CS2 team dividers.
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This commit is contained in:
Rene Arumetsa
2026-09-03 21:36:41 +03:00
parent a4645e19c5
commit deab0f7a55
10 changed files with 422 additions and 14 deletions

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@@ -19,7 +19,7 @@ The codebase is split into **`core/`** (domain logic), **`commands/`** (Discord
| `core/economy/` | Economy business logic **package**, re-exported via `core/economy/__init__.py` so callers use `from core import economy` + attribute access (`economy.do_daily`, `economy.SHOP`, ...). Submodules: `store.py` (user records, per-user locks, `COOLDOWNS`, `JAIL_DURATION`, `COIN`, `get_user`/`_commit`/`_txn`), `income.py`, `gambling.py`, `fishing.py`, `jail.py`, `heist.py`, `prestige.py`, `shop.py`, `levels.py`, `quests.py`, `leaderboards.py`, `house.py`, `admin.py` |
| `core/pb_client.py` | Async PocketBase REST client - auth token cache, CRUD on `economy_users` collection |
| `core/sheets.py` | Google Sheets integration (member sync) |
| `core/member_sync.py` | Birthday/member sync helpers |
| `core/member_sync.py` | Birthday/member sync helpers, plus tournament team-role sync + divider placement |
### `commands/` - one slash-command group per file
@@ -148,6 +148,37 @@ Gambling EXP is bet-scaled via `gamble_exp(bet)`; fish EXP is per-species in `FI
---
## Tournament Team Roles
Economy profile only. Roster-independent: matches Discord usernames straight against `TEAM_SHEET_ID`, never the member sheet. Entry points are `/teamsync` (`commands/economy_team_commands.py`) and the hourly `team_sync_hourly` task in `bot.py`; both call `sheets.refresh_teams()` then `member_sync.sync_all_team_roles()`.
### Pipeline
| Step | Where | Notes |
|---|---|---|
| Split a tab into per-game blocks | `sheets.parse_team_sections` | Returns `TeamSection(title, rosters)`. The merged title row above each header is the **only** thing identifying game + year |
| Flatten to `{team: [players]}` | `sheets.parse_team_rosters` | Thin wrapper over `parse_team_sections` |
| Section title → divider role name | `sheets.resolve_divider` | Matches `config.TEAM_DIVIDERS`; most specific key wins |
| Cache | `sheets._refresh_teams_sync` | Populates `_team_roster`, `_team_by_username`, `_team_names`, `_team_divider` |
| Grant/remove roles per member | `member_sync.sync_team_role` | Only names in `all_team_names()` are ever touched |
| Compute new role positions | `member_sync.plan_team_positions` | **Pure** - list of names ascending + managed set + placements → `{name: new position}`. Unit-tested without Discord |
| Apply | `member_sync.apply_team_role_positions` | One `guild.edit_role_positions` call per sync |
### Adding a game to the divider config
1. `.env` - add `TEAM_DIVIDER_<GAME>_<YEAR>="<exact Discord role name>"`. No code change; `config._parse_team_dividers` discovers any var with that prefix at startup.
2. Restart the bot (env is read once at import).
### Position maths gotchas
- Discord positions are **ascending from the bottom** (`@everyone` = 0), so "under the divider in the UI" means a *lower* number. `plan_team_positions` therefore inserts each block reverse-sorted.
- The bot can only reorder roles strictly below its own highest role. Dividers at or above it are skipped with an error rather than attempted.
- `managed` roles (integration/bot/booster) are never emitted in the plan.
- Roles are matched **by name** throughout the feature; with duplicate names the lowest-positioned one wins.
- Only roles whose position actually changed are submitted, so a settled guild costs zero API calls.
---
## Role Hierarchy (Discord)
Order top to bottom in server roles: