SAE-A2-TruthInquiry/truthinquiry/logic/game_logic.py

326 lines
11 KiB
Python

import string
import random
from typing import Union
from truthinquiry.ext.database import *
from truthinquiry.ext.database import dbutils
games_list = {}
def random_string(length: int) -> str:
"""
This function create a random string as long as the lint passed as
parameter
:param length: the length of the random string to create
:return: a random string
"""
return "".join(random.choice(string.ascii_letters) for _ in range(length))
class Member:
"""
stores information related to the member of a given game
:attr str username: The username of this member
:attr TODO progress: TODO
:attr TODO results: TODO
"""
def __init__(self, username):
self.username = username
self.progress = 0
self.results = None
def __str__(self) -> str:
return f"Member[username={self.username}]"
def __repr__(self) -> str:
return self.__str__()
class Game:
"""
The game info class stores all information linked to a active game
:attr str game_id: the game identifier of the game
:attr owner Member: the player start created the game. It is also stored in self.members
:attr Member[] members: the members of the game
:attr bool has_started: status of the current game
:attr dict gamedata: data of the game (npcs, their text, their reactions and rooms placement)
:attr dict reaction_table: mapping of the npc_ids in the game to their reactions id
"""
def __init__(self):
self.game_id = None
self.owner = None
self.members = []
self.has_started = False
self.gamedata = {}
self.reaction_table = {}
def set_owner(self, username: str) -> Member:
"""
Set the owner of the game
:param username: the username of the owner.
:return: the Member object created by this method
"""
self.owner = Member(username)
self.members.append(self.owner)
return self.owner
def generate_game_results(self) -> dict:
"""
Create the final leaderboard of the game, containing all members score.
:return: a dictionnary representation of the leaderboard
"""
data = {}
npcs = data["npcs"] = {}
for npc_id in self.gamedata["npcs"]:
npcs[npc_id] = {}
npcs[npc_id]["name"] = self.gamedata["npcs"][npc_id]["name"]
trait_id = self.reaction_table[npc_id]
trait = dbutils.get_trait_from_trait_id(trait_id)
npcs[npc_id]["reaction"] = dbutils.get_text_from_lid("FR", trait.NAME_LID)
npcs[npc_id]["description"] = dbutils.get_reaction_description("FR", npc_id, trait.TRAIT_ID)
player_results = data["player"] = {}
for member in self.members:
player_results[member.username] = member.results
return data
def generate_data(self) -> None:
"""
Creates and sets the game's data (npcs, their text, their reactions and rooms placement)
"""
# TODO Get language from player
self.gamedata, self.reaction_table = generate_game_data("FR")
self.gamedata["game_id"] = self.game_id
def get_member(self, username: str) -> Union[Member, None]:
"""
Get a Member object from a username
:param username: the username of the member to search for
:return: the member corresponding to the username, or None if none if found:
"""
for member in self.members:
if member.username == username:
return member
def add_member(self, username: str) -> Union[Member, None]:
"""
Add a Member to the game
:param username: the username of the member to add
:return: the Member created, or None if a Member with this username already exists in the game
"""
if self.get_member(username):
return None
member = Member(username)
self.members.append(member)
return member
def get_npc_reaction(self, npc_id) -> bytes:
"""
Returns the reaction image of a npc, if found in the reaction table
:param npc_id: the id of the npc, to get the reactions from, must be in the current game
:return: the reaction image as bytes
"""
if npc_id not in self.reaction_table:
return 0
reaction_id = self.reaction_table[npc_id]
return read_image(f"./truthinquiry/static/images/npc/{npc_id}/{reaction_id}.png")
def get_player_results(self, responses: dict) -> Union[dict, None]:
"""
Checks the player's answers againts the reaction map.
Return None when a npc is not found in the reaction table, meaning an invalid npc was sent
:param responses: the player anwsers, a dictionnary of npc_id to the string representation of the npc's reaction
:return: a dictionnary of npc_id to a boolean, true if they got the correct answer, false if not.
"""
results = {}
try:
for npc_id in responses:
trait_id = get_trait_id_from_string(responses[npc_id])
results[npc_id] = trait_id == self.reaction_table[npc_id]
return results
except:
return False
def has_finished(self) -> bool:
"""
Checks if the game has finished by checking if every Member has submitted answers
:return: True if the game has finished, else False
"""
for member in self.members:
if member.results is None:
return False
return True
def __str__(self) -> str:
return f"Game[game_id={self.game_id}, owner={self.owner}, members={self.members}]"
def __repr__(self) -> str:
return self.__str__()
def create_game(owner: str) -> Game:
"""
This function creates a new game by creating a Game object and stores
it into the games_list dictionnary
:return: a new Game
"""
game = Game()
game.owner = owner
game.members.append(Member(owner))
game.game_id = random_string(6)
games_list[game.game_id] = game
return game
def get_game(game_id: str) -> Union[Game, None]:
"""
Get a game from its ID
:param game_id: the id of the game to search
:return: the Game object or None if not found
"""
if game_id in games_list:
return games_list[game_id]
else:
return None
def check_username(username: str) -> bool:
"""
Check if a username is valid using a set of rules
:param username: the username to check
:return: True or False depending on if the rules are respected
"""
if not username:
return False
if not username.isalnum():
return False
if not username == username.strip():
return False
if not len(username) < 16:
return False
return True
def generate_npc_text(npc: Npc, lang: str) -> dict:
"""
Creates the dictionnary of a npc names and dialogs, it searches the npc's pool of answser for both question
types
:param npc: a Npc object
:param lang: the lang to get the text in
:return: a dictionnary object containing the npc's name and both answers
"""
data = {}
data["name"] = dbutils.get_text_from_lid(lang, npc.NAME_LID)
data["QA_0"] = dbutils.get_text_from_lid(lang, dbutils.get_npc_random_answer(npc, 0).TEXT_LID)
data["QA_1"] = dbutils.get_text_from_lid(lang, dbutils.get_npc_random_answer(npc, 1).TEXT_LID)
return data
def generate_place_data(npc_list: list, places: list, lang: str) -> dict:
"""
Create the place dictionnary for a game, assigns two npc for each room given in the place_list
except the last one who will be alone :(
:param npcs_list: the list of all npcs in the game
:param place_list: the list of the given rooms
:param lang: the language to seach the name of the room in
:return: a dictionnary of place_id to an array of npc_id and a string of the room name
"""
data = {}
random.shuffle(npc_list)
for place in places:
placedata = data[str(place.PLACE_ID)] = {}
placedata["name"] = dbutils.get_text_from_lid(lang, place.NAME_LID)
placedata["npcs"] = []
for _ in npc_list:
placedata["npcs"].append(npc_list.pop().NPC_ID)
if len(placedata["npcs"]) == 2:
break
return data
def generate_game_data(lang: str) -> tuple[dict, dict]:
"""
Create the gamedata of a game for a given language, chooses 5 random npcs, generate their texts and reactions,
chooses 3 random rooms and places the npcs in them and chooses an inspector question for each type of question
availible in the Question Table.
:param lang: the lang to generate all the texts in
:return: two dictionnaries, one containing the game data, the second containing the reaction table
"""
data = {}
data["npcs"] = {}
reactions_table = {}
npcs = []
while len(npcs) != 5:
npc = dbutils.get_random_npc()
if npc not in npcs:
npcs.append(npc)
for npc in npcs:
data["npcs"][str(npc.NPC_ID)] = generate_npc_text(npc, lang)
reactions_table[str(npc.NPC_ID)] = dbutils.get_npc_random_trait_id(npc)
places = []
while len(places) != 3:
place = dbutils.get_random_place()
if place not in places:
places.append(place)
data["rooms"] = generate_place_data(npcs, places, lang)
data["questions"] = {}
data["questions"]["QA_0"] = dbutils.get_text_from_lid("FR", dbutils.get_random_question(0).TEXT_LID)
data["questions"]["QA_1"] = dbutils.get_text_from_lid("FR", dbutils.get_random_question(1).TEXT_LID)
data["traits"] = dbutils.get_traits(lang)
return data, reactions_table
def read_image(path: str) -> bytes:
"""
Returns the byte representation of an image given its path
:param path: the path to the image
:return: the byte representation of the image, none if its not found or not readable
"""
try:
with open(path, "rb") as file:
return file.read()
except IOError:
return None
def get_trait_id_from_string(trait: str) -> int:
"""
Returns the trait_id from its text value
:param text: the text representation of the trait in any lang
:return: the trait_id linked to this text
"""
return dbutils.get_trait_from_text(trait)
def get_npc_image(npc_id: int):
"""
Returns the byte representation of the neutral image for an npc
:param npc_id: npc to get the neutral image from
:return: the byte representation of the image, none if its not found or not readable
"""
return read_image(f"./truthinquiry/static/images/npc/{npc_id}/0.png")