custom-cluedo / backend /game_engine.py
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"""
Game engine for Cluedo Custom.
Handles game logic, card distribution, turn management, and game rules.
"""
import random
from typing import List, Optional, Tuple
from backend.models import Game, Card, CardType, Solution, GameStatus, Player
from datetime import datetime
# Default character names (fallback if no custom suspects provided)
DEFAULT_CHARACTERS = [
"Miss Scarlett",
"Colonel Mustard",
"Mrs. White",
"Reverend Green",
"Mrs. Peacock",
"Professor Plum"
]
# Default weapon names (fallback if no custom weapons provided)
DEFAULT_WEAPONS = [
"Candlestick",
"Knife",
"Lead Pipe",
"Revolver",
"Rope",
"Wrench"
]
class GameEngine:
"""Core game logic engine for Cluedo Custom."""
@staticmethod
def initialize_game(game: Game) -> Game:
"""
Initialize a game with cards and solution.
Distributes cards among players after setting aside the solution.
"""
# Use custom suspects or defaults
suspects = game.custom_suspects if game.custom_suspects else DEFAULT_CHARACTERS
weapons = game.custom_weapons if game.custom_weapons else DEFAULT_WEAPONS
# Create character cards
game.characters = [
Card(name=name, card_type=CardType.CHARACTER)
for name in suspects
]
# Create weapon cards
game.weapons = [
Card(name=name, card_type=CardType.WEAPON)
for name in weapons
]
# Create room cards
game.room_cards = [
Card(name=room, card_type=CardType.ROOM)
for room in game.rooms
]
# Select solution (one of each type)
solution_character = random.choice(game.characters)
solution_weapon = random.choice(game.weapons)
solution_room = random.choice(game.room_cards)
game.solution = Solution(
character=solution_character,
weapon=solution_weapon,
room=solution_room
)
# Remaining cards to distribute
remaining_cards = []
remaining_cards.extend([c for c in game.characters if c.name != solution_character.name])
remaining_cards.extend([w for w in game.weapons if w.name != solution_weapon.name])
remaining_cards.extend([r for r in game.room_cards if r.name != solution_room.name])
# Shuffle and distribute
random.shuffle(remaining_cards)
GameEngine._distribute_cards(game, remaining_cards)
# Set game status to in progress
game.status = GameStatus.IN_PROGRESS
game.current_player_index = 0
return game
@staticmethod
def _distribute_cards(game: Game, cards: List[Card]):
"""
Distribute cards evenly among all players.
"""
num_players = len(game.players)
if num_players == 0:
return
for i, card in enumerate(cards):
player_index = i % num_players
game.players[player_index].cards.append(card)
@staticmethod
def check_suggestion(
game: Game,
player_id: str,
character: str,
weapon: str,
room: str
) -> Tuple[bool, Optional[str], Optional[Card]]:
"""
Process a player's suggestion.
Returns (can_disprove, disprover_name, card_shown).
Starting with the next player clockwise, check if anyone can disprove
the suggestion by showing one matching card.
"""
player_index = next(
(i for i, p in enumerate(game.players) if p.id == player_id),
None
)
if player_index is None:
return False, None, None
num_players = len(game.players)
# Check other players clockwise
for offset in range(1, num_players):
check_index = (player_index + offset) % num_players
checker = game.players[check_index]
# Find matching cards
matching_cards = [
card for card in checker.cards
if card.name in [character, weapon, room]
]
if matching_cards:
# Show one random matching card
card_to_show = random.choice(matching_cards)
return True, checker.name, card_to_show
# No one can disprove
return False, None, None
@staticmethod
def check_accusation(
game: Game,
character: str,
weapon: str,
room: str
) -> bool:
"""
Check if an accusation is correct.
Returns True if the accusation matches the solution.
"""
if not game.solution:
return False
return (
game.solution.character.name == character and
game.solution.weapon.name == weapon and
game.solution.room.name == room
)
@staticmethod
def process_accusation(
game: Game,
player_id: str,
character: str,
weapon: str,
room: str
) -> Tuple[bool, str]:
"""
Process a player's accusation.
Returns (is_correct, message).
If correct, player wins.
If incorrect, player is eliminated from the game.
"""
player = next((p for p in game.players if p.id == player_id), None)
if not player:
return False, "Player not found"
is_correct = GameEngine.check_accusation(game, character, weapon, room)
if is_correct:
game.winner = player.name
game.status = GameStatus.FINISHED
return True, f"{player.name} wins! The accusation was correct."
else:
# Eliminate player
player.is_active = False
# Check if only one or no players remain active
active_players = [p for p in game.players if p.is_active]
if len(active_players) <= 1:
game.status = GameStatus.FINISHED
if active_players:
game.winner = active_players[0].name
return False, f"{player.name}'s accusation was wrong. {game.winner} wins by elimination!"
else:
return False, "All players eliminated. Game over!"
return False, f"{player.name}'s accusation was wrong and is eliminated from the game."
@staticmethod
def add_turn_record(
game: Game,
player_id: str,
action: str,
details: Optional[str] = None,
ai_comment: Optional[str] = None
):
"""Add a turn record to the game history."""
from backend.models import Turn
player = next((p for p in game.players if p.id == player_id), None)
if not player:
return
turn = Turn(
player_id=player_id,
player_name=player.name,
action=action,
details=details,
ai_comment=ai_comment,
timestamp=datetime.now().isoformat()
)
game.turns.append(turn)
@staticmethod
def get_player_card_names(player: Player) -> List[str]:
"""Get list of card names for a player."""
return [card.name for card in player.cards]
@staticmethod
def can_player_act(game: Game, player_id: str) -> bool:
"""Check if it's the player's turn and they can act."""
current_player = game.get_current_player()
if not current_player:
return False
return (
current_player.id == player_id and
current_player.is_active and
game.status == GameStatus.IN_PROGRESS
)
@staticmethod
def roll_dice() -> int:
"""Roll a single die (1-6)."""
return random.randint(1, 6)
@staticmethod
def move_player(game: Game, player_id: str, dice_roll: int) -> Tuple[bool, str, int]:
"""
Move a player to a room based on dice roll.
Dice value maps directly to room index (1→room 0, 2→room 1, etc.)
Returns (success, message, new_room_index).
"""
player = next((p for p in game.players if p.id == player_id), None)
if not player:
return False, "Joueur introuvable", -1
num_rooms = len(game.rooms)
if num_rooms == 0:
return False, "Pas de pièces disponibles", -1
# Map dice roll to room (1-6 maps to rooms, if more rooms, use modulo)
new_room_index = (dice_roll - 1) % num_rooms
old_room = game.rooms[player.current_room_index] if player.current_room_index < num_rooms else "???"
new_room = game.rooms[new_room_index]
player.current_room_index = new_room_index
message = f"🎲 Dé: {dice_roll}{new_room}"
return True, message, new_room_index
@staticmethod
def can_make_suggestion(game: Game, player_id: str, room: str) -> Tuple[bool, str]:
"""
Check if a player can make a suggestion.
Players can only suggest in the room they're currently in.
"""
player = next((p for p in game.players if p.id == player_id), None)
if not player:
return False, "Joueur introuvable"
if not player.has_rolled:
return False, "Tu dois d'abord lancer les dés avant de faire une suggestion !"
current_room = game.rooms[player.current_room_index]
if current_room != room:
return False, f"Tu dois être dans {room} pour faire cette suggestion ! Tu es actuellement dans {current_room}."
return True, ""