + # Spawn first duck immediately after joining + await asyncio.sleep(5) # Brief delay for players to see the bot joined + for channel in self.channels_joined: + await self.spawn_duck_now(channel) + + # Start duck timeout checker + asyncio.create_task(self.duck_timeout_checker()) + + while not self.shutdown_requested: + wait_time = random.randint(self.duck_spawn_min, self.duck_spawn_max) + self.logger.info(f"Waiting {wait_time//60}m {wait_time%60}s for next duck") + + # Set next spawn time for all channels + next_spawn_time = time.time() + wait_time + for channel in self.channels_joined: + self.next_duck_spawn[channel] = next_spawn_time + + # Sleep in chunks to check shutdown flag + for _ in range(wait_time): + if self.shutdown_requested: + self.logger.info("Duck spawning stopped due to shutdown request") + return + await asyncio.sleep(1) + + # Spawn only one duck per channel if no alive ducks exist + for channel in self.channels_joined: + if self.shutdown_requested: + return + + # Check if there are any alive ducks in this channel + channel_ducks = self.ducks.get(channel, []) + alive_ducks = [duck for duck in channel_ducks if duck.get('alive')] + + # Only spawn if no ducks are alive (one duck at a time naturally) + if not alive_ducks: + await self.spawn_duck_now(channel) + break # Only spawn in the first available channel + + async def duck_timeout_checker(self): + """Remove ducks that have been around too long""" + while not self.shutdown_requested: + await asyncio.sleep(10) # Check every 10 seconds + current_time = time.time() + + for channel in list(self.ducks.keys()): + if channel in self.ducks: + ducks_to_remove = [] + for i, duck in enumerate(self.ducks[channel]): + duck_timeout = duck.get('timeout', 60) # Use individual timeout or default to 60 + if duck['alive'] and (current_time - duck['spawn_time']) > duck_timeout: + # Duck wandered off + ducks_to_remove.append(i) + self.send_message(channel, f"A duck wandered off... *quack quack* (timeout after {duck_timeout}s)") + self.logger.info(f"Duck {duck['id']} timed out in {channel}") + + # Remove timed out ducks (in reverse order to maintain indices) + for i in reversed(ducks_to_remove): + del self.ducks[channel][i] + + async def listen(self): + """Listen for IRC messages with shutdown handling""" + while not self.shutdown_requested: + try: + if not self.reader: + self.logger.error("No reader available") + break + + # Use timeout to allow checking shutdown flag + try: + line = await asyncio.wait_for(self.reader.readline(), timeout=1.0) + except asyncio.TimeoutError: + continue # Check shutdown flag + + if not line: + self.logger.warning("Connection closed by server") + break + + line = line.decode(errors='ignore').strip() + if not line: + continue + + self.logger.debug(f"<- {line}") + + if line.startswith('PING'): + self.send_raw('PONG ' + line.split()[1]) + continue + + prefix, command, params, trailing = parse_message(line) + + except Exception as e: + self.logger.error(f"Error in listen loop: {e}") + await asyncio.sleep(1) # Brief pause before retry + continue + + # Handle SASL authentication responses + if command == 'CAP': + await self.sasl_handler.handle_cap_response(params, trailing) + + elif command == 'AUTHENTICATE': + await self.sasl_handler.handle_authenticate_response(params) + + elif command in ['903', '904', '905', '906', '907', '908']: # SASL responses + await self.sasl_handler.handle_sasl_result(command, params, trailing) + + elif command == '001': # Welcome + self.registered = True + auth_status = " (SASL authenticated)" if self.sasl_handler.is_authenticated() else "" + self.logger.info(f"Successfully registered!{auth_status}") + + # If SASL failed, try NickServ identification + if not self.sasl_handler.is_authenticated(): + await self.attempt_nickserv_auth() + + for chan in self.config['channels']: + self.logger.info(f"Joining {chan}") + self.send_raw(f'JOIN {chan}') + + elif command == 'JOIN' and prefix and prefix.startswith(self.config['nick']): + channel = trailing or (params[0] if params else '') + if channel: + self.channels_joined.add(channel) + self.logger.info(f"Successfully joined {channel}") + + elif command == 'PRIVMSG' and trailing: + target = params[0] if params else '' + sender = prefix.split('!')[0] if prefix else '' + + # Handle NickServ responses + if sender.lower() == 'nickserv': + await self.handle_nickserv_response(trailing) + elif trailing == 'VERSION': + self.send_raw(f'NOTICE {sender} :VERSION DuckHunt Bot v1.0') + else: + await self.handle_command(prefix, target, trailing) + + async def cleanup(self): + """Enhanced cleanup with graceful shutdown""" + self.logger.info("Starting cleanup process...") + + try: + # Cancel all running tasks + for task in self.running_tasks.copy(): + if not task.done(): + self.logger.debug(f"Cancelling task: {task.get_name()}") + task.cancel() + try: + await task + except asyncio.CancelledError: + pass + except Exception as e: + self.logger.error(f"Error cancelling task: {e}") + + # Send goodbye message to all channels + if self.writer and not self.writer.is_closing(): + for channel in self.channels_joined: + self.send_message(channel, "🦆 DuckHunt Bot shutting down. Thanks for playing! 🦆") + await asyncio.sleep(0.1) # Brief delay between messages + + self.send_raw('QUIT :DuckHunt Bot shutting down gracefully') + await asyncio.sleep(1.0) # Give time for QUIT and messages to send + + self.writer.close() + await self.writer.wait_closed() + self.logger.info("IRC connection closed") + + # Final database save with verification + self.save_database() + self.logger.info(f"Final database save completed - {len(self.players)} players saved") + + # Clear in-memory data + self.players.clear() + self.ducks.clear() + self.command_cooldowns.clear() + + self.logger.info("Cleanup completed successfully") + + except Exception as e: + self.logger.error(f"Error during cleanup: {e}") + import traceback + traceback.print_exc() + + async def run(self): + """Main bot entry point with enhanced shutdown handling""" + try: + # Setup signal handlers + self.setup_signal_handlers() + + self.logger.info("Starting DuckHunt Bot...") + self.load_database() + await self.connect() + + # Create and track main tasks + listen_task = asyncio.create_task(self.listen(), name="listen") + duck_task = asyncio.create_task(self.wait_and_spawn_ducks(), name="duck_spawner") + + self.running_tasks.add(listen_task) + self.running_tasks.add(duck_task) + + # Main execution loop with shutdown monitoring + done, pending = await asyncio.wait( + [listen_task, duck_task], + return_when=asyncio.FIRST_COMPLETED + ) + + # If we get here, one task completed (likely due to error or shutdown) + if self.shutdown_requested: + self.logger.info("Shutdown requested, stopping all tasks...") + else: + self.logger.warning("A main task completed unexpectedly") + + # Cancel remaining tasks + for task in pending: + task.cancel() + try: + await task + except asyncio.CancelledError: + pass + + except KeyboardInterrupt: + self.logger.info("Keyboard interrupt received") + self.shutdown_requested = True + except Exception as e: + self.logger.error(f"Fatal error in main loop: {e}") + import traceback + traceback.print_exc() + finally: + await self.cleanup() + + async def wait_and_spawn_ducks(self): + """Duck spawning with shutdown handling""" + # Wait for registration and channel joins + while not self.registered or not self.channels_joined and not self.shutdown_requested: + await asyncio.sleep(1) + + if self.shutdown_requested: + return + + self.logger.info("Starting duck spawning...") + await self.spawn_ducks() + +def main(): + """Enhanced main entry point with better shutdown handling""" + bot = None + try: + # Load configuration + with open('config.json') as f: + config = json.load(f) + + # Create bot instance + bot = SimpleIRCBot(config) + bot.logger.info("DuckHunt Bot initializing...") + + # Run bot with graceful shutdown + try: + asyncio.run(bot.run()) + except KeyboardInterrupt: + bot.logger.info("Keyboard interrupt received in main") + except Exception as e: + bot.logger.error(f"Runtime error: {e}") + import traceback + traceback.print_exc() + + bot.logger.info("DuckHunt Bot shutdown complete") + + except KeyboardInterrupt: + print("\n🦆 DuckHunt Bot stopped by user") + except FileNotFoundError: + print("❌ Error: config.json not found") + print("Please create a config.json file with your IRC server settings") + except json.JSONDecodeError as e: + print(f"❌ Error: Invalid config.json - {e}") + print("Please check your config.json file syntax") + except Exception as e: + print(f"💥 Unexpected error: {e}") + import traceback + traceback.print_exc() + finally: + # Ensure final message + print("🦆 Thanks for using DuckHunt Bot!") + +if __name__ == '__main__': + main()