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models.py
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331 lines (299 loc) · 12.8 KB
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import uuid
import random
import time
from game.engine import Engine
import math
import socketio_instance as _si
# Mapping d'erreurs => messages lisibles (français)
ERROR_MESSAGES = {
'actor_not_found': "Acteur introuvable",
'actor_dead': "L'acteur est mort",
'occupied': "La case est occupée",
'target_not_found': "Cible introuvable",
'target_dead': "La cible est déjà morte",
'not_your_turn': "Ce n'est pas votre tour",
'not_dead': "L'acteur n'est pas mort",
'unknown_action': "Action inconnue",
}
def _err(code):
return {'error': code, 'message': ERROR_MESSAGES.get(code, code)}
def _new_id():
return uuid.uuid4().hex
# Simple random name generator
ADJECTIVES = [
'Brave', 'Mighty', 'Swift', 'Clever', 'Fierce', 'Nimble', 'Bold', 'Silent', 'Lucky', 'Wise'
]
NOUNS = [
'Fox', 'Wolf', 'Hawk', 'Bear', 'Lion', 'Raven', 'Tiger', 'Otter', 'Eagle', 'Stag'
]
def random_name():
return f"{random.choice(ADJECTIVES)} {random.choice(NOUNS)}"
# Palette of colors (integers) to assign to players. Pick in order, avoid duplicates.
COLORS = [
0x00ff00, # green
0x0000ff, # blue
0xff0000, # red
0xffff00, # yellow
0xff00ff, # magenta
0x00ffff, # cyan
0x8888ff, # light purple
0xff8800, # orange
]
class Player:
def __init__(self, name='Player', color=None):
self.id = _new_id()
# if no explicit name provided, generate a friendly random name
if not name:
self.name = random_name()
else:
self.name = name
self.hp = 10
self.max_hp = 10
self.ac = 10
self.position = {'x': 0, 'y': 0}
self.initiative = 0
# default to not connected; Socket join will mark connected=True
self.is_connected = False
self.color = color
# gameplay score (number of kills)
self.score = 0
def to_dict(self):
return {
'id': self.id,
'name': self.name,
'hp': self.hp,
'max_hp': self.max_hp,
'ac': self.ac,
'position': self.position,
'initiative': self.initiative,
'is_connected': self.is_connected,
'color': self.color,
'score': self.score,
}
class Monster(Player):
def __init__(self, template_id='goblin'):
super().__init__(name=template_id)
self.template_id = template_id
class GameState:
def __init__(self, name='Game', max_players=2):
self.id = _new_id()
self.name = name
self.max_players = max_players
self.players = {}
self.monsters = {}
self.map = None
self.turn_queue = []
self.current_turn = None
self.status = 'waiting' # waiting, running, finished
self.log = []
self.created_at = time.time()
# engine instance
self.engine = Engine(self)
def add_player(self, player):
if len(self.players) >= self.max_players:
return False
# add player to registry first
self.players[player.id] = player
# choose spawn: try corners first, then any free tile on map if available
corners = [(0, 0), (15, 0), (0, 11), (15, 11)]
def is_occupied(x, y):
for p in list(self.players.values()) + list(self.monsters.values()):
if p.id == player.id:
continue
pos = p.position or {}
if pos.get('x') == x and pos.get('y') == y:
return True
return False
for cx, cy in corners:
if not is_occupied(cx, cy):
player.position = {'x': cx, 'y': cy}
break
else:
# if map exists, scan for first non-occupied tile
if self.map:
found = False
for y in range(len(self.map)):
for x in range(len(self.map[0])):
if not is_occupied(x, y):
player.position = {'x': x, 'y': y}
found = True
break
if found:
break
if not found:
# fallback
player.position = {'x': 0, 'y': 0}
else:
player.position = {'x': 0, 'y': 0}
return True
def get_player(self, player_id):
return self.players.get(player_id)
def set_player_connected(self, player_id, connected=True):
p = self.players.get(player_id)
if p:
p.is_connected = connected
def start(self):
# use engine to roll initiative
self.engine.roll_initiative()
self.status = 'running'
self.log.append({'event': 'game_started', 'time': time.time()})
# generate a simple map: 16x12 grid, all floor (0)
self.map = [[0 for _ in range(16)] for _ in range(12)]
def to_dict(self):
return {
'id': self.id,
'name': self.name,
'status': self.status,
'players': [p.to_dict() for p in self.players.values()],
'monsters': [m.to_dict() for m in self.monsters.values()],
'turn_queue': self.turn_queue,
'current_turn': self.current_turn,
'log': self.log,
'map': self.map,
}
def process_action(self, player_id, action):
# Action processor: move / attack / end_turn / respawn
actor = self.players.get(player_id) or self.monsters.get(player_id)
if not actor:
return _err('actor_not_found')
# allow 'respawn'/'revive' actions even if actor is dead; otherwise dead actors cannot act
typ = action.get('type')
# Enforce turn order: if a turn queue exists (or current_turn is set), only the entity whose id matches
# current_turn may perform actions (except respawn/revive which are allowed anytime)
if typ not in ('respawn', 'revive') and (self.current_turn is not None or self.turn_queue):
if actor.id != self.current_turn:
return _err('not_your_turn')
if getattr(actor, 'hp', 0) <= 0 and typ not in ('respawn', 'revive'):
return _err('actor_dead')
if typ == 'move':
x = int(action.get('x', actor.position['x']))
y = int(action.get('y', actor.position['y']))
# don't allow moving onto occupied tile (alive entities)
occupied = any((p.position.get('x') == x and p.position.get('y') == y) for p in list(self.players.values()) + list(self.monsters.values()) if p.id != actor.id and getattr(p, 'hp', 1) > 0)
if occupied:
return _err('occupied')
actor.position = {'x': x, 'y': y}
# log with readable name and id
self.log.append({'event': 'move', 'actor': actor.name, 'actor_id': actor.id, 'pos': actor.position, 'time': time.time()})
res = {'ok': True, 'action': 'move', 'pos': actor.position, 'message': f"Déplacé en {actor.position['x']},{actor.position['y']}"}
# advance the turn after a move so player cannot both move and attack in same turn
try:
next_entity = self.engine.advance_turn()
res['next'] = next_entity
except Exception:
pass
# server-side emit via socketio if available
try:
if _si and hasattr(_si, 'emit_event'):
_si.emit_event('action_result', res, to=self.id)
_si.emit_event('state_update', self.to_dict(), to=self.id)
except Exception:
pass
return res
elif typ == 'attack':
target_id = action.get('targetId')
target = self.players.get(target_id) or self.monsters.get(target_id)
if not target:
return _err('target_not_found')
# cannot attack dead targets
if getattr(target, 'hp', 1) <= 0:
return _err('target_dead')
# perform attack roll (1-20) and damage (1-6) on hit
dx = actor.position.get('x', 0) - target.position.get('x', 0)
dy = actor.position.get('y', 0) - target.position.get('y', 0)
dist = math.sqrt(dx*dx + dy*dy)
roll = random.randint(1, 20)
hit = (roll >= getattr(target, 'ac', 10))
dmg = 0
if hit:
dmg = random.randint(1, 6)
target.hp -= dmg
# log attack with readable names and ids
self.log.append({'event': 'attack', 'actor': actor.name, 'actor_id': actor.id, 'target': target.name, 'target_id': target.id, 'dist': dist, 'roll': roll, 'hit': hit, 'dmg': dmg, 'time': time.time()})
died = False
if hit and target.hp <= 0:
target.hp = 0
died = True
# remove from turn queue if needed
try:
self.engine.remove_entity(target.id)
except Exception:
pass
# log death with readable name
self.log.append({'event': 'death', 'entity': target.name, 'entity_id': target.id, 'time': time.time()})
# If a player killed another player, increment the killer's score
try:
if target_id in self.players and actor.id in self.players:
killer = self.players.get(actor.id)
killer.score = getattr(killer, 'score', 0) + 1
# log the kill event with names
self.log.append({'event': 'kill', 'killer': actor.name, 'killer_id': actor.id, 'victim': target.name, 'victim_id': target.id, 'time': time.time()})
except Exception:
pass
msg = f"Attaque {'réussie' if hit else 'manquée'}"
if hit:
msg += f" - dégâts: {dmg}"
res = {'ok': True, 'action': 'attack', 'target': target_id, 'dmg': dmg, 'died': died, 'hit': hit, 'roll': roll, 'message': msg}
# auto-advance turn after attack so opponents (including bots) get chance to act
try:
next_entity = self.engine.advance_turn()
res['next'] = next_entity
except Exception:
pass
# emit via socketio if available
try:
if _si and hasattr(_si, 'emit_event'):
_si.emit_event('action_result', res, to=self.id)
_si.emit_event('state_update', self.to_dict(), to=self.id)
except Exception:
pass
return res
elif typ == 'respawn' or typ == 'revive':
# revive the actor if dead
if getattr(actor, 'hp', 1) > 0:
return _err('not_dead')
actor.hp = getattr(actor, 'max_hp', 10)
# place on free tile
def is_occupied(x, y):
for p in list(self.players.values()) + list(self.monsters.values()):
if p.id == actor.id:
continue
pos = p.position or {}
if pos.get('x') == x and pos.get('y') == y and getattr(p, 'hp', 1) > 0:
return True
return False
corners = [(0, 0), (15, 0), (0, 11), (15, 11)]
for cx, cy in corners:
if not is_occupied(cx, cy):
actor.position = {'x': cx, 'y': cy}
break
else:
if self.map:
placed = False
for y in range(len(self.map)):
for x in range(len(self.map[0])):
if not is_occupied(x, y):
actor.position = {'x': x, 'y': y}
placed = True
break
if placed:
break
if not placed:
actor.position = {'x': 0, 'y': 0}
else:
actor.position = {'x': 0, 'y': 0}
self.log.append({'event': 'respawn', 'player': actor.name, 'player_id': actor.id, 'time': time.time()})
# ensure actor is in turn queue so they become active again
try:
if actor.id not in self.turn_queue:
self.turn_queue.append(actor.id)
if not self.current_turn:
self.current_turn = actor.id
except Exception:
pass
return {'ok': True, 'action': 'respawn', 'pos': actor.position, 'message': 'Réapparu'}
elif typ == 'end_turn':
next_entity = self.engine.advance_turn()
return {'ok': True, 'action': 'end_turn', 'next': next_entity}
else:
return _err('unknown_action')