2024-09-13 15:23:11 +02:00

302 lines
13 KiB
Python

# /pong/game/game.py
import json
import asyncio
import random
from datetime import datetime
from .utils import handle_game_data, getlen
from asgiref.sync import sync_to_async
from .models import Tournoi
class Game:
# Global variable to handle the using of the database
USING_DB = False
def __init__(self, game_id, player1, player2, localgame):
self.game_id = game_id
self.player1 = player1
self.player2 = player2
self.localgame = localgame
if self.localgame:
self.botgame = False
self.game_state = {
'player1_name': player1.user.username,
'player2_name': player1.user2.username,
'player1_position': 150,
'player2_position': 150,
'ball_position': {'x': 390, 'y': 190},
'ball_velocity': {'x': random.choice([-5, 5]), 'y': random.choice([-5, 5])},
'player1_score': 0,
'player2_score': 0,
'game_text': ''
}
else:
# Set botgame to True if either player1 or player2 is None
self.botgame = player1 is None or player2 is None
self.game_state = {
'player1_name': player1.user.username if player1 else 'BOT',
'player2_name': player2.user.username if player2 else 'BOT',
'player1_position': 150,
'player2_position': 150,
'ball_position': {'x': 390, 'y': 190},
'ball_velocity': {'x': random.choice([-5, 5]), 'y': random.choice([-5, 5])},
'player1_score': 0,
'player2_score': 0,
'game-text': ''
}
self.speed = 1
self.game_loop_task = None
self.ended = False
self.p1_mov = 0
self.p2_mov = 0
self.bt1 = 0
self.bt2 = 0
self.start_time = datetime.now()
self.future_ball_position = {'x': 390, 'y': 190}
async def start_game(self):
print(f"- Game #{self.game_id} STARTED ({self.game_state['player1_name']} vs {self.game_state['player2_name']}) --- ({self})")
self.game_loop_task = asyncio.create_task(self.game_loop())
print(f" Begin MATCH at: {self.start_time}")
async def game_loop(self):
print(" In the game loop..")
x = 59
while not self.ended:
if self.botgame:
x += 1
if x == 60:
# Random BOT difficulty..
steps = 60#random.randint(10, 60)
self.future_ball_position = await self.predict_ball_trajectory(steps)
x = 0
if self.botgame:
await self.update_bot_position()
await self.handle_pad_movement()
await self.update_game_state()
await self.send_game_state()
await asyncio.sleep(1/60) # Around 60 FPS
async def update_bot_position(self):
#future_ball_position = self.predict_ball_trajectory()
target_y = self.future_ball_position['y']
player2_position = self.game_state['player2_position']
# Adjusts bot position based on expected ball position
if player2_position < target_y < player2_position + 80:
pass #bot already placed
elif player2_position < target_y:
self.p2_mov = 1
#self.game_state['player2_position'] = min(player2_position + (50 * self.speed), 300)
elif player2_position + 80 > target_y:
self.p2_mov = -1
#self.game_state['player2_position'] = max(player2_position - (50 * self.speed), 0)
async def predict_ball_trajectory(self, steps=60):
future_x = self.game_state['ball_position']['x']
future_y = self.game_state['ball_position']['y']
velocity_x = self.game_state['ball_velocity']['x']
velocity_y = self.game_state['ball_velocity']['y']
for _ in range(steps):
future_x += velocity_x
if future_x <= 10:
future_x = 10
velocity_x = -velocity_x
elif future_x >= 790:
future_x = 790
else:
future_y += velocity_y
# Dealing with bounces off walls
if future_y <= 10 or future_y >= 390:
velocity_y = -velocity_y # Reverse the direction of vertical movement
return {'x': future_x, 'y': future_y}
async def update_game_state(self):
if self.ended:
return
# Update ball position
self.game_state['ball_position']['x'] += self.game_state['ball_velocity']['x']
self.game_state['ball_position']['y'] += self.game_state['ball_velocity']['y']
# Check for collisions with top and bottom walls
if self.game_state['ball_position']['y'] <= 10 or self.game_state['ball_position']['y'] >= 390:
self.game_state['ball_velocity']['y'] *= -1
# Check for collisions with paddles
if self.game_state['ball_position']['x'] <= 20 and \
self.game_state['player1_position'] - 10 <= self.game_state['ball_position']['y'] <= self.game_state['player1_position'] + 90:
if self.game_state['ball_velocity']['x'] < 0:
self.game_state['ball_velocity']['x'] *= -1
self.bt1 += 1
self.update_ball_velocity()
elif self.game_state['ball_position']['x'] >= 760 and \
self.game_state['player2_position'] - 10 <= self.game_state['ball_position']['y'] <= self.game_state['player2_position'] + 90:
if self.game_state['ball_velocity']['x'] > 0:
self.game_state['ball_velocity']['x'] *= -1
self.bt2 += 1
self.update_ball_velocity()
# Check if some player won the game
if self.game_state['ball_position']['x'] <= 10:
self.game_state['player2_score'] += 1
if self.game_state['player2_score'] > 2:
self.game_state['game_text'] = f"{self.game_state['player2_name']} WINS!"
await self.send_game_state()
await self.end_game()
#printf("player2 wins")
self.reset_ball()
elif self.game_state['ball_position']['x'] >= 790:
self.game_state['player1_score'] += 1
if self.game_state['player1_score'] > 2:
self.game_state['game_text'] = f"{self.game_state['player1_name']} WINS!"
await self.send_game_state()
await self.end_game()
#printf("player1 wins")
self.reset_ball()
def reset_ball(self):
self.game_state['ball_position'] = {'x': 390, 'y': 190}
self.game_state['ball_velocity'] = {'x': random.choice([-5, 5]), 'y': random.choice([-5, 5])}
self.speed = 1
def update_ball_velocity(self):
self.speed += 0.05
if self.speed > 2:
self.speed = 2
self.game_state['ball_velocity']['x'] *= self.speed
if self.game_state['ball_velocity']['x'] < -10:
self.game_state['ball_velocity']['x'] = -10
elif self.game_state['ball_velocity']['x'] > 10:
self.game_state['ball_velocity']['x'] = 10
self.game_state['ball_velocity']['y'] *= self.speed
if self.game_state['ball_velocity']['y'] < -10:
self.game_state['ball_velocity']['y'] = -10
elif self.game_state['ball_velocity']['y'] > 10:
self.game_state['ball_velocity']['y'] = 10
async def send_game_state(self):
if self.ended:
return
message = json.dumps({
'type': 'game_state_update',
'game_state': self.game_state
})
await self.player1.send(message)
if not self.botgame:
if not self.localgame:
await self.player2.send(message)
async def handle_key_press(self, player, key):
if self.ended:
return
if self.localgame:
if key == 'arrowup':
self.p2_mov = -1
elif key == 'arrowdown':
self.p2_mov = 1
elif key == 'w':
self.p1_mov = -1
elif key == 's':
self.p1_mov = 1
elif player == self.player1:
if key == 'arrowup':
self.p1_mov = -1
elif key == 'arrowdown':
self.p1_mov = 1
elif player == self.player2:
if key == 'arrowup':
self.p2_mov = -1
elif key == 'arrowdown':
self.p2_mov = 1
async def handle_pad_movement(self):
if self.ended:
return
if self.p1_mov == -1:
self.game_state['player1_position'] = max(self.game_state['player1_position'] - (5 * self.speed), 0)
elif self.p1_mov == 1:
self.game_state['player1_position'] = min(self.game_state['player1_position'] + (5 * self.speed), 300)
if self.p2_mov == -1:
self.game_state['player2_position'] = max(self.game_state['player2_position'] - (5 * self.speed), 0)
elif self.p2_mov == 1:
self.game_state['player2_position'] = min(self.game_state['player2_position'] + (5 * self.speed), 300)
async def end_game(self, disconnected_player=None):
if not self.ended:
self.ended = True
if self.game_loop_task:
self.game_loop_task.cancel()
print(f"- Game #{self.game_id} ENDED --- ({self})")
end_time = datetime.now()
duration = (end_time - self.start_time).total_seconds() / 60
# Notify that one player left the game
if disconnected_player:
printf("Disconnected player")
remaining_player = self.player2 if disconnected_player == self.player1 else self.player1
disconnected_name = disconnected_player.user.username
message = json.dumps({
'type': 'player_disconnected',
'player': disconnected_name
})
if not self.botgame:
if not self.localgame:
await remaining_player.send(message)
# Notify both players that the game has ended
end_message = json.dumps({
'type': 'game_ended',
'game_id': self.game_id
})
await self.player1.send(end_message)
if not self.botgame:
if not self.localgame:
await self.player2.send(end_message)
attempt = 0
max_attempts = 10 # Limite le nombre de tentatives
success = False
print(f"Try to save game #{self.game_id} ({self})")
#while attempt < max_attempts and not success:
try:
if hasattr(self, 'tournament'):
print(f"*** Game #{self.game_id} from tournament: {self.tournament.tournoi_reg.name} ENDED ***")
# Essaye d'appeler handle_game_data
result = await sync_to_async(handle_game_data)(
self.game_state['player1_name'], self.game_state['player2_name'],
self.game_state['player1_score'], self.game_state['player2_score'],
self.bt1, self.bt2, duration, True, self.tournament.tournoi_reg
)
# Vérification explicite de la réussite
if result is not None: # Si handle_game_data peut retourner un résultat indicatif
success = True
print(f"*** Game #{self.game_id} from tournament: {self.tournament.tournoi_reg.name} is REGISTERED ***")
else:
raise ValueError("handle_game_data returned an unexpected result")
else:
print(f"*** Game #{self.game_id} simple game ENDED ***")
result = await sync_to_async(handle_game_data)(
self.game_state['player1_name'], self.game_state['player2_name'],
self.game_state['player1_score'], self.game_state['player2_score'],
self.bt1, self.bt2, duration, False, None
)
print("result done !!!")
if result is not None:
success = True
print(f"Non-tournament game {self.game_id} data registered")
else:
raise ValueError("handle_game_data returned an unexpected result")
except Exception as e:
attempt += 1
print(f"Attempt {attempt}: Failed to register game data - {e}")
await asyncio.sleep(1) # Délai avant de réessayer
if attempt >= max_attempts:
print("Max attempts reached. Could not register game data.")
#break