Files
METH_Transcendence/docker-compose/requirements/djangoserver/file/server/server/Ball.py

196 lines
7.0 KiB
Python

# **************************************************************************** #
# #
# ::: :::::::: #
# Ball.py :+: :+: :+: #
# +:+ +:+ +:+ #
# By: tomoron <tomoron@student.42.fr> +#+ +:+ +#+ #
# +#+#+#+#+#+ +#+ #
# Created: 2024/10/06 03:24:10 by tomoron #+# #+# #
# Updated: 2024/10/08 10:00:22 by tomoron ### ########.fr #
# #
# **************************************************************************** #
from .GameSettings import GameSettings
import random
import math
class Ball:
def __init__(self):
self.default()
self.obstacles = []
def setStartVel(self, inv):
self.speed = GameSettings.startSpeed
self.vel[0] = self.speed * (random.randint(-50, 50) / 100)
self.vel[1] = self.speed - abs(self.vel[0])
if(inv == 2):
self.vel[1] = -self.vel[1]
def default(self):
self.pos = [0, 0]
self.up = False
self.vel = [0, 0]
self.speed = GameSettings.startSpeed
def setObstacles(self, obstacles):
self.obstacles = obstacles
def solve_quadratic(self, a, b, c):
disc = (b ** 2) - (4 * a * c)
if(disc < 0):
return None
res = (((-b) + math.sqrt(disc)) / ( 2 * a )) + (((-b) - math.sqrt(disc)) / ( 2 * a ))
return(res / 2)
def check_jumper_colision(self, jumper):
jpos = (jumper["pos"]["x"], jumper["pos"]["z"])
pos1 = self.pos
pos2 = self.pos[0] + self.vel[0], self.pos[1] + self.vel[1]
slope = 0
if(pos1[0] - pos2[0] == 0):
slope=100
else:
slope = (pos1[1] - pos2[1])/(pos1[0] - pos2[0])
offset = pos1[1] - (slope * pos1[0])
#salagadou la menchikabou la bibidi bobidi bou
a = 1 + (slope ** 2)
b = ((-jpos[0]) * 2) + (2 * (slope * (-jpos[1] + offset)))
c = (((-jpos[0]) ** 2) + (((-jpos[1]) + offset) ** 2)) - (GameSettings.jumperRadius ** 2)
return(self.solve_quadratic(a, b ,c))
def check_wall_colision(self, wall):
wpos = wall["pos"]["x"]
pos1 = self.pos
pos2 = self.pos[0] +self.vel[0], self.pos[1] + self.vel[1]
slope = 0
if(abs(pos1[1]) <= (GameSettings.wallWidth / 2) + GameSettings.ballRadius):
return(None)
if(pos1[0] - pos2[0] == 0):
slope=100
else:
slope = (pos1[1] - pos2[1])/(pos1[0] - pos2[0])
offset = pos1[1] - (slope * pos1[0])
if(slope == 0):
return(None)
wallSide = (GameSettings.wallWidth / 2) + GameSettings.ballRadius
if(pos1[1] < 0):
wallSide *= -1
hitPos = (wallSide - offset) / slope
relPos = wpos - hitPos
if(abs(relPos) < (GameSettings.wallLength / 2) + GameSettings.ballRadius):
return(hitPos)
return(None)
def check_collision_obstacles(self):
min_time = -1
for x in self.obstacles:
if x["isUp"] != self.up:
continue
pos = None
if x["type"] == 1:
pos = self.check_jumper_colision(x)
elif x["type"] == 2:
pos = self.check_wall_colision(x)
if(pos == None):
continue
dist = pos - self.pos[0]
time = 0
if(self.vel[0] != 0):
time = dist / self.vel[0]
else:
time = -1
if(time > 0):
if(min_time == -1):
min_time = time
else:
min_time = (min(min_time, time))
return(min_time)
def getTimeUntilColision(self, limitNeg, limitPos, position, velocity):
if(not velocity):
return(-1)
limit = GameSettings.limits[limitNeg] if velocity < 0 else GameSettings.limits[limitPos]
wallDistance = max(limit, position) - min(limit, position)
colision_time = wallDistance / abs(velocity)
return(colision_time)
def getSleepTime(self):
time_x = self.getTimeUntilColision("left","right", self.pos[0], self.vel[0])
time_z = self.getTimeUntilColision("back","front", self.pos[1], self.vel[1])
time_objects = self.check_collision_obstacles()
if(time_objects != -1):
time_x = min(time_x, time_objects)
if(time_x == -1):
return(time_z)
if(time_z == -1):
return(time_x)
return(min(time_x, time_z))
def getPlayerDistance(self, player, ballPos):
playerPos = player["pos"]
return(playerPos - ballPos[0])
def twoPointsDistance(self, pos1, pos2):
return(math.sqrt(((pos2[0] - pos1[0]) ** 2) + ((pos2[1] - pos1[1]) ** 2)))
def checkJumpersDistance(self, ballPos, p1, p2, noMsg):
for i in range(0, len(self.obstacles)):
if(self.obstacles[i]["type"] != 1):
continue
if(self.obstacles[i]["isUp"] != self.up):
continue
if(self.twoPointsDistance((self.obstacles[i]["pos"]["x"], self.obstacles[i]["pos"]["z"]), ballPos) < GameSettings.jumperRadius):
if(p1.socket != None and not noMsg):
p1.socket.sync_send({"type":"game", "content":{"action":8,"name":self.obstacles[i]["name"]}})
if(p2.socket != None and not noMsg):
p2.socket.sync_send({"type":"game", "content":{"action":8,"name":self.obstacles[i]["name"]}})
self.up = not self.up
def checkWallsColision(self, ballPos):
for i in range(0, len(self.obstacles)):
if(self.obstacles[i]["type"] != 2):
continue
if(self.obstacles[i]["isUp"] != self.up):
continue
if(abs(ballPos[1]) <= (GameSettings.wallWidth / 2) + GameSettings.ballRadius + 0.001):
if(abs(self.obstacles[i]["pos"]["x"] - ballPos[0]) < (GameSettings.wallLength / 2) + GameSettings.ballRadius):
return(True)
return(False)
def increaseSpeed(self):
self.vel[0] += (GameSettings.bounceSpeedIncrease * (self.vel[0] / self.speed))
self.vel[1] += (GameSettings.bounceSpeedIncrease * (self.vel[1] / self.speed))
self.speed += GameSettings.bounceSpeedIncrease
async def update(self, delta, p1, p2, p1Hit = False):
self.pos[0] += (delta * self.vel[0])
self.pos[1] += (delta * self.vel[1])
if(self.pos[1] <= GameSettings.limits["back"] + 0.001 or self.pos[1] >= GameSettings.limits["front"] - 0.001):
player = p2.pos if self.pos[1] < 0 else p1.pos
if(self.pos[1] > 0 and p1Hit):
return(1)
playerDistance = self.getPlayerDistance(player, self.pos)
if(playerDistance >= -(GameSettings.playerLength / 2) and playerDistance <= GameSettings.playerLength / 2 and player["up"] == self.up):
self.vel[0] = -((self.speed * 0.80) * (playerDistance / (GameSettings.playerLength / 2)))
self.vel[1] = self.speed - abs(self.vel[0])
if(self.pos[1] > 0):
self.vel[1] = -self.vel[1]
if(p1.socket != None and not p1Hit):
p1.socket.sync_send({"type":"game","content":{"action":4, "is_opponent": self.pos[1] < 0}})
if(p2.socket != None and not p1Hit):
p2.socket.sync_send({"type":"game","content":{"action":4, "is_opponent": self.pos[1] > 0}})
elif(not p1Hit):
return(1 if self.pos[1] < 0 else 2)
else:
return(0)
elif(self.pos[0] <= GameSettings.limits["left"] + 0.001 or self.pos[0] >= GameSettings.limits["right"] - 0.001):
self.vel[0] = -self.vel[0]
elif(self.checkWallsColision(self.pos)):
self.vel[1] = -self.vel[1]
self.checkJumpersDistance(self.pos, p1, p2, p1Hit)
self.increaseSpeed()
return(0)