def round_inline_handle(_bot: telegram.Bot, job_queue: JobQueue, query: telegram.CallbackQuery, gm: bool, game_round: Round): language_code = get_language(query.from_user) def _(x): return get(x, language_code) method = str(query.data) actors = game_round.get_actors() if method == 'round:next': next_count = game_round.counter + 1 if next_count >= len(actors): next_count = 0 game_round.round_counter += 1 game_round.counter = next_count game_round.save() answer_callback_query(job_queue, query.id) update_round_message(job_queue, game_round, language_code) elif method == 'round:prev': prev_count = game_round.counter - 1 if prev_count < 0: if game_round.round_counter <= 1: answer_callback_query(job_queue, query.id, _(Text.ALREADY_FIRST_TURN)) return else: prev_count = len(actors) - 1 game_round.round_counter -= 1 game_round.counter = prev_count answer_callback_query(job_queue, query.id) update_round_message(job_queue, game_round, language_code, refresh=True) game_round.save() elif method == 'round:remove': if not gm: raise NotGm() actors = game_round.get_actors() if len(actors) > 1: current = actors[game_round.counter % len(actors)] current.delete() answer_callback_query(job_queue, query.id) update_round_message(job_queue, game_round, language_code, refresh=True) else: answer_callback_query(query.id, _(Text.AT_LEAST_ONE_ACTOR), show_alert=True) elif method == 'round:finish': if not gm: raise NotGm() message: telegram.Message = query.message edit_message(job_queue, message.chat_id, message.message_id, _(Text.ROUND_ALREADY_FINISHED)) remove_round(job_queue, game_round.chat_id)
def refresh_round_message(bot: telegram.Bot, game_round: Round, get_text, refresh=False): reply_markup = InlineKeyboardMarkup([ [ InlineKeyboardButton(get_text(Text.ROUND_REMOVE), callback_data='round:remove'), InlineKeyboardButton(get_text(Text.ROUND_FINISH), callback_data='round:finish'), InlineKeyboardButton("←", callback_data='round:prev'), InlineKeyboardButton("→", callback_data='round:next'), ], ]) actors = game_round.get_actors() if not actors: return game_round.counter = game_round.counter % len(actors) counter = game_round.counter state = '' if game_round.hide: state = '[{}]'.format(get_text(Text.HIDED_ROUND_LIST)) round_counter = get_text( Text.ROUND_COUNTER).format(round_number=game_round.round_counter) text = '<b>{}</b> {state} #round\n\n{round_number} [{counter}/{total}]\n\n'.format( get_text(Text.ROUND_INDICATOR), state=state, round_number=round_counter, counter=counter + 1, total=len(actors), ) for index, actor in enumerate(actors): is_current = counter == index if is_current: text += '• {} ({}) ← {}\n'.format(actor.name, actor.value, get_text(Text.CURRENT)) elif not game_round.hide: text += '◦ {} ({})\n'.format(actor.name, actor.value) if refresh: try: bot.edit_message_text( text, chat_id=game_round.chat_id, message_id=game_round.message_id, parse_mode='HTML', reply_markup=reply_markup, ) except TelegramError: pass else: bot.delete_message(game_round.chat_id, game_round.message_id) message = bot.send_message(game_round.chat_id, text, parse_mode='HTML', reply_markup=reply_markup) game_round.message_id = message.message_id game_round.save()
def _populate_rounds(self, game, winning_team_players, loose_team_players, winning_team_score, loose_team_score, winning_team_id): winning_team_round_score = self._split_a_total(winning_team_score, 4, [i for i in range(1, 5)]) loose_team_round_score = self._split_a_total(loose_team_score, 4, [i for i in range(1, 5)]) for i in range(1, 5): game_players = winning_team_players + loose_team_players round = Round(game=game, round_number=i) round.save() round.players.set(game_players) self._populate_player_round_score(round, game_players, winning_team_round_score[i], loose_team_round_score[i], winning_team_players, loose_team_players, winning_team_id) self._populate_team_round_scores(round, game.teams)
def round_inline_handle(bot: telegram.Bot, query: telegram.CallbackQuery, gm: bool, game_round: Round): _ = partial(get_by_user, user=query.from_user) method = str(query.data) actors = game_round.get_actors() if method == 'round:next': next_count = game_round.counter + 1 if next_count >= len(actors): next_count = 0 game_round.round_counter += 1 game_round.counter = next_count game_round.save() query.answer() refresh_round_message(bot, game_round, _) elif method == 'round:prev': prev_count = game_round.counter - 1 if prev_count < 0: if game_round.round_counter <= 1: query.answer(text=_(Text.ALREADY_FIRST_TURN)) return else: prev_count = len(actors) - 1 game_round.round_counter -= 1 game_round.counter = prev_count query.answer() refresh_round_message(bot, game_round, _, refresh=True) game_round.save() elif method == 'round:remove': if not gm: raise NotGm() actors = game_round.get_actors() if len(actors) > 1: current = actors[game_round.counter % len(actors)] current.delete() query.answer() refresh_round_message(bot, game_round, _, refresh=True) else: query.answer(show_alert=True, text=_(Text.AT_LEAST_ONE_ACTOR)) elif method == 'round:finish': if not gm: raise NotGm() query.edit_message_text(_(Text.ROUND_ALREADY_FINISHED)) remove_round(bot, game_round.chat_id)
def create(self, validated_data): # First we check if the action_1 won try: WinCondition.objects.get(killer=validated_data['action_1'], victim=validated_data['action_2']) except WinCondition.DoesNotExist: # Then we check if action_2 won try: WinCondition.objects.get(killer=validated_data['action_2'], victim=validated_data['action_1']) except WinCondition.DoesNotExist: # If there is no winner the field remain null, and because finished date will stopped being null we # know that the round was a tie winner = None else: winner = Game.objects.get( id=validated_data['game'].id).player_2 else: winner = Game.objects.get(id=validated_data['game'].id).player_1 # Here we create the instance of the round round = Round( # Here we assign the winner winner=winner, game=validated_data['game'], action_1=validated_data['action_1'], action_2=validated_data['action_2']) round.save() # Here we check if the amount of round required is rounds_amount = Round.objects.filter(game=round.game).exclude( winner=None).count() # Todo: Make amount of rounds required dynamic if rounds_amount >= 3: round.game.is_finished = True round.game.finished_at = timezone.now() round.game.winner = winner round.game.save() return round
def roomjoin_view(request,gameid): game = OnlineGame.objects.get(id = gameid) if not game.players.filter(user = request.user): game.players.add(Profile.objects.get(user = request.user)) game.save() if (game.players.all().count() >= 2) and game.players.all()[0].user == request.user and not game.isStarted: game.isStarted = True for index,pl in enumerate(game.players.all()): ground = Round() ground.player = pl ground.save() nphrase = Phrase() nphrase.gamesCount = -1 nphrase.name = game.phrasePack.phrases.all()[index].name nphrase.author = pl nphrase.save() ground.phrases.add(nphrase) ground.save() game.rounds.add(ground) game.save() return render(request, 'game/room.html', context={'game':game,'phrases':game.phrasePack.phrases.all(), 'players':game.players.all(), 'name':Profile.objects.get(user = request.user).name})
def create_rounds(room_id, ending_t, trial): class Pvp: n_real_players = 1 if trial else 2 name = "pvp" class Pve: n_real_players = 1 name = "pve" # noinspection PyTypeChecker round_types = (Pve, ) * 2 + (Pvp, ) for rt in round_types: # create round and its composition round_id = secrets.token_hex(10) while Round.objects.filter(round_id=round_id).first(): round_id = secrets.token_hex(10) rd = Round( round_id=round_id, room_id=room_id, real_players=rt.n_real_players, missing_players=rt.n_real_players, ending_t=ending_t, state=rt.name, opened=1, t=0, ) rd.save() composition.create(round_id=round_id, n_real_players=rt.n_real_players) data.init(round_id=round_id) state.init(round_id=round_id, ending_t=ending_t)