core: game: split backed django
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126
games/objects/pong/PongPlayer.py
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126
games/objects/pong/PongPlayer.py
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from __future__ import annotations
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from ... import config
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from channels.generic.websocket import WebsocketConsumer
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from django.contrib.auth.models import User
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from .Position import Position
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from ..APlayer import APlayer
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from .Segment import Segment
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from typing import TYPE_CHECKING
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if TYPE_CHECKING:
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from .PongGame import PongGame
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class PongPlayer(APlayer):
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def __init__(self, game: PongGame, user_id: int, socket: WebsocketConsumer, rail: Segment) -> None:
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super().__init__(user_id, socket, game)
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self.position: Position = Position(0.5, 0)
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self.score: list[int] = []
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self.rail: Segment = rail
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self.username: str = User.objects.get(pk = self.user_id).username
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def eliminate(self):
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self.disconnect(1000)
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self.game.update_player(self)
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def receive(self, data: dict):
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detail: str = data.get("detail")
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if (detail is None):
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return
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if (detail == "update_my_paddle_pos"):
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self.update_position(data)
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def update_position(self, data: dict):
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new_position: Position = Position()
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new_position.location = data.get("position")
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if (new_position.position is None):
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self.send_error("missing new_position")
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return
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new_position.time = data.get("time")
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if (new_position.time is None):
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self.send_error("missing time")
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return
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if (self.position.time > new_position.time):
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self.game_member.send_error("time error")
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return
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distance: float = abs(self.position.position - new_position.position)
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sign: int = 1 if self.position.position >= new_position.position else -1
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time_difference: float = (new_position.time - self.position.time) / 1000
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max_distance: float = config.PADDLE_SPEED_PER_SECOND_MAX * (time_difference) * config.PADDLE_SPEED_PER_SECOND_TOLERANCE
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new_position_verified: Position = new_position.copy()
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if (distance > max_distance):
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new_position_verified.position = self.position.position + max_distance * sign
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if (not config.PADDLE_POSITION_MIN <= new_position_verified.position <= config.PADDLE_POSITION_MAX):
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new_position_verified.position = max(new_position_verified.position, config.PADDLE_POSITION_MIN)
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new_position_verified.position = min(new_position_verified.position, config.PADDLE_POSITION_MAX)
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invalid_pos: bool = new_position.position != new_position_verified.position
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if (new_position != self.position):
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self.game.update_player(self)
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self.position = new_position
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if (invalid_pos):
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self.send("update_player", self.to_dict())
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def connect(self, socket: WebsocketConsumer):
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self.socket = socket
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self.accept()
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self.game.update_player(self)
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def disconnect(self, code: int = 1000):
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self.socket = None
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self.game.leave(self)
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def add_goal(self):
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timestamp = self.game.model.add_goal(self.user_id)
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self.score.append(timestamp)
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return timestamp
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def to_dict(self) -> dict:
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data = {
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"username": self.username,
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"id": self.user_id,
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"position": self.position.to_dict(),
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"score": [*self.score],
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"rail": self.rail.to_dict(),
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"isConnected": self.is_connected(),
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}
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return data
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