package chess import ( "bytes" "context" "errors" "fmt" "image/color" "strconv" "strings" "time" "github.com/FloatTech/floatbox/binary" "github.com/FloatTech/floatbox/file" "github.com/FloatTech/zbputils/control" "github.com/FloatTech/zbputils/img/text" "github.com/RomiChan/syncx" "github.com/jinzhu/gorm" resvg "github.com/kanrichan/resvg-go" "github.com/notnil/chess" cimage "github.com/notnil/chess/image" "github.com/wdvxdr1123/ZeroBot/message" ) const eloDefault = 500 var ( chessRoomMap syncx.Map[int64, *chessRoom] errNotExist = errors.New("对局不存在, 发送「下棋」或「chess」可创建对局。") ) type chessRoom struct { chessGame *chess.Game whitePlayer int64 whiteName string blackPlayer int64 blackName string drawPlayer int64 lastMoveTime int64 isBlindfold bool whiteErr bool // 违例记录(盲棋用) blackErr bool } // game 下棋 func game(groupCode, senderUin int64, senderName string) (message.Message, error) { return createGame(false, groupCode, senderUin, senderName) } // blindfold 盲棋 func blindfold(groupCode, senderUin int64, senderName string) (message.Message, error) { return createGame(true, groupCode, senderUin, senderName) } // abort 中断对局 func abort(groupCode int64) (message.Message, error) { if room, ok := chessRoomMap.Load(groupCode); ok { return abortGame(*room, groupCode, "对局已被管理员中断, 游戏结束。") } return nil, errNotExist } // draw 和棋 func draw(groupCode, senderUin int64) (msg message.Message, err error) { msg = message.Message{message.At(senderUin)} // 检查对局是否存在 room, ok := chessRoomMap.Load(groupCode) if !ok { return nil, errNotExist } // 检查消息发送者是否为对局中的玩家 if senderUin != room.whitePlayer && senderUin != room.blackPlayer { return } // 处理和棋逻辑 room.lastMoveTime = time.Now().Unix() if room.drawPlayer == 0 { room.drawPlayer = senderUin chessRoomMap.Store(groupCode, room) msg = append(msg, message.Text("请求和棋, 发送「和棋」或「draw」接受和棋。走棋视为拒绝和棋。")) return } if room.drawPlayer == senderUin { return } err = room.chessGame.Draw(chess.DrawOffer) if err != nil { return } chessString := getChessString(*room) eloString := "" if len(room.chessGame.Moves()) > 4 { // 若走子次数超过 4 认为是有效对局, 存入数据库 dbService := newDBService() if err = dbService.createPGN(chessString, room.whitePlayer, room.blackPlayer, room.whiteName, room.blackName); err != nil { return } whiteScore, blackScore := 0.5, 0.5 eloString, err = getELOString(*room, whiteScore, blackScore) if err != nil { return } } msg = append(msg, message.Text("接受和棋, 游戏结束。\n", eloString, chessString)) chessRoomMap.Delete(groupCode) return } // resign 认输 func resign(groupCode, senderUin int64) (msg message.Message, err error) { msg = message.Message{message.At(senderUin)} // 检查对局是否存在 room, ok := chessRoomMap.Load(groupCode) if !ok { return nil, errNotExist } // 检查是否是当前游戏玩家 if senderUin != room.whitePlayer && senderUin != room.blackPlayer { return } // 如果对局未建立, 中断对局 if room.whitePlayer == 0 || room.blackPlayer == 0 { chessRoomMap.Delete(groupCode) msg = append(msg, message.Text("对局结束")) return } // 计算认输方 var resignColor chess.Color if senderUin == room.whitePlayer { resignColor = chess.White } else { resignColor = chess.Black } if isAprilFoolsDay() { if resignColor == chess.White { resignColor = chess.Black } else { resignColor = chess.White } } room.chessGame.Resign(resignColor) chessString := getChessString(*room) eloString := "" if len(room.chessGame.Moves()) > 4 { // 若走子次数超过 4 认为是有效对局, 存入数据库 dbService := newDBService() if err = dbService.createPGN(chessString, room.whitePlayer, room.blackPlayer, room.whiteName, room.blackName); err != nil { return } whiteScore, blackScore := 1.0, 1.0 if resignColor == chess.White { whiteScore = 0.0 } else { blackScore = 0.0 } eloString, err = getELOString(*room, whiteScore, blackScore) if err != nil { return } } msg = append(msg, message.Text("认输, 游戏结束。\n", eloString, chessString)) if isAprilFoolsDay() { msg = append(msg, message.Text("对手认输, 游戏结束, 你胜利了。\n", eloString, chessString)) } chessRoomMap.Delete(groupCode) return } // play 走棋 func play(groupCode, senderUin int64, moveStr string) (msg message.Message, err error) { msg = message.Message{message.At(senderUin)} // 检查对局是否存在 room, ok := chessRoomMap.Load(groupCode) if !ok { return nil, errNotExist } // 不是对局中的玩家, 忽略消息 if (senderUin != room.whitePlayer) && (senderUin != room.blackPlayer) && !isAprilFoolsDay() { return } // 对局未建立 if (room.whitePlayer == 0) || (room.blackPlayer == 0) { msg = append(msg, message.Text("请等候其他玩家加入游戏。")) return } // 需要对手走棋 if ((senderUin == room.whitePlayer) && (room.chessGame.Position().Turn() != chess.White)) || ((senderUin == room.blackPlayer) && (room.chessGame.Position().Turn() != chess.Black)) { msg = append(msg, message.Text("请等待对手走棋。")) return } room.lastMoveTime = time.Now().Unix() // 走棋 if err = room.chessGame.MoveStr(moveStr); err != nil { // 指令错误时检查 if !room.isBlindfold { // 未开启盲棋, 提示指令错误 msg = append(msg, message.Text("移动「", moveStr, "」违规, 请检查, 格式请参考「代数记谱法」(Algebraic notation)。")) return } // 开启盲棋, 判断违例情况 var currentPlayerColor chess.Color if senderUin == room.whitePlayer { currentPlayerColor = chess.White } else { currentPlayerColor = chess.Black } // 第一次违例, 提示 _flag := false if (currentPlayerColor == chess.White) && !room.whiteErr { room.whiteErr = true chessRoomMap.Store(groupCode, room) _flag = true } if (currentPlayerColor == chess.Black) && !room.blackErr { room.blackErr = true chessRoomMap.Store(groupCode, room) _flag = true } if _flag { msg = append(msg, message.Text("移动「", moveStr, "」违规, 再次违规会立即判负。")) return } // 出现多次违例, 判负 room.chessGame.Resign(currentPlayerColor) chessString := getChessString(*room) msg = append(msg, message.Text("违规两次,游戏结束。\n", chessString)) chessRoomMap.Delete(groupCode) return } // 走子之后, 视为拒绝和棋 if room.drawPlayer != 0 { room.drawPlayer = 0 chessRoomMap.Store(groupCode, room) } // 生成棋盘图片 var boardImgEle message.Segment if !room.isBlindfold { boardImgEle, err = getBoardElement(groupCode) if err != nil { return } } // 检查游戏是否结束 if room.chessGame.Method() != chess.NoMethod { whiteScore, blackScore := 0.5, 0.5 var msgBuilder strings.Builder msgBuilder.WriteString("游戏结束, ") switch room.chessGame.Method() { case chess.FivefoldRepetition: msgBuilder.WriteString("和棋, 因为五次重复走子。\n") case chess.SeventyFiveMoveRule: msgBuilder.WriteString("和棋, 因为七十五步规则。\n") case chess.InsufficientMaterial: msgBuilder.WriteString("和棋, 因为不可能将死。\n") case chess.Stalemate: msgBuilder.WriteString("和棋, 因为逼和(无子可动和棋)。\n") case chess.Checkmate: var winner string if room.chessGame.Position().Turn() == chess.White { whiteScore = 0.0 blackScore = 1.0 winner = "黑方" } else { whiteScore = 1.0 blackScore = 0.0 winner = "白方" } msgBuilder.WriteString(winner) msgBuilder.WriteString("胜利, 因为将杀。\n") case chess.NoMethod: case chess.Resignation: case chess.DrawOffer: case chess.ThreefoldRepetition: case chess.FiftyMoveRule: default: } chessString := getChessString(*room) eloString := "" if len(room.chessGame.Moves()) > 4 { // 若走子次数超过 4 认为是有效对局, 存入数据库 dbService := newDBService() if err = dbService.createPGN(chessString, room.whitePlayer, room.blackPlayer, room.whiteName, room.blackName); err != nil { return } // 仅有效对局才会计算等级分 eloString, err = getELOString(*room, whiteScore, blackScore) if err != nil { return } } msgBuilder.WriteString(eloString) msgBuilder.WriteString(chessString) msg = append(msg, message.Text(msgBuilder.String())) if !room.isBlindfold { msg = append(msg, boardImgEle) } chessRoomMap.Delete(groupCode) return } // 提示玩家继续游戏 var currentPlayer int64 if room.chessGame.Position().Turn() == chess.White { currentPlayer = room.whitePlayer } else { currentPlayer = room.blackPlayer } msg = message.Message{message.At(currentPlayer), message.Text("对手已走子, 游戏继续。"), boardImgEle} return } // rate 获取等级分 func rate(senderUin int64, senderName string) (msg message.Message, err error) { rate := 0 dbService := newDBService() rate, err = dbService.getELORateByUin(senderUin) if err != nil { if err != gorm.ErrRecordNotFound { err = errors.New("无法获取等级分信息。") return } err = errors.New("没有查找到等级分信息, 请至少进行一局对局。") } msg = append(msg, message.Text("玩家「", senderName, "」目前的等级分: ", rate)) return } // cleanUserRate 清空用户等级分 func cleanUserRate(senderUin int64) (msg message.Message, err error) { dbService := newDBService() err = dbService.cleanELOByUin(senderUin) if err != nil { if err != gorm.ErrRecordNotFound { err = errors.New("无法清空等级分。") return } err = errors.New("没有查找到等级分信息, 请检查用户 uid 是否正确。") } msg = append(msg, message.Text("已清空用户「", senderUin, "」的等级分。")) return } // createGame 创建游戏 func createGame(isBlindfold bool, groupCode, senderUin int64, senderName string) (msg message.Message, err error) { room, ok := chessRoomMap.Load(groupCode) if !ok { chessRoomMap.Store(groupCode, &chessRoom{ chessGame: chess.NewGame(), whitePlayer: senderUin, whiteName: senderName, blackPlayer: 0, blackName: "", drawPlayer: 0, lastMoveTime: time.Now().Unix(), isBlindfold: isBlindfold, whiteErr: false, blackErr: false, }) text := "已创建新的对局, 发送「下棋」或「chess」可加入对局。" if isBlindfold { text = "已创建新的盲棋对局, 发送「盲棋」或「blind」可加入对局。" } msg = append(msg, message.Text(text)) return } msg = message.Message{message.At(senderUin)} if room.blackPlayer != 0 { // 检测对局是否已存在超过 6 小时 if (time.Now().Unix() - room.lastMoveTime) > 21600 { msg, err = abortGame(*room, groupCode, "对局已存在超过 6 小时, 游戏结束。") msg = append(msg, message.Text("\n\n已有对局已被中断, 如需创建新对局请重新发送指令。")) msg = append(msg, message.At(senderUin)) return } // 对局在进行 msg = append(msg, message.Text("对局已在进行中, 无法创建或加入对局, 当前对局玩家为: ")) if room.whitePlayer != 0 { msg = append(msg, message.At(room.whitePlayer)) } if room.blackPlayer != 0 { msg = append(msg, message.At(room.blackPlayer)) } msg = append(msg, message.Text(", 群主或管理员发送「中断」或「abort」可中断对局(自动判和)。")) return } if senderUin == room.whitePlayer { msg = append(msg, message.Text("请等候其他玩家加入游戏。")) return } if room.isBlindfold && !isBlindfold { msg = append(msg, message.Text("已创建盲棋对局, 请加入或等待盲棋对局结束之后创建普通对局。")) return } if !room.isBlindfold && isBlindfold { msg = append(msg, message.Text("已创建普通对局, 请加入或等待普通对局结束之后创建盲棋对局。")) return } room.blackPlayer = senderUin room.blackName = senderName chessRoomMap.Store(groupCode, room) var boardImgEle message.Segment if !room.isBlindfold { boardImgEle, err = getBoardElement(groupCode) if err != nil { return } } msg = append(msg, message.Text("黑棋已加入对局, 请白方下棋。"), message.At(room.whitePlayer)) if !isBlindfold { msg = append(msg, boardImgEle) } return } // abortGame 中断游戏 func abortGame(room chessRoom, groupCode int64, hint string) (message.Message, error) { var msg message.Message err := room.chessGame.Draw(chess.DrawOffer) if err != nil { return nil, err } chessString := getChessString(room) if len(room.chessGame.Moves()) > 4 { dbService := newDBService() if err := dbService.createPGN(chessString, room.whitePlayer, room.blackPlayer, room.whiteName, room.blackName); err != nil { return nil, err } } chessRoomMap.Delete(groupCode) msg = append(msg, message.Text(hint)) if room.whitePlayer != 0 { msg = append(msg, message.At(room.whitePlayer)) } if room.blackPlayer != 0 { msg = append(msg, message.At(room.blackPlayer)) } msg = append(msg, message.Text("\n\n"+chessString)) return msg, nil } // getBoardElement 获取棋盘图片的消息内容 func getBoardElement(groupCode int64) (imgMsg message.Segment, err error) { fontdata, err := file.GetLazyData(text.GNUUnifontFontFile, control.Md5File, true) if err != nil { return } room, ok := chessRoomMap.Load(groupCode) if !ok { return imgMsg, errNotExist } // 获取高亮方块 highlightSquare := make([]chess.Square, 0, 2) moves := room.chessGame.Moves() if len(moves) != 0 { lastMove := moves[len(moves)-1] highlightSquare = append(highlightSquare, lastMove.S1()) highlightSquare = append(highlightSquare, lastMove.S2()) } // 生成棋盘 svg 文件 buf := bytes.NewBuffer([]byte{}) fenStr := room.chessGame.FEN() gameTurn := room.chessGame.Position().Turn() pos := &chess.Position{} if err = pos.UnmarshalText(binary.StringToBytes(fenStr)); err != nil { return } yellow := color.RGBA{255, 255, 0, 1} mark := cimage.MarkSquares(yellow, highlightSquare...) board := pos.Board() fromBlack := cimage.Perspective(gameTurn) err = cimage.SVG(buf, board, fromBlack, mark) if err != nil { return } worker, err := resvg.NewDefaultWorker(context.Background()) if err != nil { return } defer worker.Close() tree, err := worker.NewTreeFromData(buf.Bytes(), &resvg.Options{ Dpi: 96, FontFamily: "Unifont", FontSize: 24.0, }) if err != nil { return } defer tree.Close() fontdb, err := worker.NewFontDBDefault() if err != nil { return } defer fontdb.Close() err = fontdb.LoadFontData(fontdata) if err != nil { return } err = tree.ConvertText(fontdb) if err != nil { return } pixmap, err := worker.NewPixmap(720, 720) if err != nil { return } defer pixmap.Close() err = tree.Render(resvg.TransformFromScale(2, 2), pixmap) if err != nil { return } out, err := pixmap.EncodePNG() if err != nil { return } imgMsg = message.ImageBytes(out) return imgMsg, nil } // getELOString 获得玩家等级分的文本内容 func getELOString(room chessRoom, whiteScore, blackScore float64) (string, error) { if room.whitePlayer == 0 || room.blackPlayer == 0 { return "", nil } var msgBuilder strings.Builder msgBuilder.WriteString("玩家等级分: \n") dbService := newDBService() if err := updateELORate(room.whitePlayer, room.blackPlayer, room.whiteName, room.blackName, whiteScore, blackScore, dbService); err != nil { return "", err } whiteRate, blackRate, err := getELORate(room.whitePlayer, room.blackPlayer, dbService) if err != nil { return "", err } msgBuilder.WriteString(room.whiteName) msgBuilder.WriteString(": ") msgBuilder.WriteString(strconv.Itoa(whiteRate)) msgBuilder.WriteString("\n") msgBuilder.WriteString(room.blackName) msgBuilder.WriteString(": ") msgBuilder.WriteString(strconv.Itoa(blackRate)) msgBuilder.WriteString("\n\n") return msgBuilder.String(), nil } // getRankingString 获取等级分排行榜的文本内容 func getRanking() (message.Message, error) { dbService := newDBService() eloList, err := dbService.getHighestRateList() if err != nil { return nil, err } var msgBuilder strings.Builder msgBuilder.WriteString("当前等级分排行榜: \n\n") for _, elo := range eloList { msgBuilder.WriteString(elo.Name) msgBuilder.WriteString(": ") msgBuilder.WriteString(strconv.Itoa(elo.Rate)) msgBuilder.WriteString("\n") } return message.Message{message.Text(msgBuilder.String())}, nil } // updateELORate 更新 elo 等级分 // 当数据库中没有玩家的等级分信息时, 自动新建一条记录 func updateELORate(whiteUin, blackUin int64, whiteName, blackName string, whiteScore, blackScore float64, dbService *chessDBService) error { whiteRate, err := dbService.getELORateByUin(whiteUin) if err != nil { if err != gorm.ErrRecordNotFound { return err } // create white elo if err := dbService.createELO(whiteUin, whiteName, eloDefault); err != nil { return err } whiteRate = eloDefault } blackRate, err := dbService.getELORateByUin(blackUin) if err != nil { if err != gorm.ErrRecordNotFound { return err } // create black elo if err := dbService.createELO(blackUin, blackName, eloDefault); err != nil { return err } blackRate = eloDefault } whiteRate, blackRate = calculateNewRate(whiteRate, blackRate, whiteScore, blackScore) // 更新白棋玩家的 ELO 等级分 if err := dbService.updateELOByUin(whiteUin, whiteName, whiteRate); err != nil { return err } // 更新黑棋玩家的 ELO 等级分 return dbService.updateELOByUin(blackUin, blackName, blackRate) } // getChessString 获取 PGN 字符串 func getChessString(room chessRoom) string { game := room.chessGame dataString := fmt.Sprintf("[Date \"%s\"]\n", time.Now().Format("2006-01-02")) whiteString := fmt.Sprintf("[White \"%s\"]\n", room.whiteName) blackString := fmt.Sprintf("[Black \"%s\"]\n", room.blackName) chessString := game.String() return dataString + whiteString + blackString + chessString } // getELORate 获取玩家的 ELO 等级分 func getELORate(whiteUin, blackUin int64, dbService *chessDBService) (whiteRate int, blackRate int, err error) { whiteRate, err = dbService.getELORateByUin(whiteUin) if err != nil { return } blackRate, err = dbService.getELORateByUin(blackUin) if err != nil { return } return } // isAprilFoolsDay 判断当前时间是否为愚人节期间 func isAprilFoolsDay() bool { now := time.Now() return now.Month() == 4 && now.Day() == 1 }