Player state
This commit is contained in:
@ -15,21 +15,25 @@ GET http://localhost:8010/game
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###
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###
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# get player info
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# get player info
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GET http://localhost:8010/player/test-player-id
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GET http://localhost:8010/player/test-player-pero
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###
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###
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# move player left
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# move player left
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POST http://localhost:8010/player/test-player-id/move/left
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POST http://localhost:8010/player/test-player-pero/move/left
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###
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###
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# move player right
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# move player right
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POST http://localhost:8010/player/test-player-id/move/right
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POST http://localhost:8010/player/test-player-pero/move/right
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###
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###
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# move player up
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# move player up
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POST http://localhost:8010/player/test-player-id/move/up
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POST http://localhost:8010/player/test-player-pero/move/up
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###
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###
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# move player down
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# move player down
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POST http://localhost:8010/player/test-player-id/move/down
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POST http://localhost:8010/player/test-player-pero/move/down
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###
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# move Mirko left
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POST http://localhost:8010/player/test-player-mirko/move/left
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###
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###
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@ -70,10 +70,11 @@
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function renderPlayerList(players) {
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function renderPlayerList(players) {
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const html = players.filter(player => player.active).map((player) => {
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const html = players.filter(player => player.active).map((player) => {
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const onDestination = player.state == "ON_DESTINATION";
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return `
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return `
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<li class="${player.reached_destination ? "text-success" : ""}">
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<li class="${onDestination ? "text-success" : ""}">
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${player.name} (${player.move_count})
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${player.name} (${player.move_count})
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${player.reached_destination ? "✅" : ""}
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${onDestination ? "✅" : ""}
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</li>
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</li>
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`;
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`;
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}).join("");
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}).join("");
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@ -83,7 +84,8 @@
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function renderPlayers(players) {
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function renderPlayers(players) {
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players.filter(player => player.active).forEach(player => {
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players.filter(player => player.active).forEach(player => {
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const cell = findCell(player.position);
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const cell = findCell(player.position);
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const playerIcon = player.reached_destination ? BOARD_ICONS.PLAYER_ON_DESTINATION : BOARD_ICONS.PLAYER;
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const onDestination = player.state == "ON_DESTINATION";
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const playerIcon = onDestination ? BOARD_ICONS.PLAYER_ON_DESTINATION : BOARD_ICONS.PLAYER;
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if (cell) {
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if (cell) {
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const html = `
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const html = `
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<div class="player-tooltip">${player.name}</div>
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<div class="player-tooltip">${player.name}</div>
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@ -2,6 +2,8 @@ from __future__ import annotations
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from pydantic import BaseModel as PydanticBaseModel
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from pydantic import BaseModel as PydanticBaseModel
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from hopper.enums import PlayerState
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class BaseModel(PydanticBaseModel):
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class BaseModel(PydanticBaseModel):
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class Config:
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class Config:
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@ -29,6 +31,7 @@ class PlayerDto(BaseModel):
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position: PositionDto
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position: PositionDto
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move_count: int
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move_count: int
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move_attempt_count: int
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move_attempt_count: int
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state: PlayerState
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class DestinationDto(BaseModel):
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class DestinationDto(BaseModel):
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@ -14,7 +14,7 @@ from hopper.api.dto import (
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)
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)
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from hopper.engine import GameEngine
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from hopper.engine import GameEngine
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from hopper.enums import Direction, PlayerMoveResult
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from hopper.enums import Direction, PlayerMoveResult
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from hopper.errors import Collision, PositionOutOfBounds
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from hopper.errors import Collision, GameLockForMovement, PositionOutOfBounds
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from hopper.models.player import Player
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from hopper.models.player import Player
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router = APIRouter()
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router = APIRouter()
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@ -60,7 +60,7 @@ async def start_game(
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body: StartGameRequestDto,
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body: StartGameRequestDto,
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engine: GameEngine = Depends(get_game_engine),
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engine: GameEngine = Depends(get_game_engine),
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) -> StartGameResponseDto:
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) -> StartGameResponseDto:
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new_player = await engine.start_game(player_name=body.player_name)
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new_player = await engine.start_game_for_player(player_name=body.player_name)
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return StartGameResponseDto(
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return StartGameResponseDto(
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board=engine.board,
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board=engine.board,
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@ -112,6 +112,10 @@ async def get_player_info(
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"model": ErrorResponseDto,
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"model": ErrorResponseDto,
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"description": " Position out of bounds or collision with an object",
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"description": " Position out of bounds or collision with an object",
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},
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},
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status.HTTP_423_LOCKED: {
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"model": ErrorResponseDto,
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"description": " Player reached destination. Can't move anymore.",
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},
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},
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},
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)
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)
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async def move_player(
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async def move_player(
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@ -130,6 +134,11 @@ async def move_player(
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raise HTTPException(
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raise HTTPException(
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status_code=status.HTTP_409_CONFLICT, detail="Collision with an object"
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status_code=status.HTTP_409_CONFLICT, detail="Collision with an object"
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)
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)
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except GameLockForMovement:
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raise HTTPException(
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status_code=status.HTTP_423_LOCKED,
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detail="Player reached destination. Can't move anymore.",
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)
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if move_result == PlayerMoveResult.DESTINATION_REACHED:
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if move_result == PlayerMoveResult.DESTINATION_REACHED:
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response.status_code = status.HTTP_200_OK
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response.status_code = status.HTTP_200_OK
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25
hopper/countdown_timer.py
Normal file
25
hopper/countdown_timer.py
Normal file
@ -0,0 +1,25 @@
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import time
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from threading import Event, Thread
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from typing import Callable, Optional
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class CountdownTimer(Thread):
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def __init__(
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self, seconds: int, callback: Optional[Callable[[], None]] = None
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) -> None:
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self.seconds = seconds
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self.stop_event = Event()
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self.callback = callback
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super().__init__()
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def run(self) -> None:
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cnt = self.seconds
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while cnt > 0 and not self.stop_event.is_set():
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cnt -= 1
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time.sleep(1)
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if cnt == 0 and self.callback:
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self.callback()
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def stop(self) -> None:
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self.stop_event.set()
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@ -3,7 +3,8 @@ import logging
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import random
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import random
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from typing import Optional
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from typing import Optional
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from hopper.enums import Direction, PlayerMoveResult, GameState
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from hopper.countdown_timer import CountdownTimer
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from hopper.enums import Direction, PlayerMoveResult, GameState, PlayerState
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from hopper.errors import Collision, PositionOutOfBounds, GameLockForMovement
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from hopper.errors import Collision, PositionOutOfBounds, GameLockForMovement
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from hopper.interfaces import SendGameDumpInterface
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from hopper.interfaces import SendGameDumpInterface
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from hopper.models.board import (
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from hopper.models.board import (
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@ -29,8 +30,8 @@ class GameEngine:
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self.ws_server = ws_server
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self.ws_server = ws_server
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self.players = PlayerList()
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self.players = PlayerList()
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self._inacivity_watchdog = None
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self._inacivity_watchdog = None
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self.__debug_print_board()
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self._purchase_countdown_timer: Optional[CountdownTimer] = None
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self.game_state = GameState.RUNNING
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self.reset_game()
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def dump_board(self) -> list[list[str]]:
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def dump_board(self) -> list[list[str]]:
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dump = self.board.dump()
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dump = self.board.dump()
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@ -63,11 +64,16 @@ class GameEngine:
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)
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)
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self._inacivity_watchdog.start()
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self._inacivity_watchdog.start()
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async def start_game(self, player_name: str) -> Player:
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async def reset_game(self) -> None:
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self.__debug_print_board()
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self.game_state = GameState.RUNNING
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async def start_game_for_player(self, player_name: str) -> Player:
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self._start_inactivity_watchdog()
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self._start_inactivity_watchdog()
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player = Player(
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player = Player(
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name=player_name,
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name=player_name,
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position=self._create_player_start_position(),
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position=self._create_player_start_position(),
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state=PlayerState.CREATED,
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)
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)
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self.players.append(player)
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self.players.append(player)
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@ -115,17 +121,17 @@ class GameEngine:
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player.reset_timeout()
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player.reset_timeout()
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if self.game_state == GameState.LOCK_FOR_MOVEMENT:
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if self.game_state == GameState.LOCK_FOR_MOVEMENT:
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raise GameLockForMovement("Player reached destination. Can't move now.")
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raise GameLockForMovement("Player reached destination. Can't move anymore.")
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# player will not be able to move once they reach the destination
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# player will not be able to move once they reach the destination
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if player.reached_destination:
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if player.state == PlayerState.ON_DESTINATION:
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self.game_state = GameState.LOCK_FOR_MOVEMENT
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return PlayerMoveResult.DESTINATION_REACHED
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return PlayerMoveResult.DESTINATION_REACHED
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logging.info(f"Player {player} move to {direction}")
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logging.info(f"Player {player} move to {direction}")
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new_position = self._move_position(player.position, direction)
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new_position = self._move_position(player.position, direction)
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player.move_attempt_count += 1
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player.move_attempt_count += 1
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player.state = PlayerState.MOVING
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if not self._position_in_board_bounds(new_position):
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if not self._position_in_board_bounds(new_position):
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raise PositionOutOfBounds()
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raise PositionOutOfBounds()
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@ -137,7 +143,7 @@ class GameEngine:
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player.move_count += 1
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player.move_count += 1
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if self._is_player_on_destination(player):
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if self._is_player_on_destination(player):
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player.reached_destination = True
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player.state = PlayerState.ON_DESTINATION
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logging.info(f"Player {player} reached destination!")
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logging.info(f"Player {player} reached destination!")
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if self.ws_server:
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if self.ws_server:
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@ -145,7 +151,8 @@ class GameEngine:
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self.__debug_print_board()
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self.__debug_print_board()
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if player.reached_destination:
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if player.state == PlayerState.ON_DESTINATION:
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self.game_state = GameState.LOCK_FOR_MOVEMENT
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return PlayerMoveResult.DESTINATION_REACHED
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return PlayerMoveResult.DESTINATION_REACHED
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await asyncio.sleep(settings.game.MOVE_DELAY)
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await asyncio.sleep(settings.game.MOVE_DELAY)
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@ -163,6 +170,10 @@ class GameEngine:
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def _colided_with_obstacle(self, position: Position) -> bool:
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def _colided_with_obstacle(self, position: Position) -> bool:
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return self.board.get_object_at_position(position) is not None
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return self.board.get_object_at_position(position) is not None
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def _player_on_destination(self, player: Player) -> None:
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self.game_state = GameState.LOCK_FOR_MOVEMENT
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self._purchase_countdown_timer = CountdownTimer()
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def get_board_layout(self) -> BoardLayout:
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def get_board_layout(self) -> BoardLayout:
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return BoardLayout(board=self.board, players=self.players)
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return BoardLayout(board=self.board, players=self.players)
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@ -26,7 +26,8 @@ class GameState(Enum):
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ENDGAME = auto()
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ENDGAME = auto()
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class PlayerState(Enum):
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class PlayerState(str, Enum):
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PLAYING = auto()
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CREATED = "CREATED"
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ON_DESTINATION = auto()
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MOVING = "MOVING"
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INACTIVE = auto()
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ON_DESTINATION = "ON_DESTINATION"
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INACTIVE = "INACTIVE"
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@ -42,5 +42,6 @@ class Settings:
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board: BoardSettings
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board: BoardSettings
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inacivity_watchdog: InactivityWatchdogSettings
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inacivity_watchdog: InactivityWatchdogSettings
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ws_server: WSServerSettings
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ws_server: WSServerSettings
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purchase_timeout: int = 10 # seconds
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log_level: int = logging.INFO
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log_level: int = logging.INFO
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debug: Optional[DebugSettings] = None
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debug: Optional[DebugSettings] = None
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@ -3,6 +3,8 @@ import uuid
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from dataclasses import dataclass, field
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from dataclasses import dataclass, field
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from typing import Optional
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from typing import Optional
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from hopper.enums import PlayerState
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@dataclass
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@dataclass
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class Position:
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class Position:
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@ -20,9 +22,9 @@ class Player:
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last_seen: datetime.datetime = field(
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last_seen: datetime.datetime = field(
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default_factory=lambda: datetime.datetime.now()
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default_factory=lambda: datetime.datetime.now()
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)
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)
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state: PlayerState = PlayerState.CREATED
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active: bool = True
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active: bool = True
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can_be_deactivated: bool = True
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can_be_deactivated: bool = True
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reached_destination: bool = False
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def reset_timeout(self) -> None:
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def reset_timeout(self) -> None:
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self.last_seen = datetime.datetime.now()
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self.last_seen = datetime.datetime.now()
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@ -16,7 +16,7 @@ class LayerDto(BaseModel):
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objects: list[LayerObjectDto]
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objects: list[LayerObjectDto]
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class GameDumpPlayerDto(PlayerDto):
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class GameDumpPlayerDto(PlayerDto):
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reached_destination: bool
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...
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class GameDumpDto(BaseModel):
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class GameDumpDto(BaseModel):
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@ -14,5 +14,6 @@ settings = Settings(
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inacivity_watchdog=InactivityWatchdogSettings(),
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inacivity_watchdog=InactivityWatchdogSettings(),
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log_level=logging.INFO,
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log_level=logging.INFO,
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ws_server=WSServerSettings(),
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ws_server=WSServerSettings(),
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purchase_timeout=10,
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debug=None,
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debug=None,
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)
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)
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Reference in New Issue
Block a user