only legal actions can be taken

This commit is contained in:
2024-04-24 23:55:39 +02:00
parent e156d3a951
commit 8b397484cb
17 changed files with 710 additions and 359 deletions
-3
View File
@@ -1,8 +1,5 @@
"""controller handles the translation between
netcode messages and model functions"""
from controller.interfaces import ClientControllerInterface, GameControllerInterface
from controller.object_controller import ObjectController
from controller.card import Card
from controller.client import ClientController
from controller.game import GameController
-5
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@@ -1,5 +0,0 @@
from controller import ObjectController
class Card(ObjectController):
pass
+80 -43
View File
@@ -1,12 +1,16 @@
from typing import Callable, Any
"""Handles communication between one WebSocket tunnel and the game"""
from typing import Callable, Any, TYPE_CHECKING
from pydantic import ValidationError
from websockets.server import WebSocketServerProtocol
from controller import GameControllerInterface, ClientControllerInterface
from netcode.models import Message, LoginMessage
from model import Player, Team
from model import Player
if TYPE_CHECKING:
from controller import GameController
def vibe_check(t):
@@ -26,10 +30,12 @@ def vibe_check(t):
return decorator
class ClientController(ClientControllerInterface):
class ClientController:
"""Handles communication between one WebSocket tunnel and the game"""
websocket: WebSocketServerProtocol
game_controller: GameControllerInterface
game_controller: "GameController"
player: Player
@@ -37,7 +43,7 @@ class ClientController(ClientControllerInterface):
def __init__(
self,
game_controller: GameControllerInterface,
game_controller: "GameController",
websocket: WebSocketServerProtocol,
):
self.websocket = websocket
@@ -45,7 +51,8 @@ class ClientController(ClientControllerInterface):
self.game_controller = game_controller
async def listen(self):
async def listen(self) -> None:
"""Hooks the client to the correct listen callbacks"""
await self.send(
Message(
type="context",
@@ -59,10 +66,12 @@ class ClientController(ClientControllerInterface):
async for message in self.websocket:
await self.on_message(message)
async def send(self, message: Message):
async def send(self, message: Message) -> None:
"""Send a Message object to the connected client"""
await self.websocket.send(message.model_dump_json())
async def send_error(self, error: str):
async def send_error(self, error: str) -> None:
"""Send an error string to the connected client"""
await self.send(Message(type="error", data_type="error", data=error))
async def send_announce_dict(
@@ -71,55 +80,83 @@ class ClientController(ClientControllerInterface):
data: dict,
player_filter: Callable[[Player], Any] = lambda x: True,
):
"""Send a, Object dict to the connected client
player_filter is a filter which is called using the connected player
"""
if hasattr(self, "player") is False or player_filter(self.player):
await self.send(
Message(type=notification_type, data_type="object", data=data)
)
@vibe_check(Message)
async def game_context(self, message: Message):
if self.player.team != self.game_controller.game.turn:
async def game_context(self, message: Message) -> None:
"""Handles all messages related to when the current client is logged in
and connected to a running game"""
if message.type == "temp_action":
if message.data_type == "set_health":
self.player.team.health = message.data
return await self.game_controller.game.notify_controller(
"update", self.player.team.serialize_guest()
)
if self.player.team != self.game_controller.game.current_turn:
return await self.send_error("it is not your turn to play!")
if message.type == "action":
if message.data_type == "buy":
## TODO : pydantic type check for message.data
await self.player.buy_cards(message.data)
elif message.data_type == "play_cards":
await self.player.play_cards(message.data)
elif message.data_type == "discard":
await self.player.discard_cards(message.data)
elif message.data_type == "draw":
await self.player.draw(message.data)
elif message.data_type == "end_turn":
# TODO : pydantic type check for message.data
match message.data_type:
case "play_card":
return await self.player.play_card(message.data)
await self.player.end_turn()
case "discard":
return await self.player.turn.discard_card(message.data)
case "lock_card":
return await self.player.turn.lock_card(message.data)
case "use_effect":
return await self.player.turn.use_effect(
message.data.effect_id, message.data.target
)
case "buy":
return await self.player.turn.buy_card(message.data)
case "end_turn":
return await self.player.turn.end_turn()
return await self.send_error(
"Couldn't process action with data_type : " + message.data_type
)
@vibe_check(LoginMessage)
async def login_context(self, message: LoginMessage):
async def login_context(self, message: LoginMessage) -> None:
"""Handles all messages related to when the current client isn't yet logged in"""
username = message.data
if self.game_controller.game.started:
return await self.send_error(
"you cannot interact with a game that has already started"
)
if message.type == "register":
if len(username) < 3:
await self.send_error("username must be longer than 3 characters")
return
return await self.send_error(
"username must be longer than 3 characters"
)
if self.game_controller.game.get_player(username) is not None:
await self.send_error("username already exists")
return
return await self.send_error("username already exists")
player = await self.game_controller.game.create_player(username)
elif message.type == "login":
player2 = self.game_controller.game.get_player(username)
if player2 is None:
await self.send_error("player doesn't exists")
return
return await self.send_error("player doesn't exists")
player = player2
else:
await self.send_error("invalid message type for context")
return
return await self.send_error("invalid message type for context")
self.player = player
self.player.team.listeners.append(self.send_announce_dict)
@@ -141,18 +178,18 @@ class ClientController(ClientControllerInterface):
)
)
# for player in self.game_controller.game.players:
# if player.team != self.player.team:
# continue
# await self.send(
# Message(type="update", data_type="object", data=player.serialize_team())
# )
@vibe_check(Message)
async def pregame_context(self, message: Message):
async def pregame_context(self, message: Message) -> None:
"""Handles all messages related to when the current client is logged in
but the game isn't yet started"""
if message.type == "ready":
self.player.ready = bool(message.data)
if all(p.ready for p in self.game_controller.game.players):
await self.game_controller.start_game()
elif message.type == "temp_action":
if message.data_type == "set_health":
self.player.team.health = message.data
await self.game_controller.game.notify_controller(
"update", self.player.team.serialize_guest()
)
+15 -5
View File
@@ -6,18 +6,16 @@ from netcode.models import Message
from model import Game, Player
from controller import (
ClientController,
ClientControllerInterface,
GameControllerInterface,
)
class GameController(GameControllerInterface):
class GameController:
server: WSServer
game: Game
clients: List[ClientControllerInterface]
clients: List[ClientController]
def __init__(self, game: Game, server: WSServer):
def __init__(self, game: Game, server: WSServer) -> None:
self.server: WSServer = server
self.game: Game = game
self.server.on_new_connection_callback = self.on_new_connection
@@ -74,6 +72,13 @@ class GameController(GameControllerInterface):
)
async def announce_game(self, websocket: WebSocketServerProtocol):
for effect in self.game.effects:
await self.announce_dict(
"create",
effect.serialize(),
websocket,
)
for card in self.game.cards:
await self.announce_dict(
"create",
@@ -89,6 +94,11 @@ class GameController(GameControllerInterface):
)
for player in self.game.players:
await self.announce_dict(
"create",
player.turn.serialize(),
websocket,
)
await self.announce_dict(
"create",
player.serialize_guest(),
-95
View File
@@ -1,95 +0,0 @@
from abc import ABC, abstractmethod
from typing import Callable, Any, List
from model import Game, Player
from netcode import WSServer
from netcode.models import Message, LoginMessage
from netcode.ws_server import WebSocketServerProtocol
class ClientControllerInterface(ABC):
@abstractmethod
async def listen(self):
"""Initializes the client controller"""
@abstractmethod
async def send(self, message: Message):
pass
@abstractmethod
async def send_error(self, error: str):
pass
@abstractmethod
async def send_announce_dict(
self,
notification_type: str,
data: dict,
player_filter: Callable[[Player], bool] = lambda x: True,
):
pass
@abstractmethod
async def game_context(self, message: Message):
"""Handles messages when the client is logged in"""
@abstractmethod
async def login_context(self, message: LoginMessage):
"""Handles messages when the client isn't logged in"""
@abstractmethod
async def pregame_context(self, message: Message):
"""Waits for players"""
class GameControllerInterface(ABC):
server: WSServer
game: Game
clients: List[ClientControllerInterface]
@abstractmethod
def __init__(self, game: Game, server: WSServer):
pass
@abstractmethod
async def on_new_connection(self, websocket, callback: Callable):
pass
@abstractmethod
async def send(self, message: Message, websocket: WebSocketServerProtocol):
pass
@abstractmethod
async def broadcast(self, message: Message):
pass
@abstractmethod
async def broadcast_announce_dict(
self,
notification_type: str,
data: dict,
player_filter: Callable[[Player], Any],
):
pass
@abstractmethod
async def announce_dict(
self,
notification_type: str,
data: dict,
websocket: WebSocketServerProtocol,
):
pass
@abstractmethod
async def announce_game(self, websocket: WebSocketServerProtocol):
pass
@abstractmethod
async def guest_handler(self, websocket: WebSocketServerProtocol):
pass
@abstractmethod
async def start_game(self):
pass
-2
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@@ -1,2 +0,0 @@
class ObjectController:
pass