modified: app.py

This commit is contained in:
SimolZimol
2026-02-10 18:20:57 +01:00
parent 76b1a99e01
commit eefe4d37c2

849
app.py
View File

@@ -461,6 +461,7 @@ async def init_database():
id INT AUTO_INCREMENT PRIMARY KEY,
game_name VARCHAR(255) NOT NULL,
game_type VARCHAR(50) NOT NULL,
game_mode VARCHAR(10) DEFAULT 'team',
status VARCHAR(50) DEFAULT 'setup',
players JSON NOT NULL,
winner_team VARCHAR(255),
@@ -480,6 +481,16 @@ async def init_database():
# Column already exists, ignore error
pass
# Add game_mode column if it doesn't exist (for existing databases)
try:
await cursor.execute('''
ALTER TABLE games
ADD COLUMN game_mode VARCHAR(10) DEFAULT 'team'
''')
except:
# Column already exists, ignore error
pass
# Create game_results table (MySQL syntax)
await cursor.execute('''
CREATE TABLE IF NOT EXISTS game_results (
@@ -638,9 +649,12 @@ GAME_NOTIFICATION_CHANNEL_ID = 1432368177685332030
async def create_game_notification_embed(game_data: Dict, players_data: List[Dict]) -> discord.Embed:
"""Create an embed for game notifications"""
game_mode = game_data.get('game_mode', 'team')
mode_label = "Team-Based" if game_mode == 'team' else "Free-For-All"
embed = discord.Embed(
title=f"🎮 {game_data['game_name']}",
description=f"**Type:** {game_data['game_type'].title()}\n**Status:** Setup Phase",
description=f"**Type:** {game_data['game_type'].title()}\n**Mode:** {mode_label}\n**Status:** Setup Phase",
color=discord.Color.blue()
)
@@ -648,34 +662,58 @@ async def create_game_notification_embed(game_data: Dict, players_data: List[Dic
embed.add_field(name="Players", value="No players yet", inline=False)
return embed
# Group players by team
teams = {}
for p in players_data:
team = p['team_name']
if team not in teams:
teams[team] = []
teams[team].append(p)
# Add team fields
for team_name, members in teams.items():
team_emoji = "🎖️" # Simple fallback since we don't have ctx here
avg_elo = sum(m['current_elo'] for m in members) / len(members) if members else 0
if game_mode == 'team':
# Group players by team
teams = {}
for p in players_data:
team = p['team_name']
if team not in teams:
teams[team] = []
teams[team].append(p)
field_name = f"{team_emoji} {team_name} (avg {avg_elo:.0f})"
# Add team fields
for team_name, members in teams.items():
team_emoji = "🎖️" # Simple fallback since we don't have ctx here
avg_elo = sum(m['current_elo'] for m in members) / len(members) if members else 0
field_name = f"{team_emoji} {team_name} (avg {avg_elo:.0f})"
lines = []
for m in sorted(members, key=lambda mm: (-mm.get('t_level', 2), mm['username'])):
t_level = m.get('t_level', 2)
t_emoji = {1: "🔹", 2: "🔸", 3: "🔺"}.get(t_level, "🔹")
country = m.get('country')
country_text = f" [{country}]" if country else ""
lines.append(f"{t_emoji} {m['username']}{country_text} ({m['current_elo']})")
embed.add_field(name=field_name, value="\n".join(lines), inline=True)
embed.set_footer(text=f"Players: {len(players_data)} | Teams: {len(teams)}")
else: # FFA mode
# List all players individually
avg_elo = sum(p['current_elo'] for p in players_data) / len(players_data) if players_data else 0
lines = []
for m in sorted(members, key=lambda mm: (-mm.get('t_level', 2), mm['username'])):
t_level = m.get('t_level', 2)
for p in sorted(players_data, key=lambda pp: (-pp.get('current_elo', 0))):
t_level = p.get('t_level', 2)
t_emoji = {1: "🔹", 2: "🔸", 3: "🔺"}.get(t_level, "🔹")
country = m.get('country')
country = p.get('country')
country_text = f" [{country}]" if country else ""
lines.append(f"{t_emoji} {m['username']}{country_text} ({m['current_elo']})")
lines.append(f"{t_emoji} {p['username']}{country_text} ({p['current_elo']})")
embed.add_field(name=field_name, value="\n".join(lines), inline=True)
# Split into multiple fields if too many players (max 1024 chars per field)
field_size = 15 # players per field
for i in range(0, len(lines), field_size):
chunk = lines[i:i+field_size]
field_name = f"⚔️ Players {i+1}-{min(i+field_size, len(lines))}" if len(lines) > field_size else f"⚔️ Players (avg {avg_elo:.0f})"
embed.add_field(name=field_name, value="\n".join(chunk), inline=True)
embed.set_footer(text=f"Players: {len(players_data)} | Mode: FFA")
embed.set_footer(text=f"Players: {len(players_data)} | Teams: {len(teams)}")
return embed
async def update_game_notification(game_data: Dict, players_data: List[Dict]):
@@ -717,12 +755,16 @@ async def update_game_notification(game_data: Dict, players_data: List[Dict]):
# HOI4 ELO Commands
@bot.hybrid_command(name='hoi4create', description='Create a new HOI4 game')
async def hoi4create(ctx, game_type: str, game_name: str):
"""Create a new HOI4 game"""
async def hoi4create(ctx, game_type: str, game_name: str, mode: str = 'team'):
"""Create a new HOI4 game (mode: 'team' for team-based or 'ffa' for free-for-all)"""
if game_type.lower() not in ['standard', 'competitive']:
await ctx.send("❌ Game type must be either 'standard' or 'competitive'")
return
if mode.lower() not in ['team', 'ffa']:
await ctx.send("❌ Game mode must be either 'team' (team-based) or 'ffa' (free-for-all)")
return
try:
async with db_pool.acquire() as conn:
async with conn.cursor(aiomysql.DictCursor) as cursor:
@@ -739,8 +781,8 @@ async def hoi4create(ctx, game_type: str, game_name: str):
# Create new game
await cursor.execute(
"INSERT INTO games (game_name, game_type, status, players) VALUES (%s, %s, 'setup', %s)",
(game_name, game_type.lower(), '[]')
"INSERT INTO games (game_name, game_type, game_mode, status, players) VALUES (%s, %s, %s, 'setup', %s)",
(game_name, game_type.lower(), mode.lower(), '[]')
)
# Get the created game data for notification
@@ -750,6 +792,7 @@ async def hoi4create(ctx, game_type: str, game_name: str):
)
game_data = await cursor.fetchone()
mode_label = "Team-Based" if mode.lower() == 'team' else "Free-For-All"
embed = discord.Embed(
title="🎮 Game Created",
description=f"HOI4 {game_type.title()} game '{game_name}' has been created!",
@@ -757,7 +800,8 @@ async def hoi4create(ctx, game_type: str, game_name: str):
)
embed.add_field(name="Game Name", value=game_name, inline=True)
embed.add_field(name="Type", value=game_type.title(), inline=True)
embed.add_field(name="Status", value="Setup Phase", inline=True)
embed.add_field(name="Mode", value=mode_label, inline=True)
embed.add_field(name="Status", value="Setup Phase", inline=False)
embed.set_footer(text="Use /hoi4setup to add players to this game")
await ctx.send(embed=embed)
@@ -865,8 +909,11 @@ async def hoi4remove(ctx, game_name: str, user: discord.Member):
await ctx.send(f"❌ Error removing player: {str(e)}")
@bot.hybrid_command(name='hoi4setup', description='Add a player to an existing game')
async def hoi4setup(ctx, game_name: str, user: discord.Member, team_name: str, t_level: int, country: Optional[str] = None, modifier: Optional[str] = None):
"""Add a player to an existing game. Use modifier='--force' to bypass MP ban."""
async def hoi4setup(ctx, game_name: str, user: discord.Member, t_level: int, team_name: Optional[str] = None, country: Optional[str] = None, modifier: Optional[str] = None):
"""Add a player to an existing game.
In team mode: team_name is required.
In FFA mode: team_name is optional (each player fights individually).
Use modifier='--force' to bypass MP ban."""
if t_level not in [1, 2, 3]:
await ctx.send("❌ T-Level must be 1, 2, or 3")
return
@@ -901,6 +948,12 @@ async def hoi4setup(ctx, game_name: str, user: discord.Member, team_name: str, t
await ctx.send(f"❌ No game found with name '{game_name}' in setup phase!")
return
# Check mode and team_name requirements
game_mode = game.get('game_mode', 'team')
if game_mode == 'team' and not team_name:
await ctx.send("❌ This is a team-based game. Please provide a team_name!")
return
# Get or create player
player = await get_or_create_player(user.id, user.display_name)
@@ -917,11 +970,18 @@ async def hoi4setup(ctx, game_name: str, user: discord.Member, team_name: str, t
player_data = {
'discord_id': user.id,
'username': user.display_name,
'team_name': team_name,
't_level': t_level,
'current_elo': player[f"{game['game_type']}_elo"],
'country': country.strip() if country else None
}
# Add team_name if provided (for team mode or if specified in FFA)
if team_name:
player_data['team_name'] = team_name
else:
# In FFA mode, use player's username as team (for individual tracking)
player_data['team_name'] = user.display_name
players.append(player_data)
# Update game
@@ -936,7 +996,10 @@ async def hoi4setup(ctx, game_name: str, user: discord.Member, team_name: str, t
color=discord.Color.green()
)
embed.add_field(name="Player", value=user.display_name, inline=True)
embed.add_field(name="Team", value=team_name, inline=True)
if game_mode == 'team' or team_name:
embed.add_field(name="Team", value=player_data['team_name'], inline=True)
else:
embed.add_field(name="Mode", value="FFA (Individual)", inline=True)
embed.add_field(name="T-Level", value=f"T{t_level}", inline=True)
embed.add_field(name="Current ELO", value=player[f"{game['game_type']}_elo"], inline=True)
if country:
@@ -955,8 +1018,18 @@ async def hoi4setup(ctx, game_name: str, user: discord.Member, team_name: str, t
await ctx.send(f"❌ Error adding player: {str(e)}")
@bot.hybrid_command(name='hoi4end', description='End a game and calculate ELO changes')
async def hoi4end(ctx, game_name: str, winner_team: str):
"""End a game and calculate ELO changes. Use 'draw' for ties."""
async def hoi4end(ctx, game_name: str, winner_team: Optional[str] = None, winners: Optional[str] = None, losers: Optional[str] = None, draw_players: Optional[str] = None):
"""End a game and calculate ELO changes.
For TEAM mode: Use winner_team parameter (team name or 'draw').
For FFA mode: Use winners/losers/draw_players (mention players separated by spaces).
Examples:
- Team mode: /hoi4end game_name:MyGame winner_team:Axis
- Team mode draw: /hoi4end game_name:MyGame winner_team:draw
- FFA mode: /hoi4end game_name:MyGame winners:@user1 @user2 losers:@user3 @user4
- FFA mode with draw: /hoi4end game_name:MyGame winners:@user1 draw_players:@user2 @user3 losers:@user4
"""
try:
async with db_pool.acquire() as conn:
async with conn.cursor(aiomysql.DictCursor) as cursor:
@@ -977,205 +1050,426 @@ async def hoi4end(ctx, game_name: str, winner_team: str):
await ctx.send("❌ Game needs at least 2 players to end!")
return
# Check if winner team exists or if it's a draw
teams = {p['team_name'] for p in players}
is_draw = winner_team.lower() == 'draw'
game_mode = game.get('game_mode', 'team')
if not is_draw and winner_team not in teams:
available_teams = ', '.join(teams)
await ctx.send(f"❌ Team '{winner_team}' not found in game! Available teams: {available_teams}, draw")
return
# Calculate team averages
team_elos = {}
team_players = {}
for player in players:
team = player['team_name']
if team not in team_elos:
team_elos[team] = []
team_players[team] = []
# ===== TEAM MODE =====
if game_mode == 'team':
if not winner_team:
await ctx.send("❌ For team-based games, you must specify winner_team (team name or 'draw')!")
return
team_elos[team].append(player['current_elo'])
team_players[team].append(player)
# Calculate average ELOs for each team
team_averages = {team: sum(elos) / len(elos) for team, elos in team_elos.items()}
elo_changes = []
# Calculate ELO changes for each player
for player in players:
team = player['team_name']
# Check if winner team exists or if it's a draw
teams = {p['team_name'] for p in players}
is_draw = winner_team.lower() == 'draw'
if not is_draw and winner_team not in teams:
available_teams = ', '.join(teams)
await ctx.send(f"❌ Team '{winner_team}' not found in game! Available teams: {available_teams}, draw")
return
# Calculate team averages
team_elos = {}
team_players = {}
for player in players:
team = player['team_name']
if team not in team_elos:
team_elos[team] = []
team_players[team] = []
team_elos[team].append(player['current_elo'])
team_players[team].append(player)
# Calculate average ELOs for each team
team_averages = {team: sum(elos) / len(elos) for team, elos in team_elos.items()}
elo_changes = []
# Calculate ELO changes for each player
for player in players:
team = player['team_name']
# Determine result for this player
if is_draw:
result = 'draw'
elif team == winner_team:
result = 'win'
else:
result = 'loss'
# Calculate opponent average (average of all other teams)
opponent_elos = []
for other_team, elos in team_elos.items():
if other_team != team:
opponent_elos.extend(elos)
opponent_avg = sum(opponent_elos) / len(opponent_elos) if opponent_elos else player['current_elo']
elo_change = calculate_elo_change(
player['current_elo'],
opponent_avg,
result,
player['t_level']
)
new_elo = max(0, player['current_elo'] + elo_change) # Prevent negative ELO
elo_changes.append({
'discord_id': player['discord_id'],
'username': player['username'],
'team_name': team,
't_level': player['t_level'],
'old_elo': player['current_elo'],
'new_elo': new_elo,
'elo_change': elo_change,
'result': result
})
# Update player ELOs and save game results
for change in elo_changes:
# Update player ELO
elo_field = f"{game['game_type']}_elo"
await cursor.execute(
f"UPDATE players SET {elo_field} = %s, updated_at = CURRENT_TIMESTAMP WHERE discord_id = %s",
(change['new_elo'], change['discord_id'])
)
# Save game result
won = change['result'] == 'win'
await cursor.execute(
"""INSERT INTO game_results
(game_id, discord_id, team_name, t_level, old_elo, new_elo, elo_change, won, result_type)
VALUES (%s, %s, %s, %s, %s, %s, %s, %s, %s)""",
(game['id'], change['discord_id'], change['team_name'],
change['t_level'], change['old_elo'], change['new_elo'],
change['elo_change'], won, change['result'])
)
# Mark game as finished
final_result = "Draw" if is_draw else winner_team
await cursor.execute(
"UPDATE games SET status = 'finished', winner_team = %s, finished_at = CURRENT_TIMESTAMP WHERE id = %s",
(final_result, game['id'])
)
# After DB updates, try to sync Discord roles for affected players (only for this game's category)
try:
guild = ctx.guild
if guild:
for change in elo_changes:
member = guild.get_member(change['discord_id'])
if member is None:
try:
member = await guild.fetch_member(change['discord_id'])
except Exception:
member = None
if member:
await update_member_elo_role(
member,
change['new_elo'],
game['game_type'],
reason=f"HOI4 {game['game_type']} ELO updated in '{game_name}'"
)
except Exception as e:
logging.warning(f"Role sync after game end failed: {e}")
# ===== FFA MODE =====
else: # game_mode == 'ffa'
if not winners and not losers and not draw_players:
await ctx.send("❌ For FFA games, you must specify at least one of: winners, losers, or draw_players (mention players)!")
return
# Parse user mentions from the parameters
def parse_user_ids(text):
"""Extract user IDs from mentions or direct IDs"""
if not text:
return []
ids = []
import re
# Match <@123...> or <@!123...> mentions
mentions = re.findall(r'<@!?(\d+)>', text)
ids.extend([int(uid) for uid in mentions])
# Also try to parse direct numbers
numbers = re.findall(r'(?<![<@!])\b(\d{17,20})\b', text)
ids.extend([int(uid) for uid in numbers])
return list(set(ids)) # Remove duplicates
winner_ids = parse_user_ids(winners) if winners else []
loser_ids = parse_user_ids(losers) if losers else []
draw_ids = parse_user_ids(draw_players) if draw_players else []
# Validate all mentioned players are in the game
player_ids = {p['discord_id'] for p in players}
all_mentioned = set(winner_ids + loser_ids + draw_ids)
invalid_ids = all_mentioned - player_ids
if invalid_ids:
await ctx.send(f"❌ Some mentioned players are not in this game: {invalid_ids}")
return
# Check for duplicate assignments
overlaps = []
if set(winner_ids) & set(loser_ids):
overlaps.append("winners and losers")
if set(winner_ids) & set(draw_ids):
overlaps.append("winners and draw")
if set(loser_ids) & set(draw_ids):
overlaps.append("losers and draw")
if overlaps:
await ctx.send(f"❌ Players cannot be in multiple categories: {', '.join(overlaps)}")
return
# Assign results to all players (remaining are losers by default)
assigned_ids = set(winner_ids + loser_ids + draw_ids)
unassigned_ids = player_ids - assigned_ids
# Create result mapping
player_results = {}
for pid in winner_ids:
player_results[pid] = 'win'
for pid in loser_ids:
player_results[pid] = 'loss'
for pid in draw_ids:
player_results[pid] = 'draw'
# Unassigned players are losers
for pid in unassigned_ids:
player_results[pid] = 'loss'
# Calculate ELO changes for FFA mode
# In FFA: winners gain points based on average of all other players
# losers lose points, draw players have minimal change
all_elos = [p['current_elo'] for p in players]
avg_elo = sum(all_elos) / len(all_elos)
elo_changes = []
for player in players:
result = player_results[player['discord_id']]
# Calculate opponent average (all other players)
opponent_elos = [p['current_elo'] for p in players if p['discord_id'] != player['discord_id']]
opponent_avg = sum(opponent_elos) / len(opponent_elos) if opponent_elos else player['current_elo']
elo_change = calculate_elo_change(
player['current_elo'],
opponent_avg,
result,
player['t_level']
)
new_elo = max(0, player['current_elo'] + elo_change) # Prevent negative ELO
elo_changes.append({
'discord_id': player['discord_id'],
'username': player['username'],
'team_name': player['team_name'], # Will be player's username in FFA
't_level': player['t_level'],
'old_elo': player['current_elo'],
'new_elo': new_elo,
'elo_change': elo_change,
'result': result
})
# Update player ELOs and save game results
for change in elo_changes:
# Update player ELO
elo_field = f"{game['game_type']}_elo"
await cursor.execute(
f"UPDATE players SET {elo_field} = %s, updated_at = CURRENT_TIMESTAMP WHERE discord_id = %s",
(change['new_elo'], change['discord_id'])
)
# Save game result
won = change['result'] == 'win'
await cursor.execute(
"""INSERT INTO game_results
(game_id, discord_id, team_name, t_level, old_elo, new_elo, elo_change, won, result_type)
VALUES (%s, %s, %s, %s, %s, %s, %s, %s, %s)""",
(game['id'], change['discord_id'], change['team_name'],
change['t_level'], change['old_elo'], change['new_elo'],
change['elo_change'], won, change['result'])
)
# Mark game as finished (for FFA, winner_team is comma-separated winner names)
winner_names = [p['username'] for p in players if p['discord_id'] in winner_ids]
final_result = ', '.join(winner_names) if winner_names else "No winners"
await cursor.execute(
"UPDATE games SET status = 'finished', winner_team = %s, finished_at = CURRENT_TIMESTAMP WHERE id = %s",
(final_result, game['id'])
)
# Sync Discord roles
try:
guild = ctx.guild
if guild:
for change in elo_changes:
member = guild.get_member(change['discord_id'])
if member is None:
try:
member = await guild.fetch_member(change['discord_id'])
except Exception:
member = None
if member:
await update_member_elo_role(
member,
change['new_elo'],
game['game_type'],
reason=f"HOI4 {game['game_type']} ELO updated in '{game_name}'"
)
except Exception as e:
logging.warning(f"Role sync after game end failed: {e}")
# ===== CREATE RESULT EMBED =====
if game_mode == 'team':
is_draw = winner_team.lower() == 'draw'
teams = {p['team_name'] for p in players}
# Determine result for this player
if is_draw:
result = 'draw'
elif team == winner_team:
result = 'win'
embed = discord.Embed(
title="🤝 Game Finished!",
description=f"Game '{game_name}' has ended!\n**Result: Draw**",
color=discord.Color.orange()
)
else:
result = 'loss'
embed = discord.Embed(
title="🏆 Game Finished!",
description=f"Game '{game_name}' has ended!\n**Winner: {winner_team}**",
color=discord.Color.gold()
)
# Calculate opponent average (average of all other teams)
opponent_elos = []
for other_team, elos in team_elos.items():
if other_team != team:
opponent_elos.extend(elos)
# Group results by team
teams_results = {}
for change in elo_changes:
team = change['team_name']
if team not in teams_results:
teams_results[team] = []
teams_results[team].append(change)
opponent_avg = sum(opponent_elos) / len(opponent_elos) if opponent_elos else player['current_elo']
for team, team_changes in teams_results.items():
team_text = ""
for change in team_changes:
emoji = "📈" if change['elo_change'] > 0 else "📉" if change['elo_change'] < 0 else "➡️"
team_text += f"{change['username']}: {change['old_elo']}{change['new_elo']} ({change['elo_change']:+d}) {emoji}\n"
# Team header with appropriate icon
if is_draw:
team_header = f"🤝 Team {team}"
elif team == winner_team:
team_header = f"🏆 Team {team}"
else:
team_header = f"💔 Team {team}"
embed.add_field(
name=team_header,
value=team_text,
inline=False
)
elo_change = calculate_elo_change(
player['current_elo'],
opponent_avg,
result,
player['t_level']
embed.set_footer(text=f"Game Type: {game['game_type'].title()} | Mode: Team")
else: # FFA mode
winner_names = [c['username'] for c in elo_changes if c['result'] == 'win']
embed = discord.Embed(
title="🏁 FFA Game Finished!",
description=f"Game '{game_name}' has ended!\n**Winners: {', '.join(winner_names) if winner_names else 'None'}**",
color=discord.Color.gold()
)
new_elo = max(0, player['current_elo'] + elo_change) # Prevent negative ELO
# Group by result type
result_groups = {'win': [], 'draw': [], 'loss': []}
for change in elo_changes:
result_groups[change['result']].append(change)
elo_changes.append({
'discord_id': player['discord_id'],
'username': player['username'],
'team_name': team,
't_level': player['t_level'],
'old_elo': player['current_elo'],
'new_elo': new_elo,
'elo_change': elo_change,
'result': result
})
# Update player ELOs and save game results
for change in elo_changes:
# Update player ELO
elo_field = f"{game['game_type']}_elo"
await cursor.execute(
f"UPDATE players SET {elo_field} = %s, updated_at = CURRENT_TIMESTAMP WHERE discord_id = %s",
(change['new_elo'], change['discord_id'])
)
if result_groups['win']:
win_text = ""
for change in sorted(result_groups['win'], key=lambda x: -x['elo_change']):
emoji = "📈" if change['elo_change'] > 0 else "📉" if change['elo_change'] < 0 else "➡️"
win_text += f"{change['username']}: {change['old_elo']}{change['new_elo']} ({change['elo_change']:+d}) {emoji}\n"
embed.add_field(name="🏆 Winners", value=win_text, inline=False)
# Save game result
won = change['result'] == 'win'
await cursor.execute(
"""INSERT INTO game_results
(game_id, discord_id, team_name, t_level, old_elo, new_elo, elo_change, won, result_type)
VALUES (%s, %s, %s, %s, %s, %s, %s, %s, %s)""",
(game['id'], change['discord_id'], change['team_name'],
change['t_level'], change['old_elo'], change['new_elo'],
change['elo_change'], won, change['result'])
)
if result_groups['draw']:
draw_text = ""
for change in sorted(result_groups['draw'], key=lambda x: -x['elo_change']):
emoji = "📈" if change['elo_change'] > 0 else "📉" if change['elo_change'] < 0 else "➡️"
draw_text += f"{change['username']}: {change['old_elo']}{change['new_elo']} ({change['elo_change']:+d}) {emoji}\n"
embed.add_field(name="🤝 Draw", value=draw_text, inline=False)
if result_groups['loss']:
loss_text = ""
for change in sorted(result_groups['loss'], key=lambda x: -x['elo_change']):
emoji = "📈" if change['elo_change'] > 0 else "📉" if change['elo_change'] < 0 else "➡️"
loss_text += f"{change['username']}: {change['old_elo']}{change['new_elo']} ({change['elo_change']:+d}) {emoji}\n"
embed.add_field(name="💔 Losers", value=loss_text, inline=False)
embed.set_footer(text=f"Game Type: {game['game_type'].title()} | Mode: FFA")
# Mark game as finished
final_result = "Draw" if is_draw else winner_team
await cursor.execute(
"UPDATE games SET status = 'finished', winner_team = %s, finished_at = CURRENT_TIMESTAMP WHERE id = %s",
(final_result, game['id'])
)
await ctx.send(embed=embed)
# After DB updates, try to sync Discord roles for affected players (only for this game's category)
# Post final game result to notification channel
try:
guild = ctx.guild
if guild:
for change in elo_changes:
member = guild.get_member(change['discord_id'])
if member is None:
try:
member = await guild.fetch_member(change['discord_id'])
except Exception:
member = None
if member:
await update_member_elo_role(
member,
change['new_elo'],
game['game_type'],
reason=f"HOI4 {game['game_type']} ELO updated in '{game_name}'"
channel = bot.get_channel(GAME_NOTIFICATION_CHANNEL_ID)
if channel:
if game_mode == 'team':
is_draw = winner_team.lower() == 'draw'
teams = {p['team_name'] for p in players}
teams_results = {}
for change in elo_changes:
team = change['team_name']
if team not in teams_results:
teams_results[team] = []
teams_results[team].append(change)
final_embed = discord.Embed(
title=f"🏁 Game Finished: {game_name}",
description=f"**Result:** {'Draw' if is_draw else f'{winner_team} Victory'}",
color=discord.Color.gold() if not is_draw else discord.Color.orange()
)
final_embed.add_field(name="Game Type", value=game['game_type'].title(), inline=True)
final_embed.add_field(name="Mode", value="Team", inline=True)
final_embed.add_field(name="Players", value=len(players), inline=True)
# Add team results
for team, team_changes in teams_results.items():
avg_change = sum(c['elo_change'] for c in team_changes) / len(team_changes)
emoji = "🏆" if team == winner_team and not is_draw else "🤝" if is_draw else "💔"
final_embed.add_field(
name=f"{emoji} {team}",
value=f"{len(team_changes)} players\nAvg ELO change: {avg_change:+.1f}",
inline=True
)
else: # FFA mode
winner_names = [c['username'] for c in elo_changes if c['result'] == 'win']
final_embed = discord.Embed(
title=f"🏁 FFA Game Finished: {game_name}",
description=f"**Winners:** {', '.join(winner_names) if winner_names else 'None'}",
color=discord.Color.gold()
)
final_embed.add_field(name="Game Type", value=game['game_type'].title(), inline=True)
final_embed.add_field(name="Mode", value="FFA", inline=True)
final_embed.add_field(name="Players", value=len(players), inline=True)
# Count winners, draw, losers
win_count = len([c for c in elo_changes if c['result'] == 'win'])
draw_count = len([c for c in elo_changes if c['result'] == 'draw'])
loss_count = len([c for c in elo_changes if c['result'] == 'loss'])
if win_count > 0:
final_embed.add_field(name="🏆 Winners", value=f"{win_count} players", inline=True)
if draw_count > 0:
final_embed.add_field(name="🤝 Draw", value=f"{draw_count} players", inline=True)
if loss_count > 0:
final_embed.add_field(name="💔 Losers", value=f"{loss_count} players", inline=True)
await channel.send(embed=final_embed)
except Exception as e:
logging.warning(f"Role sync after game end failed: {e}")
# Create result embed
if is_draw:
embed = discord.Embed(
title="🤝 Game Finished!",
description=f"Game '{game_name}' has ended!\n**Result: Draw**",
color=discord.Color.orange()
)
else:
embed = discord.Embed(
title="🏆 Game Finished!",
description=f"Game '{game_name}' has ended!\n**Winner: {winner_team}**",
color=discord.Color.gold()
)
# Group results by team
teams_results = {}
for change in elo_changes:
team = change['team_name']
if team not in teams_results:
teams_results[team] = []
teams_results[team].append(change)
for team, team_changes in teams_results.items():
team_text = ""
for change in team_changes:
emoji = "📈" if change['elo_change'] > 0 else "📉" if change['elo_change'] < 0 else "➡️"
result_emoji = ""
if change['result'] == 'win':
result_emoji = "🏆"
elif change['result'] == 'draw':
result_emoji = "🤝"
else:
result_emoji = "💔"
team_text += f"{change['username']}: {change['old_elo']}{change['new_elo']} ({change['elo_change']:+d}) {emoji}\n"
# Team header with appropriate icon
if is_draw:
team_header = f"🤝 Team {team}"
elif team == winner_team:
team_header = f"🏆 Team {team}"
else:
team_header = f"💔 Team {team}"
embed.add_field(
name=team_header,
value=team_text,
inline=False
)
embed.set_footer(text=f"Game Type: {game['game_type'].title()}")
await ctx.send(embed=embed)
# Post final game result to notification channel
try:
channel = bot.get_channel(GAME_NOTIFICATION_CHANNEL_ID)
if channel:
final_embed = discord.Embed(
title=f"🏁 Game Finished: {game_name}",
description=f"**Result:** {'Draw' if is_draw else f'{winner_team} Victory'}",
color=discord.Color.gold() if not is_draw else discord.Color.orange()
)
final_embed.add_field(name="Game Type", value=game['game_type'].title(), inline=True)
final_embed.add_field(name="Players", value=len(players), inline=True)
final_embed.add_field(name="Teams", value=len(teams), inline=True)
# Add team results
for team, team_changes in teams_results.items():
avg_change = sum(c['elo_change'] for c in team_changes) / len(team_changes)
emoji = "🏆" if team == winner_team and not is_draw else "🤝" if is_draw else "💔"
final_embed.add_field(
name=f"{emoji} {team}",
value=f"{len(team_changes)} players\nAvg ELO change: {avg_change:+.1f}",
inline=True
)
await channel.send(embed=final_embed)
except Exception as e:
logging.warning(f"Failed to post final game notification: {e}")
logging.warning(f"Failed to post final game notification: {e}")
except Exception as e:
await ctx.send(f"❌ Error ending game: {str(e)}")
import traceback
traceback.print_exc()
@bot.hybrid_command(name='hoi4stats', description='Show your HOI4 ELO statistics')
async def hoi4stats(ctx, user: Optional[discord.Member] = None):
@@ -1346,28 +1640,92 @@ async def hoi4games(ctx):
for game in games:
players = json.loads(game['players']) if game['players'] else []
game_mode = game.get('game_mode', 'team')
mode_label = "Team" if game_mode == 'team' else "FFA"
# Build team structures
teams: Dict[str, List[Dict]] = {}
for p in players:
teams.setdefault(p['team_name'], []).append(p)
# Add a header field per game
embed.add_field(
name=f"🎯 {game['game_name']} ({game['game_type'].title()} - {mode_label})",
value=f"Players: {len(players)}",
inline=False
)
# Compute average ELO per team
team_avgs = {t: (sum(m['current_elo'] for m in mlist) / len(mlist)) if mlist else 0 for t, mlist in teams.items()}
if game_mode == 'team':
# Build team structures
teams: Dict[str, List[Dict]] = {}
for p in players:
teams.setdefault(p['team_name'], []).append(p)
# Sort teams by name to keep stable order
ordered_teams = sorted(teams.items(), key=lambda x: x[0].lower())
# Compute average ELO per team
team_avgs = {t: (sum(m['current_elo'] for m in mlist) / len(mlist)) if mlist else 0 for t, mlist in teams.items()}
# Helper to format a team's field
def build_team_field(team_name: str, members: List[Dict]) -> Dict[str, str]:
t_emoji = get_team_emoji(ctx, team_name)
avg = team_avgs.get(team_name, 0)
name = f"{t_emoji} {team_name} (avg {avg:.0f})"
# Each player line: T-level emoji, name, elo
# Sort teams by name to keep stable order
ordered_teams = sorted(teams.items(), key=lambda x: x[0].lower())
# Helper to format a team's field
def build_team_field(team_name: str, members: List[Dict]) -> Dict[str, str]:
t_emoji = get_team_emoji(ctx, team_name)
avg = team_avgs.get(team_name, 0)
name = f"{t_emoji} {team_name} (avg {avg:.0f})"
# Each player line: T-level emoji, name, elo
lines = []
for m in sorted(members, key=lambda mm: (-mm.get('t_level', 2), mm['username'].lower())):
te = get_t_emoji(ctx, int(m.get('t_level', 2)))
ctry = m.get('country')
flag = get_country_emoji(ctx, ctry) if ctry else ""
label = get_country_label(ctry) if ctry else None
parts = [te]
if flag:
parts.append(flag)
if label:
parts.append(label)
parts.append(m['username'])
lines.append(f"{' '.join(parts)} ({m['current_elo']})")
value = "\n".join(lines) if lines else "No players yet"
# Discord field value max ~1024 chars; trim if necessary
if len(value) > 1000:
value = value[:997] + "..."
return {"name": name, "value": value}
# If no teams yet, show empty placeholder for this game
if not ordered_teams:
embed.add_field(
name="Status",
value="No players yet",
inline=False
)
continue
# For two teams, show A vs B with a center VS field; otherwise, list each team inline
team_fields = [build_team_field(tn, members) for tn, members in ordered_teams]
if len(team_fields) == 1:
f1 = team_fields[0]
embed.add_field(name=f1["name"], value=f1["value"], inline=False)
elif len(team_fields) >= 2:
f1, f2 = team_fields[0], team_fields[1]
embed.add_field(name=f1["name"], value=f1["value"], inline=True)
embed.add_field(name="⚔️ VS ⚔️", value="\u200b", inline=True)
embed.add_field(name=f2["name"], value=f2["value"], inline=True)
# If more teams exist, add them below
for extra in team_fields[2:]:
embed.add_field(name=extra["name"], value=extra["value"], inline=False)
else: # FFA mode
if not players:
embed.add_field(
name="⚔️ Free-For-All",
value="No players yet",
inline=False
)
continue
# List all players sorted by ELO
avg_elo = sum(p['current_elo'] for p in players) / len(players) if players else 0
lines = []
for m in sorted(members, key=lambda mm: (-mm.get('t_level', 2), mm['username'].lower())):
te = get_t_emoji(ctx, int(m.get('t_level', 2)))
ctry = m.get('country')
for p in sorted(players, key=lambda pp: -pp.get('current_elo', 0)):
te = get_t_emoji(ctx, int(p.get('t_level', 2)))
ctry = p.get('country')
flag = get_country_emoji(ctx, ctry) if ctry else ""
label = get_country_label(ctry) if ctry else None
parts = [te]
@@ -1375,44 +1733,19 @@ async def hoi4games(ctx):
parts.append(flag)
if label:
parts.append(label)
parts.append(m['username'])
lines.append(f"{' '.join(parts)} ({m['current_elo']})")
parts.append(p['username'])
lines.append(f"{' '.join(parts)} ({p['current_elo']})")
value = "\n".join(lines) if lines else "No players yet"
# Discord field value max ~1024 chars; trim if necessary
if len(value) > 1000:
value = value[:997] + "..."
return {"name": name, "value": value}
# If no teams yet, show empty placeholder for this game
if not ordered_teams:
embed.add_field(
name=f"{game['game_name']} ({game['game_type'].title()})",
value="No players yet",
name=f"⚔️ Free-For-All (avg {avg_elo:.0f})",
value=value,
inline=False
)
continue
# For two teams, show A vs B with a center VS field; otherwise, list each team inline
team_fields = [build_team_field(tn, members) for tn, members in ordered_teams]
# Add a header field per game
embed.add_field(
name=f"🎯 {game['game_name']} ({game['game_type'].title()})",
value=f"Players: {len(players)} | Teams: {len(ordered_teams)}",
inline=False
)
if len(team_fields) == 1:
f1 = team_fields[0]
embed.add_field(name=f1["name"], value=f1["value"], inline=False)
elif len(team_fields) >= 2:
f1, f2 = team_fields[0], team_fields[1]
embed.add_field(name=f1["name"], value=f1["value"], inline=True)
embed.add_field(name="⚔️ VS ⚔️", value="\u200b", inline=True)
embed.add_field(name=f2["name"], value=f2["value"], inline=True)
# If more teams exist, add them below
for extra in team_fields[2:]:
embed.add_field(name=extra["name"], value=extra["value"], inline=False)
await ctx.send(embed=embed)