ZeroBot-Plugin/plugin/chess/core.go
Jiang-Red 61168adb2e
fix chess & kfc && optimize lolicon & bilibili (#817)
* fix chess & kfc && optimize bilibili & lolicon

* chore(lint): 改进代码样式 (#27)

Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>

---------

Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
2023-11-12 14:21:37 +09:00

638 lines
18 KiB
Go

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.MessageSegment
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.MessageSegment
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.MessageSegment, 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
}