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https://github.com/evgen-app/chess_rpg_backend.git
synced 2024-11-28 04:24:01 +03:00
fixed player model, added board state
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parent
c8e3b049f5
commit
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@ -168,7 +168,7 @@ class HeroInDeck(models.Model):
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verbose_name = "Hero in deck"
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verbose_name = "Hero in deck"
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verbose_name_plural = "Heroes in decks"
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verbose_name_plural = "Heroes in decks"
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ordering = ["y", "x"]
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ordering = ["y", "x"]
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unique_together = ["deck", "x", "y"]
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unique_together = ["hero", "x", "y"]
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class PlayerAuthSession(models.Model):
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class PlayerAuthSession(models.Model):
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@ -234,6 +234,10 @@ class RoomConsumer(BaseConsumer):
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# Join room group
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# Join room group
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await self.channel_layer.group_add(self.room_group_name, self.channel_name)
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await self.channel_layer.group_add(self.room_group_name, self.channel_name)
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# load and send board
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await self.load_board()
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await self.send_board()
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@sync_to_async
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@sync_to_async
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def get_state(self):
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def get_state(self):
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state = self.scope["player_in_room"].get_state()
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state = self.scope["player_in_room"].get_state()
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@ -250,7 +254,7 @@ class RoomConsumer(BaseConsumer):
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if not room:
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if not room:
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return False
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return False
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self.scope["room"] = room
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self.scope["room"] = room.first()
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# check if player can be in a room
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# check if player can be in a room
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p_ids = [x.player.id for x in room.first().players.all()]
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p_ids = [x.player.id for x in room.first().players.all()]
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@ -264,6 +268,7 @@ class RoomConsumer(BaseConsumer):
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self.scope["first"] = player.first
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self.scope["first"] = player.first
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self.scope["score"] = player.score
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self.scope["score"] = player.score
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self.scope["deck"] = player.deck.id
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self.scope["deck"] = player.deck.id
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self.scope["state"] = room.first().states.last().round
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p_ids.remove(player.player.id)
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p_ids.remove(player.player.id)
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opponent = PlayerInRoom.objects.get(player_id=p_ids[0])
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opponent = PlayerInRoom.objects.get(player_id=p_ids[0])
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@ -332,14 +337,15 @@ class RoomConsumer(BaseConsumer):
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return False
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return False
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async def perform_move(self, data):
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async def perform_move(self, data):
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await move_handler(
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if await move_handler(
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data["px"],
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data["px"],
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data["py"],
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data["py"],
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data["x"],
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data["x"],
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data["y"],
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data["y"],
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self.room_name,
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self.room_name,
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self.scope["player_in_room"],
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self.scope["player_in_room"],
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)
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):
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await self.send_board()
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if self.scope["opponent_channel"] and self.scope["opponent_online"]:
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if self.scope["opponent_channel"] and self.scope["opponent_online"]:
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await self.channel_layer.send(
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await self.channel_layer.send(
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self.scope["opponent_channel"],
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self.scope["opponent_channel"],
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@ -354,6 +360,33 @@ class RoomConsumer(BaseConsumer):
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return True
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return True
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return False
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return False
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@sync_to_async
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def load_board(self):
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# loads bord from db to scope
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room = self.scope["room"]
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board = [
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[None, None, None, None, None, None, None, None],
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[None, None, None, None, None, None, None, None],
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[None, None, None, None, None, None, None, None],
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[None, None, None, None, None, None, None, None],
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[None, None, None, None, None, None, None, None],
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[None, None, None, None, None, None, None, None],
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[None, None, None, None, None, None, None, None],
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[None, None, None, None, None, None, None, None],
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]
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for el in room.heroes.all():
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board[el.y - 1][el.x - 1] = [el.hero.type, el.health]
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self.scope["board"] = board
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async def send_board(self):
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# sends board to client
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await self.send_message(
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"INFO",
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message=f"game's board for round {self.scope['state']}",
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board=self.scope["board"],
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)
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# info type group message handler
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# info type group message handler
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async def info(self, event):
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async def info(self, event):
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message = event["message"]
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message = event["message"]
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@ -42,7 +42,7 @@ class PlayerInRoom(models.Model):
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class GameState(models.Model):
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class GameState(models.Model):
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room = models.ForeignKey(Room, on_delete=models.CASCADE)
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room = models.ForeignKey(Room, related_name="states", on_delete=models.CASCADE)
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player = models.ForeignKey(Player, on_delete=models.CASCADE)
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player = models.ForeignKey(Player, on_delete=models.CASCADE)
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round = models.IntegerField(blank=False)
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round = models.IntegerField(blank=False)
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message = models.CharField(max_length=100, blank=False)
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message = models.CharField(max_length=100, blank=False)
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@ -54,7 +54,7 @@ class GameState(models.Model):
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class HeroInGame(models.Model):
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class HeroInGame(models.Model):
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hero = models.ForeignKey(Hero, on_delete=models.CASCADE)
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hero = models.ForeignKey(Hero, on_delete=models.CASCADE)
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player = models.ForeignKey(PlayerInRoom, on_delete=models.CASCADE)
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player = models.ForeignKey(PlayerInRoom, on_delete=models.CASCADE)
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room = models.ForeignKey(Room, on_delete=models.CASCADE)
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room = models.ForeignKey(Room, related_name="heroes", on_delete=models.CASCADE)
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# state on board
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# state on board
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x = models.IntegerField(
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x = models.IntegerField(
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@ -78,4 +78,4 @@ class HeroInGame(models.Model):
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super().save(force_insert, force_update, using, update_fields)
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super().save(force_insert, force_update, using, update_fields)
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class Meta:
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class Meta:
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unique_together = ["x", "y", "room"]
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unique_together = ["x", "y", "hero"]
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@ -101,4 +101,10 @@ def move_handler(
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h_t = hero.hero.type
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h_t = hero.hero.type
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if _validate_hero_movement(h_t, prev_x, prev_y, x, y, room, first=player.first):
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hero.x = x
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hero.y = y
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hero.save(update_fields=["x", "y"])
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return True
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_print_board(room) # TODO: Remove in production
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_print_board(room) # TODO: Remove in production
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