import asyncio import logging import random from typing import Optional from hopper.enums import Direction, PlayerMoveResult from hopper.errors import Collision, PositionOutOfBounds from hopper.interfaces import SendGameStateInterface from hopper.models.board import ( BOARD_DUMP_CHARS, BoardLayout, Destination, GameBoard, Layer, LayerObject, ObjectType, create_random_position, ) from hopper.models.player import Player, PlayerList, Position from hopper.watchdog import InactivityWatchdog from settings import settings class GameEngine: def __init__( self, board: GameBoard, ws_server: Optional[SendGameStateInterface] = None ) -> None: self.board = board self.ws_server = ws_server self.players = PlayerList() self._inacivity_watchdog = None self.__debug_print_board() def dump_board(self) -> list[list[str]]: dump = self.board.dump() for player in self.players: show_player = ( player.active and player.position.y < len(dump) and player.position.x < len(dump[player.position.y]) ) if show_player: dump[player.position.y][player.position.x] = BOARD_DUMP_CHARS[ ObjectType.PLAYER ] return dump def __debug_print_board(self): if not (settings.debug and settings.debug.PRINT_BOARD): return for line in self.dump_board(): print(" ".join(line)) def _start_inactivity_watchdog(self) -> None: if not self._inacivity_watchdog: self._inacivity_watchdog = InactivityWatchdog( players=self.players, ws_server=self.ws_server, daemon=True, ) self._inacivity_watchdog.start() async def start_game(self, player_name: str) -> Player: self._start_inactivity_watchdog() player = Player( name=player_name, position=self._create_player_start_position(), ) self.players.append(player) logging.info(f"Starting new game for player: {player}") self.__debug_print_board() if self.ws_server: await self.ws_server.send_game_state() await asyncio.sleep(settings.game.MOVE_DELAY) return player def _create_player_start_position(self) -> Position: """Create random position somewhere on the board border""" border_len = (self.board.width + self.board.height) * 2 rnd_position = random.randint(0, border_len - 1) if rnd_position < self.board.width * 2: x = rnd_position % self.board.width y = 0 if rnd_position < self.board.width else self.board.height - 1 else: rnd_position -= 2 * self.board.width x = 0 if rnd_position < self.board.height else self.board.width - 1 y = rnd_position % self.board.height return Position(x=x, y=y) def _move_position(self, position: Position, direction: Direction) -> Position: new_position = Position(position.x, position.y) if direction == Direction.LEFT: new_position.x -= 1 elif direction == Direction.RIGHT: new_position.x += 1 elif direction == Direction.UP: new_position.y -= 1 elif direction == Direction.DOWN: new_position.y += 1 else: raise ValueError(f"Unhandled direction: {direction}") return new_position async def move_player( self, player: Player, direction: Direction ) -> PlayerMoveResult: player.reset_timeout() # player will not be able to move once they reach the destination if player.reached_destination: return PlayerMoveResult.DESTINATION_REACHED logging.info(f"Player {player} move to {direction}") new_position = self._move_position(player.position, direction) player.move_attempt_count += 1 if not self._position_in_board_bounds(new_position): raise PositionOutOfBounds() if self._colided_with_obstacle(new_position): raise Collision() player.position = new_position player.move_count += 1 if self._is_player_on_destination(player): player.reached_destination = True logging.info(f"Player {player} reached destination!") if self.ws_server: await self.ws_server.send_game_state() self.__debug_print_board() if player.reached_destination: return PlayerMoveResult.DESTINATION_REACHED await asyncio.sleep(settings.game.MOVE_DELAY) return PlayerMoveResult.OK def _is_player_on_destination(self, player: Player) -> bool: return player.position == self.board.destination.position def _position_in_board_bounds(self, position: Position) -> bool: return ( 0 <= position.x < self.board.width and 0 <= position.y < self.board.height ) def _colided_with_obstacle(self, position: Position) -> bool: return self.board.get_object_at_position(position) is not None def get_board_layout(self) -> BoardLayout: return BoardLayout(board=self.board, players=self.players) class GameEngineFactory: @staticmethod def create( board_width: int, board_height: int, obstacle_count: int = 0, ws_server: Optional[SendGameStateInterface] = None, ) -> GameEngine: board = GameBoard( width=board_width, height=board_height, destination=Destination(Position(board_width // 2, board_height // 2)), ) obstacle_layer = Layer(name="obstacles") for _ in range(obstacle_count): obstacle_layer.objects.append( LayerObject( type_=ObjectType.OBSTACLE, position=create_random_position(board_width, board_height), ), ) board.layers.append(obstacle_layer) game = GameEngine( board=board, ws_server=ws_server, ) GameEngineFactory.__add_test_player(game.players) return game @staticmethod def create_default( ws_server: Optional[SendGameStateInterface] = None, ) -> GameEngine: return GameEngineFactory.create( board_width=settings.board.WIDTH, board_height=settings.board.HEIGHT, obstacle_count=settings.board.OBSTACLE_COUNT, ws_server=ws_server, ) @staticmethod def __add_test_player(players: PlayerList) -> None: if not (settings.debug and settings.debug.CREATE_TEST_PLAYER): return player = Player( name="Pero", uuid="test-player-id", position=Position( settings.debug.TEST_PLAYER_START_X, settings.debug.TEST_PLAYER_START_Y, ), can_be_deactivated=False, ) players.append(player) logging.info(f"Test player created: {player}")