Revert to simple version: Remove new ducks and items
- Removed new duck types (concrete, diamond, holy_grail, explosive, poisonous, etc.) - Removed new shop items (sniper rifle, duck radar, bread, splash water, etc.) - Removed status effects system (eliminated, poisoned, wet, etc.) - Removed item drops and temporary effects - Kept only original 3 duck types: normal, golden, fast - Kept original simple shop - KEPT BUG FIX: Golden duck XP now awarded on each hit - KEPT BUG FIX: Message sanitization preserves IRC codes - Simpler, more stable bot with core improvements
This commit is contained in:
@@ -81,22 +81,6 @@
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"use_splash_water": "{nick} > *SPLASH* You soaked {target_nick} with water! They can't shoot for {duration} minutes.",
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"use_dry_clothes": "{nick} > You changed into dry clothes! Ready to hunt again.",
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"use_dry_clothes_not_needed": "{nick} > You weren't wet - no need for new clothes.",
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"use_perfect_aim": "{nick} > You line up the perfect shot. {green}[Perfect aim for {duration_minutes} minutes]{reset}",
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"use_duck_radar": "{nick} > Duck Radar online. I'll DM you when a duck spawns here. {green}[{duration_hours} hours]{reset}",
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"use_summon_duck": "{nick} > You call out to the pond... a duck should show up in {channel}.",
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"use_summon_duck_delayed": "{nick} > You set a decoy. A duck should show up in {channel} in about {delay_minutes} minutes.",
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"radar_alert": "Duck Radar: A duck has spawned in {channel}!",
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"bang_hit_concrete": "{nick} > {red}*BANG*{reset} You hit a CONCRETE DUCK! [{hp_remaining} HP remaining] {green}[+{xp_gained} xp]{reset} [Total ducks: {ducks_shot}]",
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"bang_hit_concrete_killed": "{nick} > {red}*BANG*{reset} You shattered the CONCRETE DUCK! {green}[+{xp_gained} xp]{reset} [Total ducks: {ducks_shot}]",
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"bang_hit_holy_grail": "{nick} > {red}*BANG*{reset} You hit the HOLY GRAIL DUCK! [{hp_remaining} HP remaining] {green}[+{xp_gained} xp]{reset} [Total ducks: {ducks_shot}]",
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"bang_hit_holy_grail_killed": "{nick} > {red}*BANG*{reset} You claimed the HOLY GRAIL DUCK! {green}[+{xp_gained} xp]{reset} [Total ducks: {ducks_shot}]",
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"bang_hit_diamond": "{nick} > {red}*BANG*{reset} You hit a DIAMOND DUCK! [{hp_remaining} HP remaining] {green}[+{xp_gained} xp]{reset} [Total ducks: {ducks_shot}]",
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"bang_hit_diamond_killed": "{nick} > {red}*BANG*{reset} You bagged the DIAMOND DUCK! {green}[+{xp_gained} xp]{reset} [Total ducks: {ducks_shot}]",
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"bang_hit_explosive": "{nick} > {red}*BANG*{reset} You shot an EXPLOSIVE DUCK! {red}[BOOM - eliminated for 2 hours]{reset} {green}[+{xp_gained} xp]{reset} [Total ducks: {ducks_shot}]",
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"bef_poisoned": "{nick} > You befriended the duck... but it was poisonous! {red}[Poisoned for {duration_hours} hours]{reset}",
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"player_eliminated": "{nick} > You're eliminated and can't hunt right now.",
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"player_poisoned": "{nick} > You're poisoned and can't hunt right now.",
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"gift_success_generic": "{nick} > Successfully gave {item_name} to {target_nick}!",
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"gift_ammo": "{nick} > Gave {amount} bullet(s) to {target_nick}! What a generous hunter.",
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"gift_magazine": "{nick} > Gave 1 magazine to {target_nick}! Sharing the ammo love.",
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50
shop.json
50
shop.json
@@ -61,56 +61,6 @@
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"price": 30,
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"description": "Change into dry clothes - allows shooting again after being soaked",
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"type": "dry_clothes"
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},
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"10": {
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"name": "Sniper Rifle",
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"price": 200,
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"description": "Perfect aim - your shots won't miss for 30 minutes",
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"type": "perfect_aim",
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"duration": 1800
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},
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"11": {
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"name": "Sniper Scope",
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"price": 350,
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"description": "Perfect aim - your shots won't miss for 60 minutes",
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"type": "perfect_aim",
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"duration": 3600
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},
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"12": {
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"name": "Duck Whistle",
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"price": 120,
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"description": "Instantly summons a duck (if none are present)",
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"type": "summon_duck",
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"delay": 0
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},
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"13": {
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"name": "Duck Caller",
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"price": 200,
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"description": "Instantly summons a duck (if none are present)",
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"type": "summon_duck",
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"delay": 0
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},
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"14": {
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"name": "Duck Horn",
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"price": 300,
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"description": "Instantly summons a duck (if none are present)",
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"type": "summon_duck",
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"delay": 0
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},
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"15": {
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"name": "Duck Decoy",
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"price": 80,
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"description": "Summons a duck in 1 hour (if none are present)",
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"type": "summon_duck",
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"delay": 3600
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},
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"16": {
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"name": "Duck Radar",
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"price": 150,
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"description": "DM alert when a duck spawns in this channel (lasts 6 hours)",
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"type": "duck_radar",
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"duration": 21600
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}
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}
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}
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396
src/game.py
396
src/game.py
@@ -20,17 +20,6 @@ class DuckGame:
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self.spawn_task = None
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self.timeout_task = None
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def _get_effects_list(self, player: dict):
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"""Return a sanitized list of temporary effect dicts for a player."""
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effects = player.get('temporary_effects', [])
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if not isinstance(effects, list):
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player['temporary_effects'] = []
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return []
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cleaned = [e for e in effects if isinstance(e, dict)]
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if len(cleaned) != len(effects):
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player['temporary_effects'] = cleaned
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return cleaned
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async def start_game_loops(self):
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"""Start the game loops"""
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self.spawn_task = asyncio.create_task(self.duck_spawn_loop())
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@@ -45,20 +34,12 @@ class DuckGame:
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"""Duck spawning loop with responsive shutdown"""
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try:
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while True:
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# Pick a target channel first so spawn multipliers are per-channel
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channels = list(self.bot.channels_joined)
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if not channels:
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await asyncio.sleep(1)
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continue
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channel = random.choice(channels)
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# Wait random time between spawns, but in small chunks for responsiveness
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min_wait = self.bot.get_config('duck_spawning.spawn_min', 300) # 5 minutes
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max_wait = self.bot.get_config('duck_spawning.spawn_max', 900) # 15 minutes
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# Check for active bread effects to modify spawn timing
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spawn_multiplier = self._get_active_spawn_multiplier(channel)
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spawn_multiplier = self._get_active_spawn_multiplier()
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if spawn_multiplier > 1.0:
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# Reduce wait time when bread is active
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min_wait = int(min_wait / spawn_multiplier)
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@@ -70,8 +51,10 @@ class DuckGame:
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for _ in range(wait_time):
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await asyncio.sleep(1)
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# Spawn duck in the chosen channel (if still joined)
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if channel in self.bot.channels_joined:
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# Spawn duck in random channel
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channels = list(self.bot.channels_joined)
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if channels:
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channel = random.choice(channels)
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await self.spawn_duck(channel)
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except asyncio.CancelledError:
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@@ -128,164 +111,62 @@ class DuckGame:
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if channel not in self.ducks:
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self.ducks[channel] = []
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# Don't spawn if there are already ducks present
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# Don't spawn if there's already a duck
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if self.ducks[channel]:
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return
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duck_type = self._choose_duck_type()
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# Determine duck type randomly
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golden_chance = self.bot.get_config('golden_duck_chance', 0.15)
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fast_chance = self.bot.get_config('fast_duck_chance', 0.25)
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# Special spawns that create multiple normal ducks.
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if duck_type in ('couple', 'family'):
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count = 2 if duck_type == 'couple' else random.randint(3, 4)
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for _ in range(count):
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duck = self._create_duck(channel, 'normal')
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self.ducks[channel].append(duck)
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self.logger.info(f"{duck_type} spawned {count} ducks in {channel}")
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else:
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duck = self._create_duck(channel, duck_type)
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self.ducks[channel].append(duck)
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hp = duck.get('max_hp', 1)
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if duck_type != 'normal':
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self.logger.info(f"{duck_type} duck (hidden) spawned in {channel} with {hp} HP")
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else:
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self.logger.info(f"Normal duck spawned in {channel}")
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# Notify players with Duck Radar
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try:
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for player_name, player_data in self.db.get_players_for_channel(channel).items():
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if self._has_active_effect(player_data, 'duck_radar'):
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self.bot.send_message(player_name, self.bot.messages.get('radar_alert', channel=channel))
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except Exception:
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pass
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# All duck types use the same spawn message - type is hidden!
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message = self.bot.messages.get('duck_spawn')
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if not self.bot.send_message(channel, message):
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self.logger.warning(f"Failed to send duck spawn message to {channel}")
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async def force_spawn_duck(self, channel, duck_type):
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"""Force spawn a specific duck type in a channel (admin/items), even if ducks already exist."""
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if channel not in self.ducks:
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self.ducks[channel] = []
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duck_type = (duck_type or 'normal').lower()
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if duck_type in ('couple', 'family'):
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count = 2 if duck_type == 'couple' else random.randint(3, 4)
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for _ in range(count):
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self.ducks[channel].append(self._create_duck(channel, 'normal'))
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else:
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self.ducks[channel].append(self._create_duck(channel, duck_type))
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# Notify players with Duck Radar
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try:
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for player_name, player_data in self.db.get_players_for_channel(channel).items():
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if self._has_active_effect(player_data, 'duck_radar'):
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self.bot.send_message(player_name, self.bot.messages.get('radar_alert', channel=channel))
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except Exception:
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pass
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if not self.bot.send_message(channel, self.bot.messages.get('duck_spawn')):
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self.logger.warning(f"Failed to send forced duck spawn message to {channel}")
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def _choose_duck_type(self):
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"""Choose a duck type using duck_types.*.chance (with legacy fallbacks)."""
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try:
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duck_types = self.bot.get_config('duck_types', {}) or {}
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if not isinstance(duck_types, dict):
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duck_types = {}
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weighted = []
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total = 0.0
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for dtype, cfg in duck_types.items():
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if dtype == 'normal':
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continue
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chance = None
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if isinstance(cfg, dict):
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chance = cfg.get('chance')
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# Legacy fallbacks
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if chance is None and dtype == 'golden':
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chance = self.bot.get_config('golden_duck_chance', None)
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if chance is None and dtype == 'fast':
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chance = self.bot.get_config('fast_duck_chance', None)
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try:
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chance = float(chance)
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except (TypeError, ValueError):
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chance = 0.0
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if chance > 0:
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weighted.append((dtype, chance))
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total += chance
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if total <= 0:
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return 'normal'
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r = random.random()
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if r >= min(1.0, total):
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return 'normal'
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pick = random.random() * total
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cumulative = 0.0
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for dtype, weight in weighted:
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cumulative += weight
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if pick <= cumulative:
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return dtype
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return weighted[-1][0]
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except Exception:
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return 'normal'
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def _create_duck(self, channel, duck_type):
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"""Create a duck dict for a given type."""
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cfg = self.bot.get_config(f'duck_types.{duck_type}', {}) or {}
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if not isinstance(cfg, dict):
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cfg = {}
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# Legacy golden HP keys
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if duck_type == 'golden' and ('min_hp' not in cfg and 'max_hp' not in cfg):
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cfg = dict(cfg)
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cfg['min_hp'] = self.bot.get_config('golden_duck_min_hp', 3)
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cfg['max_hp'] = self.bot.get_config('golden_duck_max_hp', 5)
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min_hp = cfg.get('min_hp', cfg.get('hp', 1))
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max_hp = cfg.get('max_hp', cfg.get('hp', 1))
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try:
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min_hp = int(min_hp)
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max_hp = int(max_hp)
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except (TypeError, ValueError):
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min_hp = 1
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max_hp = 1
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min_hp = max(1, min_hp)
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max_hp = max(min_hp, max_hp)
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rand = random.random()
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if rand < golden_chance:
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# Golden duck - high HP, high XP
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min_hp = self.bot.get_config('golden_duck_min_hp', 3)
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max_hp = self.bot.get_config('golden_duck_max_hp', 5)
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hp = random.randint(min_hp, max_hp)
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return {
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'id': f"{duck_type}_duck_{int(time.time())}_{random.randint(1000, 9999)}",
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duck_type = 'golden'
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duck = {
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'id': f"golden_duck_{int(time.time())}_{random.randint(1000, 9999)}",
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'spawn_time': time.time(),
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'channel': channel,
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'duck_type': duck_type,
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'max_hp': hp,
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'current_hp': hp
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}
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self.logger.info(f"Golden duck (hidden) spawned in {channel} with {hp} HP")
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elif rand < golden_chance + fast_chance:
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# Fast duck - normal HP, flies away faster
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duck_type = 'fast'
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duck = {
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'id': f"fast_duck_{int(time.time())}_{random.randint(1000, 9999)}",
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'spawn_time': time.time(),
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'channel': channel,
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'duck_type': duck_type,
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'max_hp': 1,
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'current_hp': 1
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}
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self.logger.info(f"Fast duck (hidden) spawned in {channel}")
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else:
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# Normal duck
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duck_type = 'normal'
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duck = {
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'id': f"duck_{int(time.time())}_{random.randint(1000, 9999)}",
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'spawn_time': time.time(),
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'channel': channel,
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'duck_type': duck_type,
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'max_hp': 1,
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'current_hp': 1
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}
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self.logger.info(f"Normal duck spawned in {channel}")
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# All duck types use the same spawn message - type is hidden!
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message = self.bot.messages.get('duck_spawn')
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self.ducks[channel].append(duck)
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self.bot.send_message(channel, message)
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def shoot_duck(self, nick, channel, player):
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"""Handle shooting at a duck"""
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# Status effects
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if self._has_active_effect(player, 'eliminated'):
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return {
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'success': False,
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'message_key': 'player_eliminated',
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'message_args': {'nick': nick}
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}
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if self._has_active_effect(player, 'poisoned'):
|
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return {
|
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'success': False,
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'message_key': 'player_poisoned',
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'message_args': {'nick': nick}
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}
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# Check if gun is confiscated
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if player.get('gun_confiscated', False):
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return {
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@@ -346,76 +227,58 @@ class DuckGame:
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# Calculate hit chance using level-modified accuracy
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modified_accuracy = self.bot.levels.get_modified_accuracy(player)
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hit_chance = modified_accuracy / 100.0
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if self._has_active_effect(player, 'perfect_aim'):
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hit_chance = 1.0
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if random.random() < hit_chance:
|
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# Hit! Get the duck and reveal its type
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duck = self.ducks[channel][0]
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duck_type = duck.get('duck_type', 'normal')
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|
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# Multi-HP ducks: treat as "boss" style.
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if duck.get('max_hp', 1) > 1:
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if duck_type == 'golden':
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# Golden duck - multi-hit with high XP
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duck['current_hp'] -= 1
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per_hit_xp = self._get_duck_xp_per_hit(duck_type)
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xp_gained = self.bot.get_config('golden_duck_xp', 15)
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if duck['current_hp'] > 0:
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# Award XP for hitting (but not killing) the duck
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player['xp'] = player.get('xp', 0) + per_hit_xp
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# Still alive, reveal it's golden but don't remove
|
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# Award XP for hitting (but not killing) the golden duck
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player['xp'] = player.get('xp', 0) + xp_gained
|
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|
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accuracy_gain = self.bot.get_config('gameplay.accuracy_gain_on_hit', self.bot.get_config('accuracy_gain_on_hit', 1))
|
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max_accuracy = self.bot.get_config('gameplay.max_accuracy', self.bot.get_config('max_accuracy', 100))
|
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player['accuracy'] = min(player.get('accuracy', self.bot.get_config('player_defaults.accuracy', 75)) + accuracy_gain, max_accuracy)
|
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accuracy_gain = self.bot.get_config('accuracy_gain_on_hit', 1)
|
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max_accuracy = self.bot.get_config('max_accuracy', 100)
|
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player['accuracy'] = min(player.get('accuracy', self.bot.get_config('default_accuracy', 75)) + accuracy_gain, max_accuracy)
|
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self.db.save_database()
|
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|
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# Choose appropriate message for multi-HP duck types
|
||||
message_key = {
|
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'golden': 'bang_hit_golden',
|
||||
'concrete': 'bang_hit_concrete',
|
||||
'holy_grail': 'bang_hit_holy_grail',
|
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'diamond': 'bang_hit_diamond'
|
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}.get(duck_type, 'bang_hit_golden') # Default to golden format for unknown types
|
||||
|
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return {
|
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'success': True,
|
||||
'hit': True,
|
||||
'message_key': message_key,
|
||||
'message_key': 'bang_hit_golden',
|
||||
'message_args': {
|
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'nick': nick,
|
||||
'hp_remaining': duck['current_hp'],
|
||||
'xp_gained': per_hit_xp,
|
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'ducks_shot': player.get('ducks_shot', 0)
|
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'xp_gained': xp_gained
|
||||
}
|
||||
}
|
||||
|
||||
# Killed!
|
||||
self.ducks[channel].pop(0)
|
||||
xp_gained = per_hit_xp * int(duck.get('max_hp', 1))
|
||||
message_key = {
|
||||
'golden': 'bang_hit_golden_killed',
|
||||
'concrete': 'bang_hit_concrete_killed',
|
||||
'holy_grail': 'bang_hit_holy_grail_killed',
|
||||
'diamond': 'bang_hit_diamond_killed'
|
||||
}.get(duck_type, 'bang_hit_golden_killed')
|
||||
else:
|
||||
# Single-HP ducks
|
||||
# Golden duck killed!
|
||||
self.ducks[channel].pop(0)
|
||||
xp_gained = self._get_duck_xp_per_hit(duck_type)
|
||||
message_key = {
|
||||
'normal': 'bang_hit',
|
||||
'fast': 'bang_hit_fast',
|
||||
'explosive': 'bang_hit_explosive'
|
||||
}.get(duck_type, 'bang_hit')
|
||||
|
||||
if duck_type == 'explosive':
|
||||
self._add_temporary_effect(player, 'eliminated', 2 * 3600)
|
||||
xp_gained = xp_gained * duck['max_hp'] # Bonus XP for killing
|
||||
message_key = 'bang_hit_golden_killed'
|
||||
elif duck_type == 'fast':
|
||||
# Fast duck - normal HP but higher XP
|
||||
self.ducks[channel].pop(0)
|
||||
xp_gained = self.bot.get_config('fast_duck_xp', 12)
|
||||
message_key = 'bang_hit_fast'
|
||||
else:
|
||||
# Normal duck
|
||||
self.ducks[channel].pop(0)
|
||||
xp_gained = self.bot.get_config('normal_duck_xp', 10)
|
||||
message_key = 'bang_hit'
|
||||
|
||||
# Apply XP and level changes
|
||||
old_level = self.bot.levels.calculate_player_level(player)
|
||||
player['xp'] = player.get('xp', 0) + xp_gained
|
||||
player['ducks_shot'] = player.get('ducks_shot', 0) + 1
|
||||
accuracy_gain = self.bot.get_config('gameplay.accuracy_gain_on_hit', self.bot.get_config('accuracy_gain_on_hit', 1))
|
||||
max_accuracy = self.bot.get_config('gameplay.max_accuracy', self.bot.get_config('max_accuracy', 100))
|
||||
player['accuracy'] = min(player.get('accuracy', self.bot.get_config('player_defaults.accuracy', 75)) + accuracy_gain, max_accuracy)
|
||||
accuracy_gain = self.bot.get_config('accuracy_gain_on_hit', 1)
|
||||
max_accuracy = self.bot.get_config('max_accuracy', 100)
|
||||
player['accuracy'] = min(player.get('accuracy', self.bot.get_config('default_accuracy', 75)) + accuracy_gain, max_accuracy)
|
||||
|
||||
# Check if player leveled up and update magazines if needed
|
||||
new_level = self.bot.levels.calculate_player_level(player)
|
||||
@@ -424,7 +287,7 @@ class DuckGame:
|
||||
|
||||
# If config option enabled, rearm all disarmed players when duck is shot
|
||||
if self.bot.get_config('duck_spawning.rearm_on_duck_shot', False):
|
||||
self._rearm_all_disarmed_players(channel)
|
||||
self._rearm_all_disarmed_players()
|
||||
|
||||
# Check for item drops
|
||||
dropped_item = self._check_item_drop(player, duck_type)
|
||||
@@ -464,7 +327,7 @@ class DuckGame:
|
||||
if random.random() < friendly_fire_chance:
|
||||
# Get other armed players in the same channel
|
||||
armed_players = []
|
||||
for other_nick, other_player in self.db.get_players_for_channel(channel).items():
|
||||
for other_nick, other_player in self.db.players.items():
|
||||
if (other_nick.lower() != nick.lower() and
|
||||
not other_player.get('gun_confiscated', False) and
|
||||
other_player.get('current_ammo', 0) > 0):
|
||||
@@ -525,20 +388,6 @@ class DuckGame:
|
||||
|
||||
def befriend_duck(self, nick, channel, player):
|
||||
"""Handle befriending a duck"""
|
||||
# Status effects
|
||||
if self._has_active_effect(player, 'eliminated'):
|
||||
return {
|
||||
'success': False,
|
||||
'message_key': 'player_eliminated',
|
||||
'message_args': {'nick': nick}
|
||||
}
|
||||
if self._has_active_effect(player, 'poisoned'):
|
||||
return {
|
||||
'success': False,
|
||||
'message_key': 'player_poisoned',
|
||||
'message_args': {'nick': nick}
|
||||
}
|
||||
|
||||
# Check for duck
|
||||
if channel not in self.ducks or not self.ducks[channel]:
|
||||
return {
|
||||
@@ -565,34 +414,6 @@ class DuckGame:
|
||||
# Success - befriend the duck
|
||||
duck = self.ducks[channel].pop(0)
|
||||
|
||||
duck_type = duck.get('duck_type', 'normal')
|
||||
|
||||
# Poison effects
|
||||
if duck_type == 'poisonous':
|
||||
self._add_temporary_effect(player, 'poisoned', 2 * 3600)
|
||||
self.db.save_database()
|
||||
return {
|
||||
'success': True,
|
||||
'befriended': True,
|
||||
'message_key': 'bef_poisoned',
|
||||
'message_args': {
|
||||
'nick': nick,
|
||||
'duration_hours': 2
|
||||
}
|
||||
}
|
||||
if duck_type == 'radioactive':
|
||||
self._add_temporary_effect(player, 'poisoned', 8 * 3600)
|
||||
self.db.save_database()
|
||||
return {
|
||||
'success': True,
|
||||
'befriended': True,
|
||||
'message_key': 'bef_poisoned',
|
||||
'message_args': {
|
||||
'nick': nick,
|
||||
'duration_hours': 8
|
||||
}
|
||||
}
|
||||
|
||||
# Lower XP gain than shooting
|
||||
xp_gained = self.bot.get_config('gameplay.befriend_xp', 5)
|
||||
old_level = self.bot.levels.calculate_player_level(player)
|
||||
@@ -606,7 +427,7 @@ class DuckGame:
|
||||
|
||||
# If config option enabled, rearm all disarmed players when duck is befriended
|
||||
if self.bot.get_config('rearm_on_duck_shot', False):
|
||||
self._rearm_all_disarmed_players(channel)
|
||||
self._rearm_all_disarmed_players()
|
||||
|
||||
self.db.save_database()
|
||||
return {
|
||||
@@ -676,11 +497,11 @@ class DuckGame:
|
||||
}
|
||||
}
|
||||
|
||||
def _rearm_all_disarmed_players(self, channel):
|
||||
"""Rearm all players who have been disarmed (gun confiscated) in a channel"""
|
||||
def _rearm_all_disarmed_players(self):
|
||||
"""Rearm all players who have been disarmed (gun confiscated)"""
|
||||
try:
|
||||
rearmed_count = 0
|
||||
for player_name, player_data in self.db.get_players_for_channel(channel).items():
|
||||
for player_name, player_data in self.db.players.items():
|
||||
if player_data.get('gun_confiscated', False):
|
||||
player_data['gun_confiscated'] = False
|
||||
# Update magazines based on player level
|
||||
@@ -693,15 +514,15 @@ class DuckGame:
|
||||
except Exception as e:
|
||||
self.logger.error(f"Error in _rearm_all_disarmed_players: {e}")
|
||||
|
||||
def _get_active_spawn_multiplier(self, channel):
|
||||
"""Get the current spawn rate multiplier from active bread effects in a channel"""
|
||||
def _get_active_spawn_multiplier(self):
|
||||
"""Get the current spawn rate multiplier from active bread effects"""
|
||||
import time
|
||||
max_multiplier = 1.0
|
||||
current_time = time.time()
|
||||
|
||||
try:
|
||||
for player_name, player_data in self.db.get_players_for_channel(channel).items():
|
||||
effects = self._get_effects_list(player_data)
|
||||
for player_name, player_data in self.db.players.items():
|
||||
effects = player_data.get('temporary_effects', [])
|
||||
for effect in effects:
|
||||
if (effect.get('type') == 'attract_ducks' and
|
||||
effect.get('expires_at', 0) > current_time):
|
||||
@@ -718,7 +539,7 @@ class DuckGame:
|
||||
import time
|
||||
current_time = time.time()
|
||||
|
||||
effects = self._get_effects_list(player)
|
||||
effects = player.get('temporary_effects', [])
|
||||
for effect in effects:
|
||||
if (effect.get('type') == 'wet_clothes' and
|
||||
effect.get('expires_at', 0) > current_time):
|
||||
@@ -731,7 +552,7 @@ class DuckGame:
|
||||
current_time = time.time()
|
||||
|
||||
try:
|
||||
effects = self._get_effects_list(player)
|
||||
effects = player.get('temporary_effects', [])
|
||||
for effect in effects:
|
||||
if (effect.get('type') == 'insurance' and
|
||||
effect.get('protection') == protection_type and
|
||||
@@ -748,8 +569,8 @@ class DuckGame:
|
||||
current_time = time.time()
|
||||
|
||||
try:
|
||||
for _channel, player_name, player_data in self.db.iter_all_players():
|
||||
effects = self._get_effects_list(player_data)
|
||||
for player_name, player_data in self.db.players.items():
|
||||
effects = player_data.get('temporary_effects', [])
|
||||
active_effects = []
|
||||
|
||||
for effect in effects:
|
||||
@@ -778,13 +599,12 @@ class DuckGame:
|
||||
if random.random() > drop_chance:
|
||||
return None # No drop
|
||||
|
||||
# Get drop table for this duck type (fallback to normal)
|
||||
# Get drop table for this duck type
|
||||
drop_table_key = f'{duck_type}_duck_drops'
|
||||
drop_table = self.bot.get_config(f'item_drops.{drop_table_key}', [])
|
||||
if not drop_table:
|
||||
drop_table = self.bot.get_config('item_drops.normal_duck_drops', [])
|
||||
|
||||
if not drop_table:
|
||||
self.logger.warning(f"No drop table found for {duck_type} duck")
|
||||
return None
|
||||
|
||||
# Weighted random selection
|
||||
@@ -824,39 +644,3 @@ class DuckGame:
|
||||
except Exception as e:
|
||||
self.logger.error(f"Error in _check_item_drop: {e}")
|
||||
return None
|
||||
|
||||
def _has_active_effect(self, player, effect_type):
|
||||
import time
|
||||
current_time = time.time()
|
||||
effects = self._get_effects_list(player)
|
||||
for effect in effects:
|
||||
if effect.get('type') == effect_type and effect.get('expires_at', 0) > current_time:
|
||||
return True
|
||||
return False
|
||||
|
||||
def _add_temporary_effect(self, player, effect_type, duration_seconds):
|
||||
import time
|
||||
# Normalize effects storage in case legacy data stored it as a dict/string.
|
||||
self._get_effects_list(player)
|
||||
duration_seconds = int(duration_seconds)
|
||||
duration_seconds = max(1, min(duration_seconds, 7 * 24 * 3600)) # cap 7 days
|
||||
player['temporary_effects'].append({
|
||||
'type': effect_type,
|
||||
'expires_at': time.time() + duration_seconds
|
||||
})
|
||||
|
||||
def _get_duck_xp_per_hit(self, duck_type):
|
||||
"""Get XP value for a duck type (supports duck_types.*.xp and legacy keys)."""
|
||||
xp = self.bot.get_config(f'duck_types.{duck_type}.xp', None)
|
||||
if xp is None:
|
||||
# Legacy keys
|
||||
if duck_type == 'golden':
|
||||
xp = self.bot.get_config('golden_duck_xp', 15)
|
||||
elif duck_type == 'fast':
|
||||
xp = self.bot.get_config('fast_duck_xp', 12)
|
||||
else:
|
||||
xp = self.bot.get_config('normal_duck_xp', 10)
|
||||
try:
|
||||
return int(xp)
|
||||
except (TypeError, ValueError):
|
||||
return 10
|
||||
Reference in New Issue
Block a user