mirror of
https://github.com/evgen-app/chess_rpg_backend.git
synced 2024-11-22 01:27:00 +03:00
added new deck gen
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parent
86c35b3d02
commit
71d811100b
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@ -6,8 +6,13 @@ BASE_DIR = Path(__file__).resolve().parent.parent
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# SECURITY WARNING: keep the secret key used in production secret!
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SECRET_KEY = "django-insecure-%_8sy196w4hzo9^cp9(@r=i+amh47r4mxfhq_(ok&=c(@%bhmk"
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TOKEN_EXP = 2678400 # 31 day
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DEBUG = True
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if DEBUG:
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TOKEN_EXP = 31536000 # 1 year
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AUTH_EXP = 31536000 # 1 year
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else:
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TOKEN_EXP = 2678400 # 1 month
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AUTH_EXP = 3600 # 1 hour
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ALLOWED_HOSTS = []
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@ -9,6 +9,7 @@ from django.core.validators import (
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)
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from django.db import models
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from chess_backend import settings
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from common.generators import generate_charset
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from game.services.jwt import sign_jwt
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@ -39,10 +40,13 @@ class Player(models.Model):
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return PlayerAuthSession.objects.get(player=self).jit
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def get_refresh_token(self):
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return sign_jwt({"jit": self.get_auth_session(), "type": "refresh"})
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return sign_jwt(
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{"jit": self.get_auth_session(), "type": "refresh"},
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t_life=settings.TOKEN_EXP,
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)
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def get_access_token(self):
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return sign_jwt({"id": self.id, "type": "access"}, t_life=3600)
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return sign_jwt({"id": self.id, "type": "access"}, t_life=settings.AUTH_EXP)
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def __str__(self):
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return self.name
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@ -129,7 +133,9 @@ class Deck(models.Model):
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return self.get_heroes()
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def score(self):
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return sum([x.hero.attack + x.hero.health + x.hero.speed for x in self.get_heroes()])
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return sum(
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[x.hero.attack + x.hero.health + x.hero.speed for x in self.get_heroes()]
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)
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class Meta:
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db_table = "deck"
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@ -5,16 +5,27 @@ from game.models import Deck, Player, HeroTypes, Hero, HeroInDeck
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def create_first_deck(player: Player):
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deck = Deck.objects.create(player=player)
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positions = [
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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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positions = []
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for x in range(8):
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for y in range(2):
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if (x != 3 and y != 0) or (x != 4 and y != 0):
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positions.append((x, y))
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print(positions)
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random.shuffle(positions)
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types = (
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["KING", "WIZARD"]
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+ ["ARCHER" for _ in range(4)]
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+ ["WARRIOR" for _ in range(6)]
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+ [random.choice(HeroTypes.choices[:2])[0] for _ in range(3)]
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)
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for _ in range(4):
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t = random.choice(HeroTypes.choices[:3])[0]
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if t == "WIZARD" and types.count("WIZARD") > 1:
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t = random.choice(HeroTypes.choices[:2])[0]
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types.append(t)
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counter = 0
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for t in types:
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hero = Hero()
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hero.player = player
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@ -24,19 +35,14 @@ def create_first_deck(player: Player):
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if t == "KING":
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pos_x = 4
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pos_y = 0
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positions[0][4] = hero
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elif t == "WIZARD":
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pos_x = 3
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pos_y = 0
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positions[0][3] = hero
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else:
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pos_x = random.randint(0, 7)
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pos_y = random.randint(0, 1)
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while positions[pos_y][pos_x] is not None:
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pos_x = random.randint(0, 7)
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pos_y = random.randint(0, 1)
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pos_x = positions[counter][0]
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pos_y = positions[counter][1]
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positions[pos_y][pos_x] = hero
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counter += 1
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hero.health = random.randint(0, 10)
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hero.attack = random.randint(0, 10)
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@ -34,6 +34,14 @@ class QueueConsumer(BaseConsumer):
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await self.accept()
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await self.check_origin()
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if await self.check_user_already_in_room():
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await self.send_message(
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"INFO",
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message=f"user already in room {self.scope['room_id']}",
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room=self.scope["room"],
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)
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await self.close()
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await self.channel_layer.group_add(self.room_group_name, self.channel_name)
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async def disconnect(self, close_code):
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@ -116,10 +124,22 @@ class QueueConsumer(BaseConsumer):
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@sync_to_async
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def delete_user_in_queue(self):
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try:
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PlayerInQueue.objects.get(player_id=self.scope["player"]).delete()
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PlayerInQueue.objects.get(player_id=self.scope["player"])
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except PlayerInQueue.DoesNotExist:
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return False
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@sync_to_async
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def check_user_already_in_room(self):
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try:
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p = PlayerInRoom.objects.get(player_id=self.scope["player"])
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self.scope["room"] = p.room.slug
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self.scope["room_id"] = p.room.id
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return True
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except PlayerInRoom.DoesNotExist:
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return False
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@sync_to_async
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def find_user_by_score(self):
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s_min = self.scope["score"] * 0.95
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@ -312,7 +332,14 @@ class RoomConsumer(BaseConsumer):
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return False
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async def perform_move(self, data):
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await move_handler(data["px"], data["py"], data["x"], data["y"], self.room_name, self.scope["player_in_room"])
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await move_handler(
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data["px"],
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data["py"],
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data["x"],
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data["y"],
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self.room_name,
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self.scope["player_in_room"],
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)
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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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self.scope["opponent_channel"],
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@ -378,7 +405,7 @@ class RoomConsumer(BaseConsumer):
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"x": event["x"],
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"y": event["y"],
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"px": event["px"],
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"py": event["py"]
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"py": event["py"],
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}
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)
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)
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@ -1,11 +1,17 @@
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from asgiref.sync import sync_to_async
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from termcolor import colored
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from room.models import HeroInGame, Room, PlayerInRoom
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def _check_path(f_x: int, f_y: int, x: int, y: int, room: Room, move_type: str):
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if move_type == "DIAGONAL":
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return HeroInGame.objects.filter(room=room, x__range=(f_x, x), y__range=(f_y, y)).count() == 0
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return (
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HeroInGame.objects.filter(
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room=room, x__range=(f_x, x), y__range=(f_y, y)
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).count()
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== 0
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)
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elif move_type == "HORIZONTAL":
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return HeroInGame.objects.filter(room=room, x=x, y__range=(f_y, y)).count() == 0
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elif move_type == "VERTICAL":
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@ -14,13 +20,13 @@ def _check_path(f_x: int, f_y: int, x: int, y: int, room: Room, move_type: str):
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def _validate_hero_movement(
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hero_type: str,
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prev_x: int,
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prev_y: int,
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x: int,
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y: int,
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room: Room,
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first: bool = False, # needed for warrior
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hero_type: str,
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prev_x: int,
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prev_y: int,
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x: int,
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y: int,
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room: Room,
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first: bool = False, # needed for warrior
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):
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if hero_type == "KING":
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if abs(x - prev_x) > 1 or abs(y - prev_y) > 1:
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@ -50,42 +56,30 @@ def _validate_hero_movement(
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def _print_board(room: Room):
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class color:
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PURPLE = '\033[95m'
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CYAN = '\033[96m'
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DARKCYAN = '\033[36m'
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BLUE = '\033[94m'
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GREEN = '\033[92m'
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YELLOW = '\033[93m'
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RED = '\033[91m'
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BOLD = '\033[1m'
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UNDERLINE = '\033[4m'
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END = '\033[0m'
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for y in range(1, 8):
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for x in range(1, 9):
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try:
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hero = HeroInGame.objects.get(x=x, y=y, room=room)
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if hero.hero.type == "KING":
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if hero.player.first:
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print("♔", end="")
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print(colored("♔", 'green', attrs=['bold']), end="")
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else:
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print("♚", end="")
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print(colored("♚", 'red', attrs=['bold']), end="")
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elif hero.hero.type == "WIZARD":
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if hero.player.first:
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print("♕", end="")
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print(colored("♕", 'green', attrs=['bold']), end="")
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else:
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print("♛", end="")
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print(colored("♛", 'red', attrs=['bold']), end="")
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elif hero.hero.type == "ARCHER":
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if hero.player.first:
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print("♗", end="")
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print(colored("♗", 'green', attrs=['bold']), end="")
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else:
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print("♝", end="")
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print(colored("♝", 'red', attrs=['bold']), end="")
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else:
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if hero.player.first:
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print("♙", end="")
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print(colored("♙", 'green', attrs=['bold']), end="")
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else:
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print("♟", end="")
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print(colored("♟", 'red', attrs=['bold']), end="")
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except HeroInGame.DoesNotExist:
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print("*", end="")
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print()
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@ -93,7 +87,7 @@ def _print_board(room: Room):
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@sync_to_async
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def move_handler(
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prev_x: int, prev_y: int, x: int, y: int, room_slug: str, player: PlayerInRoom
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prev_x: int, prev_y: int, x: int, y: int, room_slug: str, player: PlayerInRoom
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):
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room = Room.objects.get(slug=room_slug)
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_print_board(room) # TODO: Remove in production
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h_t = hero.hero.type
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_print_board(room) # TODO: Remove in production
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