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sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Race_to_the_Top/src/client/client/game/ui/tilebox.py
ctfs/CCCamp/2023/game/Race_to_the_Top/src/client/client/game/ui/tilebox.py
import logging from functools import cache from pyglet.gl import ( GL_BLEND, GL_CLAMP_TO_EDGE, GL_NEAREST, GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA, GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, GL_TRIANGLES, glBlendFunc, glDisable, glEnable, glTexParameteri, ) from pyglet.graphics import Group from pyglet.graphics.shader import Shader, ShaderProgram from client.game.ui import get_ui_image TILE_SIZE_X = 16 TILE_SIZE_Y = 16 VERTEX_SOURCE = """#version 330 core in vec2 tex_coords; in vec2 position; out vec2 texture_pos; out vec3 vertex_colors; uniform vec2 translation; uniform vec2 scale; uniform vec3 color_add; uniform bool center; uniform WindowBlock { // This UBO is defined on Window creation, and available mat4 projection; // in all Shaders. You can modify these matrixes with the mat4 view; // Window.view and Window.projection properties. } window; mat4 m_translate = mat4(1.0); mat4 m_scale = mat4(1.0); void main() { m_translate[3][0] = translation.x; m_translate[3][1] = translation.y; m_scale[0][0] = scale.x; m_scale[1][1] = scale.y; gl_Position = window.projection * window.view * m_translate * m_scale * vec4(position, 0, 1); texture_pos = tex_coords; vertex_colors = color_add; } """ FRAGMENT_SOURCE = """#version 330 core in vec2 texture_pos; in vec3 vertex_colors; out vec4 final_color; uniform sampler2D texture_atlas; void main() { vec4 tex_color = texture(texture_atlas, texture_pos); final_color = tex_color + vec4(vertex_colors, 0) *tex_color.w; } """ @cache def get_tile_box_shader() -> ShaderProgram: logging.debug("Map Shader Recalc") vert_shader = Shader(VERTEX_SOURCE, "vertex") frag_shader = Shader(FRAGMENT_SOURCE, "fragment") return ShaderProgram(vert_shader, frag_shader) def create_quad( x: float, y: float, ts: int ) -> tuple[float, float, float, float, float, float, float, float]: x = x * ts y = y * ts x2 = x + ts y2 = y + ts return (x, y, x2, y, x2, y2, x, y2) def create_quad_tex( x: float, y: float, w: float, h: float ) -> tuple[float, float, float, float, float, float, float, float]: x = x * TILE_SIZE_X y = y * TILE_SIZE_Y x2 = x + TILE_SIZE_X y2 = y + TILE_SIZE_Y x /= w x2 /= w y /= h y2 /= h y = 1 - y y2 = 1 - y2 return (x, y2, x2, y2, x2, y, x, y) def gen_quad_indices(n: int) -> tuple[int, int, int, int, int, int]: offset = n * 4 return (0 + offset, 1 + offset, 2 + offset, 0 + offset, 2 + offset, 3 + offset) class TileStrip(Group): def __init__( self, x: float, y: float, width: int, height: int, tile_size: int = 32, tile_offset_x: int = 0, tile_offset_y: int = 0, scale_x: float = 1, scale_y: float = 1, group: Group | None = None, horizontal: bool = True, ): self.color_add: tuple[float, float, float] = (0, 0, 0) self.scale_x = scale_x self.scale_y = scale_y self.tile_offset_x = tile_offset_x self.tile_offset_y = tile_offset_y self.tile_size = tile_size self.width = width - width % -tile_size self.width = max(tile_size * 3, self.width) self.height = height - height % -tile_size self.x = x self.y = y self.horizontal = horizontal self.vlist = None self.program = get_tile_box_shader() super().__init__(parent=group) def set_state(self): # glPolygonMode(GL_FRONT_AND_BACK, GL_LINE) self.program.use() self.texture.bind(0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE) glEnable(GL_BLEND) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) def unset_state(self): glDisable(GL_BLEND) self.program.stop() # glPolygonMode(GL_FRONT_AND_BACK, GL_FILL) def draw(self): if self.vlist is None: image = get_ui_image() self.texture = image.get_texture() position: list[float] = [] indices: list[int] = [] tex_coords: list[float] = [] match self.horizontal: case True: for x in range(int(self.width // self.tile_size)): position += create_quad( x=x - (self.width // self.tile_size) / 2, y=-0.5, ts=self.tile_size, ) indices += gen_quad_indices(x) tile_offset_x = 0 if x > 0: tile_offset_x += 1 if x == self.width // self.tile_size - 1: tile_offset_x += 1 tex_coords += create_quad_tex( self.tile_offset_x + tile_offset_x, self.tile_offset_y, image.width, image.height, ) case False: for y in range(int(self.height // self.tile_size)): position += create_quad( x=-0.5, y=y - (self.height // self.tile_size) / 2, ts=self.tile_size, ) indices += gen_quad_indices(y) tile_offset_y = 0 if y > 0: tile_offset_y -= 1 if y == self.height // self.tile_size - 1: tile_offset_y -= 1 tex_coords += create_quad_tex( self.tile_offset_x, self.tile_offset_y + tile_offset_y, image.width, image.height, ) self.vlist = self.program.vertex_list_indexed( 4 * (self.width // self.tile_size) * (self.height // self.tile_size), GL_TRIANGLES, indices, position=("f", position), tex_coords=("f", tex_coords), ) self.program["translation"] = ( self.x + self.width / 2, self.y + self.height / 2, ) self.program["scale"] = (self.scale_x, self.scale_y) self.program["color_add"] = self.color_add # self.program["center"] = center self.set_state_recursive() self.vlist.draw(GL_TRIANGLES) self.unset_state_recursive() class TileBox(Group): def __init__( self, x: float, y: float, width: float, height: float, color: tuple[int, int, int, int] = (80, 0, 80, 255), tile_size: int = 32, tile_offset_x: int = 0, tile_offset_y: int = 0, scale_x: float = 1, scale_y: float = 1, group: Group | None = None, ): self.scale_x = scale_y self.scale_y = scale_x self.tile_size = tile_size self.width = (width // tile_size) * tile_size self.height = (height // tile_size) * tile_size self.x = x self.y = y self.vlist = None self.tile_offset_x = tile_offset_x self.tile_offset_y = tile_offset_y self.program = get_tile_box_shader() super().__init__(parent=group) def set_state(self): # glPolygonMode(GL_FRONT_AND_BACK, GL_LINE) self.program.use() self.texture.bind(0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE) glEnable(GL_BLEND) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) def unset_state(self): glDisable(GL_BLEND) self.program.stop() # glPolygonMode(GL_FRONT_AND_BACK, GL_FILL) def draw(self): if self.vlist is None: image = get_ui_image() self.texture = image.get_texture() position: list[float] = [] indices: list[int] = [] tex_coords: list[float] = [] for x in range(int(self.width // self.tile_size)): for y in range(int(self.height // self.tile_size)): position += create_quad(x, y, self.tile_size) indices += gen_quad_indices( int(self.width // self.tile_size) * y + x ) tile_offset_x = 0 tile_offset_y = 2 if x > 0: tile_offset_x += 1 if x == self.width // self.tile_size - 1: tile_offset_x += 1 if y > 0: tile_offset_y -= 1 if y == self.height // self.tile_size - 1: tile_offset_y -= 1 tex_coords += create_quad_tex( self.tile_offset_x + tile_offset_x, self.tile_offset_y + tile_offset_y, image.width, image.height, ) self.vlist = self.program.vertex_list_indexed( int( 4 * (self.width // self.tile_size) * (self.height // self.tile_size) ), GL_TRIANGLES, indices, position=("f", position), tex_coords=("f", tex_coords), ) self.program["translation"] = (self.x, self.y) self.program["scale"] = (self.scale_x, self.scale_y) self.program["color_add"] = (0, 0, 0) # self.program["center"] = center self.set_state_recursive() self.vlist.draw(GL_TRIANGLES) self.unset_state_recursive() def delete(self): if self.vlist: self.vlist.delete() self.vlist = None def __del__(self): if self.vlist: self.vlist.delete() self.vlist = None
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Race_to_the_Top/src/client/client/game/ui/__init__.py
ctfs/CCCamp/2023/game/Race_to_the_Top/src/client/client/game/ui/__init__.py
from functools import cache from pathlib import Path from typing import cast import pyglet from pyglet.image import ImageData, TextureGrid import client @cache def get_ui_image() -> ImageData: return cast( ImageData, pyglet.image.load(Path(client.PATH, "assets/ui/16x16/Modern_UI_Style_1.png")), ) @cache def get_ui_grid() -> TextureGrid: rows = 43 columns = 61 image_grid = pyglet.image.ImageGrid(get_ui_image(), rows=rows, columns=columns) texture_grid = image_grid.get_texture_sequence() # for some reason the grid is upside down, ouch texture_grid.items = [ x for i in range(rows) for x in cast(list[int], texture_grid.items[i * columns :][:columns][::-1]) ][::-1] return texture_grid
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Race_to_the_Top/src/client/client/game/ui/dropdown.py
ctfs/CCCamp/2023/game/Race_to_the_Top/src/client/client/game/ui/dropdown.py
from typing import cast from pyglet.graphics import Batch, Group from pyglet.gui.widgets import WidgetBase from pyglet.shapes import Rectangle from pyglet.text import Label class DropdownEntry(WidgetBase): def __init__(self, x: int, y: int, text: str, batch: Batch, group: Group): padding = 0 self._label = Label( text, x=x + padding, y=y + padding, batch=batch, anchor_y="bottom", color=(255, 255, 255, 255), group=group, ) label_width = self._label.content_width label_height = cast(int, self._label.content_height) width = label_width + padding * 2 height = label_height + padding * 2 super().__init__(x, y, width, height) class Dropdown(WidgetBase): def __init__( self, x: int, y: int, entries: list[str], batch: Batch, ) -> None: self.group = Group() self.entries: list[DropdownEntry] = [] height = 0 width = 0 for entry in entries[::-1]: dentry = DropdownEntry( x=x, y=y + height, text=entry, batch=batch, group=self.group ) height += dentry.height width = max(width, dentry.width) self.entries.append(dentry) self._outline = Rectangle( x, y, width, height, color=(80, 0, 80, 255), batch=batch ) self._selector = Rectangle( x, y, width, 0, color=(255, 255, 255, 255), batch=batch ) self._selector.opacity = 0 self.selected_entry = None super().__init__(x, y, width, height) def on_mouse_motion(self, x: int, y: int, dx: int, dy: int) -> None: if self._check_hit(x, y): for entry in self.entries: if entry.y < y < entry.y + entry.height: break else: self._selector.opacity = 0 if self.selected_entry: self.selected_entry._label.color = ( # pyright: ignore[reportPrivateUsage] 255, 255, 255, 255, ) self.selected_entry = None return self._selector.x = entry.x self._selector.y = entry.y self._selector.height = entry.height self._selector.opacity = 255 if self.selected_entry: self.selected_entry._label.color = ( # pyright: ignore[reportPrivateUsage] 255, 255, 255, 255, ) entry._label.color = (0, 0, 0, 255) # pyright: ignore[reportPrivateUsage] self.selected_entry = entry
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Race_to_the_Top/src/client/client/game/ui/button.py
ctfs/CCCamp/2023/game/Race_to_the_Top/src/client/client/game/ui/button.py
from typing import cast from pyglet.graphics import Batch, Group from pyglet.gui.widgets import WidgetBase from pyglet.image import Animation, AnimationFrame, Texture from pyglet.text import Label from client.game.nearest_sprite import NearestSprite from client.game.ui.tilebox import TileStrip class ButtonBase(WidgetBase): def __init__(self, x: float, y: float, width: float, height: float) -> None: self._pressed = False self.enabled = True self._hover = False super().__init__(x, y, width, height) def pressed(self) -> None: pass def released(self) -> None: pass def on_mouse_press(self, x: int, y: int, buttons: int, modifiers: int) -> None: if not self.enabled or not self._check_hit(x, y): return self._pressed = True self.pressed() self.dispatch_event("on_press") def on_mouse_release(self, x: int, y: int, buttons: int, modifiers: int) -> None: if not self.enabled or not self._pressed: return self._pressed = False self.released() self.dispatch_event("on_release") def on_mouse_motion(self, x: int, y: int, dx: int, dy: int) -> None: if not self.enabled or not self._check_hit(x, y): self._hover = False return self._hover = True def _update_position(self) -> None: pass ButtonBase.register_event_type("on_press") ButtonBase.register_event_type("on_release") class Button(ButtonBase): def __init__( self, x: int, y: int, width: int, height: int, batch: Batch, group: Group | None = None, color: tuple[int, int, int, int] = (80, 0, 80, 255), ) -> None: self._outline = TileStrip( x + 24, y, width + 16 * 3, height=height, tile_offset_x=3, tile_offset_y=23, scale_y=1.2, scale_x=1.2, group=group, ) self._outline.x -= 32 super().__init__( x + 8 * self._outline.scale_x, y - 8, (self._outline.width - 16 * 3) * self._outline.scale_x, (self._outline.height) * self._outline.scale_y, ) def _update_position(self) -> None: self._outline.x = self._x self._outline.y = self._y def draw(self) -> None: if self._hover: self._outline.color_add = (0.1, 0.1, 0.1) else: self._outline.color_add = (0, 0, 0) self._outline.draw() class TextButton(Button): def __init__( self, text: str, x: int, y: int, batch: Batch, group: Group | None = None ) -> None: self._label = Label( text, x=x, y=y + 4, batch=batch, group=group, anchor_y="bottom", color=(0, 0, 0, 255), ) label_width = self._label.content_width label_height = cast(int, self._label.content_height) width = label_width height = label_height super().__init__(x, y, width, height, batch, group=group) self._label.x += label_width / 2 - 4 def draw(self) -> None: super().draw() def _update_position(self) -> None: self._label.x = self._x self._label.y = self._y super()._update_position() class ImageButton(ButtonBase): def __init__( self, img: Texture | Animation, x: int, y: int, group: Group | None = None, scale_x: float = 1.0, scale_y: float = 1.0, ) -> None: match img: case Texture() as t: width = t.width height = t.height self._animate = False case Animation(): width = cast(int, img.get_max_width()) height = cast(int, img.get_max_height()) self._animate = True cast(AnimationFrame, img.frames[-1]).duration = None self._image = NearestSprite( img=img, x=x, y=y, group=group, origin=(width // 2, height // 2), ) if self._animate: self._image.paused = True self._image.scale_x = scale_x self._image.scale_y = scale_y self._w = width self._h = height super().__init__( x - (self._w * (self._image.scale_x - 1)) / 2, y - (self._h * (self._image.scale_y - 1)) / 2, width * scale_x, height * scale_y, ) @property def x(self) -> float: return self._x @x.setter def x(self, value: float) -> None: self._image.x = value + (self._w * (self._image.scale_x - 1)) / 2 self._x = value @property def y(self) -> float: return self._y @y.setter def y(self, value: float) -> None: self._image.y = value + (self._h * (self._image.scale_y - 1)) / 2 self._y = value def pressed(self) -> None: if self._animate: self._image.paused = False def released(self) -> None: if self._animate: self._image._next_dt = 0 # pyright: ignore[reportPrivateUsage] self._image._animate(0) # pyright: ignore[reportPrivateUsage] self._image.paused = True def draw(self) -> None: self._image.draw()
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Race_to_the_Top/src/shared/shared/constants.py
ctfs/CCCamp/2023/game/Race_to_the_Top/src/shared/shared/constants.py
CHUNK_SIZE_X: int = 32 CHUNK_SIZE_Y: int = 32 TILE_SIZE_X: int = 16 TILE_SIZE_Y: int = 16 NUM_TILES_PER_COLUM: int = 16 PLAYER_SPEED: int = 100 PLAYER_WIDTH: int = 16 PLAYER_HEIGHT: int = 16 PLAYER_DEATH_TIMEOUT = 60 * 5 # 5 minutes VIEW_DISTANCE: int = 500 VIEW_DISTANCE_SQ: int = pow(VIEW_DISTANCE, 2) SERVER_TICK_RATE: int = 30 TARGET_FPS: int = 30 TARGET_UPS: int = 60 START_X = 80 START_Y = 80
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Race_to_the_Top/src/shared/shared/collison.py
ctfs/CCCamp/2023/game/Race_to_the_Top/src/shared/shared/collison.py
import functools import operator from typing import Iterator, Tuple import collision from shared.gen.messages.v1 import Polygon from shared.map import Map def bb(x: float, y: float, w: float, h: float) -> Iterator[Tuple[float, float]]: yield x, y yield x + w, y yield x + w, y + h yield x, y + h cached_polys: dict[int, collision.Concave_Poly] = {} def to_poly(poly: Polygon) -> collision.Concave_Poly: id_ = id(poly) if id_ in cached_polys: return cached_polys[id_] p = collision.Concave_Poly( collision.Vector(0, 0), [collision.Vector(p.x, p.y) for p in poly.points], ) cached_polys[id_] = p return p def point_in_poly(x: float, y: float, poly: Polygon) -> bool: to_test = to_poly(poly=poly) return collision.point_in_poly(collision.Vector(x, y), to_test) class CollisionManager: def __init__(self, width: int, height: int) -> None: self.width = width self.height = height # handle different collision types so that we only cancel direction of collision def _do_edge_detection( self, map: Map, old_x: float, old_y: float, new_x: float, new_y: float, offset_x: int, offset_y: int, user_id: str, ) -> Tuple[float, float] | None: player = collision.Poly( collision.Vector(new_x, old_y), [ collision.Vector(x, y) for x, y in [ (0, 0), (0, self.height), (self.width, self.height), (self.width, 0), ] ], ) player2 = collision.Poly( collision.Vector(old_x, new_y), [ collision.Vector(x, y) for x, y in [ (0, 0), (0, self.height), (self.width, self.height), (self.width, 0), ] ], ) match map.get_tiles(new_x + offset_x, old_y + offset_y, user_id): case None: return case tiles, tx, ty: pass for col in functools.reduce( operator.iconcat, [tile.collision for tile in tiles], [] ): poly = collision.Concave_Poly( collision.Vector(tx, ty), [collision.Vector(p.x, p.y) for p in col.points], ) c = collision.collide(poly, player) if c: break else: return (new_x, old_y) match map.get_tiles(old_x + offset_x, new_y + offset_y, user_id): case None: return case tiles2, tx2, ty2: pass for col in functools.reduce( operator.iconcat, [tile.collision for tile in tiles2], [] ): poly = collision.Concave_Poly( collision.Vector(tx2, ty2), [collision.Vector(p.x, p.y) for p in col.points], ) c = collision.collide(poly, player2) if c: break else: return (old_x, new_y) return (old_x, old_y) def check_collisons( self, map: Map, old_x: float, old_y: float, new_x: float, new_y: float, user_id: str = "", ) -> Tuple[float, float] | None: entity = collision.Poly( collision.Vector(new_x, new_y), [ collision.Vector(x, y) for x, y in [ (0, 0), (0, self.height), (self.width, self.height), (self.width, 0), ] ], ) colls: set[int] = set() for idx, (x, y) in enumerate(bb(new_x, new_y, self.width, -self.height)): match map.get_tiles(x=x, y=y, user_id=user_id): case None: return None case tiles, tx, ty: pass for tile in tiles: for col in tile.collision: poly = collision.Concave_Poly( collision.Vector(tx, ty), [collision.Vector(p.x, p.y) for p in col.points], ) resp = collision.Response() c = collision.collide(poly, entity, resp) if c: colls.add(idx) match list(colls): case []: return (new_x, new_y) case [0, 1]: return (new_x, old_y) case [0, 3]: return (old_x, new_y) case [2, 3]: return (new_x, old_y) case [1, 2]: return (old_x, new_y) case [0]: return self._do_edge_detection( map, old_x, old_y, new_x, new_y, 0, 0, user_id ) case [1]: return self._do_edge_detection( map, old_x, old_y, new_x, new_y, self.width, 0, user_id ) case [2]: return self._do_edge_detection( map, old_x, old_y, new_x, new_y, self.width, -self.height, user_id ) case [3]: return self._do_edge_detection( map, old_x, old_y, new_x, new_y, 0, -self.height, user_id ) case _: pass return (old_x, old_y)
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Race_to_the_Top/src/shared/shared/lazy.py
ctfs/CCCamp/2023/game/Race_to_the_Top/src/shared/shared/lazy.py
import builtins from collections.abc import Iterator from enum import EnumMeta from typing import Any import betterproto class Lazy: cls: type def __init__(self, cls: type) -> None: self.cls = cls def get_default(self, sub_cls: type) -> Any: match sub_cls: case builtins.str: return "" case builtins.int: return 0 case builtins.float: return 0.0 case builtins.bool: return False case builtins.bytes: return b"" case builtins.list: return LazyList([], cls=sub_cls) case EnumMeta(): return list(sub_cls)[0] case _: return LazyDict({}, cls=sub_cls) class LazyList(list[Any], Lazy): def __init__(self, a: list[Any], cls: type) -> None: Lazy.__init__(self=self, cls=cls) super().__init__(a) def __getitem__(self, items: Any) -> Any: ret = super().__getitem__(items) match ret: case dict(): new_value = LazyDict(ret, cls=self.cls) case list(): new_value = LazyList(ret, cls=self.cls) case _: new_value = ret super().__setitem__(items, new_value) return new_value def __iter__(self) -> Iterator[Any]: for ret in super().__iter__(): match ret: case dict(): yield LazyDict(ret, cls=self.cls) case list(): yield LazyList(ret, cls=self.cls) case _: yield ret class LazyDict(dict[str, Any], Lazy): def __init__(self, a: dict[str, Any], cls: type) -> None: Lazy.__init__(self=self, cls=cls) super().__init__(a) self.object = None def __getattr__(self, __name: str) -> Any: if self.object: return self.object.__getattribute__(__name) key = betterproto.casing.camel_case(__name) sub_cls: Any = self.cls._cls_for(self.cls.__dataclass_fields__[__name]) # type: ignore if key in self: ret = self[key] match sub_cls: case EnumMeta(): new_value = sub_cls(ret) case _: match ret: case dict(): new_value = LazyDict(ret, cls=sub_cls) case list(): new_value = LazyList(ret, cls=sub_cls) case _: new_value = ret else: new_value = self.get_default(sub_cls) self[key] = new_value return new_value @property # type: ignore def __class__(self) -> type: return self.cls def to_dict( self, casing: betterproto.Casing = betterproto.Casing.CAMEL, include_default_values: bool = False, ) -> dict[str, Any]: if not self.object: value = self.cls().from_dict(self) self.object = value return self.object.to_dict(casing, include_default_values)
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Race_to_the_Top/src/shared/shared/bidict.py
ctfs/CCCamp/2023/game/Race_to_the_Top/src/shared/shared/bidict.py
from __future__ import annotations from typing import Generic, TypeVar _KT = TypeVar("_KT") _VT = TypeVar("_VT") class BijectionError(Exception, Generic[_VT]): """Must set a unique value in a BijectiveMap.""" def __init__(self, value: _VT) -> None: self.value = value msg = 'The value "{}" is already in the mapping.' super().__init__(msg.format(value)) class BijectiveMap(dict[_KT, _VT]): """Invertible map.""" inverse: BijectiveMap[_VT, _KT] def __init__(self, inverse: BijectiveMap[_VT, _KT] | None = None) -> None: if inverse is None: inverse = self.__class__(inverse=self) self.inverse = inverse def __setitem__(self, key: _KT, value: _VT) -> None: if value in self.inverse: raise BijectionError(value) self.inverse._set_item(value, key) self._set_item(key, value) def __delitem__(self, key: _KT) -> None: self.inverse._del_item(self[key]) self._del_item(key) def _del_item(self, key: _KT) -> None: super().__delitem__(key) def _set_item(self, key: _KT, value: _VT) -> None: super().__setitem__(key, value)
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Race_to_the_Top/src/shared/shared/utils.py
ctfs/CCCamp/2023/game/Race_to_the_Top/src/shared/shared/utils.py
from __future__ import annotations from asyncio import Lock from threading import Timer from typing import Any, Awaitable, Callable, List class AsyncLockEventHandler(object): lock: Lock def __init__( self, handlers: List[Callable[[Lock, *Any], Awaitable[None]]] | None = None ) -> None: self.lock = Lock() if handlers is None: self.__eventhandlers = [] else: self.__eventhandlers = handlers def __iadd__( self, handler: Callable[[Lock, *Any], Awaitable[None]] ) -> AsyncLockEventHandler: self.__eventhandlers.append(handler) return self def __isub__( self, handler: Callable[[Lock, *Any], Awaitable[None]] ) -> AsyncLockEventHandler: self.__eventhandlers.remove(handler) return self async def __call__(self, *args: Any, **keywargs: Any) -> None: for eventhandler in self.__eventhandlers: await eventhandler(self.lock, *args, **keywargs) class AsyncEventHandler(object): def __init__( self, handlers: List[Callable[..., Awaitable[None]]] | None = None ) -> None: if handlers is None: self.__eventhandlers = [] else: self.__eventhandlers = handlers def __iadd__(self, handler: Callable[..., Awaitable[None]]) -> AsyncEventHandler: self.__eventhandlers.append(handler) return self def __isub__(self, handler: Callable[..., Awaitable[None]]) -> AsyncEventHandler: self.__eventhandlers.remove(handler) return self async def __call__(self, *args: Any, **keywargs: Any) -> None: for eventhandler in self.__eventhandlers: await eventhandler(*args, **keywargs) class EventHandler(object): def __init__(self, handlers: List[Callable[..., None]] | None = None) -> None: if handlers is None: self.__eventhandlers = [] else: self.__eventhandlers = handlers def __iadd__(self, handler: Callable[..., None]) -> EventHandler: self.__eventhandlers.append(handler) return self def __isub__(self, handler: Callable[..., None]) -> EventHandler: self.__eventhandlers.remove(handler) return self def __call__(self, *args: Any, **keywargs: Any) -> None: for eventhandler in self.__eventhandlers: eventhandler(*args, **keywargs) class RepeatedTimer(object): def __init__( self, interval: int, function: Callable[..., None], *args: Any, **kwargs: Any ) -> None: self._timer = None self.interval = interval self.function = function self.args = args self.kwargs = kwargs self.is_running = False self.start() def _run(self) -> None: self.is_running = False self.start() self.function(*self.args, **self.kwargs) def start(self) -> None: if not self.is_running: self._timer = Timer(self.interval, self._run) self._timer.start() self.is_running = True def stop(self) -> None: if self._timer: self._timer.cancel() self._timer.join() self.is_running = False
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Race_to_the_Top/src/shared/shared/__init__.py
ctfs/CCCamp/2023/game/Race_to_the_Top/src/shared/shared/__init__.py
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Race_to_the_Top/src/shared/shared/map.py
ctfs/CCCamp/2023/game/Race_to_the_Top/src/shared/shared/map.py
from abc import ABC, abstractmethod from dataclasses import dataclass from typing import List, Tuple from shared.gen.messages.v1 import Polygon @dataclass class Tile: chunk_atlas_offset: int collision: List[Polygon] class Map(ABC): @abstractmethod def get_tiles( self, x: float, y: float, user_id: str ) -> Tuple[List[Tile], float, float] | None: pass
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Race_to_the_Top/src/shared/shared/gen/__init__.py
ctfs/CCCamp/2023/game/Race_to_the_Top/src/shared/shared/gen/__init__.py
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Race_to_the_Top/src/shared/shared/gen/messages/__init__.py
ctfs/CCCamp/2023/game/Race_to_the_Top/src/shared/shared/gen/messages/__init__.py
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Race_to_the_Top/src/shared/shared/gen/messages/v1/__init__.py
ctfs/CCCamp/2023/game/Race_to_the_Top/src/shared/shared/gen/messages/v1/__init__.py
# Generated by the protocol buffer compiler. DO NOT EDIT! # sources: messages/v1/entity.proto, messages/v1/messages.proto, messages/v1/tile.proto # plugin: python-betterproto # This file has been @generated from dataclasses import dataclass from datetime import datetime from typing import List import betterproto class Direction(betterproto.Enum): DIRECTION_UNSPECIFIED = 0 DIRECTION_NORTH = 1 DIRECTION_EAST = 2 DIRECTION_SOUTH = 3 DIRECTION_WEST = 4 class Activity(betterproto.Enum): ACTIVITY_UNSPECIFIED = 0 ACTIVITY_IDLE = 1 ACTIVITY_WALKING = 2 ACTIVITY_ATTACKING = 3 ACTIVITY_DEATH = 4 class ObjectType(betterproto.Enum): OBJECT_TYPE_UNSPECIFIED = 0 OBJECT_TYPE_NPC = 1 OBJECT_TYPE_ENEMY = 2 OBJECT_TYPE_AREA = 3 OBJECT_TYPE_PICKUPABLE = 4 class InteractStatus(betterproto.Enum): INTERACT_STATUS_UNSPECIFIED = 0 INTERACT_STATUS_START = 1 INTERACT_STATUS_UPDATE = 2 INTERACT_STATUS_STOP = 3 class InteractType(betterproto.Enum): INTERACT_TYPE_UNSPECIFIED = 0 INTERACT_TYPE_TEXT = 1 INTERACT_TYPE_SHOP = 2 INTERACT_TYPE_DIG = 3 INTERACT_TYPE_RUNNER = 4 INTERACT_TYPE_CUT_OUT = 5 INTERACT_TYPE_LICENSE = 6 class ShopInteractType(betterproto.Enum): SHOP_INTERACT_TYPE_UNSPECIFIED = 0 SHOP_INTERACT_TYPE_BUY = 1 SHOP_INTERACT_TYPE_SELL = 2 SHOP_INTERACT_TYPE_TRADE = 3 class RunnerAction(betterproto.Enum): RUNNER_ACTION_UNSPECIFIED = 0 RUNNER_ACTION_JUMP = 1 RUNNER_ACTION_MAYBE_ADD_OBSTACLE = 2 RUNNER_ACTION_DIE = 3 class SessionType(betterproto.Enum): SESSION_TYPE_UNSPECIFIED = 0 SESSION_TYPE_NORMAL = 1 SESSION_TYPE_FREE_CAM = 2 class ErrorType(betterproto.Enum): ERROR_TYPE_UNSPECIFIED = 0 ERROR_TYPE_UNAUTHORIZED = 1 ERROR_TYPE_INVALID_CHUNK = 2 ERROR_TYPE_INVALID_OBJECT = 3 ERROR_TYPE_TIMEOUT = 4 ERROR_TYPE_ALREADY_LOGGED_IN = 5 @dataclass(eq=False, repr=False) class Point(betterproto.Message): x: float = betterproto.double_field(1) y: float = betterproto.double_field(2) @dataclass(eq=False, repr=False) class Polygon(betterproto.Message): points: List["Point"] = betterproto.message_field(1) @dataclass(eq=False, repr=False) class TileCollision(betterproto.Message): polygons: List["Polygon"] = betterproto.message_field(1) @dataclass(eq=False, repr=False) class AnimationStep(betterproto.Message): id: int = betterproto.int32_field(1) duration: int = betterproto.int32_field(2) @dataclass(eq=False, repr=False) class Animation(betterproto.Message): id: int = betterproto.int32_field(1) animation_setps: List["AnimationStep"] = betterproto.message_field(2) @dataclass(eq=False, repr=False) class Tileset(betterproto.Message): tileset: bytes = betterproto.bytes_field(1) width: int = betterproto.int32_field(2) height: int = betterproto.int32_field(3) animations: List["Animation"] = betterproto.message_field(4) @dataclass(eq=False, repr=False) class Object(betterproto.Message): uuid: str = betterproto.string_field(1) coords: "Coords" = betterproto.message_field(2) type: "ObjectType" = betterproto.enum_field(3) remove: bool = betterproto.bool_field(4) enemy_info: "EnemyInfo" = betterproto.message_field(5) area: "Polygon" = betterproto.message_field(6) pickupable: "Item" = betterproto.message_field(7) @dataclass(eq=False, repr=False) class EnemyInfo(betterproto.Message): health: int = betterproto.int32_field(1) health_max: int = betterproto.int32_field(2) name: str = betterproto.string_field(3) last_attack: float = betterproto.double_field(4) @dataclass(eq=False, repr=False) class Objects(betterproto.Message): objects: List["Object"] = betterproto.message_field(1) @dataclass(eq=False, repr=False) class ObjectAssetRequest(betterproto.Message): uuid: str = betterproto.string_field(1) @dataclass(eq=False, repr=False) class EntityAsset(betterproto.Message): id: int = betterproto.int32_field(1) direction: "Direction" = betterproto.enum_field(2) activity: "Activity" = betterproto.enum_field(3) @dataclass(eq=False, repr=False) class EntityAssets(betterproto.Message): height: int = betterproto.int32_field(1) width: int = betterproto.int32_field(2) tileset: "Tileset" = betterproto.message_field(3) entity_assets: List["EntityAsset"] = betterproto.message_field(4) collisions: List["TileCollision"] = betterproto.message_field(5) @dataclass(eq=False, repr=False) class ObjectAsset(betterproto.Message): object_uuid: str = betterproto.string_field(1) assets: "EntityAssets" = betterproto.message_field(2) name: str = betterproto.string_field(3) type: "ObjectType" = betterproto.enum_field(4) interactable: bool = betterproto.bool_field(5) interact_distance: float = betterproto.double_field(6) @dataclass(eq=False, repr=False) class Interact(betterproto.Message): uuid: str = betterproto.string_field(1) text: str = betterproto.string_field(2) status: "InteractStatus" = betterproto.enum_field(3) type: "InteractType" = betterproto.enum_field(4) shop: List["ShopInteract"] = betterproto.message_field(5) progress: float = betterproto.double_field(6) runner: "Runner" = betterproto.message_field(7) @dataclass(eq=False, repr=False) class ShopInteract(betterproto.Message): item: "Item" = betterproto.message_field(1) cost: int = betterproto.int32_field(2) type: "ShopInteractType" = betterproto.enum_field(3) trade_in: "Item" = betterproto.message_field(4) @dataclass(eq=False, repr=False) class Item(betterproto.Message): name: str = betterproto.string_field(1) description: str = betterproto.string_field(2) icon: int = betterproto.int32_field(3) quantity: int = betterproto.int32_field(4) @dataclass(eq=False, repr=False) class RunnerEvent(betterproto.Message): time: float = betterproto.double_field(1) action: "RunnerAction" = betterproto.enum_field(2) @dataclass(eq=False, repr=False) class Runner(betterproto.Message): events: List["RunnerEvent"] = betterproto.message_field(1) dts: List[float] = betterproto.double_field(2) @dataclass(eq=False, repr=False) class Coords(betterproto.Message): x: float = betterproto.double_field(1) y: float = betterproto.double_field(2) rotation: float = betterproto.double_field(3) @dataclass(eq=False, repr=False) class User(betterproto.Message): uuid: str = betterproto.string_field(1) username: str = betterproto.string_field(2) coords: "Coords" = betterproto.message_field(3) money: int = betterproto.int32_field(4) inventory: List["Item"] = betterproto.message_field(5) health: int = betterproto.int32_field(6) last_death: float = betterproto.float_field(7) @dataclass(eq=False, repr=False) class Users(betterproto.Message): users: List["User"] = betterproto.message_field(1) @dataclass(eq=False, repr=False) class Login(betterproto.Message): username: str = betterproto.string_field(1) password: str = betterproto.string_field(2) @dataclass(eq=False, repr=False) class LoggedIn(betterproto.Message): success: bool = betterproto.bool_field(1) self: "User" = betterproto.message_field(2) assets: "EntityAssets" = betterproto.message_field(3) interact_distance: float = betterproto.double_field(4) type: "SessionType" = betterproto.enum_field(5) error: "ErrorType" = betterproto.enum_field(6) @dataclass(eq=False, repr=False) class Ping(betterproto.Message): time: datetime = betterproto.message_field(1) @dataclass(eq=False, repr=False) class MapChunk(betterproto.Message): x: int = betterproto.int32_field(1) y: int = betterproto.int32_field(2) height: int = betterproto.int32_field(3) width: int = betterproto.int32_field(4) tiles: List[int] = betterproto.int32_field(5) tileset: "Tileset" = betterproto.message_field(6) collisions: List["TileCollision"] = betterproto.message_field(7) @dataclass(eq=False, repr=False) class MapChunkRequest(betterproto.Message): x: int = betterproto.int32_field(1) y: int = betterproto.int32_field(2) @dataclass(eq=False, repr=False) class Error(betterproto.Message): type: "ErrorType" = betterproto.enum_field(1) message: str = betterproto.string_field(2) @dataclass(eq=False, repr=False) class Logout(betterproto.Message): user: "User" = betterproto.message_field(1) @dataclass(eq=False, repr=False) class GiveDamage(betterproto.Message): """Message related to fighting""" damage: int = betterproto.int32_field(1) @dataclass(eq=False, repr=False) class AcknowledgeDamage(betterproto.Message): damage: int = betterproto.int32_field(1) @dataclass(eq=False, repr=False) class AttackEnemy(betterproto.Message): time: datetime = betterproto.message_field(1) uuid: str = betterproto.string_field(2) damage: int = betterproto.int32_field(3) @dataclass(eq=False, repr=False) class ClientMessage(betterproto.Message): ping: "Ping" = betterproto.message_field(1, group="message") login: "Login" = betterproto.message_field(2, group="message") coords: "Coords" = betterproto.message_field(3, group="message") chunk_request: "MapChunkRequest" = betterproto.message_field(4, group="message") object_asset_request: "ObjectAssetRequest" = betterproto.message_field( 5, group="message" ) interact: "Interact" = betterproto.message_field(6, group="message") acknowledge_damage: "AcknowledgeDamage" = betterproto.message_field( 7, group="message" ) attack_enemy: "AttackEnemy" = betterproto.message_field(8, group="message") logout: "Logout" = betterproto.message_field(9, group="message") uuid: str = betterproto.string_field(100) @dataclass(eq=False, repr=False) class MapChunkResponse(betterproto.Message): chunks: List["MapChunk"] = betterproto.message_field(1) @dataclass(eq=False, repr=False) class ServerMessage(betterproto.Message): ping: "Ping" = betterproto.message_field(1, group="message") logged_in: "LoggedIn" = betterproto.message_field(2, group="message") users: "Users" = betterproto.message_field(3, group="message") chunk: "MapChunkResponse" = betterproto.message_field(4, group="message") error: "Error" = betterproto.message_field(5, group="message") logout: "Logout" = betterproto.message_field(6, group="message") objects: "Objects" = betterproto.message_field(7, group="message") object_asset: "ObjectAsset" = betterproto.message_field(8, group="message") interact: "Interact" = betterproto.message_field(9, group="message") give_damage: "GiveDamage" = betterproto.message_field(10, group="message") uuid: str = betterproto.string_field(100)
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Dig_It_Up/src/server/server/server_runner.py
ctfs/CCCamp/2023/game/Dig_It_Up/src/server/server/server_runner.py
from __future__ import annotations import struct import time import traceback from asyncio import ( Queue, StreamReader, StreamWriter, as_completed, create_task, sleep, start_server, ) from copy import deepcopy from datetime import datetime, timedelta from threading import Event from typing import Awaitable, Callable, Dict, Tuple, TypeVar, cast from uuid import uuid4 from betterproto import which_one_of import server from server.game.auth import auth from server.game.entity.area import AreaObject from server.game.entity.enemy import Enemy from server.game.entity.npc import NPC from server.game.map.properties import CustomInteraction, InteractionOn from shared.collison import point_in_poly from shared.constants import PLAYER_DEATH_TIMEOUT, SERVER_TICK_RATE, START_X, START_Y from shared.gen.messages.v1 import ( AcknowledgeDamage, AttackEnemy, ClientMessage, Coords, EnemyInfo, Error, ErrorType, GiveDamage, Interact, InteractStatus, InteractType, LoggedIn, Login, Logout, MapChunkRequest, MapChunkResponse, Object, ObjectAsset, ObjectAssetRequest, Objects, ObjectType, Ping, ServerMessage, SessionType, User, Users, ) from shared.utils import AsyncEventHandler ServerMessageOneOfType = ( Ping | Login | Coords | MapChunkRequest | ObjectAssetRequest | Interact | AcknowledgeDamage | AttackEnemy | Logout ) ServerMessageOneOfTypeVar = TypeVar( "ServerMessageOneOfTypeVar", Ping, Login, Coords, MapChunkRequest, ObjectAssetRequest, Interact, AcknowledgeDamage, AttackEnemy, Logout, ) class Connection: reader: StreamReader writer: StreamWriter # (ServerMessage, Handler) network_queue: Queue[ Tuple[ServerMessage, Callable[[ServerMessageOneOfType], None] | None] ] handlers: Dict[str, Callable[[ServerMessageOneOfType], None]] peer: str def __init__(self, reader: StreamReader, writer: StreamWriter) -> None: self.reader = reader self.writer = writer self.network_queue = Queue() self.handlers = {} self.peer = reader._transport.get_extra_info("peername") # type: ignore self.ping_handler = AsyncEventHandler([self._ping]) self.login_handler = AsyncEventHandler([self._login]) self.move_handler = AsyncEventHandler([self._move]) self.map_chunk_handler = AsyncEventHandler([self._chunk_request]) self.object_asset_handler = AsyncEventHandler([self._object_asset_request]) self.interact_handler = AsyncEventHandler([self._interact]) self.acknowledge_damage_handler = AsyncEventHandler([self._acknowledge_damage]) self.attack_enemy_handler = AsyncEventHandler([self._attack_enemy]) self.logout_handler = AsyncEventHandler([self._logout]) async def read_message_loop(self) -> None: try: while not self.reader.at_eof(): size_buf = await self.reader.readexactly(4) size = struct.unpack("!i", size_buf)[0] data_buf = await self.reader.readexactly(size) message = ClientMessage().parse(data_buf) message_id = message.uuid _, inner_message = which_one_of(message=message, group_name="message") match inner_message: case Ping(): await self.ping_handler(message_id, inner_message) case Login(): await self.login_handler(message_id, inner_message) case Coords(): await self.move_handler(message_id, inner_message) case MapChunkRequest(): await self.map_chunk_handler(message_id, inner_message) case ObjectAssetRequest(): await self.object_asset_handler(message_id, inner_message) case Interact(): await self.interact_handler(message_id, inner_message) case AcknowledgeDamage(): await self.acknowledge_damage_handler(message_id, inner_message) case AttackEnemy(): await self.attack_enemy_handler(message_id, inner_message) case Logout(): await self.logout_handler(message_id, inner_message) case default: raise Exception(f"Unkown message_type: {default}") except Exception: traceback.print_exc() if server.game_state.is_authenticated(self.peer): await self.logout() async def send_message_loop(self) -> None: try: while True: message, handler = await self.network_queue.get() if message.uuid == "": message_id = str(uuid4()) message.uuid = message_id if handler is not None: self.handlers[message.uuid] = handler self._send_message(message) except Exception: traceback.print_exc() if server.game_state.is_authenticated(self.peer): await self.logout() def _send_message(self, client_message: ServerMessage) -> None: message_bytes = client_message.SerializeToString() message = struct.pack("!i", len(message_bytes)) + message_bytes self.writer.write(message) @staticmethod def authenticated( func: Callable[[Connection, str, ServerMessageOneOfTypeVar], Awaitable[None]] ) -> Callable[[Connection, str, ServerMessageOneOfTypeVar], Awaitable[None]]: async def inner( self: Connection, uuid: str, message: ServerMessageOneOfTypeVar ) -> None: if server.game_state.is_authenticated(self.peer): await func(self, uuid, message) else: response = ServerMessage( error=Error( type=ErrorType.ERROR_TYPE_UNAUTHORIZED, message="Not logged in yet.", ), uuid=uuid, ) await self.network_queue.put((response, None)) return inner @authenticated async def _logout(self, uuid: str, message: Logout) -> None: await self.logout() async def logout(self) -> None: session = server.game_state.peer_sessions[self.peer] user = server.game_state.get_user(session.user_id) if user is None: return if session.type != SessionType.SESSION_TYPE_FREE_CAM: response = ServerMessage(logout=Logout(user=user)) await server.global_server.broadcast(response) await server.game_state.logout(self.peer) @authenticated async def _ping(self, uuid: str, message: Ping) -> None: await server.game_state.ping(self.peer, message) response = ServerMessage(ping=Ping(time=datetime.now()), uuid=uuid) await self.network_queue.put((response, None)) async def _login(self, uuid: str, message: Login) -> None: res = auth(message.username, message.password) error_msg = ErrorType.ERROR_TYPE_UNSPECIFIED if res == None: # Invalid auth error_msg = ErrorType.ERROR_TYPE_UNAUTHORIZED user_uuid = server.game_state.get_user_uuid(message.username) user = server.game_state.get_user(user_uuid) if user is None: user = await server.game_state.get_remote_fulluser(message.username) if user: user.coords.timestamp = datetime.now() if user is None: user_id = str(uuid4()) start_coords = Coords(x=START_X, y=START_Y) start_coords.timestamp = datetime.now() user = User( username=message.username, uuid=user_id, coords=start_coords, money=1000, health=100, last_death=0, ) elif ( user.last_death != 0 and (time.time() - user.last_death) < PLAYER_DEATH_TIMEOUT # Check if user is still in timeout ): res = None error_msg = ErrorType.ERROR_TYPE_TIMEOUT else: if server.game_state.is_logged_in(message.username): res = None error_msg = ErrorType.ERROR_TYPE_ALREADY_LOGGED_IN if await server.game_state.is_logged_in_remote(message.username): res = None error_msg = ErrorType.ERROR_TYPE_ALREADY_LOGGED_IN response = ServerMessage( logged_in=LoggedIn( success=res is not None, type=res if res is not None else SessionType.SESSION_TYPE_UNSPECIFIED, error=error_msg, ), uuid=uuid, ) if res: response.logged_in.self = user response.logged_in.assets = server.game_state.map.player_asset response.logged_in.interact_distance = 14 await self.network_queue.put((response, None)) if res: await server.game_state.login(self.peer, user.uuid, user, res) if res != SessionType.SESSION_TYPE_FREE_CAM: response = ServerMessage(users=Users(users=[user])) await server.global_server.broadcast(response, exclude=[self.peer]) users = server.game_state.get_online_users(self.peer) response = ServerMessage( users=Users(users=users), ) await self.network_queue.put((response, None)) await self._send_new_objects_view_distance(user) @authenticated async def _move(self, uuid: str, message: Coords) -> None: message.timestamp = datetime.now() valid = await server.game_state.move(self.peer, message) session = server.game_state.peer_sessions[self.peer] user_uuid = session.user_id user = server.game_state.get_user(user_uuid) if user is None: return await self._send_new_objects_view_distance(user) if session.type != SessionType.SESSION_TYPE_FREE_CAM: if not valid: response = ServerMessage(users=Users(users=[user])) await server.global_server.broadcast(response, include=[self.peer]) objects = server.game_state.get_objects_view_distance( user_uuid, user.coords.x, user.coords.y ) for o in objects: match o: case AreaObject(): if o.interaction_on != InteractionOn.COLLIDE: continue if point_in_poly(user.coords.x, user.coords.y, o.area): if not o.actice: interact = o.in_range(user_uuid) if interact: resp = ServerMessage() resp.interact = interact await server.global_server.broadcast( resp, include=[self.peer] ) elif o.actice: interact = o.out_of_range(user_uuid) if interact: resp = ServerMessage() resp.interact = interact await server.global_server.broadcast( resp, include=[self.peer] ) case _: pass @authenticated async def _chunk_request(self, uuid: str, message: MapChunkRequest) -> None: session = server.game_state.peer_sessions[self.peer] chunks = server.game_state.map.get_chunks(message.x, message.y, session.user_id) response = ServerMessage(uuid=uuid) if len(chunks) == 0: response.error = Error( type=ErrorType.ERROR_TYPE_INVALID_CHUNK, message="Invalid Chunk requested", ) else: print("Sending Chunk", chunks[0].x, chunks[0].y) response.chunk = MapChunkResponse(chunks=chunks) await self.network_queue.put((response, None)) @authenticated async def _acknowledge_damage(self, uuid: str, message: AcknowledgeDamage) -> None: user_uuid = server.game_state.peer_sessions[self.peer].user_id user = server.game_state.get_user(uuid=user_uuid) if user is None: return response = ServerMessage(uuid=uuid) if ( server.game_state.fight_manager.can_take_damage_user( username=user.username, cooldown_ticks=30 ) and message.damage > 0 ): user.health -= message.damage await self.network_queue.put((response, None)) await server.global_server.update_self(user.uuid) @authenticated async def _attack_enemy(self, uuid: str, message: AttackEnemy) -> None: session = server.game_state.peer_sessions[self.peer] if session.type != SessionType.SESSION_TYPE_NORMAL: return user = server.game_state.get_user(uuid=session.user_id) if user is None: print("User not found") return enemy = server.game_state.enemy_manager.get_enemy_for_user_by_uuid( user_uuid=session.user_id, enemy_uuid=message.uuid ) if enemy is None: return # TODO: Enemy not found message to client? if not server.game_state.fight_manager.is_plausible_attack( user=user, enemy=enemy, attack_msg=message ): print("not plausible attack") return # TODO: Not plausible message to client? if not server.game_state.fight_manager.can_take_damage_enemy( enemy_uuid=enemy.uuid, cooldown_ticks=30 ): # TODO: Dynamic cooldown for attacks print("Enemy can't get damage again, cooldown not reached") return # TODO: Not plausible message to client? await enemy.take_damage(message.damage) # We use `move_enemy_object` here to send the enemy update to the client. Lazy, but good enough await server.global_server.move_enemy_object( uuid=enemy.uuid, x=enemy.x, y=enemy.y, health=enemy.health, health_max=enemy.health_max, last_attack=enemy.last_attack, name=enemy.name, include_user_ids=[user.uuid], ) @authenticated async def _object_asset_request( self, uuid: str, message: ObjectAssetRequest ) -> None: response = ServerMessage(uuid=uuid) o = server.game_state.object_manager.get_object_by_uuid(message.uuid) match o: case NPC(): response.object_asset = ObjectAsset( object_uuid=o.uuid, assets=o.entity_assets, name=o.name, type=ObjectType.OBJECT_TYPE_NPC, interactable=o.interactable, interact_distance=o.interact_distance, ) case Enemy(): response.object_asset = ObjectAsset( object_uuid=o.uuid, assets=o.entity_assets, name=o.name, type=ObjectType.OBJECT_TYPE_ENEMY, interactable=False, interact_distance=0, ) case _: if message.uuid in server.game_state.users: response.object_asset = ObjectAsset( object_uuid=message.uuid, assets=server.game_state.map.player_asset, ) elif ( await server.game_state.get_remote_userid(message.uuid) is not None ): response.object_asset = ObjectAsset( object_uuid=message.uuid, assets=server.game_state.map.player_asset, ) else: response.error = Error( type=ErrorType.ERROR_TYPE_INVALID_OBJECT, message="Invalid Object requested", ) await self.network_queue.put((response, None)) @authenticated async def _interact(self, uuid: str, message: Interact) -> None: response = ServerMessage(uuid=uuid) obj = server.game_state.object_manager.get_object_by_uuid(message.uuid) if obj is None: response.error = Error( type=ErrorType.ERROR_TYPE_INVALID_OBJECT, message="Invalid Object requested", ) else: session = server.game_state.peer_sessions[self.peer] user_id = session.user_id if session.type != SessionType.SESSION_TYPE_NORMAL: return user = server.game_state.get_user(user_id) match obj: case AreaObject(): o = server.game_state.area_manager.get_areas_for_user_by_uuid( user_uuid=user_id, area_uuid=message.uuid ) if user is None or o is None: response.error = Error( type=ErrorType.ERROR_TYPE_INVALID_OBJECT, message="Invalid Object requested", ) else: if o.interaction_on != InteractionOn.INTERACT: response.error = Error( type=ErrorType.ERROR_TYPE_INVALID_OBJECT, message="Invalid interaction requested", ) else: if point_in_poly(user.coords.x, user.coords.y, o.area): interact = await o.interact(user_id, message) if not interact: response.error = Error( type=ErrorType.ERROR_TYPE_INVALID_OBJECT, message="Invalid interaction requested", ) else: response.interact = interact case NPC(): o = server.game_state.npc_manager.get_npc_for_user_by_uuid( user_uuid=user_id, npc_uuid=message.uuid ) player_asset = server.game_state.map.player_asset if user is None or o is None: response.error = Error( type=ErrorType.ERROR_TYPE_INVALID_OBJECT, message="Invalid Object requested", ) else: if not o.interactable: return dx = (user.coords.x + player_asset.width / 2) - ( (o.x + o.entity_assets.width / 2) ) dy = (user.coords.y - player_asset.height / 2) - ( (o.y - o.entity_assets.height / 2) ) distance_sq = dx**2 + dy**2 if distance_sq < (o.interact_distance + 14) ** 2: status = message.status text = "" interaction_type = InteractType.INTERACT_TYPE_UNSPECIFIED shop = [] progress = 0.0 if ( o.interactions[o.interaction_step].custom_interaction == CustomInteraction.RUNNER ): interaction = await o.interact( user_id=user_id, interact=message ) if o.runner_seed is not None: progress = o.runner_seed interaction_type = interaction.interaction_type elif message.status != InteractStatus.INTERACT_STATUS_STOP: interaction = await o.interact( user_id=user_id, interact=message ) text = await interaction.text shop = interaction.shop if ( text == "" and len(shop) == 0 and interaction.interaction_type != InteractType.INTERACT_TYPE_RUNNER ): status = InteractStatus.INTERACT_STATUS_STOP interaction_type = interaction.interaction_type for s in shop: if s.item: s.item.description = "" if s.trade_in: s.trade_in.description = "" response.interact = Interact( status=status, uuid=message.uuid, text=text, type=interaction_type, shop=shop, progress=progress, ) case _: response.error = Error( type=ErrorType.ERROR_TYPE_INVALID_OBJECT, message="Invalid Object requested", ) await self.network_queue.put((response, None)) async def _send_new_objects_view_distance(self, user: User) -> None: objects: list[Object] = [] session = server.game_state.user_sessions[user.uuid] for e in server.game_state.get_objects_view_distance( uuid=user.uuid, x=user.coords.x, y=user.coords.y ): if e.uuid in session.known_objects: continue obj_to_add = e.to_proto() if e.type == ObjectType.OBJECT_TYPE_PICKUPABLE: obj_to_add = deepcopy(obj_to_add) obj_to_add.pickupable.description = "" assert obj_to_add.type != ObjectType.OBJECT_TYPE_UNSPECIFIED, obj_to_add objects.append(obj_to_add) if len(objects) > 0: session.known_objects |= set([o.uuid for o in objects]) response = ServerMessage( objects=Objects(objects=objects), ) await self.network_queue.put((response, None)) class Server: connections: Dict[str, Connection] def __init__(self, clickhouse_url: str) -> None: self.connections = {} self.clickhouse_url = clickhouse_url async def start(self, host: str, port: int, running: Event) -> None: self.running = running await server.game_state.init(self.clickhouse_url) s = await start_server(self.hande_cb, host=host, port=port) update_loop_task = create_task(self.update_loop()) for coro in as_completed([update_loop_task]): await coro running.clear() break s.close() # This is needed to give execution back to the control loop during the connection awaits async def update_loop(self) -> None: last_time = datetime.now() while self.running.is_set(): current_time = datetime.now() dt = (current_time - last_time).total_seconds() if dt > (1 / (SERVER_TICK_RATE)) * 1.2: print("REEE Server Lag") await server.game_state.npc_manager.update(dt=dt) await server.game_state.enemy_manager.update(dt=dt) await server.game_state.pickupable_manager.update(dt=dt) await server.game_state.object_manager.update(dt=dt) # Check for user death and set timeout for user in server.game_state.users.values(): if user.health < 0: await server.game_state.die(user) if user.uuid in server.game_state.user_sessions: peer = server.game_state.user_sessions[user.uuid].peer if ( peer in server.global_server.connections and server.game_state.is_authenticated(peer) ): await server.global_server.connections[peer].logout() online_time = current_time - timedelta(minutes=1) for s in list(server.game_state.peer_sessions.values()): if s.last_ping.timestamp() < online_time.timestamp(): await server.global_server.connections[s.peer].logout() await self.update_other_player_position() last_time = datetime.now() await sleep(1 / SERVER_TICK_RATE) async def hande_cb(self, reader: StreamReader, writer: StreamWriter) -> None: connection = Connection(reader, writer) peer = cast(str, reader._transport.get_extra_info("peername")) # type: ignore self.connections[peer] = connection read_task = create_task(connection.read_message_loop()) send_task = create_task(connection.send_message_loop()) for coro in as_completed([read_task, send_task]): await coro break del self.connections[peer] def broadcast_sync( self, message: ServerMessage, handler: Callable[[ServerMessageOneOfType], None] | None = None, exclude: list[str] = [], include: list[str] | None = None, ) -> None: for peer, c in self.connections.items(): if not server.game_state.is_authenticated(peer): continue if peer in exclude: continue if include is not None and peer not in include: continue c.network_queue.put_nowait((message, handler)) async def broadcast( self, message: ServerMessage, handler: Callable[[ServerMessageOneOfType], None] | None = None, exclude: list[str] = [], include: list[str] | None = None, ) -> None: for peer, c in self.connections.items(): if not server.game_state.is_authenticated(peer): continue if peer in exclude: continue if include is not None and peer not in include: continue await c.network_queue.put((message, handler)) async def move_object( self, uuid: str, x: float, y: float, include_user_ids: list[str] | None = None, ) -> None: # No type specified, as this should be an object already known to the client r = ServerMessage(objects=Objects([Object(uuid=uuid, coords=Coords(x=x, y=y))])) users = server.game_state.get_local_users_distance(x, y) users = [u.uuid for u in users] if include_user_ids is not None: users = [u for u in users if u in include_user_ids] users_sessions = [ server.game_state.user_sessions[u].peer for u in users if u in server.game_state.user_sessions ] if len(users_sessions) == 0: return await self.broadcast(r, include=users_sessions) # This also includes enemy specific information async def move_enemy_object( self, uuid: str, x: float, y: float, health: int, health_max: int, last_attack: float, name: str, include_user_ids: list[str] | None = None, ) -> None: # No type specified, as this should be an object already known to the client r = ServerMessage( objects=Objects( [ Object( uuid=uuid, coords=Coords(x=x, y=y), enemy_info=EnemyInfo( health=health, health_max=health_max, name=name, last_attack=last_attack, ), ) ] ) ) users = server.game_state.get_local_users_distance(x, y) users = [u.uuid for u in users] if include_user_ids is not None: users = [u for u in users if u in include_user_ids] users_sessions = [ server.game_state.user_sessions[u].peer for u in users if u in server.game_state.user_sessions ] if len(users_sessions) == 0: return await self.broadcast(r, include=users_sessions) async def give_damage( self, uuid: str, damage: int, include_user_ids: list[str] | None = None ) -> None: r = ServerMessage(give_damage=GiveDamage(damage=damage)) users = server.game_state.users if include_user_ids is not None: users = [u for u in users if u in include_user_ids] users_sessions = [ server.game_state.user_sessions[u].peer for u in users if u in server.game_state.user_sessions ] if len(users_sessions) == 0: return await self.broadcast(r, include=users_sessions) async def update_self( self, uuid: str, ) -> None: user = server.game_state.users[uuid] session = server.game_state.get_session(uuid) r = ServerMessage(users=Users(users=[user])) await server.game_state.update_remote_user(user) if session: await self.broadcast(r, include=[session]) async def update_other_player_position(self) -> None: sessions = list(server.game_state.peer_sessions.values()) for s in sessions: self_user = server.game_state.users.get(s.user_id, None) if self_user is None: continue users = await server.game_state.get_online_users_distance( self_user.coords.x, self_user.coords.y, s ) new_known_users = set([u.uuid for u in users]) old_known_users = s.known_users - new_known_users s.known_users = new_known_users for u in old_known_users: response = ServerMessage(logout=Logout(user=User(uuid=u))) await server.global_server.broadcast(response, include=[s.peer]) message = ServerMessage(users=Users(users=users)) await self.broadcast(message, include=[s.peer])
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Dig_It_Up/src/server/server/models.py
ctfs/CCCamp/2023/game/Dig_It_Up/src/server/server/models.py
from dataclasses import dataclass, field from datetime import datetime, timedelta from typing import Any from shared.gen.messages.v1 import Coords, MapChunk, SessionType @dataclass class Position: coords: Coords time: datetime @dataclass class Session: type: SessionType = field(default=SessionType.SESSION_TYPE_NORMAL) peer: str = field(default_factory=str) user_id: str = field(default_factory=str) known_objects: set[str] = field(default_factory=set) last_positions: list[Position] = field(default_factory=list[Position]) maze: list[list[MapChunk]] = field(default_factory=list) waiting_maze_chunks: list[tuple[int, int]] = field(default_factory=list) last_ping: datetime = field(default=datetime.now()) known_users: set[str] = field(default_factory=set) logout: bool = field(default_factory=bool) def __getstate__(self) -> None: return None def __setstate__(self, state: Any) -> None: self.__dict__ = Session().__dict__ @dataclass class ScoreboardEntry: user_id: str username: str | None = None start: datetime | None = None end: datetime | None = None @property def time(self) -> timedelta: if self.start and self.end: return self.end - self.start return timedelta.max def reset(self) -> None: self.start = None self.end = None
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Dig_It_Up/src/server/server/main.py
ctfs/CCCamp/2023/game/Dig_It_Up/src/server/server/main.py
import argparse import logging import os import sys import tempfile from asyncio import get_event_loop from concurrent.futures import ProcessPoolExecutor from datetime import datetime from threading import Event from typing import cast import dill from rpyc.core import SlaveService from rpyc.utils.server import ThreadedServer import server from server.game import auth from server.game.state import Game from server.server_runner import Server def save_thread(file: str | None) -> None: if file is None: file = "backups/state.pickle" state = server.game_state with tempfile.NamedTemporaryFile(delete=False) as f: dill.dump(state, f) os.rename(f.name, file) logging.info(msg=f"Backup saved in {file}") def debug_server(path: str): server = ThreadedServer(service=SlaveService, auto_register=False, socket_path=path) import threading thread = threading.Thread(target=server.start) thread.daemon = True thread.start() def run() -> None: # tracer = VizTracer( # log_async=True, tracer_entries=10000000, output_file="result.json" # ) # tracer.enable_thread_tracing() # tracer.start() parser = argparse.ArgumentParser() parser.add_argument("-v", "--verbose", help="Verbose", action="store_true") parser.add_argument("-p", "--port", help="Port Default 1337", default=1337) parser.add_argument("--host", help="Host Default 0.0.0.0", default="0.0.0.0") parser.add_argument( "--backup_file", help="Server backup file and auto restore", default=None ) parser.add_argument("--debug_socket", help="Debug socket for server", default=None) parser.add_argument("--auth_path", help="Path for credentials file", default=None) parser.add_argument( "--clickhouse_url", help="Clickhouse URL", default="http://localhost:8123/" ) args = parser.parse_args() log = logging.getLogger() log.handlers.clear() log.setLevel(level=logging.INFO) handler = logging.StreamHandler(sys.stdout) handler.setFormatter( logging.Formatter("%(asctime)s - %(name)s - %(levelname)s - %(message)s") ) log.addHandler(handler) assert args.auth_path, "Auth Path Needed" auth.auth_path = args.auth_path if args.debug_socket: debug_server(args.debug_socket) if args.verbose: log.setLevel(level=logging.DEBUG) server.executor = ProcessPoolExecutor(max_workers=4) if args.backup_file and os.path.isfile(args.backup_file): with open(args.backup_file, "rb") as f: state = cast(Game, dill.load(f)) state.user_sessions = {} state.peer_sessions = {} for u in state.users.values(): u.coords.timestamp = datetime.now() server.game_state = state else: server.game_state = Game() server.global_server = Server(args.clickhouse_url) log.info(f"Listening on {args.host}:{args.port}") running = Event() running.set() loop = get_event_loop() server_coro = server.global_server.start( host=args.host, port=args.port, running=running ) # Backups are now done via db # save_timer = RepeatedTimer( # interval=60, # function=save_thread, # file=args.backup_file, # ) # save_timer.start() try: server_task = loop.run_until_complete(server_coro) loop.run_forever() except KeyboardInterrupt: pass print("BYE") # tracer.stop() # tracer.save() # Close the server server_task.close() # type: ignore loop.run_until_complete(server_task.wait_closed()) # type: ignore loop.close() running.clear() # save_timer.stop() def debug(): parser = argparse.ArgumentParser() parser.add_argument("--debug_socket", help="Debug socket for server", default=None) args = parser.parse_args() assert args.debug_socket from rpyc.utils.classic import unix_connect # type: ignore conn = unix_connect(args.debug_socket) # type: ignore modules = conn.modules # type: ignore from IPython.terminal.embed import embed # type: ignore server = modules["server"] # type: ignore embed(local_ns=locals(), colors="neutral") if __name__ == "__main__": run()
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Dig_It_Up/src/server/server/__init__.py
ctfs/CCCamp/2023/game/Dig_It_Up/src/server/server/__init__.py
from concurrent.futures import ProcessPoolExecutor from pathlib import Path from server.game.state import Game from server.server_runner import Server game_state: Game global_server: Server executor: ProcessPoolExecutor PATH = Path(__file__).parent
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Dig_It_Up/src/server/server/game/fight.py
ctfs/CCCamp/2023/game/Dig_It_Up/src/server/server/game/fight.py
import time from typing import Dict from server.game.entity.enemy import Enemy from shared.constants import SERVER_TICK_RATE from shared.gen.messages.v1 import AttackEnemy, User class FightManager: user_damage_cooldowns: Dict[str, float] enemy_damage_cooldowns: Dict[str, float] def __init__(self) -> None: self.user_damage_cooldowns = {} self.enemy_damage_cooldowns = {} def can_take_damage_user(self, username: str, cooldown_ticks: int = 30) -> bool: # User not in list => Store and allow to take damage if not username in self.user_damage_cooldowns: self.user_damage_cooldowns[username] = time.time() return True last_damage_timestamp = self.user_damage_cooldowns[username] ticks_passed = (time.time() - last_damage_timestamp) * SERVER_TICK_RATE # Cooldown did not pass yet if ticks_passed < cooldown_ticks: return False self.user_damage_cooldowns[username] = time.time() return True def can_take_damage_enemy(self, enemy_uuid: str, cooldown_ticks: int = 30) -> bool: # User not in list => Store and allow to take damage if not enemy_uuid in self.user_damage_cooldowns: self.enemy_damage_cooldowns[enemy_uuid] = time.time() return True last_damage_timestamp = self.enemy_damage_cooldowns[enemy_uuid] ticks_passed = (time.time() - last_damage_timestamp) * SERVER_TICK_RATE # Cooldown did not pass yet if ticks_passed < cooldown_ticks: return False self.enemy_damage_cooldowns[enemy_uuid] = time.time() return True def is_plausible_attack(self, user: User, enemy: Enemy, attack_msg: AttackEnemy): # Check if attack direction is plausible: # TODO # Check if damage is plausible if attack_msg.damage > 11: return False if attack_msg.damage < 0: return False # Check if enemy is in range of weapon dist_x = (user.coords.x - enemy.x) ** 2 dist_y = (user.coords.y - enemy.y) ** 2 max_attack_distance = 400 # TODO: Find good value, maybe dynamic from weapon if dist_x + dist_y > max_attack_distance: return False attack_timestamp = time.mktime(attack_msg.time.timetuple()) if not enemy.uuid in self.enemy_damage_cooldowns: self.enemy_damage_cooldowns[enemy.uuid] = attack_timestamp return True # TODO: Get dynamic from current user weapon weapon_cooldown_ticks = 30 last_damage_timestamp = self.enemy_damage_cooldowns[enemy.uuid] ticks_passed = (attack_timestamp - last_damage_timestamp) * SERVER_TICK_RATE if ticks_passed > weapon_cooldown_ticks: self.enemy_damage_cooldowns[enemy.uuid] = time.mktime( attack_msg.time.timetuple() ) return True return False
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Dig_It_Up/src/server/server/game/state.py
ctfs/CCCamp/2023/game/Dig_It_Up/src/server/server/game/state.py
import json import math import time from collections import defaultdict from copy import deepcopy from datetime import datetime, timedelta from pathlib import Path from typing import Any, Dict, List, Literal, cast from aiochclient import ChClient from aiohttp import ClientSession from aiohttp_retry import ExponentialRetry, RetryClient import server from server.game.entity.area import AreaObject from server.game.entity.enemy import Enemy from server.game.entity.npc import NPC from server.game.entity.object import Object from server.game.entity.pickupable import Pickupable from server.game.fight import FightManager from server.game.map.map import Map from server.game.secret import ITEMS from server.models import Position, ScoreboardEntry, Session from shared.collison import CollisionManager, point_in_poly from shared.constants import ( CHUNK_SIZE_X, CHUNK_SIZE_Y, PLAYER_HEIGHT, PLAYER_SPEED, PLAYER_WIDTH, START_X, START_Y, TILE_SIZE_X, TILE_SIZE_Y, VIEW_DISTANCE_SQ, ) from shared.gen.messages.v1 import ( Coords, Item, Ping, SessionType, ShopInteract, ShopInteractType, User, ) def sign(x: float) -> Literal[-1, 1, 0]: if x < 0: return -1 elif x > 0: return 1 else: return 0 class PrefixMatch: index: int expected: List[Any] def __init__(self, expected: List[Any]): self.index = 0 self.expected = expected def check_next(self, obj: Any) -> bool: if self.expected[self.index] == obj: self.index += 1 if self.index == len(self.expected): self.index = 0 return True elif self.index > 0 and self.expected[self.index - 1] != obj: self.index = 0 return False class ObjectManager: static_objects: Dict[str, Object] def __init__(self): self.static_objects = {} def get_objects_dict(self) -> Dict[str, Object]: return self.static_objects def get_objects_list(self) -> List[Object]: return list(self.static_objects.values()) def get_object_by_uuid(self, uuid: str) -> Object | None: if not uuid in self.static_objects: return None return self.static_objects[uuid] async def update(self, dt: float): for object in self.static_objects.values(): await object.update(dt=dt) class EnemyManager: enemies: Dict[str, Dict[str, Enemy]] object_manager: ObjectManager def __init__(self, object_manager: ObjectManager): self.enemies = defaultdict(lambda: {}) self.object_manager = object_manager # Helper classes def get_enemies_for_user_dict(self, user_uuid: str) -> Dict[str, Enemy]: return self.enemies[user_uuid] def get_enemies_for_user_list(self, user_uuid: str) -> List[Enemy]: return list(self.enemies[user_uuid].values()) def get_enemy_for_user_by_uuid( self, user_uuid: str, enemy_uuid: str ) -> Enemy | None: if not user_uuid in self.enemies: return None if not enemy_uuid in self.enemies[user_uuid]: return None return self.enemies[user_uuid][enemy_uuid] def new_login(self, user_uuid: str): if user_uuid not in self.enemies: self.enemies[user_uuid] = {} def deepcopy_add(self, user_uuid: str, enemy: Enemy): tmp = deepcopy(enemy) tmp.user_uuid = user_uuid self.enemies[user_uuid][enemy.uuid] = tmp async def update(self, dt: float): for _, user_enemies in self.enemies.items(): for enemy in user_enemies.values(): await enemy.update(dt) class AreaManager: area_objects: Dict[str, Dict[str, AreaObject]] object_manager: ObjectManager def __init__(self, object_manager: ObjectManager): self.area_objects = defaultdict(lambda: {}) self.object_manager = object_manager def get_areas_for_user_dict(self, user_uuid: str) -> Dict[str, AreaObject]: return self.area_objects[user_uuid] def get_areas_for_user_list(self, user_uuid: str) -> List[AreaObject]: return list(self.area_objects[user_uuid].values()) async def update(self, dt: float): for user_areas in self.area_objects.values(): for npc in user_areas.values(): await npc.update(dt=dt) def get_areas_for_user_by_uuid( self, user_uuid: str, area_uuid: str ) -> AreaObject | None: if not user_uuid in self.area_objects: return None if not area_uuid in self.area_objects[user_uuid]: return None return self.area_objects[user_uuid][area_uuid] def deepcopy_add(self, user_uuid: str, area: AreaObject): tmp = deepcopy(area) tmp.user_uuid = user_uuid self.area_objects[user_uuid][area.uuid] = tmp class NPCManager: npc_objects: Dict[str, Dict[str, NPC]] object_manager: ObjectManager def __init__(self, object_manager: ObjectManager): self.npc_objects = defaultdict(lambda: {}) self.object_manager = object_manager def get_npcs_for_user_dict(self, user_uuid: str) -> Dict[str, NPC]: return self.npc_objects[user_uuid] def get_npcs_for_user_list(self, user_uuid: str) -> List[NPC]: return list(self.npc_objects[user_uuid].values()) async def update(self, dt: float): for user_npcs in self.npc_objects.values(): for npc in user_npcs.values(): await npc.update(dt=dt) def get_npc_for_user_by_uuid(self, user_uuid: str, npc_uuid: str) -> NPC | None: if not user_uuid in self.npc_objects: return None if not npc_uuid in self.npc_objects[user_uuid]: return None return self.npc_objects[user_uuid][npc_uuid] def deepcopy_add(self, user_uuid: str, npc: NPC): tmp = deepcopy(npc) tmp.user_uuid = user_uuid self.npc_objects[user_uuid][npc.uuid] = tmp class PickupableManager: pickupable_objects: Dict[str, Dict[str, Pickupable]] object_manager: ObjectManager def __init__(self, object_manager: ObjectManager): self.pickupable_objects = defaultdict(lambda: {}) self.object_manager = object_manager def get_pickupable_for_user_dict(self, user_uuid: str) -> Dict[str, Pickupable]: return self.pickupable_objects[user_uuid] def get_pickupable_for_user_list(self, user_uuid: str) -> List[Pickupable]: return list(self.pickupable_objects[user_uuid].values()) def get_pickupable_for_user_by_uuid( self, user_uuid: str, pickupable_uuid: str ) -> Pickupable | None: if not user_uuid in self.pickupable_objects: return None if not pickupable_uuid in self.pickupable_objects[user_uuid]: return None return self.pickupable_objects[user_uuid][pickupable_uuid] def deepcopy_add(self, user_uuid: str, pickupable: Pickupable) -> None: tmp = deepcopy(pickupable) tmp.user_uuid = user_uuid self.pickupable_objects[user_uuid][pickupable.uuid] = tmp async def update(self, dt: float) -> None: for _, pickupables in self.pickupable_objects.items(): for pickupable in list(pickupables.values()): if pickupable.pickedup and pickupable.garbage_collect_on_pickup: del pickupables[pickupable.uuid] continue await pickupable.update(dt) class Game: peer_sessions: Dict[str, Session] user_sessions: Dict[str, Session] users: Dict[str, User] recent_moves: Dict[str, PrefixMatch] user_collision_manager: CollisionManager objects: Dict[str, Dict[str, Object]] fight_manager: FightManager scoreboard: dict[str, ScoreboardEntry] running_scoreboard: dict[str, ScoreboardEntry] enemy_manager: EnemyManager object_manager: ObjectManager npc_manager: NPCManager area_manager: AreaManager pickupable_manager: PickupableManager def __init__(self) -> None: self.peer_sessions = {} self.user_sessions = {} self.users = {} self.recent_moves = {} self.user_collision_manager = CollisionManager(PLAYER_WIDTH, PLAYER_HEIGHT) # Manager self.fight_manager = FightManager() self.object_manager = ObjectManager() self.enemy_manager = EnemyManager(self.object_manager) self.npc_manager = NPCManager(self.object_manager) self.area_manager = AreaManager(self.object_manager) self.pickupable_manager = PickupableManager(self.object_manager) self.map = Map(Path(server.PATH, "./map/testmap.json")) self.object_manager.static_objects = self.map.initialize() self.scoreboard = {} self.running_scoreboard = {} async def init(self, clickhouse_url: str) -> None: self.session = ClientSession() retry_options = ExponentialRetry(attempts=2) self.retry_client = RetryClient( client_session=self.session, retry_options=retry_options ) self.ch_client = ChClient(session=self.session, url=clickhouse_url) async def update_remote_user(self, user: User) -> None: session = self.user_sessions[user.uuid] await self.ch_client.execute( "INSERT INTO game.users VALUES", ( user.uuid, user.username, user.coords.x, user.coords.y, user.coords.rotation, user.money, json.dumps([i.to_json() for i in user.inventory]), user.health, user.last_death, session.last_ping.timestamp(), ), ) async def update_scoreboard(self, entry: ScoreboardEntry) -> None: user = self.users[entry.user_id] if entry.start is None: return if entry.end is None: return await self.ch_client.execute( "INSERT INTO game.scoreboard VALUES", ( user.username, entry.start.timestamp(), entry.end.timestamp(), ), ) async def get_remote_scoreboard(self) -> list[ScoreboardEntry]: res = await self.ch_client.fetch( "SELECT uuid, username, start, end FROM game.scoreboard FINAL INNER JOIN (SELECT * FROM game.users FINAL) users USING username" ) return [ ScoreboardEntry( user_id=r["uuid"], username=r["username"], start=datetime.fromtimestamp(r["start"]), end=datetime.fromtimestamp(r["end"]), ) for r in res ] def is_authenticated(self, client: str) -> bool: return client in self.peer_sessions def is_logged_in(self, username: str) -> bool: return next( ( True for u in self.user_sessions.keys() if self.users[u].username == username ), False, ) async def is_logged_in_remote(self, username: str) -> bool: online_time = datetime.now() - timedelta(minutes=1) user = await self.ch_client.fetchrow( "SELECT * FROM game.users FINAL WHERE username = {username} AND last_ping >= {last_ping}", params={"username": username, "last_ping": online_time.timestamp()}, ) return user is not None def get_user_uuid(self, username: str) -> str | None: return next( (u.uuid for u in self.users.values() if u.username == username), None ) def get_user(self, uuid: str | None) -> User | None: if uuid is None: return None return self.users[uuid] def get_session(self, user_id: str) -> str | None: return self.user_sessions[user_id].peer async def login( self, client: str, user_id: str, user: User, type: SessionType ) -> Session: await self.ch_client.is_alive() chunk_x = user.coords.x // (CHUNK_SIZE_X * TILE_SIZE_X) chunk_y = user.coords.y // (CHUNK_SIZE_Y * TILE_SIZE_Y) if self.map.is_dynamic_chunk(chunk_x, chunk_y): user.coords = Coords(x=START_X, y=START_Y) user.coords.timestamp = datetime.now() session = Session(peer=client, user_id=user_id, type=type) session.last_ping = datetime.now() self.peer_sessions[client] = session self.user_sessions[user_id] = session if user_id not in self.users: self.users[user_id] = user self.recent_moves[user_id] = PrefixMatch( [ (-1, 0), (1, 0), (1, -1), (0, -1), (-1, 1), (0, -1), (1, -1), (-1, 0), (1, 1), (1, -1), (0, -1), (1, 0), ] ) await self.update_remote_user(user) return session async def logout(self, client: str) -> None: if client in self.peer_sessions: session = self.peer_sessions[client] session.logout = True user = self.users[session.user_id] session.last_ping = datetime.fromtimestamp(0) await self.update_remote_user(user) self.peer_sessions.pop(client) self.user_sessions.pop(session.user_id) self.users.pop(session.user_id) async def move(self, client: str, coords: Coords) -> bool: if client in self.peer_sessions: session = self.peer_sessions[client] user_id = session.user_id user = self.users[user_id] if session.type == SessionType.SESSION_TYPE_FREE_CAM: user.coords = coords return True user_coords_timestamp = cast(datetime, user.coords.timestamp) # type: ignore coords_timestamp = cast(datetime, coords.timestamp) # type: ignore distance_time = coords_timestamp - user_coords_timestamp distance_x = user.coords.x - coords.x distance_y = user.coords.y - coords.y distance_sq = distance_x**2 + distance_y**2 max_distance_sq = ( min(distance_time.total_seconds(), 0.2) * PLAYER_SPEED ) ** 2 if max_distance_sq < distance_sq: # maybe we found a hacker, check average over last positions check_time = 0.2 # check for the last 200 ms new_pos: list[Position] = [] k = -1 while len(session.last_positions) > 0: pos = session.last_positions.pop() new_pos.append(pos) k = (coords_timestamp - pos.time).total_seconds() if k >= check_time: break toff = ( coords_timestamp - new_pos[-1].time ).total_seconds() - check_time session.last_positions = new_pos[::-1] if len(new_pos) < 2: user.coords.timestamp = coords_timestamp return False # does this interpolation to exactly 0.2s anything? or would comparison to 0.2+toff also be fine? dt = (new_pos[-2].time - new_pos[-1].time).total_seconds() dx = (new_pos[-2].coords.x - new_pos[-1].coords.x) * (toff / dt) dy = (new_pos[-2].coords.y - new_pos[-1].coords.y) * (toff / dt) pos_at_50 = new_pos[-1].coords.x + dx, new_pos[-1].coords.y + dy distance_x_at_50 = coords.x - pos_at_50[0] distance_y_at_50 = coords.y - pos_at_50[1] distance_sq_50 = distance_x_at_50**2 + distance_y_at_50**2 # with this change PLAYER_SPEED (not *1.2) should be fine, but it isn't, why? # if math.sqrt(distance_sq_50) > check_time * PLAYER_SPEED * 1.2: print(distance_time.total_seconds()) # print(math.sqrt(distance_sq_50), check_time * PLAYER_SPEED, k) if math.sqrt(distance_sq_50) > check_time * PLAYER_SPEED * 1.2: user.coords.timestamp = coords_timestamp return False match self.user_collision_manager.check_collisons( self.map, user.coords.x, user.coords.y, coords.x, coords.y, user_id ): case None: return False case x, y: pass valid = True if x != coords.x or y != coords.y: valid = False coords.x = x coords.y = y user.coords = coords if valid: await self.update_remote_user(user) session.last_positions.append(Position(coords, coords_timestamp)) if self.recent_moves[user_id].check_next( (sign(distance_x), sign(distance_y)) ): await self.give_item( user_id, ITEMS["flag_cheat"], True, ) return valid return False async def give_item(self, user_id: str, item: Item, once: bool = False) -> bool: user = self.users[user_id] res = True for i in user.inventory: if i.name == item.name: if once: res = False break else: i.quantity += item.quantity res = True break else: user.inventory.append(item) if res: await server.global_server.update_self(user_id) return res def shop(self, user_id: str, shop_interact: ShopInteract) -> bool: user = self.users[user_id] match shop_interact.type: case ShopInteractType.SHOP_INTERACT_TYPE_BUY: item = None for i in user.inventory: if i.name == shop_interact.item.name: item = i break else: return False if item.quantity >= shop_interact.item.quantity: item.quantity -= shop_interact.item.quantity if item.quantity == 0: user.inventory.remove(item) user.money += shop_interact.cost return True case ShopInteractType.SHOP_INTERACT_TYPE_SELL: if user.money >= shop_interact.cost: user.money -= shop_interact.cost for i in user.inventory: if i.name == shop_interact.item.name: i.quantity += shop_interact.item.quantity break else: user.inventory.append(shop_interact.item) return True case ShopInteractType.SHOP_INTERACT_TYPE_TRADE: item = None for i in user.inventory: if i.name == shop_interact.item.name: item = i break else: return False if item.quantity >= shop_interact.item.quantity: item.quantity -= shop_interact.item.quantity if item.quantity == 0: user.inventory.remove(item) for i in user.inventory: if i.name == shop_interact.trade_in.name: i.quantity += shop_interact.trade_in.quantity break else: user.inventory.append(shop_interact.trade_in) return True case _: pass return False def get_users(self, client: str | None = None) -> List[User]: if client in self.peer_sessions: return [u for c, u in self.users.items() if c != self.peer_sessions[client]] return list(self.users.values()) def get_online_users(self, client: str | None = None) -> List[User]: if client in self.peer_sessions: return [ self.users[user_id] for user_id, session in self.user_sessions.items() if session.peer != client and session.type != SessionType.SESSION_TYPE_FREE_CAM ] return list(self.users.values()) async def get_remote_username(self, username: str) -> User | None: user = await self.ch_client.fetchrow( "SELECT uuid, username, x, y, rotation FROM game.users FINAL WHERE username = {username}", params={"username": username}, ) if user: return User( uuid=str(user["uuid"]), username=user["username"], last_death=user["last_death"], coords=Coords(x=user["x"], y=user["y"], rotation=user["rotation"]), ) else: return None async def get_remote_userid(self, user_id: str) -> User | None: user = await self.ch_client.fetchrow( "SELECT uuid, username, x, y, rotation, last_death FROM game.users FINAL WHERE uuid = {uuid}", params={"uuid": user_id}, ) if user: return User( uuid=str(user["uuid"]), username=user["username"], last_death=user["last_death"], coords=Coords(x=user["x"], y=user["y"], rotation=user["rotation"]), ) else: return None async def get_remote_fulluser(self, username: str) -> User | None: user = await self.ch_client.fetchrow( "SELECT * FROM game.users FINAL WHERE username = {username}", params={"username": username}, ) if user: return User( uuid=str(user["uuid"]), username=user["username"], coords=Coords(x=user["x"], y=user["y"], rotation=user["rotation"]), money=user["money"], inventory=[Item().from_json(i) for i in json.loads(user["inventory"])], health=user["health"], last_death=user["last_death"], ) else: return None async def get_remote_online_users( self, exclude_user_id: str | None = None ) -> List[User]: online_time = datetime.now() - timedelta(minutes=1) res = [] if exclude_user_id is None: res = await self.ch_client.fetch( "SELECT uuid, username, x, y, rotation, last_death FROM game.users FINAL WHERE last_ping >= {last_ping}", params={"last_ping": online_time.timestamp()}, ) else: res = await self.ch_client.fetch( "SELECT uuid, username, x, y, rotation, last_death FROM game.users FINAL WHERE uuid != {uuid} AND last_ping >= {last_ping}", params={"uuid": exclude_user_id, "last_ping": online_time.timestamp()}, ) users = [ User( uuid=str(r["uuid"]), username=r["username"], last_death=r["last_death"], coords=Coords(x=r["x"], y=r["y"], rotation=r["rotation"]), ) for r in res ] return users def get_local_users_distance( self, x: float, y: float, user_session: Session | None = None ) -> List[User]: peer = None if user_session: peer = user_session.peer users = self.get_online_users(peer) objects = filter( lambda e: (abs(x - e.coords.x) ** 2) + (abs(y - e.coords.y) ** 2) <= VIEW_DISTANCE_SQ, users, ) return list(objects) async def get_online_users_distance( self, x: float, y: float, user_session: Session | None = None ) -> List[User]: peer = None user_id = None if user_session: peer = user_session.peer user_id = user_session.user_id users = self.get_online_users(peer) + await self.get_remote_online_users( user_id ) objects = filter( lambda e: (abs(x - e.coords.x) ** 2) + (abs(y - e.coords.y) ** 2) <= VIEW_DISTANCE_SQ, users, ) return list(objects) @staticmethod def is_in_view(x: float, y: float, object: Object) -> bool: match object: case AreaObject(): return point_in_poly(x, y, object.area) case _: return ((x - object.x) ** 2) + ((y - object.y) ** 2) <= VIEW_DISTANCE_SQ def get_objects_view_distance(self, uuid: str, x: float, y: float) -> List[Object]: original_objects = filter( lambda obj: self.is_in_view(x, y, obj), self.object_manager.get_objects_list(), ) # A list to store all the different object types as Object objects: Dict[str, Object] = {} # Get map values. Those are Enemies, NPCs, Items etc. Depending on the type, we have to handle them per user # TODO: Maybe better perf to add the deepcopied object directly for o in original_objects: match o: case AreaObject(): if o.uuid not in self.area_manager.get_areas_for_user_dict( user_uuid=uuid ): self.area_manager.deepcopy_add(user_uuid=uuid, area=o) objects[o.uuid] = self.area_manager.get_areas_for_user_dict( user_uuid=uuid )[o.uuid] case NPC(): if o.interactable: if o.uuid not in self.npc_manager.get_npcs_for_user_dict( user_uuid=uuid ): self.npc_manager.deepcopy_add(user_uuid=uuid, npc=o) objects[o.uuid] = self.npc_manager.get_npcs_for_user_dict( user_uuid=uuid )[o.uuid] else: objects[o.uuid] = o case Enemy(): if o.uuid not in self.enemy_manager.get_enemies_for_user_dict( user_uuid=uuid ): self.enemy_manager.deepcopy_add(user_uuid=uuid, enemy=o) objects[o.uuid] = self.enemy_manager.get_enemies_for_user_dict( user_uuid=uuid )[o.uuid] case Pickupable(): if o.pickedup: continue if ( o.uuid not in self.pickupable_manager.get_pickupable_for_user_dict( user_uuid=uuid ) ): self.pickupable_manager.deepcopy_add( user_uuid=uuid, pickupable=o ) object = self.pickupable_manager.get_pickupable_for_user_dict( user_uuid=uuid )[o.uuid] if not object.pickedup: objects[o.uuid] = object # Fallback for unknown objects case _: objects[o.uuid] = o objects.update( { p.uuid: p for p in self.area_manager.get_areas_for_user_list(user_uuid=uuid) if p.uuid not in objects } ) objects.update( { p.uuid: p for p in self.npc_manager.get_npcs_for_user_list(user_uuid=uuid) if p.uuid not in objects } ) objects.update( { p.uuid: p for p in self.enemy_manager.get_enemies_for_user_list(user_uuid=uuid) if p.uuid not in objects } ) objects.update( { p.uuid: p for p in self.pickupable_manager.get_pickupable_for_user_list( user_uuid=uuid ) if p.uuid not in objects and not p.pickedup } ) # objects += self.object_manager.get_static_objects() return list(objects.values()) def start_timer(self, user_id: str) -> None: scoreboard_entry = self.running_scoreboard.get(user_id) if scoreboard_entry is None: scoreboard_entry = ScoreboardEntry(user_id=user_id) self.running_scoreboard[user_id] = scoreboard_entry scoreboard_entry.reset() scoreboard_entry.start = datetime.now() async def stop_timer(self, user_id: str) -> ScoreboardEntry | None: scoreboard_entry = self.running_scoreboard.get(user_id) if scoreboard_entry is None: return if scoreboard_entry.end: return scoreboard_entry.end = datetime.now() del self.running_scoreboard[user_id] last_best_entry = self.scoreboard.get(user_id) if last_best_entry is None or last_best_entry.time > scoreboard_entry.time: self.scoreboard[user_id] = scoreboard_entry await self.update_scoreboard(scoreboard_entry) return scoreboard_entry async def die(self, user: User) -> None: print(f"Player {user.username} died :( Resetting") user.last_death = time.time() start_coords = Coords(x=START_X, y=START_Y) start_coords.timestamp = datetime.now() user.health = 100 user.coords = start_coords await self.update_remote_user(user) async def ping(self, peer: str, ping: Ping) -> None: session = self.peer_sessions[peer] if session.logout: return user = self.users[session.user_id] session.last_ping = datetime.now() await self.update_remote_user(user)
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Dig_It_Up/src/server/server/game/__init__.py
ctfs/CCCamp/2023/game/Dig_It_Up/src/server/server/game/__init__.py
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Dig_It_Up/src/server/server/game/secret.py
ctfs/CCCamp/2023/game/Dig_It_Up/src/server/server/game/secret.py
from shared.gen.messages.v1 import Item ITEMS = { "shovel": Item(name="Shovel", description="DIGGY DIGGY", quantity=1, icon=2501), "flag_dig": Item( name="Dig Flag", description=" ALLES!{REDACTED}", quantity=1, icon=2562, ), "flag_runner": Item( name="Runner Flag", description=" ALLES!{REDACTED}", quantity=1, icon=2563, ), "flag_license": Item( name="License check Flag", description=" ALLES!{REDACTED}", quantity=1, icon=2564, ), "localo": Item( name="localo", description="This could have been a flag, but instead you found localo. And you won't get rid of him, since nobody bothered to implement a the functionality to delete items from your inventory.", quantity=1, icon=2379, ), "flag_sanity": Item( name="Sanity Flag", description="Everyone has to start somewhere. ALLES!{REDACTED}", quantity=1, icon=2565, ), "flag_race_to_top": Item( name="Race to Top Flag", description=" ALLES!{REDACTED}", quantity=1, icon=2566, ), "flag_merchant": Item( name="Merchant Flag", description=" ALLES!{REDACTED}", quantity=1, icon=2567, ), # 2568 Maze flag "flag_boss": Item( name="Boss Flag", description=" ALLES!{REDACTED}", quantity=1, icon=2569, ), "flag_cheat": Item( name="Cheat Flag", description=" ALLES!{REDACTED}", quantity=1, icon=2570, ), # 2571 unreachable flag }
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Dig_It_Up/src/server/server/game/auth.py
ctfs/CCCamp/2023/game/Dig_It_Up/src/server/server/game/auth.py
import json from pathlib import Path from shared.gen.messages.v1 import SessionType auth_path: str def auth(username: str, password: str) -> SessionType | None: with open(Path(auth_path), "r") as f: users = json.load(f) for u, p in users["users"].items(): if username[:-1] == u and username[-1].isnumeric(): if p == password: return SessionType.SESSION_TYPE_NORMAL for u, p in users["freecam"].items(): if username[:-1] == u and username[-1].isnumeric(): if p == password: return SessionType.SESSION_TYPE_FREE_CAM return None
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Dig_It_Up/src/server/server/game/entity/statemachine.py
ctfs/CCCamp/2023/game/Dig_It_Up/src/server/server/game/entity/statemachine.py
from dataclasses import dataclass from typing import Dict STATE_CONTINUE = "STATE_CONTINUE" @dataclass class BaseState: DEBUG = False name: str parameter: object def __init__(self, name: str = "none", param: object = None): self.name = name self.parameter = param def enter(self): if BaseState.DEBUG: print("Entering state: " + self.name) pass def leave(self): if BaseState.DEBUG: print("Entering state: " + self.name) pass async def update(self, dt: float) -> str: return STATE_CONTINUE @dataclass class StateMachine: current_state: BaseState previous_state: BaseState _states: Dict[str, BaseState] def __init__(self): self.current_state = BaseState() self.previous_state = BaseState() self._states = {} pass async def update(self, dt: float): next_state: str = await self.current_state.update(dt=dt) if next_state == STATE_CONTINUE: return # State transition self.change_state(next_state) def change_state(self, name: str): assert name in self._states.keys(), "State not found: " + name self.current_state.leave() self.previous_state = self.current_state self.current_state = self._states[name] self.current_state.enter() def add_state(self, state: BaseState): assert state.name not in self._states.keys(), ( "State already in state list" + state.name ) self._states[state.name] = state
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Dig_It_Up/src/server/server/game/entity/npc.py
ctfs/CCCamp/2023/game/Dig_It_Up/src/server/server/game/entity/npc.py
import json import logging import math import random from copy import copy from dataclasses import dataclass from datetime import timedelta from pathlib import Path from typing import Any, List, Tuple, cast import server from server.game.entity.dino_runner import Engine from server.game.entity.object import Object from server.game.map.properties import CustomInteraction from server.game.secret import ITEMS from server.models import ScoreboardEntry from shared.gen.messages.v1 import (EntityAsset, EntityAssets, Interact, InteractStatus, InteractType, Item) from shared.gen.messages.v1 import Object as ObjectProto from shared.gen.messages.v1 import (ObjectType, Polygon, ShopInteract, ShopInteractType) # This comes from the native python module, redacted here # from license_checker import check_license # type: ignore shop_items: Any = None def get_random_shop_item(exclude: Item | None = None) -> Item: global shop_items if shop_items is None: with open(Path(server.PATH, "./map/items.json")) as f: shop_items = json.load(f)["items"] possibilities = shop_items.copy() if exclude: possibilities = [p for p in possibilities if p["name"] != exclude.name] item = random.choice(possibilities) item_proto = Item().from_dict(item) item_proto.quantity = random.randint(1, 3) return item_proto @dataclass class NPCPath: path: Polygon current_path_step: int speed: float loop: bool def __init__(self, path: Polygon | None, speed: float, loop: bool = False): match path: case None: self.path = Polygon() case p: self.path = p self.current_path_step = 0 self.speed = speed self.loop = loop def reset(self): self.current_path_step = 0 def get_next_position(self, dt: float, x: float, y: float) -> Tuple[float, float]: if self.current_path_step > len(self.path.points) or len(self.path.points) == 0: return (x, y) next_point = self.path.points[self.current_path_step % len(self.path.points)] if x == next_point.x and y == next_point.y: self.current_path_step += 1 if self.loop: self.current_path_step %= len(self.path.points) next_point = self.path.points[ self.current_path_step % len(self.path.points) ] dx = next_point.x - x dy = next_point.y - y l = math.sqrt(dx**2 + dy**2) dx *= 1 / l dy *= 1 / l distance_x = dx * self.speed * dt distance_y = dy * self.speed * dt max_l = math.sqrt(distance_x**2 + distance_y**2) if max_l > l: distance_x = dx * l distance_y = dy * l next_x = x + distance_x next_y = y + distance_y x = next_x y = next_y return (x, y) @dataclass class Interaction: id: int _text: str path: NPCPath speed: float loop: bool current_path_step: int next_interaction: int custom_interaction: CustomInteraction custom_attribute: str def __init__( self, id: int, text: str, path: Polygon | None, speed: float, loop: bool, custom_interaction: CustomInteraction, custom_attribute: str, current_path_step: int = 0, next_interaction: int = -1, ) -> None: match path: case None: self.path = NPCPath(path=None, speed=speed, loop=loop) case p: self.path = NPCPath(path=p, speed=speed, loop=loop) self.id = id self._text = text self.speed = speed self.loop = loop self.custom_interaction = custom_interaction self.custom_attribute = custom_attribute self.current_path_step = current_path_step self.next_interaction = next_interaction if self.custom_interaction == CustomInteraction.TALKY: with open(Path(server.PATH, custom_attribute), "r") as f: self._text = f.read() @property async def text(self) -> str: match self.custom_interaction: case CustomInteraction.REQUIRE_ITEMS: # this is fine :mildpanic: req = eval(self.custom_attribute) return self._text.replace( r"%items", ",".join([f"{y}x {x}" for (x, y) in req.items()]), ) case CustomInteraction.TALKY: if len(self._text) == 0: with open(Path(server.PATH, self.custom_attribute), "r") as f: self._text = f.read() return "" split = self._text.split("\n", 1) passage = split[0] if len(passage) <= 200: if len(split) > 1: self._text = split[1] else: self._text = "" else: passage = passage[:200].rsplit(" ", 1)[0] self._text = self._text[len(passage) :] passage = passage.lstrip() return passage case CustomInteraction.SCOREBOARD: # scoreboard: list[ScoreboardEntry] = [ # e for e in server.game_state.scoreboard.values() if e.time # ] scoreboard: list[ScoreboardEntry] = [ e for e in await server.game_state.get_remote_scoreboard() if e.time ] scoreboard.sort(key=lambda e: e.time if e.time else timedelta.max) return "\n".join( [ f"#{i} {user} {time} " for i, (time, user) in enumerate( ( e.time, e.username, ) for e in scoreboard ) if user ] ) case _: return self._text @text.setter def text(self, text: str) -> None: self._text = text @property def interaction_type(self) -> InteractType: match self.custom_interaction: case CustomInteraction.SHOP: return InteractType.INTERACT_TYPE_SHOP case CustomInteraction.RUNNER: return InteractType.INTERACT_TYPE_RUNNER case CustomInteraction.LICENSE: return InteractType.INTERACT_TYPE_LICENSE case _: return InteractType.INTERACT_TYPE_TEXT @property def shop(self) -> list[ShopInteract]: shop: list[ShopInteract] = [] match self.custom_interaction: case CustomInteraction.SHOP: pass case _: return shop shop.append( ShopInteract( item=copy(ITEMS["flag_merchant"]), cost=1000000, type=ShopInteractType.SHOP_INTERACT_TYPE_SELL, ) ) for _ in range(random.randrange(1, 11)): match random.randrange(3): case 0: shop.append( ShopInteract( item=get_random_shop_item(), type=ShopInteractType.SHOP_INTERACT_TYPE_BUY, cost=random.randrange(750, 1000), ) ) case 1: shop.append( ShopInteract( item=get_random_shop_item(), type=ShopInteractType.SHOP_INTERACT_TYPE_SELL, cost=random.randrange(750, 1000), ) ) case 2: item = get_random_shop_item() shop.append( ShopInteract( item=item, type=ShopInteractType.SHOP_INTERACT_TYPE_TRADE, trade_in=get_random_shop_item(item), ) ) case _: pass return shop def reset(self) -> None: self.current_path_step = 0 def move(self, dt: float, x: float, y: float) -> Tuple[float, float]: if self.path: x, y = self.path.get_next_position(dt, x, y) return (x, y) @dataclass(kw_only=True) class NPC(Object): interactable: bool interact_distance: float interaction_step: int interactions: List[Interaction] entity_asset: EntityAsset user_uuid: str | None def __init__( self, interactable: bool, interact_distance: float, interactions: List[Interaction], entity_assets: EntityAssets, user_uuid: str | None = None, interaction_step: int = 0, *args: Any, **kwargs: Any, ) -> None: self.interactable = interactable self.interact_distance = interact_distance self.interactions = interactions self.user_uuid = user_uuid self.interaction_step = interaction_step self.entity_assets = entity_assets self.runner_seed = None super().__init__(*args, **kwargs) self.type = ObjectType.OBJECT_TYPE_NPC async def update(self, dt: float) -> None: await super().update(dt=dt) current_interaction = ( self.interactions[self.interaction_step] if self.interaction_step < len(self.interactions) else None ) if current_interaction is not None: next_x, next_y = current_interaction.move(dt, self.x, self.y) moved = True if self.x != next_x or self.y != next_y else False self.x = next_x self.y = next_y if self.user_uuid is not None: await server.global_server.move_object( self.uuid, self.x, self.y, include_user_ids=[self.user_uuid] ) elif moved: await server.global_server.move_object(self.uuid, self.x, self.y) def _step_interact(self) -> None: current_interaction = self.interactions[self.interaction_step] if current_interaction.next_interaction == -1: next_interaction_id = (self.interaction_step + 1) % len(self.interactions) else: next_interaction_id = current_interaction.next_interaction self.interaction_step = next_interaction_id interaction = self.interactions[next_interaction_id] interaction.reset() # This is actually in the native build module. Just a placeholder here def check_license( self, _num ): return 1 async def interact(self, user_id: str, interact: Interact) -> Interaction: current_interaction = self.interactions[self.interaction_step] should_skip = False match current_interaction.interaction_type: case InteractType.INTERACT_TYPE_LICENSE: try: val = int(interact.text, 16) & 0xFFFFFFFFFFFFFFFF ret = cast(int, check_license(val)) match ret: case 1: should_skip = True self.interaction_step += 2 self.interaction = self.interactions[self.interaction_step] self.interaction.reset() self.interaction.text = ( await self.interaction.text ).replace(r"%item", r"LOCALO") success = await server.game_state.give_item( user_id, ITEMS["localo"], True ) if success: await server.global_server.update_self(user_id) case 2: should_skip = True self.interaction_step += 2 self.interaction = self.interactions[self.interaction_step] self.interaction.reset() self.interaction.text = ( await self.interaction.text ).replace(r"%item", r"FLAG") success = await server.game_state.give_item( user_id, ITEMS["flag_license"], True ) if success: await server.global_server.update_self(user_id) case _: pass except: pass pass case InteractType.INTERACT_TYPE_SHOP: if len(interact.shop) > 0: flag = ITEMS["flag_merchant"] i = interact.shop[0] for item in shop_items: if item["name"] == i.item.name: i.item.description = item["description"] break if i.item.name == flag.name: i.item.description = flag.description if i.trade_in: for item in shop_items: if item["name"] == i.trade_in.name: i.trade_in.description = item["description"] break if i.trade_in.name == flag.name: i.trade_in.description = flag.description success = server.game_state.shop(user_id, i) if success: await server.global_server.update_self(user_id) case _: pass if not should_skip: self._step_interact() interaction = self.interactions[self.interaction_step] match interaction.custom_interaction: case CustomInteraction.REQUIRE_ITEMS: reqs = eval(interaction.custom_attribute) user = server.game_state.get_user(user_id) assert user for i, q in reqs.items(): item = next((x for x in user.inventory if x.name == i), None) if item is None: break if item.quantity < q: break else: for i, q in reqs.items(): item = next((x for x in user.inventory if x.name == i)) item.quantity -= q if item.quantity == 0: user.inventory.remove(item) await server.global_server.update_self(user_id) self.interaction_step += 2 self.interaction = self.interactions[self.interaction_step] self.interaction.reset() case CustomInteraction.RUNNER: if ( interact.status == InteractStatus.INTERACT_STATUS_STOP and self.runner_seed is not None ): runner = interact.runner sim = Engine() sim.seed = self.runner_seed result, _time, score = sim.run(runner) if result and score > 1337: success = await server.game_state.give_item( user_id, ITEMS["flag_runner"], True ) if success: await server.global_server.update_self(user_id) self.runner_seed = None if interact.status == InteractStatus.INTERACT_STATUS_UPDATE: if self.runner_seed == None: self.runner_seed = random.random() * 31337 case CustomInteraction.RACE_START: server.game_state.start_timer(user_id=user_id) self._step_interact() case CustomInteraction.RACE_STOP: entry = await server.game_state.stop_timer(user_id=user_id) race_to_reach = timedelta(minutes=1, seconds=20, milliseconds=750) if entry is None: self._step_interact() elif entry.time < race_to_reach: interaction._text = f"Your found me, in {entry.time}. Good job, I gave you a flag to keep." success = await server.game_state.give_item( user_id, ITEMS["flag_race_to_top"], True ) if success: await server.global_server.update_self(user_id) else: interaction._text = f"You found me, but it took {entry.time}, try again and get faster than {race_to_reach}." case CustomInteraction.GIVE_ITEM: if interaction.custom_attribute not in ITEMS: logging.warn(f"Unknown ITEM {interaction.custom_attribute}") else: success = await server.game_state.give_item( user_id, ITEMS[interaction.custom_attribute], True ) if success: await server.global_server.update_self(user_id) case _: pass interaction = self.interactions[self.interaction_step] return interaction def to_proto(self) -> ObjectProto: return super().to_proto()
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Dig_It_Up/src/server/server/game/entity/dino_runner.py
ctfs/CCCamp/2023/game/Dig_It_Up/src/server/server/game/entity/dino_runner.py
import random from collections import defaultdict from shared.constants import TARGET_UPS from shared.gen.messages.v1 import Runner, RunnerAction class Obstacle: x: float = 0 width: float height: float class SmallObstacle(Obstacle): width = 17 height = 35 class BigObstacle(Obstacle): width = 25 height = 50 - 2 class LongObstacle(Obstacle): width = 75 height = 50 - 2 class Engine: time: float acc: float speed: float game_width: float obstacles: list[Obstacle] dino_y: float = 0 dino_width: float = 44 dino_v: float = 0 stop: bool seed: float = 0 rng: random.Random def update(self, dt: float): self.offset -= self.speed * dt self.speed += self.acc * dt self.dino_v -= self.g * dt self.dino_y += self.dino_v * dt if self.dino_y < 0: self.dino_y = 0 self.dino_v = 0 for obstacle in self.obstacles: obstacle.x -= dt * self.speed if ( obstacle.x + obstacle.width >= 0 and obstacle.x + obstacle.width < self.dino_width ): if self.dino_y < obstacle.height: self.stop = True obstacles = sorted(self.obstacles, key=lambda x: x.x) last = obstacles[-1] if last.x + last.width < self.game_width: if self.rng.random() < 0.04: free = [x for x in obstacles if x.x + x.width <= 0] if len(free) > 0: obs = self.rng.choice(free) obs.x = self.game_width def run(self, runner: Runner): self.rng = random.Random(self.seed) self.time = 0 self.acc = 20 self.speed = 400 self.game_width = 1200 self.jump_duration = 0.5 self.jump_height = 100 self.offset = 0 self.g = self.jump_height / (2 * pow(self.jump_duration / 4, 2)) self.v0 = pow(2 * self.jump_height * self.g, 1 / 2) self.obstacles = [ SmallObstacle(), SmallObstacle(), SmallObstacle(), SmallObstacle(), SmallObstacle(), SmallObstacle(), BigObstacle(), BigObstacle(), LongObstacle(), ] for obs in self.obstacles: obs.x = -obs.width self.stop = False events: dict[float, list[RunnerAction]] = defaultdict(lambda: []) for event in runner.events: events[event.time].append(event.action) for dt in runner.dts: # TODO check that client doesn't cheat by sending weird dts if dt > 1 / (10) or dt < 1 / (TARGET_UPS * 1.2): return False, self.time, int(-self.offset // 100) self.time += dt self.update(dt) if self.stop: if RunnerAction.RUNNER_ACTION_DIE in events[self.time]: break return False, self.time, int(-self.offset // 100) for action in events[self.time]: if action == RunnerAction.RUNNER_ACTION_JUMP: if self.dino_y == 0: self.dino_v = self.v0 return True, self.time, int(-self.offset // 100)
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Dig_It_Up/src/server/server/game/entity/area.py
ctfs/CCCamp/2023/game/Dig_It_Up/src/server/server/game/entity/area.py
import math import operator import random import uuid from dataclasses import dataclass from functools import reduce from typing import Any import server from server.game.entity.object import Object as EntityObject from server.game.entity.pickupable import Pickupable from server.game.map.properties import CustomInteraction, Interaction, InteractionOn from shared.gen.messages.v1 import Interact, InteractStatus, InteractType, Item from shared.gen.messages.v1 import Object as ObjectProto from shared.gen.messages.v1 import Objects, ObjectType, Polygon, ServerMessage ORES = [ ( Item( name="Common ore", description="", quantity=1, icon=2440, ), 3, ), ( Item( name="Medium rare ore", description="", quantity=1, icon=2441, ), 181, ), ( Item( name="Rare ore", description="", quantity=1, icon=2442, ), 691, ), ( Item( name="Epic ore", description="", quantity=1, icon=2443, ), 4943, ), ( Item( name="Legendary ore", description="", quantity=1, icon=2444, ), 31337, ), ] class Rng: state: int def __init__(self, seed: int) -> None: self.state = seed self.p = [x[1] for x in ORES] self.m = reduce(operator.mul, self.p) def next(self, offset: int) -> Item | None: offset %= self.m if offset == 0: return None r = math.gcd(self.m, offset) self.state += 1 print("on offset", offset, r, self.state) if r == 1 or r not in self.p: return None # TODO with which propability? should we get the ore at the coord? # if ((self.state * offset)) % self.m == 0: return ORES[self.p.index(r)][0] # return -1 @dataclass(kw_only=True) class AreaObject(EntityObject): area: Polygon user_uuid: str | None def __init__( self, interaction: Interaction, area: Polygon, interaction_on: InteractionOn, *args: Any, **kwargs: Any, ): super().__init__(*args, **kwargs) self.area = area self.user_uuid = None self.interaction = interaction self.interaction_on = interaction_on self.type = ObjectType.OBJECT_TYPE_AREA self.dig = None self.actice = False def to_proto(self) -> ObjectProto: o = super().to_proto() o.area = self.area return o async def interact(self, user_id: str, interact: Interact) -> Interact | None: return None def in_range(self, user_id: str) -> Interact | None: self.actice = True return Interact( str(uuid.uuid4()), status=InteractStatus.INTERACT_STATUS_START, type=InteractType.INTERACT_TYPE_CUT_OUT, ) def out_of_range(self, user_id: str) -> Interact | None: self.actice = False return Interact( str(uuid.uuid4()), status=InteractStatus.INTERACT_STATUS_STOP, type=InteractType.INTERACT_TYPE_CUT_OUT, ) class DigProgress: def __init__(self, x: float, y: float) -> None: self.x = x self.y = y self.progress = 0.0 pass class DigArea(AreaObject): def __init__( self, interaction: Interaction, area: Polygon, interaction_on: InteractionOn, *args: Any, **kwargs: Any, ): super().__init__(interaction, area, interaction_on, *args, **kwargs) self.dig = None self.rng = Rng(random.randint(1, 31337)) async def interact(self, user_id: str, interact: Interact) -> Interact | None: assert self.interaction.custom_interaction == CustomInteraction.DIG user = server.game_state.get_user(user_id) assert user if next((x for x in user.inventory if x.name == "Shovel"), None) is None: return None match interact.status: case InteractStatus.INTERACT_STATUS_START: self.dig = DigProgress(user.coords.x, user.coords.y) return Interact( interact.uuid, "", status=InteractStatus.INTERACT_STATUS_START, progress=self.dig.progress, type=InteractType.INTERACT_TYPE_DIG, ) case InteractStatus.INTERACT_STATUS_UPDATE: assert self.dig if self.dig.x != user.coords.x or self.dig.y != user.coords.y: return None self.dig.progress += 1 / 10 if self.dig.progress >= 0.999: val = self.rng.next(int(self.dig.x + self.dig.y * 1337)) if val is not None: ore = Pickupable( x=self.dig.x, y=self.dig.y + 20, item=val, name="ore", direction=0, for_everyone=False, garbage_collect_on_pickup=True, ) server.game_state.pickupable_manager.deepcopy_add(user_id, ore) session = server.game_state.get_session(user_id) assert session server.game_state.user_sessions[user.uuid].known_objects |= set( [ore.uuid] ) response = ServerMessage( objects=Objects(objects=[ore.to_proto()]), ) await server.global_server.broadcast( response, include=[session] ) return Interact( interact.uuid, text=f"You found {val}", status=InteractStatus.INTERACT_STATUS_STOP, progress=self.dig.progress, type=InteractType.INTERACT_TYPE_DIG, ) return Interact( uuid=interact.uuid, text="", status=InteractStatus.INTERACT_STATUS_UPDATE, progress=self.dig.progress, type=InteractType.INTERACT_TYPE_DIG, ) case _: pass
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Dig_It_Up/src/server/server/game/entity/object.py
ctfs/CCCamp/2023/game/Dig_It_Up/src/server/server/game/entity/object.py
from dataclasses import dataclass from uuid import uuid4 from shared.gen.messages.v1 import Coords from shared.gen.messages.v1 import Object as ObjectProto from shared.gen.messages.v1 import ObjectType @dataclass(kw_only=True) class Object: name: str type: ObjectType def __init__( self, x: float, y: float, direction: float, name: str, uuid: str | None = None, type: ObjectType = ObjectType.OBJECT_TYPE_UNSPECIFIED, ) -> None: coords = Coords(x=x, y=y, rotation=direction) self.name = name if uuid is None: uuid = str(uuid4()) self.uuid = uuid self.coords = coords self.type = type async def update(self, dt: float) -> None: pass @property def x(self) -> float: return self.coords.x @x.setter def x(self, x: float) -> None: self.coords.x = x @property def y(self) -> float: return self.coords.y @y.setter def y(self, y: float) -> None: self.coords.y = y @property def direction(self) -> float: return self.coords.rotation @direction.setter def direction(self, direction: float) -> None: self.coords.rotation = direction def to_proto(self) -> ObjectProto: return ObjectProto( uuid=self.uuid, coords=self.coords, type=self.type, )
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Dig_It_Up/src/server/server/game/entity/__init__.py
ctfs/CCCamp/2023/game/Dig_It_Up/src/server/server/game/entity/__init__.py
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Dig_It_Up/src/server/server/game/entity/enemy.py
ctfs/CCCamp/2023/game/Dig_It_Up/src/server/server/game/entity/enemy.py
import math import sys import time from dataclasses import dataclass from typing import Any, cast import server from server.game.entity.npc import NPCPath from server.game.entity.object import Object from server.game.entity.statemachine import STATE_CONTINUE, BaseState, StateMachine from server.game.secret import ITEMS from shared.gen.messages.v1 import EnemyInfo, EntityAssets from shared.gen.messages.v1 import Object as ObjectProto from shared.gen.messages.v1 import ObjectType, Polygon, SessionType, User STATE_ALIVE = 0 STATE_DEAD = 1 @dataclass(kw_only=True) class Enemy(Object): health: int speed: float last_attack: float # UUID of the user this enemy object belongs to user_uuid: str | None state_machine: StateMachine def __init__( self, entity_assets: EntityAssets, health: int = 10, health_max: int = 100, user_uuid: str | None = None, *args: Any, **kwargs: Any, ) -> None: self.health = health self.health_max = health_max self.user_uuid = user_uuid self.entity_assets = entity_assets super().__init__(*args, **kwargs) self.type = ObjectType.OBJECT_TYPE_ENEMY self.state_machine = StateMachine() self.last_attack = 0 async def update(self, dt: float) -> None: await super().update(dt=dt) await self.state_machine.update(dt) # TODO: update if dead? # TODO: Pathing, state machine for attacking if self.user_uuid is not None: await server.global_server.move_enemy_object( uuid=self.uuid, health=self.health, health_max=self.health_max, last_attack=self.last_attack, name=self.name, x=self.x, y=self.y, include_user_ids=[self.user_uuid], ) async def take_damage(self, damage: int) -> None: self.health -= damage def is_alive(self): return self.health > 0 def get_distance_to_player(self, user: User) -> float: if ( user.uuid not in server.game_state.user_sessions or server.game_state.user_sessions[user.uuid].type == SessionType.SESSION_TYPE_FREE_CAM ): return sys.float_info.max player_asset = server.game_state.map.player_asset dx = (user.coords.x + player_asset.width / 2) - ( (self.x + self.entity_assets.width / 2) ) dy = (user.coords.y - player_asset.height / 2) - ( (self.y - self.entity_assets.height / 2) ) dist_sqrt = math.sqrt(dx**2 + dy**2) return dist_sqrt def to_proto(self) -> ObjectProto: o = super().to_proto() o.enemy_info = EnemyInfo( health=self.health, health_max=self.health_max, last_attack=self.last_attack, name=self.name, ) return o class PatrolState(BaseState): AGGRO_RADIUS = 80 def __init__(self, param: object): super().__init__(name="patrol", param=param) async def update(self, dt: float) -> str: self_obj = cast(PatrolEnemy, self.parameter) x, y = self_obj.patrol_path.get_next_position(dt, self_obj.x, self_obj.y) self_obj.x = x self_obj.y = y if ( not self_obj.user_uuid is None and self_obj.user_uuid in server.game_state.users ): clostest_player = server.game_state.users[self_obj.user_uuid] dist = self_obj.get_distance_to_player(clostest_player) if dist < PatrolState.AGGRO_RADIUS: return "aggro" return STATE_CONTINUE class AggroState(BaseState): DEAGGRO_RADIUS = 80 def __init__(self, param: object): super().__init__(name="aggro", param=param) async def update(self, dt: float) -> str: self_obj = cast(PatrolEnemy, self.parameter) assert self_obj.user_uuid if self_obj.user_uuid not in server.game_state.users: return STATE_CONTINUE clostest_player = server.game_state.users[self_obj.user_uuid] dist = self_obj.get_distance_to_player(clostest_player) if dist > AggroState.DEAGGRO_RADIUS: return "patrol" if dist < AttackingState.ATTACK_RADIUS: return "attacking" direction_x = clostest_player.coords.x - self_obj.x direction_y = clostest_player.coords.y - self_obj.y direction_len = math.sqrt(direction_x**2 + direction_y**2) direction_x_norm = direction_x / direction_len direction_y_norm = direction_y / direction_len self_obj.x += direction_x_norm * self_obj.speed * dt self_obj.y += direction_y_norm * self_obj.speed * dt return STATE_CONTINUE class AttackingState(BaseState): ATTACK_RADIUS = 20 ATTACK_SPEED = 3 def __init__(self, param: object): super().__init__(name="attacking", param=param) self.last_attack = 0 async def update(self, dt: float) -> str: self_obj = cast(PatrolEnemy, self.parameter) assert self_obj.user_uuid is not None if self_obj.user_uuid not in server.game_state.users: return STATE_CONTINUE clostest_player = server.game_state.users[self_obj.user_uuid] dist = self_obj.get_distance_to_player(clostest_player) if dist > AttackingState.ATTACK_RADIUS: return "aggro" if time.time() > self.last_attack + AttackingState.ATTACK_SPEED: await server.global_server.give_damage( self_obj.uuid, 7, include_user_ids=[self_obj.user_uuid] ) self.last_attack = time.time() self_obj.last_attack = time.time() if not self_obj.is_alive(): return "dead" return STATE_CONTINUE class DeadState(BaseState): DEAD_SECONDS = 20 # Enemy should stay 60 seconds dead def __init__(self, param: object): super().__init__(name="dead", param=param) def enter(self): self.death_ts = time.time() async def update(self, dt: float) -> str: self_obj = cast(PatrolEnemy, self.parameter) assert self_obj.user_uuid is not None if time.time() > self.death_ts + DeadState.DEAD_SECONDS: self_obj.health = self_obj.health_max return "patrol" return STATE_CONTINUE class PatrolEnemy(Enemy): patrol_path: NPCPath speed: float def __init__( self, path: Polygon | None, speed: float, *args: Any, **kwargs: Any ) -> None: super().__init__(*args, **kwargs) self.speed = speed self.patrol_path = NPCPath(path=path, speed=speed, loop=True) self.state_machine.add_state(PatrolState(self)) self.state_machine.add_state(AggroState(self)) self.state_machine.add_state(AttackingState(self)) self.state_machine.add_state(DeadState(self)) self.state_machine.change_state("patrol") class BossPatrolEnemy(PatrolEnemy): def __init__(self, *args: Any, **kwargs: Any) -> None: super().__init__(*args, **kwargs) async def take_damage(self, damage: int) -> None: self.health -= damage if self.user_uuid is None: return if self.health <= 0: success = await server.game_state.give_item( user_id=self.user_uuid, item=ITEMS["flag_boss"], once=True, ) if success: await server.global_server.update_self(self.user_uuid)
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Dig_It_Up/src/server/server/game/entity/pickupable.py
ctfs/CCCamp/2023/game/Dig_It_Up/src/server/server/game/entity/pickupable.py
from dataclasses import dataclass from typing import Any import server from server.game.entity.object import Object from shared.gen.messages.v1 import Item from shared.gen.messages.v1 import Object as ObjectProto from shared.gen.messages.v1 import Object as ProtoObject from shared.gen.messages.v1 import Objects, ObjectType, ServerMessage, SessionType, User @dataclass(kw_only=True) class Pickupable(Object): user_uuid: str | None def __init__( self, item: Item, for_everyone: bool, garbage_collect_on_pickup: bool, *args: Any, **kwargs: Any ) -> None: super().__init__(*args, **kwargs) self.pickupable = item self.type = ObjectType.OBJECT_TYPE_PICKUPABLE self.user_uuid = None self.pickedup = False self.for_everyone = for_everyone self.garbage_collect_on_pickup = garbage_collect_on_pickup def in_distance_to_player(self, user: User) -> bool: player_asset = server.game_state.map.player_asset dx = (user.coords.x + player_asset.width / 2) - ((self.x + 16 / 2)) dy = (user.coords.y - player_asset.height / 2) - ((self.y - 16 / 2)) distance_sq = dx**2 + dy**2 return distance_sq < 14**2 async def update(self, dt: float) -> None: if not self.pickedup: if self.user_uuid and self.user_uuid in server.game_state.users: user = server.game_state.users[self.user_uuid] if user.uuid not in server.game_state.user_sessions: return session = server.game_state.user_sessions[user.uuid] if session.type == SessionType.SESSION_TYPE_FREE_CAM: return if self.in_distance_to_player(user): self.pickedup = True await server.game_state.give_item(self.user_uuid, self.pickupable) await server.global_server.broadcast( ServerMessage( objects=Objects( objects=[ ProtoObject( self.uuid, remove=True, type=ObjectType.OBJECT_TYPE_PICKUPABLE, ) ] ) ), include=[session.peer], ) elif self.for_everyone: for user_id in server.game_state.user_sessions.keys(): if user_id not in server.game_state.users: continue user = server.game_state.users[user_id] session = server.game_state.user_sessions[user.uuid] if session.type == SessionType.SESSION_TYPE_FREE_CAM: continue if self.in_distance_to_player(user): self.pickedup = True await server.game_state.give_item(user_id, self.pickupable) await server.global_server.broadcast( ServerMessage( objects=Objects( objects=[ ProtoObject( self.uuid, remove=True, type=ObjectType.OBJECT_TYPE_PICKUPABLE, ) ] ) ), include=[session.peer], ) break return await super().update(dt) def to_proto(self) -> ObjectProto: proto = super().to_proto() proto.pickupable = self.pickupable return proto
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Dig_It_Up/src/server/server/game/map/properties.py
ctfs/CCCamp/2023/game/Dig_It_Up/src/server/server/game/map/properties.py
from dataclasses import dataclass, field from enum import Enum from typing import Any, NewType from dataclasses_jsonschema import JsonSchemaMixin from dataclasses_jsonschema.field_types import FieldEncoder ObjectType = NewType("ObjectType", int) class ObjectTypeField(FieldEncoder[int, int]): @property def json_schema(self) -> dict[str, str]: return {"type_": "object"} JsonSchemaMixin.register_field_encoders({ObjectType: ObjectTypeField()}) class Activity(Enum): IDLE = "IDLE" WALKING = "WALKING" ATTACKING = "ATTACKING" DEATH = "DEATH" class Direction(Enum): NORTH = "NORTH" EAST = "EAST" SOUTH = "SOUTH" WEST = "WEST" @dataclass class Tile(JsonSchemaMixin): activity: Activity = Activity.IDLE direction: Direction = Direction.NORTH @dataclass class NPC(JsonSchemaMixin): interact_distance: int = 0 interactable: bool = False @dataclass class Enemy(JsonSchemaMixin): speed: float = 0.0 health: int = 100 max_health: int = 100 @dataclass class PatrolEnemy(Enemy, JsonSchemaMixin): patrol_path: ObjectType = ObjectType(-1) class CustomInteraction(Enum): NONE = "NONE" TALKY = "TALKY" SHOP = "SHOP" RACE_START = "RACE_START" SCOREBOARD = "SCOREBOARD" RACE_STOP = "RACE_STOP" GIVE_ITEM = "GIVE_ITEM" DIG = "DIG" REQUIRE_ITEMS = "REQUIRE_ITEMS" RUNNER = "RUNNER" CUT_OUT = "CUT_OUT" LICENSE = "LICENSE" @dataclass class Interaction(JsonSchemaMixin): custom_attribute: str = "" custom_interaction: CustomInteraction = CustomInteraction.NONE loop: bool = False next_interaction: int = -1 path: ObjectType = ObjectType(-1) speed: float = 0.0 text: str = "" class InteractionOn(Enum): NONE = "NONE" INTERACT = "INTERACT" COLLIDE = "COLLIDE" @dataclass class AreaObject(JsonSchemaMixin): area: ObjectType = ObjectType(-1) interaction_on: InteractionOn = InteractionOn.NONE interaction: Interaction = field(default_factory=lambda: Interaction()) @dataclass class Pickupable(JsonSchemaMixin): description: str = "" quantity: int = 1 icon: int = -1 class CustomLayerType(Enum): NONE = "NONE" DYNAMIC = "DYNAMIC" @dataclass class Layer(JsonSchemaMixin): type: CustomLayerType = CustomLayerType.NONE class MazeTileType(Enum): NONE = "NONE" START_END = "START_END" CORNER_NE = "CORNER_NE" CORNER_SE = "CORNER_SE" CORNER_SW = "CORNER_SW" CORNER_NW = "CORNER_NW" MISSING = "MISSING" @dataclass class Maze(JsonSchemaMixin): type: MazeTileType = MazeTileType.NONE def parse_additional_activities(properties: dict[str, Any]) -> list[Activity]: activities: list[Activity] = [] i = 0 while True: key = f"additional_activity_{i}" i += 1 if key not in properties: break activities.append(Activity(properties[key])) return activities
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Dig_It_Up/src/server/server/game/map/__init__.py
ctfs/CCCamp/2023/game/Dig_It_Up/src/server/server/game/map/__init__.py
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Dig_It_Up/src/server/server/game/map/map.py
ctfs/CCCamp/2023/game/Dig_It_Up/src/server/server/game/map/map.py
from __future__ import annotations import logging from functools import cache from pathlib import Path from typing import Any, Dict, List, Tuple, cast import numpy as np import pytiled_parser from mazelib import Maze from mazelib.generate.DungeonRooms import DungeonRooms from PIL import Image from pytiled_parser import ObjectLayer, TileLayer, tiled_object from pytiled_parser.common_types import OrderedPair import server from server.game.entity.area import AreaObject, DigArea from server.game.entity.enemy import BossPatrolEnemy, Enemy, PatrolEnemy from server.game.entity.npc import NPC, Interaction from server.game.entity.object import Object from server.game.entity.pickupable import Pickupable from server.game.map.properties import NPC as PropertyNpc from server.game.map.properties import AreaObject as PropertyAreaObject from server.game.map.properties import CustomInteraction, CustomLayerType from server.game.map.properties import Enemy as PropertyEnemy from server.game.map.properties import Interaction as PropertyInteraction from server.game.map.properties import Layer as PropertyLayer from server.game.map.properties import Maze as PropertyMaze from server.game.map.properties import MazeTileType from server.game.map.properties import PatrolEnemy as PropertyPatrolEnemy from server.game.map.properties import Pickupable as PropertyPickupable from server.game.map.properties import Tile as PropertyTile from server.game.map.properties import parse_additional_activities from server.models import Session from shared.constants import ( CHUNK_SIZE_X, CHUNK_SIZE_Y, NUM_TILES_PER_COLUM, TILE_SIZE_X, TILE_SIZE_Y, ) from shared.gen.messages.v1 import ( Activity, Animation, AnimationStep, Direction, EntityAsset, EntityAssets, Item, MapChunk, MapChunkResponse, Point, Polygon, ServerMessage, TileCollision, Tileset, ) from shared.map import Map as SharedMap from shared.map import Tile class Map(SharedMap): player_asset: EntityAssets objects: Dict[str, Object] def __init__(self, map_file: Path) -> None: self.map = pytiled_parser.parse_map(map_file) assert self.map.infinite, "Map in not inifite. Wrong map loaded?" def initialize(self): logging.debug( f"[Map] Loading map with size: {self.map.map_size} Tile size: {self.map.tile_size}" ) self._parse_player() objs = self._parse_objects() self._preload_chunks() for tileset in self.map.tilesets.values(): if tileset.name == "LLB-LandTileset": self.llb_tileset = tileset if tileset.name == "Colors": self.colors = tileset if tileset.name == "Maze": self.maze_tileset = tileset # assert self.llb_tileset, 'No tileset "CB-LandTileset" found.' # assert self.colors, 'No tileset "Colors" found.' # assert self.maze_tileset, 'No tileset "Maze" found.' return objs def _preload_chunks(self) -> None: for x, y in set( ( [ (c.coordinates.x // CHUNK_SIZE_X, c.coordinates.y // CHUNK_SIZE_Y) for l in self.map.layers if isinstance(l, TileLayer) and l.chunks for c in l.chunks ] ) ): self.get_chunks(x, y, "") def _parse_player(self) -> None: for tileset in self.map.tilesets.values(): if tileset.name != "player": continue if tileset.tiles is None: continue tile_ids = [k + tileset.firstgid for k in tileset.tiles.keys()] self.player_asset = self.get_entity_assets(tileset, tile_ids=tile_ids) def _parse_polygon_by_id( self, layer: ObjectLayer, polygon_id: int ) -> Polygon | None: polygon = next( (o for o in layer.tiled_objects if o.id == polygon_id), None, ) if polygon is None: return None coll = self._parse_form(polygon)[0] return Polygon(points=[Point(x=p[0], y=p[1]) for p in coll]) def _parse_objects(self) -> Dict[str, Object]: objs: Dict[str, Object] = {} for layer in self.map.layers: if not isinstance(layer, ObjectLayer): continue if layer.draw_order != "topdown": continue entity_assets = None for t in layer.tiled_objects: match t: case tiled_object.Tile(): tileset_id = self._find_tileset_id(t.gid) if tileset_id is None: continue tileset = self.map.tilesets[tileset_id] tile_ids = set([t.gid]) additional_activities = parse_additional_activities( t.properties ) if tileset.tiles: root_tile = tileset.tiles.get(t.gid - tileset_id, None) if ( root_tile and root_tile.class_ == "Tile" and root_tile.properties ): root_tile_properties = PropertyTile().from_dict( root_tile.properties ) for tile in tileset.tiles.values(): if tile.id == t.gid: continue if tile.class_ != "Tile": continue properties = tile.properties if properties: properties = PropertyTile().from_dict( properties ) if ( properties.activity == root_tile_properties.activity or properties.activity in additional_activities ): tile_ids.add(tile.id + tileset_id) entity_assets = self.get_entity_assets(tileset, list(tile_ids)) case tiled_object.Point(): pass case _: continue properties = t.properties coords = t.coordinates match t.class_: case "Npc": assert entity_assets interactions: List[Interaction] = [] i = 0 while True: key = f"interaction_{i}" i += 1 if key not in properties: break interaction_properties = PropertyInteraction().from_dict( properties[key] # type: ignore ) path = None if interaction_properties.path != -1: path_id = interaction_properties.path path = self._parse_polygon_by_id( layer=layer, polygon_id=path_id ) interactions.append( Interaction( id=i, text=interaction_properties.text, path=path, speed=interaction_properties.speed, loop=interaction_properties.loop, next_interaction=interaction_properties.next_interaction, custom_interaction=interaction_properties.custom_interaction, custom_attribute=interaction_properties.custom_attribute, ) ) npc_properties = PropertyNpc().from_dict(properties) o = NPC( x=coords.x, y=coords.y, direction=0, # TODO: make direction right entity_assets=entity_assets, name=t.name, interactable=npc_properties.interactable, interact_distance=npc_properties.interact_distance, interactions=interactions, ) case "Enemy": assert entity_assets enemy_properties = PropertyEnemy().from_dict(properties) o = Enemy( x=coords.x, y=coords.y, direction=0, # TODO: make direction right entity_assets=entity_assets, name=t.name, health=enemy_properties.health, health_max=enemy_properties.max_health, speed=enemy_properties.speed, ) case "PatrolEnemy": assert entity_assets enemy_properties = PropertyPatrolEnemy().from_dict(properties) path = None if enemy_properties.patrol_path != -1: path_id = enemy_properties.patrol_path path = self._parse_polygon_by_id( layer=layer, polygon_id=path_id ) o = PatrolEnemy( path=path, speed=enemy_properties.speed, x=coords.x, y=coords.y, direction=0, # TODO: make direction right entity_assets=entity_assets, name=t.name, health=enemy_properties.health, health_max=enemy_properties.max_health, ) case "BossPatrolEnemy": assert entity_assets enemy_properties = PropertyPatrolEnemy().from_dict(properties) path = None if enemy_properties.patrol_path != -1: path_id = enemy_properties.patrol_path path = self._parse_polygon_by_id( layer=layer, polygon_id=path_id ) o = BossPatrolEnemy( path=path, speed=enemy_properties.speed, x=coords.x, y=coords.y, direction=0, # TODO: make direction right entity_assets=entity_assets, name=t.name, health=enemy_properties.health, health_max=enemy_properties.max_health, ) print("Added BossPatrolEnemy") case "Areaobject": area_properties = PropertyAreaObject().from_dict(properties) path = None if area_properties.area != -1: area_id = area_properties.area path = self._parse_polygon_by_id( layer=layer, polygon_id=area_id ) assert path match area_properties.interaction.custom_interaction: case CustomInteraction.DIG: o = DigArea( area=path, interaction=area_properties.interaction, interaction_on=area_properties.interaction_on, name="area", x=coords.x, y=coords.y, direction=0, ) case _: o = AreaObject( area=path, interaction=area_properties.interaction, interaction_on=area_properties.interaction_on, name="area", x=coords.x, y=coords.y, direction=0, ) case "Pickupable": pickupable_properties = PropertyPickupable().from_dict( properties ) item = Item( description=pickupable_properties.description, icon=pickupable_properties.icon, name=t.name, quantity=pickupable_properties.quantity, ) o = Pickupable( x=coords.x, y=coords.y, item=item, name=t.name, direction=0, for_everyone=False, garbage_collect_on_pickup=False, ) case _: o = Object( x=coords.x, y=coords.y, direction=0, # TODO: make direction right name=t.name, ) objs[o.uuid] = o return objs def get_entity_assets( self, tileset: pytiled_parser.tileset.Tileset, tile_ids: List[int] ) -> EntityAssets: entity_asset = EntityAssets( height=tileset.tile_height, width=tileset.tile_width, ) logging.debug( f"Getting tileset for ids: {str(tile_ids)} Tileset: {str(tileset)} Width: {tileset.tile_width} " ) tileset_, new_tile_mapping, collisions = self.get_tileset( tileset.tile_width, tileset.tile_height, tile_ids ) entity_asset.tileset = tileset_ if tileset.tiles is None: return entity_asset for tile in tileset.tiles.values(): if tile.id + tileset.firstgid not in tile_ids: continue properties = tile.properties if properties is None: properties = {} properties = PropertyTile.from_dict(properties) entity_asset.entity_assets.append( EntityAsset( id=new_tile_mapping[tile.id + tileset.firstgid], activity=Activity[f"ACTIVITY_{properties.activity.name}"], direction=Direction[f"DIRECTION_{properties.direction.name}"], ) ) for tile_col in collisions: tile_collision = TileCollision(polygons=[]) for col in tile_col: if col: tile_collision.polygons.append( Polygon(points=[Point(x=p[0], y=p[1]) for p in col]) ) entity_asset.collisions.append(tile_collision) return entity_asset @cache def get_tileset_image(self, id: int) -> Image.Image: tileset = self.map.tilesets[id] tileset_png = Image.open(Path(server.PATH, f"./map/{tileset.image}")) # type: ignore return tileset_png # type: ignore def _create_tileset_image( self, rows: int, cols: int, tile_width: int, tile_height: int ) -> Image.Image: return Image.new("RGBA", (rows * tile_width, cols * tile_height)) def _find_tileset_id(self, tile_id: int) -> int | None: gids = list(self.map.tilesets.keys()) gids.sort(reverse=True) return next((gid for gid in gids if gid <= tile_id), None) def _parse_form( self, form: tiled_object.TiledObject ) -> List[List[Tuple[float, float]]]: coll: List[List[Tuple[float, float]]] = [] match form: case tiled_object.Polygon(): assert form.rotation == 0 origin = form.coordinates points = [(p.x + origin.x, p.y + origin.y) for p in form.points] coll.append(points) case tiled_object.Rectangle(): assert form.rotation == 0 origin = form.coordinates points = [ (p.x + origin.x, p.y + origin.y) for p in [ OrderedPair(0, 0), OrderedPair(0, form.size.height), OrderedPair( form.size.width, form.size.height, ), OrderedPair(form.size.width, 0), ] ] coll.append(points) case _: logging.warning("Unknown object", form) return coll def get_tileset( self, tile_width: int, tile_height: int, tile_ids: List[int] ) -> Tuple[Tileset, Dict[int, int], List[List[List[Tuple[float, float]]]]]: old_id_mapping: Dict[int, int] = {} result_tileset = Tileset() result_image = self._create_tileset_image( NUM_TILES_PER_COLUM, 1, tile_width, tile_height ) tile_collisions: List[List[List[Tuple[float, float]]]] = [] for tile_id in tile_ids: new_tile_index = len(old_id_mapping) if new_tile_index != 0 and new_tile_index % NUM_TILES_PER_COLUM == 0: tmp_image = result_image result_image = self._create_tileset_image( NUM_TILES_PER_COLUM, (new_tile_index // NUM_TILES_PER_COLUM) + 1, tile_width, tile_height, ) result_image.paste(tmp_image) coll: List[List[Tuple[float, float]]] = [] tileset_id = self._find_tileset_id(tile_id=tile_id) if tileset_id is not None: tileset = self.map.tilesets[tileset_id] tileset_image = self.get_tileset_image(tileset_id) local_id = tile_id - tileset.firstgid if tileset.tiles is not None and local_id in tileset.tiles: tile = tileset.tiles[local_id] if tile.animation is not None: animation = Animation(id=tile_id) for frame in tile.animation: t_id = frame.tile_id + tileset.firstgid animation.animation_setps.append( AnimationStep(id=t_id, duration=frame.duration) ) if t_id not in tile_ids: tile_ids.append(t_id) result_tileset.animations.append(animation) match tile.objects: case pytiled_parser.layer.ObjectLayer() as object_layer: for collision_object in object_layer.tiled_objects: coll += self._parse_form(collision_object) case _: pass assert ( tileset.tile_width == tile_width and tileset.tile_height == tile_height ), f"Tiles have to be the same size! {tileset.name} {tileset.tile_width} != {tile_width} or {tileset.tile_height} != {tile_height}" x_start = (local_id % tileset.columns) * tileset.tile_width y_start = (local_id // tileset.columns) * tileset.tile_height x_end = x_start + tileset.tile_width y_end = y_start + tileset.tile_height new_tile_x = (new_tile_index % NUM_TILES_PER_COLUM) * tileset.tile_width new_tile_y = ( new_tile_index // NUM_TILES_PER_COLUM ) * tileset.tile_height # Crop tile from the global tileset to the local tileset result_image.paste( tileset_image.crop((x_start, y_start, x_end, y_end)), (new_tile_x, new_tile_y), ) tile_collisions.append(coll) old_id_mapping[tile_id] = new_tile_index for animation in result_tileset.animations: animation.id = old_id_mapping[animation.id] for step in animation.animation_setps: step.id = old_id_mapping[step.id] img_byte_arr = result_image.tobytes() result_tileset.tileset = img_byte_arr result_tileset.width = result_image.width result_tileset.height = result_image.height return result_tileset, old_id_mapping, tile_collisions # Gets a new tileset for a given chunk # Returns a tuple of: # - the new tileset as raw image bytes # - the tile mapping of old to new tile ids def get_tileset_for_chunk( self, chunk: pytiled_parser.layer.Chunk ) -> Tuple[Tileset, Dict[int, int], List[List[List[Tuple[float, float]]]]]: gids = list(self.map.tilesets.keys()) gids.sort(reverse=True) # Get number of unique tiles to estimate result tilset size unique_tiles: List[int] = [] for row in chunk.data: for col in row: if not col in unique_tiles: unique_tiles.append(col) num_unique_tiles = len(unique_tiles) logging.debug(f"Number of unique tiles in chunk: {num_unique_tiles}") return self.get_tileset(TILE_SIZE_X, TILE_SIZE_Y, unique_tiles) def get_tile_layers( self, layers: List[pytiled_parser.Layer] ) -> List[pytiled_parser.TileLayer]: layers_ret: List[pytiled_parser.TileLayer] = [] for layer in layers: if isinstance(layer, pytiled_parser.TileLayer): layers_ret.append(layer) if isinstance(layer, pytiled_parser.LayerGroup): if layer.layers: layers_ret += self.get_tile_layers(layer.layers) return layers_ret def is_dynamic_chunk(self, x: float, y: float) -> bool: for layer in self.get_tile_layers(self.map.layers): if layer.properties: properties = PropertyLayer().from_dict(layer.properties) if properties.type != CustomLayerType.DYNAMIC: continue else: continue match layer.chunks: case None: continue case chunks: pass # Find the chunk the client requested chunk = next( ( item for item in chunks if ( item.coordinates.x == x * CHUNK_SIZE_X and item.coordinates.y == y * CHUNK_SIZE_Y ) ), None, ) if chunk: return True return False def get_chunks(self, x: float, y: float, user_id: str) -> List[MapChunk]: if self.is_dynamic_chunk(x=x, y=y): return self.get_dynamic_chunk( requested_chunk_block_x=x, requested_chunk_block_y=y, user_id=user_id ) else: return self.get_static_chunks(x=x, y=y) def _get_neighbouring_chunks( self, start: pytiled_parser.Chunk, chunks: List[pytiled_parser.Chunk], visited: List[pytiled_parser.Chunk], ) -> None: queue: List[pytiled_parser.Chunk] = [start] while len(queue) > 0: current = queue.pop() visited.append(current) for x, y in [ (0, 1), (0, -1), (-1, 0), (1, 0), ]: chunk = next( ( item for item in chunks if ( item.coordinates.x == current.coordinates.x + x * CHUNK_SIZE_X and item.coordinates.y == current.coordinates.y + y * CHUNK_SIZE_Y and item not in visited and item not in queue ) ), None, ) if chunk: queue.append(chunk) def get_dynamic_chunk( self, requested_chunk_block_x: float, requested_chunk_block_y: float, user_id: str, ) -> List[MapChunk]: if user_id == "": return [] session = server.game_state.user_sessions[user_id] if len(session.maze) == 0: for layer in self.get_tile_layers(self.map.layers): if layer.properties: properties = PropertyLayer().from_dict(layer.properties) if properties.type != CustomLayerType.DYNAMIC: continue else: continue match layer.chunks: case None: continue case chunks: pass # Find the chunk the client requested chunk = next( ( item for item in chunks if ( item.coordinates.x == requested_chunk_block_x * CHUNK_SIZE_X and item.coordinates.y == requested_chunk_block_y * CHUNK_SIZE_Y ) ), None, ) if not chunk: continue if len(session.waiting_maze_chunks) == 0: maze_future = server.executor.submit( self.generate_maze, chunk, chunks ) maze_future.add_done_callback( lambda res: self.generate_maze_result(session, res.result()) ) session.waiting_maze_chunks.append( (int(chunk.coordinates.x), int(chunk.coordinates.y)) ) data = np.full( shape=(32, 32), fill_value=self.maze_tileset.firstgid + 8 ) c = pytiled_parser.Chunk( coordinates=pytiled_parser.OrderedPair( x=int(chunk.coordinates.x), y=int(chunk.coordinates.y), ), size=pytiled_parser.Size(CHUNK_SIZE_X, CHUNK_SIZE_Y), data=data.tolist(), ) chunk = self._get_chunk(chunk=c) return [chunk] c = next( ( c for c in session.maze if c[0].x == requested_chunk_block_x and c[0].y == requested_chunk_block_y ), None, ) if c: return c else: return [] def generate_maze_result( self, session: Session, maze: list[list[MapChunk]] ) -> None: session.maze = maze for x, y in session.waiting_maze_chunks: c = next( ( c for c in session.maze if c[0].x == x // CHUNK_SIZE_X and c[0].y == y // CHUNK_SIZE_Y ), None, ) if c is None: continue server.global_server.broadcast_sync( message=ServerMessage(chunk=MapChunkResponse(chunks=c)), include=[session.peer], ) session.waiting_maze_chunks.clear() def generate_maze( self, chunk: pytiled_parser.Chunk, chunks: List[pytiled_parser.Chunk] ) -> list[list[MapChunk]]: all_chunks: List[List[MapChunk]] = [] chunk_block: list[pytiled_parser.Chunk] = [] self._get_neighbouring_chunks(chunk, chunks, chunk_block) x_coordinates = [c.coordinates.x for c in chunk_block] y_coordinates = [c.coordinates.y for c in chunk_block] width = abs(max(x_coordinates) - min(x_coordinates)) + CHUNK_SIZE_X height = abs(max(y_coordinates) - min(y_coordinates)) + CHUNK_SIZE_Y chunk_block_x = min(x_coordinates) chunk_block_y = min(y_coordinates) assert (width // CHUNK_SIZE_X) * (height // CHUNK_SIZE_Y) == len( chunk_block ), "Maze has to be in a rectangle!" start_end: list[tuple[int, int]] = [] for c in chunk_block: for y, row in enumerate(c.data): for x, tile_id in enumerate(row): tileset_id = self._find_tileset_id(tile_id) if not tileset_id: continue tileset = self.map.tilesets[tileset_id] if not tileset.tiles: continue tile = tileset.tiles[tile_id - tileset.firstgid] if not tile.properties: continue properties = PropertyMaze().from_dict(tile.properties) if properties.type == MazeTileType.START_END: mx = (c.coordinates.x + x) - chunk_block_x + 1 my = (c.coordinates.y + y) - chunk_block_y # account for odd size and room size if mx == width: mx -= 2 if my == height: my -= 2 start_end.append( ( int(mx // 3), int(my // 3), ) ) assert ( len(start_end) == 2 ), f"There must be 2 Start/Ends but there are {len(start_end)}" maze = Maze() maze.generator = DungeonRooms( # type: ignore (width // 3 - 1) // 2, (height // 3 - 1) // 2, [ [ a, ( a[0] + 1, a[1] + 1, ), ] for a in start_end ], ) maze.generate() if maze.grid is None: return all_chunks grid: Any = maze.grid.astype("int32") grid = np.repeat(a=grid, repeats=3, axis=0) grid = np.repeat(a=grid, repeats=3, axis=1) grid_shape = grid.shape grid_shape = ( ((grid_shape[0] // CHUNK_SIZE_X) + 1) * CHUNK_SIZE_X - grid_shape[0], ((grid_shape[1] // CHUNK_SIZE_Y) + 1) * CHUNK_SIZE_Y - grid_shape[1], ) grid = np.pad( array=grid, pad_width=((0, grid_shape[0]), (0, grid_shape[1])), constant_values=1, ) grid = np.where(grid == 1, 0, 1) maze.grid = grid for s in start_end:
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
true
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Dig_It_Up/src/server/server/map/merge_dino_tileset.py
ctfs/CCCamp/2023/game/Dig_It_Up/src/server/server/map/merge_dino_tileset.py
from PIL import Image import sys import glob TILE_SIZE = 24 if len(sys.argv) < 2: print("Usage: merge_dino_tileset.py <path_to_to_dino>") print("Example: merge_dino_tileset.py assets/dinos/male/mono") exit(-1) base_path = sys.argv[1] + "/base/" images = sorted(glob.glob(base_path + "*.*")) print(f"Found Images: {len(images)}") result_image = Image.new("RGBA", (20*TILE_SIZE, len(images)*TILE_SIZE)) # Process each tiled image for index, img_path in enumerate(images): img = Image.open(img_path) num_tiles_in_image = int(img.width / TILE_SIZE) for i in range(num_tiles_in_image): tmp_img = img.crop((TILE_SIZE*i,0,TILE_SIZE*i+24,24)) transposed = tmp_img.transpose(Image.FLIP_LEFT_RIGHT) result_image.paste(tmp_img, (TILE_SIZE*i, TILE_SIZE*index)) result_image.paste(transposed, (TILE_SIZE*i+num_tiles_in_image*TILE_SIZE, TILE_SIZE*index)) result_image.save(sys.argv[1] + "/combined_tileset.png")
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Dig_It_Up/src/server/server/map/generate_properties.py
ctfs/CCCamp/2023/game/Dig_It_Up/src/server/server/map/generate_properties.py
import hashlib import json from typing import Any from dataclasses_jsonschema import JsonSchemaMixin from server.game.map.properties import * # type: ignore def get_class(name: str, properties: dict[str, Any]) -> dict[str, dict[str, Any]]: m = hashlib.md5() m.update(name.encode()) id = int(m.hexdigest(), 16) member_types = {} members = [] for n, p in properties["properties"].items(): propertyType = None default = None type = None if "type" in p: match p["type"]: case "string": type = "string" case "integer": type = "int" case "boolean": type = "bool" case "number": type = "float" case _: raise NotImplementedError(p["type"]) assert "default" in p, p elif "$ref" in p: ref = p["$ref"] ref = ref.rsplit("/", 1)[1] type = "class" default = {} propertyType = ref elif "type_" in p: match p["type_"]: case "object": type = "object" case _: raise NotImplementedError(p["type_"]) if "default" in p: default = p["default"] assert type is not None assert default is not None member: dict[str, Any] = { "name": n, "type": type, "value": default, } if "enum" in p: m = hashlib.md5() m.update(n.encode()) member_types[n] = { "id": int(m.hexdigest(), 16), "name": n.title(), "storageType": "string", "type": "enum", "values": p["enum"], } propertyType = n.title() if propertyType: member["propertyType"] = propertyType members.append(member) property_types = { name: { "id": id, "name": name.title(), "type": "class", "useAs": [ "property", "map", "layer", "object", "tile", "tileset", "wangcolor", "wangset", ], "color": "#ffa0a0a4", "drawFill": True, "members": members, } } property_types |= member_types return property_types def parse_properties( name: str, properties: dict[str, Any] ) -> dict[str, dict[str, Any]]: match properties["type"]: case "object": return get_class(name, properties) case _: raise NotImplementedError() properties = JsonSchemaMixin.all_json_schemas() property_types: dict[str, Any] = {} for key, value in properties.items(): if "type" in value: property_types |= parse_properties(key, value) elif "allOf" in value: value = value["allOf"] ref = value[0]["$ref"] ref = ref.rsplit("/", 1)[1] assert ref in property_types property_types |= parse_properties(key, value[1]) property_types[key]["members"] += property_types[ref]["members"] else: raise NotImplementedError() with open("src/server/server/map/map.tiled-project", "r") as f: tiled_project = json.load(f) tiled_project["propertyTypes"] = list(property_types.values()) # print(json.dumps(tiled_project)) with open("src/server/server/map/map.tiled-project", "w") as f: json.dump(obj=tiled_project, fp=f, indent=4)
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/main.py
ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/main.py
import argparse import asyncio import logging import multiprocessing import sys import threading import traceback from multiprocessing.synchronize import Event as MultiprocessingEventClass import aioprocessing import pyglet import client from client.game.state import GameState from client.networking.network import Connection from client.networking.runner import Runner from client.scenes.dino_runner import DinoRunner from client.scenes.game import Game from client.scenes.game_over import GameOver from client.scenes.globals import Globals from client.scenes.intro import Intro from client.scenes.mainmenu import MainMenu from client.scenes.scenemanager import SceneManager from client.scenes.test import TestScene # from client.scenes.game import Game from shared.constants import TARGET_FPS, TARGET_UPS def background_thread(connection: Connection, running: threading.Event) -> None: loop = asyncio.new_event_loop() async def run() -> None: loop_task = loop.create_task(connection.ping_loop(running)) send_loop_task = loop.create_task(connection.send_message_loop(running)) message_loop_task = loop.create_task(connection.read_message_loop(running)) for coro in asyncio.as_completed( [loop_task, send_loop_task, message_loop_task] ): await coro running.clear() break try: loop.run_until_complete(run()) except Exception: traceback.print_exc() pyglet.app.exit() def background_process(runner: Runner, running: MultiprocessingEventClass): loop = asyncio.new_event_loop() async def run() -> None: send_loop_task = loop.create_task(runner.send_message_loop(running)) message_loop_task = loop.create_task(runner.read_message_loop(running)) for coro in asyncio.as_completed([send_loop_task, message_loop_task]): await coro running.clear() break try: loop.run_until_complete(run()) except Exception: traceback.print_exc() pyglet.app.exit() def run() -> None: # tracer = VizTracer(log_async=True, tracer_entries=10000000, output_file="result.gz") # tracer.enable_thread_tracing() # tracer.start() parser = argparse.ArgumentParser() parser.add_argument("-v", "--verbose", help="Verbose", action="store_true") parser.add_argument("-p", "--port", help="Port Default 1337", default=1337) parser.add_argument("--host", help="Host Default 127.0.0.1", default="127.0.0.1") parser.add_argument("--ssl", help="Use ssl", action="store_true") parser.add_argument("--username", help="Username prefill", default="") parser.add_argument("--password", help="Password prefill", default="") args = parser.parse_args() log = logging.getLogger() log.handlers.clear() log.setLevel(level=logging.INFO) handler = logging.StreamHandler(sys.stdout) handler.setFormatter( logging.Formatter("%(asctime)s - %(name)s - %(levelname)s - %(message)s") ) log.addHandler(handler) if args.verbose: log.setLevel(level=logging.DEBUG) running = threading.Event() running.set() config = pyglet.gl.Config( double_buffer=True, depth_size=16, major_version=3, minor_version=3, stencil_size=8, ) window = pyglet.window.Window(width=960, height=544, config=config, vsync=False) global_overlay = Globals(window) client.game_state = GameState() runner_con = aioprocessing.AioQueue() thread_con = aioprocessing.AioQueue() runner = Runner( runner_con=runner_con, thread_con=thread_con, host=args.host, port=args.port, ssl=args.ssl, ) client.global_connection = Connection( runner_con=runner_con, thread_con=thread_con, error_handler=global_overlay.on_error, game_state=client.game_state, ) client.global_connection.login_handler += client.game_state.login client.scene_manager = SceneManager(window) scene_manager = client.scene_manager pyglet.clock.schedule_interval(scene_manager.update, 1 / TARGET_UPS) game = Game(window) scene_manager.add_scene("game", game) mainmenu = MainMenu(window, args.username, args.password) scene_manager.add_scene("mainmenu", mainmenu) game_over = GameOver(window) scene_manager.add_scene("game_over", game_over) intro = Intro(window=window) scene_manager.add_scene("intro", intro) test = TestScene(window) scene_manager.add_scene("test", test) scene_manager.add_scene("globals", global_overlay) # scene_manager.set_scene("mainmenu") scene_manager.set_scene("intro") dino_runner = DinoRunner(window) scene_manager.add_scene("dino_runner", dino_runner) # scene_manager.set_scene("game") scene_manager.set_overlay_scene(scene="globals") th = threading.Thread( target=background_thread, args=[client.global_connection, running] ) th.start() process_running = multiprocessing.Event() process_running.set() p = aioprocessing.AioProcess( target=background_process, args=[runner, process_running] ) p.start() # type: ignore try: pyglet.app.run(1 / TARGET_FPS) except: traceback.print_exc() print("BEFORE BYE") # tracer.stop() # print("SAVING") # tracer.save() # print("SAVED") running.clear() process_running.clear() th.join() p.join() # type: ignore print("BYE") if __name__ == "__main__": run()
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/__init__.py
ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/__init__.py
MOTION_SELECT_ALL = 0xFF MOTION_DELETE_REST = 0xFE from pathlib import Path import pyglet from pyglet.window import key from client.game.state import GameState from client.networking.network import Connection from client.scenes.scenemanager import SceneManager if hasattr(pyglet.window, "xlib"): pyglet.window.xlib._motion_map[(key.A, True)] = MOTION_SELECT_ALL # type: ignore pyglet.window.xlib._motion_map[(key.DELETE, True)] = MOTION_DELETE_REST # type: ignore if hasattr(pyglet.window, "win32"): pyglet.window.win32._motion_map[(key.A, True)] = MOTION_SELECT_ALL # type: ignore pyglet.window.win32._motion_map[(key.DELETE, True)] = MOTION_DELETE_REST # type: ignore MAP_SHADER = None TILE_BOX_SHADER = None global_connection: Connection scene_manager: SceneManager game_state: GameState PATH = Path(__file__).parent
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/scenes/inventory.py
ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/scenes/inventory.py
from typing import TYPE_CHECKING, Callable, cast from pyglet.gl import GL_SCISSOR_TEST, glDisable, glEnable, glScissor from pyglet.graphics import Batch, Group from pyglet.gui import Frame from pyglet.image import Animation, Texture from pyglet.text import Label from pyglet.window import Window import client from client.game.nearest_sprite import NearestSprite from client.game.ui import get_ui_grid from client.game.ui.button import ImageButton from client.game.ui.slider import Slider from client.game.ui.tilebox import TileBox from client.game.ui.utils import Exit from client.scenes.scenemanager import Scene from shared.gen.messages.v1 import Item if TYPE_CHECKING: from client.scenes.game import Game class SmallItem(Group): icon: int name: str description: str quantity: int def __init__( self, x: int, y: int, icon: int, name: str, description: str, quantity: int, order: int = 0, batch: Batch | None = None, parent: Group | None = None, ) -> None: super().__init__(order, parent) self._x = x self._y = y self.icon = icon self.name = name self.description = description self.quantity = quantity self._image = NearestSprite( cast(Texture, get_ui_grid()[self.icon]), x=x + cast(int, get_ui_grid().item_width) * 3, y=y - (cast(int, get_ui_grid().item_height) // 2), origin=( cast(int, get_ui_grid().item_width) // 2, cast(int, get_ui_grid().item_height) // 2, ), group=self, ) self._image.scale = 3 self._name_label = Label( text=f"{self.quantity}x {self.name}", x=x + cast(int, get_ui_grid().item_width) * 3 + 50, y=y, batch=batch, group=self, anchor_y="center", color=(0, 0, 0, 255), font_size=20, ) @property def x(self) -> int: return self._x @x.setter def x(self, x: int) -> None: self._x = x @property def y(self) -> int: return self._y @y.setter def y(self, y: int) -> None: offset = self._y - y self._image.y -= offset if self._name_label: self._name_label.y -= offset self._y = y def draw(self) -> None: self._image.draw() def __del__(self) -> None: self._name_label.__del__() class InventoryItem: item: Item width: int height: int _x: int _y: int def __init__( self, x: int, y: int, width: int, height: int, item: Item, batch: Batch, group: Group, frame: Frame, cb: Callable[[Item], None], ) -> None: self.item = item self._x = x self._y = y self.width = width self.height = height self.frame = frame self.cb = cb self._first_item = SmallItem( x=x, y=y + height // 2, icon=self.item.icon, name=self.item.name, description=self.item.description, quantity=self.item.quantity, batch=batch, parent=group, ) self._outline = TileBox( x, y, width, height, tile_offset_x=3, tile_offset_y=15, group=group, ) self._show_button = ImageButton( img=Animation.from_image_sequence( get_ui_grid()[61 * 7 + 54 : 61 * 7 + 57], duration=0.01, ), x=x + 300, y=y + height // 2 - cast(int, get_ui_grid().item_height) // 2, group=group, scale_x=3, scale_y=3, ) self.frame.add_widget(self._show_button) self._show_button.set_handler("on_press", self.show) def __del__(self) -> None: try: self.frame.remove_widget(self._show_button) except KeyError: pass self._first_item.__del__() def show(self) -> None: self.cb(self.item) @property def x(self) -> int: return self._x @x.setter def x(self, x: int) -> None: self._x = x self._outline.x = x @property def y(self) -> int: return self._y @y.setter def y(self, y: int) -> None: offset = self._y - y self._outline.y += offset if self._first_item: self._first_item.y += offset self.frame.remove_widget(widget=self._show_button) self._show_button.y += offset self.frame.add_widget(widget=self._show_button) self._y = y def draw(self) -> None: self._outline.draw() self._show_button.draw() if self._first_item: self._first_item.draw() class ShowItem(Group): def __init__( self, x: int, y: int, width: int, height: int, order: int = 0, batch: Batch | None = None, parent: Group | None = None, ) -> None: super().__init__(order, parent) self.x = x self.y = y self.width = width self.height = height self._outline = TileBox( x, y, width, height, tile_offset_x=3, tile_offset_y=15, ) self._image = NearestSprite( img=cast(Texture, get_ui_grid()[61 * 3 + 16]), x=x + width // 2 - (cast(int, get_ui_grid().item_width)) // 2, y=y + 275, origin=( cast(int, get_ui_grid().item_width) // 2, cast(int, get_ui_grid().item_height) // 2, ), group=self, ) self._image.scale = 15 self._description_label = Label( text="", x=x + cast(int, get_ui_grid().item_width) * 3, y=y + 150, width=width - +cast(int, get_ui_grid().item_width) * 7, multiline=True, batch=batch, group=self, color=(0, 0, 0, 255), font_size=10, ) def draw(self) -> None: self._outline.draw() self._image.draw() def set_item(self, item: Item) -> None: self._image.image = cast(Texture, get_ui_grid()[item.icon]) self._description_label.text = item.description def reset(self) -> None: self._image.image = cast(Texture, get_ui_grid()[61 * 3 + 16]) self._description_label.text = "" class InnerInventory(Group): items_ui: list[InventoryItem] def __init__( self, x: int, y: int, width: int, height: int, batch: Batch, frame: Frame, ) -> None: self.x = x self.y = y self.width = width self.height = height self.batch = batch self.frame = frame self.items_ui = [] self.item_height = 128 self._show_item = ShowItem( x=x + self.width // 2, y=y, height=self.height, width=self.width // 2, batch=batch, ) super().__init__() def recreate(self, items: list[Item]) -> None: for item in self.items_ui: item.__del__() self.items_ui = [] self._show_item.reset() for i, item in enumerate(items): s = InventoryItem( x=self.x, y=self.height + self.y - self.item_height * (i + 1), width=self.width // 2, height=self.item_height, item=item, batch=self.batch, group=self, frame=self.frame, cb=self._show_item.set_item, ) self.items_ui.append(s) def draw(self) -> None: self._show_item.draw() for item in self.items_ui: item.draw() def set_state(self) -> None: glEnable(GL_SCISSOR_TEST) glScissor(self.x, self.y, self.width, self.height) def unset_state(self) -> None: glDisable(GL_SCISSOR_TEST) class Inventory(Scene): def __init__( self, window: Window, ) -> None: super().__init__(window=window) x = 0 y = 0 width = window.width height = window.height self.items: list[Item] = [] self._outline = TileBox(x, y, width, height) self.inner_width = (width // self._outline.tile_size) * self._outline.tile_size self.inner_height = ( height // self._outline.tile_size ) * self._outline.tile_size self.batch = Batch() self.frame = Frame(window, order=4) self.uuid = "" self.slider = 0 self._up_button = ImageButton( img=Animation.from_image_sequence( get_ui_grid()[61 * 13 + 54 : 61 * 13 + 57], duration=0.01, ), x=x + self.inner_width - cast(int, get_ui_grid().item_width) * 2 - 40, y=y + self.inner_height - cast(int, get_ui_grid().item_height) * 2 - 40, scale_x=3, scale_y=3, ) self._up_button.set_handler("on_press", self._slide_up) self._down_button = ImageButton( img=Animation.from_image_sequence( get_ui_grid()[61 * 13 + 51 : 61 * 13 + 54], duration=0.01, ), x=x + self.inner_width - cast(int, get_ui_grid().item_width) * 2 - 40, y=y + 40 + cast(int, get_ui_grid().item_height), scale_x=3, scale_y=3, ) self._down_button.set_handler("on_press", self._slide_down) self._slider = Slider( x=x + self.inner_width - cast(int, get_ui_grid().item_width) * 3 - 40, y=y + 40 + cast(int, get_ui_grid().item_height) * 3, batch=self.batch, width=cast(int, get_ui_grid().item_width) * 3, height=self.inner_height - cast(int, get_ui_grid().item_width) * 6 - 40 * 2, ) self._slider.set_handler("on_change", self._slide) self.inner_shop = InnerInventory( x=x + self._outline.tile_size, y=y + self._outline.tile_size, width=( self.inner_width - 2 * self._outline.tile_size - cast(int, get_ui_grid().item_width) * 3 - 25 ), height=self.inner_height - 2 * self._outline.tile_size, batch=self.batch, frame=self.frame, ) self._exit = Exit( x=-10, y=int(height - 32 * 2.75), exit_func=self._close, batch=self.batch, frame=self.frame, ) self.dirty = True self.sider_step_size = self.inner_shop.item_height self._update_slider() def _close(self) -> None: cast("Game", client.scene_manager.current_scene).remove_inventory() def _max_slider(self) -> int: return (len(self.inner_shop.items_ui) - 1) * self.inner_shop.item_height def _slide(self, value: float) -> None: y = int((100 - value) / 100 * self._max_slider()) step = self.slider - y self.slider = y self._update_item_y(step) def _update_slider(self) -> None: val = 100 if self._max_slider() != 0: val = 100 - (self.slider / self._max_slider()) * 100 self._slider.value = val def _slide_up(self) -> None: step = self.sider_step_size if self.slider - step < 0: step = self.slider % self.sider_step_size if step == self.sider_step_size: return self.slider -= step self._update_slider() self._update_item_y(step) def _slide_down(self) -> None: step = self.sider_step_size if self.slider + step > self._max_slider(): step = self.sider_step_size - (self.slider % self.sider_step_size) if step == self.sider_step_size: return self.slider += step self._update_slider() self._update_item_y(-step) def _update_item_y(self, step: int) -> None: for item in self.inner_shop.items_ui: item.y += step def draw(self) -> None: if self.dirty: # TODO: Reuse old textures self.slider = 0 self._update_slider() self.inner_shop.recreate(self.items) self.dirty = False self._outline.draw() self.inner_shop.draw() self.batch.draw() self._up_button.draw() self._down_button.draw() self._slider.draw() self._exit.draw() def set_inventory_items(self, items: list[Item]) -> None: self.items = items self.dirty = True def activate(self) -> None: self.frame.add_widget(widget=self._up_button) self.frame.add_widget(widget=self._down_button) self.frame.add_widget(widget=self._slider) self._exit.activate() def deactivate(self) -> None: self.reset() self.cb = None self.frame.remove_widget(widget=self._up_button) self.frame.remove_widget(widget=self._down_button) self.frame.remove_widget(widget=self._slider) self._exit.__del__() def reset(self) -> None: self.text = []
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/scenes/dialog.py
ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/scenes/dialog.py
from pyglet.graphics import Batch from pyglet.gui import Frame from pyglet.window import Window from client.game.ui.dialog import Dialog, DialogCallback from client.scenes.scenemanager import Scene class DialogScene(Scene): def __init__( self, window: Window, ) -> None: super().__init__(window=window) self.batch = Batch() self.frame = Frame(window=window) self.dialog = Dialog( 0, 0, self.window.width, 200, [], batch=self.batch, ) def draw(self) -> None: self.dialog.draw() self.batch.draw() return super().draw() @property def callback(self) -> DialogCallback: return self.dialog.cb @callback.setter def callback(self, cb: DialogCallback) -> None: self.dialog.cb = cb def append_text(self, text: str) -> None: self.dialog.append_text(text) def set_text(self, text: list[str]) -> None: self.dialog.text = text def next_text(self) -> None: self.dialog.next_text() def activate(self) -> None: self.frame.add_widget(widget=self.dialog) self.dialog.start(self.dialog.text, self.callback) def deactivate(self) -> None: self.cb = None self.frame.remove_widget(widget=self.dialog) self.dialog.stop()
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/scenes/game_over.py
ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/scenes/game_over.py
from pathlib import Path from typing import cast from pyglet import image from pyglet.graphics import Batch from pyglet.gui import Frame from pyglet.image import ImageData from pyglet.sprite import Sprite from pyglet.text import Label from pyglet.window import Window import client from client.scenes.scenemanager import Scene from shared.constants import PLAYER_DEATH_TIMEOUT class GameOver(Scene): status: str def get_background_image(self) -> ImageData: return cast( ImageData, image.load(Path(client.PATH, "assets/game_over_background.png")), ) def __init__(self, window: Window) -> None: super().__init__(window) self.frame = Frame(window, order=4) self.batch = Batch() self.status = "" self.background_image = self.get_background_image() self.background = Sprite( img=self.background_image, x=200, y=280, batch=self.batch ) self.press_key_label = Label( text=f"You have to wait for {int(PLAYER_DEATH_TIMEOUT / 60)} minutes before you can respawn", font_name="Consolas", font_size=14, x=550, y=100, anchor_x="center", anchor_y="center", multiline=True, width=700, batch=self.batch, ) def activate(self) -> None: super().activate() def deactivate(self) -> None: super().deactivate() def draw(self) -> None: self.batch.draw() def on_key_press(self, symbol: int, modifiers: int) -> bool | None: pass def update(self, dt: float) -> None: pass # self.status_label.text = self.status
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/scenes/dino_runner.py
ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/scenes/dino_runner.py
import random from collections import defaultdict from functools import cache from pathlib import Path from typing import cast import pyglet from pyglet.graphics import Batch from pyglet.gui import Frame from pyglet.image import ImageData from pyglet.text import Label from pyglet.window import Window from pyglet.window.key import SPACE import client from client.game.nearest_sprite import NearestSprite from client.scenes.scenemanager import Scene from shared.gen.messages.v1 import Interact, InteractStatus from shared.gen.messages.v1 import Runner as Runner from shared.gen.messages.v1 import RunnerAction, RunnerEvent @cache def get_dino_image() -> ImageData: return cast( ImageData, pyglet.image.load(Path(client.PATH, "assets/google/100-offline-sprite.png")), ) class Background: def activate(self, batch: Batch) -> None: self.background_image = get_dino_image().get_region(2, 100 - 54 - 12, 1200, 12) self.background = pyglet.sprite.Sprite( self.background_image, 0, 200, batch=batch ) self.background2 = pyglet.sprite.Sprite( self.background_image, self.background_image.width, 200, batch=batch ) def update(self, dt: float, offset: float): self.background2.x = offset % self.background.width self.background.x = self.background2.x - self.background2.width class Obstacle: sprite: NearestSprite x: float = 0 width: float height: float def activate(self, batch: Batch) -> None: pass def update(self, dt: float, speed: float): pass def draw(self): pass class LongObstacle(Obstacle): width = 75 height = 50 - 2 def activate(self, batch: Batch) -> None: self.sprite = NearestSprite( cast( pyglet.image.Texture, get_dino_image().get_region(407, 100 - 2 - 50, 75, height=50), ), -75, 200 - 2, ) def update(self, dt: float, speed: float): self.x -= dt * speed self.sprite.x = self.x def draw(self): self.sprite.draw() class BigObstacle(Obstacle): width = 25 height = 50 - 2 def activate(self, batch: Batch) -> None: self.image = pyglet.image.ImageGrid( get_dino_image().get_region(332, 100 - 2 - 50, 25 * 3, height=50), 1, 3 ).get_texture_sequence() self.sprite = NearestSprite( cast(pyglet.image.Texture, random.choice(self.image)), -self.image.item_width, 200 - 2, ) def update(self, dt: float, speed: float): self.x -= dt * speed self.sprite.x = self.x def draw(self): self.sprite.draw() class SmallObstacle(Obstacle): width = 17 height = 35 def activate(self, batch: Batch) -> None: self.image = pyglet.image.ImageGrid( get_dino_image().get_region(228, 100 - 2 - 35, 17 * 6, 35), 1, 6 ).get_texture_sequence() self.sprite = NearestSprite( cast(pyglet.image.Texture, random.choice(self.image)), -self.image.item_width, 200, ) def update(self, dt: float, speed: float): self.x -= dt * speed self.sprite.x = self.x def draw(self): self.sprite.draw() class Dino: v0: float g: float y: float width: float = 44 def __init__(self) -> None: self.in_jump = False self.vel = 0 self.acc = 0 self.ground_level = 200 self.jump_duration = 0.5 self.y = 0 self.jump_height = 100 self.g = self.jump_height / (2 * pow(self.jump_duration / 4, 2)) self.v0 = pow(2 * self.jump_height * self.g, 1 / 2) def activate(self, batch: Batch): self.dino_image = pyglet.image.ImageGrid( get_dino_image().get_region(848, 100 - 2 - 47, 44 * 4, 47), 1, 4 ).get_texture_sequence() self.sprite = NearestSprite( pyglet.image.animation.Animation.from_image_sequence( self.dino_image[2:4], duration=0.5, ), 0, y=self.ground_level, ) def draw(self): self.sprite.draw() def update(self, dt: float, speed: float): for frame in cast( list[pyglet.image.AnimationFrame], cast(pyglet.image.Animation, self.sprite._animation).frames, ): frame.duration = pow((speed / 400) + 1, -2) self.vel -= self.g * dt self.y += self.vel * dt if self.y < 0: self.y = 0 self.vel = 0 self.sprite.y = self.y + self.ground_level def jump(self): if self.y == 0: self.vel = self.v0 class DinoRunner(Scene): background: Background dino: Dino obstacles: list[Obstacle] def __init__(self, window: Window) -> None: super().__init__(window) self.frame = Frame(window, order=4) self.batch = None self.window = window self.background = Background() self.dino = Dino() self.game_width = 1200 self.time = 0 self.should_jump = False self.uuid = "" self._reset() def activate(self) -> None: self._reset() self.batch = Batch() self.background.activate(self.batch) for obstacle in self.obstacles: obstacle.activate(self.batch) self.dino.activate(self.batch) self.score = Label( f"Score: 0", x=int(self.window.width // 2), y=self.window.height - 20, color=(0, 0, 0, 255), anchor_x="center", anchor_y="top", font_name="Times New Roman", font_size=12, ) self.actions: dict[float, list[RunnerAction]] = defaultdict(lambda: []) def _reset(self) -> None: self.state = 0 self.speed = 400 self.acc = 20 self.offset = 0 self.obstacles = [ SmallObstacle(), SmallObstacle(), SmallObstacle(), SmallObstacle(), SmallObstacle(), SmallObstacle(), BigObstacle(), BigObstacle(), LongObstacle(), ] for obs in self.obstacles: obs.x = -obs.width self.dts: list[float] = [] def draw(self) -> None: pyglet.gl.glClearColor(1, 1, 1, 1) if self.batch: self.batch.draw() for obstacle in self.obstacles: obstacle.draw() self.dino.draw() self.score.draw() def deactivate(self) -> None: return super().deactivate() def _on_interact_handler(self, interact: Interact) -> None: if interact.status == InteractStatus.INTERACT_STATUS_UPDATE: self.rng = random.Random(interact.progress) self.time = 0 self.offset = 0 self.state = 1 def on_key_press(self, symbol: int, modifiers: int) -> int | None: if symbol == SPACE: if self.state == 0: client.global_connection.interact( uuid=self.uuid, status=InteractStatus.INTERACT_STATUS_UPDATE, handler=self._on_interact_handler, ) if self.state == 1: self.should_jump = True def on_key_release(self, symbol: int, modifiers: int) -> int | None: if symbol == SPACE: self.should_jump = False def update(self, dt: float) -> None: if self.state == 1: self.dts.append(dt) self.offset -= self.speed * dt self.speed += self.acc * dt self.time += dt self.background.update(dt, self.offset) self.dino.update(dt, self.speed) for obstacle in self.obstacles: obstacle.update(dt, self.speed) if obstacle.x < self.dino.width and obstacle.x + obstacle.width > 0: if self.dino.y < obstacle.height: self.actions[self.time].append(RunnerAction.RUNNER_ACTION_DIE) self.state = 2 obstacles = sorted(self.obstacles, key=lambda x: cast(int, x.x)) last = obstacles[-1] if last.x + last.width < self.game_width: if self.rng.random() < 0.04: free = [x for x in obstacles if x.x + x.width <= 0] if len(free) > 0: obs = self.rng.choice(free) obs.x = self.game_width if self.should_jump: self.actions[self.time].append(RunnerAction.RUNNER_ACTION_JUMP) self.dino.jump() self.score.text = f"Score: {int(-self.offset//100):d}" if self.state == 2: pyglet.gl.glClearColor(0, 0, 0, 1) client.global_connection.interact( uuid=self.uuid, status=InteractStatus.INTERACT_STATUS_STOP, runner=Runner( events=[ RunnerEvent(time=k, action=a) for k, v in self.actions.items() for a in v ], dts=self.dts, ), ) client.scene_manager.set_scene("game")
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/scenes/input.py
ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/scenes/input.py
from typing import TYPE_CHECKING, Callable, cast from pyglet.graphics import Batch from pyglet.window import Window from pyglet.window.key import ENTER import client from client.game.ui.input import TextInput from client.scenes.scenemanager import Scene if TYPE_CHECKING: from client.scenes.game import Game InputCallback = Callable[[str], None] | None class InputScene(Scene): callback: InputCallback def __init__( self, window: Window, ) -> None: super().__init__(window=window) self.batch = Batch() self.input = TextInput( "", 32, 32, self.window.width - 32 * 2, batch=self.batch, text_color=(0, 0, 0, 255), caret_color=(0, 0, 0, 255), color=(0, 0, 0, 0), ) def on_key_press(self, symbol: int, modifiers: int) -> int | None: if symbol == ENTER: if self.callback: self.callback(self.input.value) self.input.value = "" game = cast("Game", client.scene_manager.current_scene) game.remove_input() return super().on_key_press(symbol, modifiers) def draw(self) -> None: self.input.draw() self.batch.draw() return super().draw() def activate(self) -> None: self.window.push_handlers(self.input) def deactivate(self) -> None: self.cb = None self.window.remove_handlers(self.input)
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/scenes/shop.py
ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/scenes/shop.py
from typing import TYPE_CHECKING, Callable, cast from pyglet.gl import GL_SCISSOR_TEST, glDisable, glEnable, glScissor from pyglet.graphics import Batch, Group from pyglet.gui import Frame from pyglet.image import Animation, Texture from pyglet.text import Label from pyglet.window import Window import client from client.game.nearest_sprite import NearestSprite from client.game.ui import get_ui_grid from client.game.ui.button import ImageButton from client.game.ui.slider import Slider from client.game.ui.tilebox import TileBox from client.game.ui.utils import Exit from client.scenes.scenemanager import Scene from shared.gen.messages.v1 import ShopInteract, ShopInteractType if TYPE_CHECKING: from client.scenes.game import Game ShopCallback = Callable[[], None] | None class Coin(Group): coins: int def __init__( self, x: int, y: int, coins: int, order: int = 0, batch: Batch | None = None, parent: Group | None = None, ) -> None: super().__init__(order, parent) self._x = x self._y = y self.coins = coins self._coin = NearestSprite( cast(Texture, get_ui_grid()[61 * 23 + 13]), x=x + cast(int, get_ui_grid().item_width) * 2, y=y - cast(int, get_ui_grid().item_height) // 2, origin=( cast(int, get_ui_grid().item_width) // 2, cast(int, get_ui_grid().item_height) // 2, ), group=self, ) self._coin.scale = 3 self._price_label = Label( str(coins), x=x + 15, y=y, batch=batch, group=self, anchor_y="center", anchor_x="right", color=(0, 0, 0, 255), font_size=20, ) @property def x(self) -> int: return self._x @x.setter def x(self, x: int) -> None: self._x = x @property def y(self) -> int: return self._y @y.setter def y(self, y: int) -> None: offset = self._y - y if self._coin: self._coin.y -= offset if self._price_label: self._price_label.y -= offset self._y = y def draw(self) -> None: if self._coin: self._coin.draw() def __del__(self) -> None: self._price_label.__del__() self._coin.__del__() class Item(Group): icon: int name: str quantity: int def __init__( self, x: int, y: int, icon: int, name: str, quantity: int, order: int = 0, batch: Batch | None = None, parent: Group | None = None, ) -> None: super().__init__(order, parent) self._x = x self._y = y self.icon = icon self.name = name self.quantity = quantity self._image = NearestSprite( cast(Texture, get_ui_grid()[self.icon]), x=x + cast(int, get_ui_grid().item_width) * 3, y=y - (cast(int, get_ui_grid().item_height) // 2), origin=( cast(int, get_ui_grid().item_width) // 2, cast(int, get_ui_grid().item_height) // 2, ), group=self, ) self._image.scale = 3 self._name_label = Label( text=f"{self.quantity}x {self.name}", x=x + cast(int, get_ui_grid().item_width) * 3 + 50, y=y, batch=batch, group=self, anchor_y="center", color=(0, 0, 0, 255), font_size=20, ) @property def x(self) -> int: return self._x @x.setter def x(self, x: int) -> None: self._x = x @property def y(self) -> int: return self._y @y.setter def y(self, y: int) -> None: offset = self._y - y self._image.y -= offset if self._name_label: self._name_label.y -= offset self._y = y def draw(self) -> None: self._image.draw() def __del__(self) -> None: self._name_label.__del__() class ShopItem: item: ShopInteract width: int height: int _x: int _y: int def __init__( self, x: int, y: int, width: int, height: int, item: ShopInteract, batch: Batch, group: Group, frame: Frame, ) -> None: self.item = item self._x = x self._y = y self.width = width self.height = height self.frame = frame self._first_item = Item( x=x, y=y + height // 2, icon=self.item.item.icon, name=self.item.item.name, quantity=self.item.item.quantity, batch=batch, parent=group, ) if self.item.type == ShopInteractType.SHOP_INTERACT_TYPE_TRADE: self._second_item = Item( x=x + 300 + cast(int, get_ui_grid().item_width) * 3, y=y + height // 2, icon=self.item.trade_in.icon, name=self.item.trade_in.name, quantity=self.item.trade_in.quantity, batch=batch, parent=group, ) else: self._second_item = Coin( x=x + 500 - 15, y=y + height // 2, coins=self.item.cost, batch=batch, parent=group, ) self._outline = TileBox( x, y, width, height, tile_offset_x=3, tile_offset_y=15, group=group, ) self._buy_button = ImageButton( img=Animation.from_image_sequence( get_ui_grid()[61 * 17 + 54 : 61 * 17 + 57], duration=0.01, ), x=x + 700, y=y + height // 2 - cast(int, get_ui_grid().item_height) // 2, group=group, scale_x=3, scale_y=3, ) arrow_index = 61 * 19 + 28 if self.item.type == ShopInteractType.SHOP_INTERACT_TYPE_SELL: arrow_index = 61 * 19 + 29 self._arrow_icon = NearestSprite( cast(Texture, get_ui_grid()[arrow_index]), x=x + 325, y=y + height // 2 - cast(int, get_ui_grid().item_height) // 2, origin=( cast(int, get_ui_grid().item_width) // 2, cast(int, get_ui_grid().item_height) // 2, ), group=group, ) self._arrow_icon.scale = 3 self.frame.add_widget(self._buy_button) self._buy_button.set_handler("on_press", self.buy) def __del__(self) -> None: try: self.frame.remove_widget(self._buy_button) except KeyError: pass self._second_item.__del__() self._first_item.__del__() def buy(self) -> None: cast("Game", client.scene_manager.current_scene).buy(self.item) @property def x(self) -> int: return self._x @x.setter def x(self, x: int) -> None: self._x = x self._outline.x = x @property def y(self) -> int: return self._y @y.setter def y(self, y: int) -> None: offset = self._y - y self._outline.y += offset if self._second_item: self._second_item.y += offset if self._first_item: self._first_item.y += offset self._arrow_icon.y += offset self.frame.remove_widget(widget=self._buy_button) self._buy_button.y += offset self.frame.add_widget(widget=self._buy_button) self._y = y def draw(self) -> None: self._outline.draw() self._buy_button.draw() self._arrow_icon.draw() self._second_item.draw() self._first_item.draw() class InnerShop(Group): shop_items_ui: list[ShopItem] def __init__( self, x: int, y: int, width: int, height: int, batch: Batch, frame: Frame, ) -> None: self.x = x self.y = y self.width = width self.height = height self.batch = batch self.frame = frame self.shop_items_ui = [] self.item_height = 128 super().__init__() def recreate(self, items: list[ShopInteract]) -> None: for item in self.shop_items_ui: item.__del__() del item item = None self.shop_items_ui = [] for i, item in enumerate(items): s = ShopItem( x=self.x, y=self.height + self.y - self.item_height * (i + 1), width=self.width, height=self.item_height, item=item, batch=self.batch, group=self, frame=self.frame, ) self.shop_items_ui.append(s) def draw(self) -> None: for item in self.shop_items_ui: item.draw() def set_state(self) -> None: glEnable(GL_SCISSOR_TEST) glScissor(self.x, self.y, self.width, self.height) def unset_state(self) -> None: glDisable(GL_SCISSOR_TEST) class Shop(Scene): def __init__( self, window: Window, cb: ShopCallback = None, ) -> None: super().__init__(window=window) x = 0 y = 0 width = window.width height = window.height self.items: list[ShopInteract] = [] self._outline = TileBox(x, y, width, height) self.inner_width = (width // self._outline.tile_size) * self._outline.tile_size self.inner_height = ( height // self._outline.tile_size ) * self._outline.tile_size self.batch = Batch() self.frame = Frame(window, order=4) self.uuid = "" self.slider = 0 self._up_button = ImageButton( img=Animation.from_image_sequence( get_ui_grid()[61 * 13 + 54 : 61 * 13 + 57], duration=0.01, ), x=x + self.inner_width - cast(int, get_ui_grid().item_width) * 2 - 40, y=y + self.inner_height - cast(int, get_ui_grid().item_height) * 2 - 40, scale_x=3, scale_y=3, ) self._up_button.set_handler("on_press", self._slide_up) self._down_button = ImageButton( img=Animation.from_image_sequence( get_ui_grid()[61 * 13 + 51 : 61 * 13 + 54], duration=0.01, ), x=x + self.inner_width - cast(int, get_ui_grid().item_width) * 2 - 40, y=y + 40 + cast(int, get_ui_grid().item_height), scale_x=3, scale_y=3, ) self._down_button.set_handler("on_press", self._slide_down) self._slider = Slider( x=x + self.inner_width - cast(int, get_ui_grid().item_width) * 3 - 40, y=y + 40 + cast(int, get_ui_grid().item_height) * 3, batch=self.batch, width=cast(int, get_ui_grid().item_width) * 3, height=self.inner_height - cast(int, get_ui_grid().item_width) * 6 - 40 * 2, ) self._slider.set_handler("on_change", self._slide) self.cb = cb self.inner_shop = InnerShop( x=x + self._outline.tile_size, y=y + self._outline.tile_size, width=( self.inner_width - 2 * self._outline.tile_size - cast(int, get_ui_grid().item_width) * 3 - 25 ), height=self.inner_height - 2 * self._outline.tile_size, batch=self.batch, frame=self.frame, ) self._exit = Exit( x=-10, y=int(height - 32 * 2.75), exit_func=self._close, batch=self.batch, frame=self.frame, ) self.dirty = True self.sider_step_size = self.inner_shop.item_height self._update_slider() def _close(self) -> None: cast("Game", client.scene_manager.current_scene).remove_shop() def _max_slider(self) -> int: return (len(self.inner_shop.shop_items_ui) - 1) * self.inner_shop.item_height def _slide(self, value: float) -> None: y = int((100 - value) / 100 * self._max_slider()) step = self.slider - y self.slider = y self._update_item_y(step) def _update_slider(self) -> None: val = 100 if self._max_slider() != 0: val = 100 - (self.slider / self._max_slider()) * 100 self._slider.value = val def _slide_up(self) -> None: step = self.sider_step_size if self.slider - step < 0: step = self.slider % self.sider_step_size if step == self.sider_step_size: return self.slider -= step self._update_slider() self._update_item_y(step) def _slide_down(self) -> None: step = self.sider_step_size if self.slider + step > self._max_slider(): step = self.sider_step_size - (self.slider % self.sider_step_size) if step == self.sider_step_size: return self.slider += step self._update_slider() self._update_item_y(-step) def _update_item_y(self, step: int) -> None: for item in self.inner_shop.shop_items_ui: item.y += step def draw(self) -> None: if self.dirty: # TODO: Reuse old textures self.slider = 0 self._update_slider() self.inner_shop.recreate(self.items) self.dirty = False self._outline.draw() self.inner_shop.draw() self.batch.draw() self._up_button.draw() self._down_button.draw() self._slider.draw() self._exit.draw() def set_shop_items(self, items: list[ShopInteract], uuid: str) -> None: self.items = items self.uuid = uuid self.dirty = True def start( self, items: list[ShopInteract], uuid: str, cb: ShopCallback = None ) -> None: self.items = items self.cb = cb self.uuid = uuid self.dirty = True def activate(self) -> None: self.frame.add_widget(widget=self._up_button) self.frame.add_widget(widget=self._down_button) self.frame.add_widget(widget=self._slider) self._exit.activate() def deactivate(self) -> None: self.reset() self.cb = None self.frame.remove_widget(widget=self._up_button) self.frame.remove_widget(widget=self._down_button) self.frame.remove_widget(widget=self._slider) self._exit.__del__() def reset(self) -> None: self.text = [] self.uuid = ""
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/scenes/scenemanager.py
ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/scenes/scenemanager.py
from __future__ import annotations import time from abc import ABC, abstractmethod from pyglet.input import Controller, ControllerManager from pyglet.window import Window, key import client from shared.constants import TARGET_FPS, TARGET_UPS class Scene(ABC): _sub_scenes: dict[str, Scene] _current_sub_scenes: list[Scene] _tmp_new_sub_scenes: list[Scene] _tmp_old_sub_scenes: list[Scene] def __init__(self, window: Window) -> None: self.window = window self._sub_scenes = {} self._current_sub_scenes = [] self._tmp_new_sub_scenes = [] self._tmp_old_sub_scenes = [] def inner_draw(self) -> None: if len(self._tmp_new_sub_scenes) > 0: for scene in self._tmp_new_sub_scenes: if scene not in self._current_sub_scenes: self._current_sub_scenes.append(scene) scene.activate() self._tmp_new_sub_scenes.clear() if len(self._tmp_old_sub_scenes) > 0: for scene in self._tmp_old_sub_scenes: if scene in self._current_sub_scenes: self._current_sub_scenes.remove(scene) scene.deactivate() self._tmp_old_sub_scenes.clear() self.draw() for scene in self._current_sub_scenes: scene.inner_draw() @abstractmethod def draw(self) -> None: pass def activate(self) -> None: for scene in self._current_sub_scenes: self.window.push_handlers(scene) scene.activate() def deactivate(self) -> None: for scene in self._current_sub_scenes: self.window.remove_handlers(scene) scene.deactivate() def update(self, dt: float) -> None: for scene in self._current_sub_scenes: scene.update(dt) # Controller event handlers: def on_dpad_motion( self, controller: Controller, dpleft: bool, dpright: bool, dpup: bool, dpdown: bool, ) -> None: pass def on_button_press(self, controller: Controller, button: str) -> int | None: pass def on_button_release(self, controller: Controller, button: str) -> int | None: pass def on_stick_motion( self, controller: Controller, stick: str, xvalue: float, yvalue: float ) -> int | None: pass # Keyboard event handlers: def on_key_press(self, symbol: int, modifiers: int) -> int | None: pass def on_key_release(self, symbol: int, modifiers: int) -> int | None: pass def add_scene(self, name: str, scene: Scene) -> None: self._sub_scenes[name] = scene def remove_scene(self, name: str) -> None: del self._sub_scenes[name] def is_overlay_scene(self, scene_name: str) -> bool: scene = self._sub_scenes[scene_name] return scene in self._current_sub_scenes or scene in self._tmp_new_sub_scenes def add_overlay_scene(self, scene_name: str) -> None: assert scene_name in self._sub_scenes, "Sub Scene not found! Did you add it?" scene = self._sub_scenes[scene_name] self.window.push_handlers(scene) self._tmp_new_sub_scenes.append(scene) def remove_overlay_scene(self, scene_name: str) -> None: assert scene_name in self._sub_scenes, "Sub Scene not found! Did you add it?" assert self.is_overlay_scene(scene_name), "Sub Scene not activated!" scene = self._sub_scenes[scene_name] if scene in self._current_sub_scenes: self.window.remove_handlers(scene) self._tmp_old_sub_scenes.append(scene) if scene in self._tmp_new_sub_scenes: self._tmp_new_sub_scenes.remove(scene) class StubScene(Scene): def draw(self) -> None: pass class SceneManager: window: Window current_scene: Scene | None overlay_scene: Scene | None _scenes: dict[str, Scene] _tmp_scene: str | None _tmp_overlay_scene: str | None def __init__(self, window: Window) -> None: self.window = window self.window.on_draw = self._on_draw self.stats = [] self._scenes = {} self.current_scene = None self.overlay_scene = None self._tmp_scene = None self._tmp_overlay_scene = None self.last_draw = None self.last_update = None # Instantiation a ControllerManager to handle hot-plugging: self.controller = None self.controller_manager = ControllerManager() self.controller_manager.on_connect = self.on_controller_connect self.controller_manager.on_disconnect = self.on_controller_disconnect # Initialize Controller if it's connected: controllers: list[Controller] = self.controller_manager.get_controllers() if controllers: self.on_controller_connect(controllers[0]) # Initialize Keystate helper self.keys = key.KeyStateHandler() window.push_handlers(self.keys) def _on_draw(self) -> None: with client.game_state.draw_lock: a = time.time() # if self.last_draw: # if 1 / (a - self.last_draw) < ((TARGET_FPS) * 0.7): # tracer = get_tracer() # if tracer: # tracer.log_instant("LAAAAG", 1 / (a - self.last_draw), scope="g") # print("LAAAAG", 1 / (a - self.last_draw)) # for stat in self.stats: # print(stat) if self._tmp_scene: self._set_scene() if self._tmp_overlay_scene: self._set_overlay_scene() self.window.clear() if self.current_scene: self.current_scene.inner_draw() if self.overlay_scene: self.overlay_scene.inner_draw() self.last_draw = time.time() dt = self.last_draw - a # print(dt) if dt > 1 / (TARGET_FPS * 0.9): # if get_tracer(): # get_tracer().log_instant("Frame long draw", dt, scope="g") print("frame took too long to draw :(", dt) def on_controller_connect(self, controller: Controller) -> None: if not self.controller: controller.open() self.controller = controller self.controller.push_handlers(self.current_scene) self.controller.push_handlers(self.overlay_scene) else: print(f"A Controller is already connected: {self.controller}") def on_controller_disconnect(self, controller: Controller) -> None: if self.controller and self.controller == controller: self.controller.remove_handlers(self.current_scene) self.controller.remove_handlers(self.overlay_scene) self.controller = None def add_scene(self, name: str, scene: Scene) -> None: self._scenes[name] = scene def _set_scene(self) -> None: if self.current_scene: self.current_scene.deactivate() self.window.remove_handlers(self.current_scene) if self.controller: self.controller.remove_handlers(self.current_scene) if not self._tmp_scene: self.current_scene = None return assert self._tmp_scene in self._scenes, "Scene not found! Did you add it?" self.current_scene = self._scenes[self._tmp_scene] self.current_scene.activate() self.window.push_handlers(self.current_scene) if self.controller: self.controller.push_handlers(self.current_scene) self._tmp_scene = None def set_scene(self, scene: str | None) -> None: if scene: self._tmp_scene = scene else: self._tmp_scene = "" def _set_overlay_scene(self) -> None: if self.overlay_scene: self.overlay_scene.deactivate() self.window.remove_handlers(self.overlay_scene) if self.controller: self.controller.remove_handlers(self.overlay_scene) if self._tmp_overlay_scene is None: self.overlay_scene = self._tmp_overlay_scene return assert ( self._tmp_overlay_scene in self._scenes ), "Scene not found! Did you add it?" self.overlay_scene = self._scenes[self._tmp_overlay_scene] self.overlay_scene.activate() self.window.push_handlers(self.overlay_scene) if self.controller: self.controller.push_handlers(self.overlay_scene) self._tmp_overlay_scene = None def set_overlay_scene(self, scene: str | None) -> None: if scene: self._tmp_overlay_scene = scene else: self._tmp_overlay_scene = "" def update(self, dt: float) -> None: with client.game_state.update_lock: a = time.time() # if self.last_update: # divider = a - self.last_update # if divider > 1 / (TARGET_UPS * 0.5): # print("UPS LAAAAG", divider) # for stat in self.stats: # print(stat) if self.current_scene: self.current_scene.update(dt) if self.overlay_scene: self.overlay_scene.update(dt) self.last_update = time.time() dt = self.last_update - a # print(dt) if dt > 1 / (TARGET_UPS * 0.9): # if get_tracer(): # get_tracer().log_instant("Frame long draw", dt, scope="g") print("update took too long to process :(", dt)
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/scenes/hud.py
ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/scenes/hud.py
from typing import TYPE_CHECKING, cast from pyglet.graphics import Batch, Group from pyglet.gui import Frame from pyglet.image import Animation, Texture from pyglet.text import Label from pyglet.window import Window import client from client.game.nearest_sprite import NearestSprite from client.game.ui import get_ui_grid from client.game.ui.button import ImageButton from client.game.ui.tilebox import TileBox from client.scenes.scenemanager import Scene from shared.gen.messages.v1 import User if TYPE_CHECKING: from client.scenes.game import Game class Inventory(Group): height: int = 32 * 3 def __init__( self, batch: Batch | None = None, frame: Frame | None = None, order: int = 0, parent: Group | None = None, ) -> None: super().__init__(order, parent) self.inventory_button = ImageButton( img=Animation.from_image_sequence( get_ui_grid()[61 * 1 + 51 : 61 * 1 + 54], duration=0.01, ), x=-1, y=0, scale_x=2, scale_y=2, group=self, ) self.inventory_button.set_handler("on_press", self._on_press) self.bg = TileBox( x=0, y=0, width=0, height=self.height, tile_size=32, tile_offset_x=3, tile_offset_y=10, group=self, ) self.frame = frame def deactivate(self) -> None: if self.frame: self.frame.remove_widget(self.inventory_button) def _on_press(self) -> None: cast("Game", client.scene_manager.current_scene).display_inventory() def on_resize(self, parent_height: int, window: Window) -> None: if self.inventory_button and self.bg: if self.frame and self.inventory_button._image.x != -1: self.frame.remove_widget(self.inventory_button) self.inventory_button.x = window.width - self.inventory_button.width * 2 self.inventory_button.y = ( parent_height / 2 - self.inventory_button.height / 2 ) if self.frame: self.frame.add_widget(self.inventory_button) self.bg.x = self.inventory_button.x - (32) self.bg.y = 0 self.bg.width = 32 * 3 def draw(self) -> None: if self.bg: self.bg.draw() if self.inventory_button: self.inventory_button.draw() def __del__(self) -> None: if self.frame: self.frame.remove_widget(self.inventory_button) del self.inventory_button self.inventory_button = None class Logout(Group): height: int = 32 * 3 def __init__( self, batch: Batch | None = None, frame: Frame | None = None, order: int = 0, parent: Group | None = None, ) -> None: super().__init__(order, parent) self.logout_button = ImageButton( img=Animation.from_image_sequence( get_ui_grid()[61 * 3 + 48 : 61 * 3 + 51], duration=0.01, ), x=-1, y=0, scale_x=2, scale_y=2, group=self, ) self.logout_button.set_handler("on_press", self._on_press) self.bg = TileBox( x=0, y=0, width=0, height=self.height, tile_size=32, tile_offset_x=3, tile_offset_y=10, group=self, ) self.frame = frame def _on_press(self) -> None: cast("Game", client.scene_manager.current_scene).logout() def on_resize(self, parent_height: int, window: Window): if self.logout_button and self.bg: if self.frame and self.logout_button._image.x != -1: self.frame.remove_widget(self.logout_button) self.logout_button.x = window.width - self.logout_button.width * 2 self.logout_button.y = window.height - parent_height / 2 if self.frame: self.frame.add_widget(self.logout_button) self.bg.x = self.logout_button.x - (32) self.bg.y = self.logout_button.y - (32) self.bg.width = 32 * 3 def draw(self) -> None: if self.bg: self.bg.draw() if self.logout_button: self.logout_button.draw() def __del__(self) -> None: del self.logout_button self.logout_button = None def deactivate(self) -> None: if self.frame: self.frame.remove_widget(self.logout_button) class Coins(Group): coins: int = 1337 height: int = 32 * 3 def __init__( self, batch: Batch | None = None, order: int = 0, parent: Group | None = None ) -> None: super().__init__(order, parent) self.label = Label( "", x=0, y=0, batch=batch, group=self, anchor_y="center", anchor_x="right", font_size=16, color=(80, 0, 0, 255), ) self.bg = TileBox( x=0, y=0, width=0, height=self.height, tile_size=32, tile_offset_x=3, tile_offset_y=10, group=self, ) self.coin = NearestSprite( cast(Texture, get_ui_grid()[61 * 23 + 13]), x=0, y=0, origin=( cast(int, get_ui_grid().item_width) / 2, cast(int, get_ui_grid().item_height) / 2, ), group=self, ) self.coin.scale = 2 def update(self, dt: float) -> None: match client.game_state.my_user: case User() as u: if self.label: self.label.text = str(u.money) case _: pass def on_resize(self, parent_height: int, window: Window): if self.label: self.label.text = f"{self.coins}" width = ( self.label.content_width + (-self.label.content_width) % 32 ) + 32 * 3 self.label.y = window.height - parent_height // 2 self.label.x = width - 32 - 4 if self.bg: self.bg.y = window.height - self.height self.bg.width = width if self.coin: self.coin.x = 32 + cast(int, get_ui_grid().item_width) / 2 self.coin.y = ( window.height - self.height // 2 - cast(int, get_ui_grid().item_height) / 2 ) def draw(self): if self.bg: self.bg.draw() if self.coin: self.coin.draw() def __del__(self): del self.bg self.bg = None del self.coin self.coin = None del self.label self.label = None class Health(Group): health: int = 1337 height: int = 32 * 3 def __init__( self, batch: Batch | None = None, order: int = 0, parent: Group | None = None ) -> None: super().__init__(order, parent) self.label = Label( "", x=0, y=0, batch=batch, group=self, anchor_y="center", anchor_x="right", font_size=16, color=(80, 0, 0, 255), ) self.bg = TileBox( x=0, y=0, width=0, height=self.height, tile_size=32, tile_offset_x=3, tile_offset_y=10, group=self, ) self.heart = NearestSprite( img=cast(Texture, get_ui_grid()[61 * 10 + 11]), x=0, y=0, origin=( cast(int, get_ui_grid().item_width) / 2, cast(int, get_ui_grid().item_height) / 2, ), group=self, ) self.heart.scale = 2 def update(self, dt: float) -> None: match client.game_state.my_user: case User() as u: if self.label: self.label.text = str(u.health) case _: pass def on_resize(self, parent_height: int, window: Window): if self.label: self.label.text = f"{self.health}" width = ( self.label.content_width + (-self.label.content_width) % 32 ) + 32 * 3 self.label.y = window.height - parent_height // 2 - 64 self.label.x = width - 32 - 4 if self.bg: self.bg.y = window.height - self.height - 64 self.bg.width = width if self.heart: self.heart.x = 32 + cast(int, get_ui_grid().item_width) / 2 self.heart.y = ( window.height - self.height // 2 - cast(int, get_ui_grid().item_height) / 2 - 64 ) def draw(self): if self.bg: self.bg.draw() if self.heart: self.heart.draw() def __del__(self): del self.bg self.bg = None del self.heart self.heart = None del self.label self.label = None class UsernameLabel(Group): height: int = 32 * 3 name: str = "" def __init__( self, batch: Batch | None = None, order: int = 0, parent: Group | None = None ) -> None: match client.game_state.my_user: case User() as u: self.name = u.username case _: pass super().__init__(order, parent) self.label = Label( "", x=0, y=0, batch=batch, group=self, anchor_y="center", anchor_x="center", font_size=16, color=(80, 0, 0, 255), ) self.bg = TileBox( x=0, y=0, width=0, height=self.height, tile_size=32, tile_offset_x=3, tile_offset_y=10, group=self, ) def on_resize(self, parent_height: int, window: Window): if self.label and self.bg: self.label.text = self.name self.label.x = window.width // 2 self.label.y = window.height - parent_height // 2 width = ( self.label.content_width + (-self.label.content_width) % 32 ) + 32 * 3 self.bg.x = window.width // 2 - width // 2 self.bg.y = window.height - self.height self.bg.width = width def draw(self): if self.bg: self.bg.draw() def __del__(self): del self.label self.label = None del self.bg self.bg = None class HudTop(Group): height: int = 32 * 3 def __init__( self, batch: Batch | None = None, frame: Frame | None = None, order: int = 0, parent: Group | None = None, ) -> None: super().__init__(order, parent) self.username = UsernameLabel(batch) self.coins = Coins(batch) self.health = Health(batch=batch) self.logout = Logout(batch, frame) def on_resize(self, window: Window): if self.username: self.username.on_resize(self.height, window) if self.coins: self.coins.on_resize(self.height, window) if self.health: self.health.on_resize(self.height, window) if self.logout: self.logout.on_resize(self.height, window) def update(self, dt: float) -> None: if self.coins: self.coins.update(dt) if self.health: self.health.update(dt) def draw(self): if self.username: self.username.draw() if self.coins: self.coins.draw() if self.health: self.health.draw() if self.logout: self.logout.draw() def __del__(self): del self.username self.username = None del self.coins self.coins = None del self.logout self.logout = None del self.health self.health = None def deactivate(self) -> None: if self.logout: self.logout.deactivate() class HudBottom(Group): height: int = 32 * 3 def __init__( self, batch: Batch | None = None, frame: Frame | None = None, order: int = 0, parent: Group | None = None, ) -> None: super().__init__(order, parent) self.inventory = Inventory(batch=batch, frame=frame, parent=self) def on_resize(self, window: Window): if self.inventory: self.inventory.on_resize(self.height, window) def update(self, dt: float) -> None: pass def draw(self): if self.inventory: self.inventory.draw() def __del__(self): del self.inventory self.inventory = None def deactivate(self) -> None: if self.inventory: self.inventory.deactivate() class Hud(Scene): top: HudTop | None bottom: HudBottom | None def __init__(self, window: Window) -> None: super().__init__(window) self.frame = Frame(window, order=4) self.top = None self.bottom = None self.batch = None self.window = window def activate(self) -> None: self.batch = Batch() self.top = HudTop(self.batch, self.frame) self.top.on_resize(self.window) self.bottom = HudBottom(self.batch, self.frame) self.bottom.on_resize(self.window) def draw(self) -> None: if self.top: self.top.draw() if self.bottom: self.bottom.draw() if self.batch: self.batch.draw() def deactivate(self) -> None: if self.top: self.top.deactivate() del self.top self.top = None if self.bottom: self.bottom.deactivate() del self.bottom self.bottom = None del self.batch self.batch = None return super().deactivate() def update(self, dt: float) -> None: if self.top: self.top.update(dt) if self.bottom: self.bottom.update(dt)
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/scenes/__init__.py
ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/scenes/__init__.py
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/scenes/intro.py
ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/scenes/intro.py
from pathlib import Path from typing import cast from pyglet import image from pyglet.graphics import Batch from pyglet.gui import Frame from pyglet.image import ImageData from pyglet.sprite import Sprite from pyglet.text import Label from pyglet.window import Window import client from client.scenes.scenemanager import Scene class Intro(Scene): status: str def get_background_image(self) -> ImageData: return cast( ImageData, image.load(Path(client.PATH, "assets/intro_background.png")), ) def __init__(self, window: Window) -> None: super().__init__(window) self.frame = Frame(window, order=4) self.batch = Batch() self.status = "" self.background_image = self.get_background_image() self.background = Sprite(img=self.background_image, x=0, y=0, batch=self.batch) self.press_key_label = Label( text="Press any key to continue ...", font_name="Consolas", font_size=14, x=600, y=100, anchor_x="center", anchor_y="center", multiline=True, width=500, batch=self.batch, ) self.game_logo = Sprite( img=image.load_animation(Path(client.PATH, "assets/game_logo.gif")), x=100, y=280, batch=self.batch, ) def activate(self) -> None: super().activate() def deactivate(self) -> None: super().deactivate() def draw(self) -> None: self.batch.draw() def on_key_press(self, symbol: int, modifiers: int) -> bool | None: client.scene_manager.set_scene(scene="mainmenu") def update(self, dt: float) -> None: pass # self.status_label.text = self.status
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/scenes/globals.py
ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/scenes/globals.py
from pyglet.text import Label from pyglet.window import FPSDisplay, Window from client.scenes.scenemanager import Scene from shared.gen.messages.v1 import Error, ErrorType class Globals(Scene): error_message: str def __init__(self, window: Window) -> None: super().__init__(window) self.fps_display = FPSDisplay(window=window, color=(255, 0, 0, 255)) self.error_message = "" self.error_label = Label( self.error_message, x=300, y=10, color=(255, 0, 0, 255), font_size=15, ) def on_error(self, error: Error) -> None: self.error_message = f"{ErrorType(error.type).name}: {error.message}" def draw(self) -> None: self.fps_display.draw() # self.error_label.draw() def update(self, dt: float) -> None: return self.error_label.text = self.error_message
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/scenes/test.py
ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/scenes/test.py
from pyglet.graphics import Batch from pyglet.gui import Frame from pyglet.window import Window from client.game.ui.button import TextButton from client.game.ui.dialog import Dialog from client.game.ui.dropdown import Dropdown from client.game.ui.input import PasswordInput from client.scenes.scenemanager import Scene class TestScene(Scene): def __init__(self, window: Window): self.frame = Frame(window, order=4) self.batch = Batch() self._text_button = TextButton("ASDFKKKk", x=100, y=100, batch=self.batch) self._text_button.set_handler("on_press", lambda: None) self._dropdown = Dropdown( x=200, y=200, entries=["A", "B", "CCC"], batch=self.batch ) self._dialog = Dialog( 400, 200, 400, 200, text=[ "Hello World.", "Lorem ipsum dolor sit amet, consetetur sadipscing elitr, sed diam nonumy eirmod tempor invidunt ut labore et dolore magna aliquyam erat, sed diam voluptua. At vero eos et accusam et justo duo dolores et ea rebum. Stet clita kasd gubergren, no sea takimata sanctus est Lorem ipsum dolor sit amet. Lorem ipsum dolor sit amet, consetetur sadipscing elitr, sed diam nonumy eirmod tempor invidunt ut labore et dolore magna aliquyam erat, sed diam voluptua. At vero eos et accusam et justo duo dolores et ea rebum. Stet clita kasd gubergren, no sea takimata sanctus est Lorem ipsum dolor sit amet.", "123", ], batch=self.batch, ) def text_entry_handler(text: str) -> None: print(text) self._input = PasswordInput( "value", 500, 100, 200, batch=self.batch, text_color=(255, 0, 0, 255), caret_color=(0, 0, 0, 255), color=(0, 0, 0, 0), ) self._input.set_handler("on_commit", text_entry_handler) def activate(self) -> None: self.frame.add_widget(self._input) self.frame.add_widget(widget=self._dialog) self.frame.add_widget(self._dropdown) self.frame.add_widget(self._text_button) super().activate() def deactivate(self) -> None: self.frame.remove_widget(self._input) self.frame.remove_widget(widget=self._dialog) self.frame.remove_widget(self._dropdown) self.frame.remove_widget(self._text_button) super().deactivate() def draw(self): self._text_button.draw() self._dialog.draw() self._input.draw() self.batch.draw()
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/scenes/game.py
ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/scenes/game.py
from datetime import datetime, timedelta from itertools import chain from typing import Callable, Dict, cast from pyglet.event import EVENT_HANDLED from pyglet.graphics import Batch from pyglet.gui import Frame from pyglet.window import Window from pyglet.window.key import ESCAPE, SPACE import client from client.game.area import Area from client.game.camera import CenteredCamera from client.game.entities.enemy import Enemy from client.game.entities.entity import ServerManagedEntity from client.game.entities.npc import NPC from client.game.entities.other_player import OtherPlayer from client.game.entities.player import Player from client.game.map import ClientMap from client.game.pickupable import Pickupable from client.game.sound_manager import SoundManager from client.scenes.dialog import DialogScene from client.scenes.dino_runner import DinoRunner from client.scenes.hud import Hud from client.scenes.input import InputScene from client.scenes.inventory import Inventory from client.scenes.scenemanager import Scene from client.scenes.shop import Shop from shared.collison import point_in_poly from shared.constants import VIEW_DISTANCE_SQ from shared.gen.messages.v1 import ( Activity, Interact, InteractStatus, InteractType, LoggedIn, Logout, ObjectAsset, Objects, ObjectType, Ping, SessionType, ShopInteract, User, Users, ) class Game(Scene): def __init__(self, window: Window) -> None: super().__init__(window) self.batch = Batch() self.game_batch = Batch() self.frame = Frame(window, order=4) self.sound_manager = SoundManager() self.in_interaction_key = False # self.sound_manager.set_background_music("client/assets/determination.wav") # self.sound_manager.play_background_music() self.map = ClientMap() self.camera = CenteredCamera(window, None, None, scroll_speed=1) self.player: Player = Player() self.other_players: Dict[str, OtherPlayer] = {} self.npcs: Dict[str, NPC] = {} self.enemies: Dict[str, Enemy] = {} self.areas: Dict[str, Area] = {} self.pickupable: Dict[str, Pickupable] = {} self.input = InputScene(window=window) self.add_scene("input", self.input) self.dialog = DialogScene(window=window) self.add_scene("dialog", self.dialog) self.shop = Shop(window=window) self.add_scene("shop", self.shop) self.inventory = Inventory(window=window) self.add_scene("inventory", self.inventory) self.hud = Hud(window=window) self.add_scene("hud", self.hud) self.add_overlay_scene("hud") client.global_connection.ping_handler += self._on_ping client.global_connection.users_handler += self._on_users client.global_connection.logout_handler += self._on_player_logout client.global_connection.objects_handler += self._on_object_handler client.global_connection.login_handler += self._on_login_handler client.global_connection.interact_handler += self._on_interact_handler def remove_input(self) -> None: self.player.can_move = True if self.is_overlay_scene("input"): self.remove_overlay_scene("input") if not self.is_overlay_scene("hud"): self.add_overlay_scene("hud") def display_input(self, cb: Callable[[str], None] | None = None) -> None: self.player.can_move = False self.player.activity = Activity.ACTIVITY_IDLE self.input.callback = cb if self.is_overlay_scene("hud"): self.remove_overlay_scene("hud") if self.is_overlay_scene(scene_name="dialog"): self.remove_overlay_scene("dialog") self.add_overlay_scene("input") input_scene = cast(InputScene, self._sub_scenes["input"]) input_scene.input._focus = True def remove_dialog(self) -> None: self.player.can_move = True if self.is_overlay_scene("dialog"): self.remove_overlay_scene("dialog") if not self.is_overlay_scene("hud"): self.add_overlay_scene("hud") def display_dialog( self, text: list[str], cb: Callable[[], None] | None = None ) -> None: self.player.can_move = False self.player.activity = Activity.ACTIVITY_IDLE self.dialog.callback = cb self.dialog.set_text(text) self.dialog.next_text() if self.is_overlay_scene("hud"): self.remove_overlay_scene("hud") if not self.is_overlay_scene("dialog"): self.add_overlay_scene("dialog") # self.dialog.start(text, cb=cb) def remove_shop(self) -> None: if self.shop.uuid in self.npcs: self.npcs[self.shop.uuid].stop_interaction() self.player.can_move = True if self.is_overlay_scene("shop"): self.remove_overlay_scene("shop") if not self.is_overlay_scene("hud"): self.add_overlay_scene("hud") def display_shop( self, items: list[ShopInteract], uuid: str, cb: Callable[[], None] | None = None ) -> None: self.player.can_move = False self.player.activity = Activity.ACTIVITY_IDLE self.shop.start(items, uuid, cb=cb) self.remove_overlay_scene("hud") self.add_overlay_scene("shop") def remove_inventory(self) -> None: self.player.can_move = True if self.is_overlay_scene("inventory"): self.remove_overlay_scene("inventory") if not self.is_overlay_scene("hud"): self.add_overlay_scene("hud") def display_inventory(self) -> None: if client.game_state.my_user is None: return self.player.can_move = False self.player.activity = Activity.ACTIVITY_IDLE self.inventory.set_inventory_items(client.game_state.my_user.inventory) self.remove_overlay_scene("hud") self.add_overlay_scene("inventory") def start_runner(self, uuid: str) -> None: client.scene_manager.set_scene(scene="dino_runner") runner = cast(DinoRunner, client.scene_manager._scenes["dino_runner"]) runner.uuid = uuid def activate(self): if client.game_state.my_user: self.player.x = client.game_state.my_user.coords.x self.player.y = client.game_state.my_user.coords.y self.player._attacking = False for n in self.npcs.values(): n.stop_interaction() self.in_interaction_key = False super().activate() def deactivate(self) -> None: super().deactivate() def _entity_in_view_distance(self, entity: ServerManagedEntity) -> bool: e = client.game_state.objects[entity.uuid][1] return (abs(self.player.x - e.coords.x) ** 2) + ( abs(self.player.y - e.coords.y) ** 2 ) <= VIEW_DISTANCE_SQ def _other_players_in_view_distance(self, entity: ServerManagedEntity) -> bool: e = client.game_state.users[entity.uuid] return (abs(self.player.x - e.coords.x) ** 2) + ( abs(self.player.y - e.coords.y) ** 2 ) <= VIEW_DISTANCE_SQ def draw(self) -> None: with self.camera: self.map.draw(self.camera) entities = chain( filter( self._entity_in_view_distance, chain( self.npcs.values(), self.enemies.values(), self.pickupable.values(), ), ), filter( self._other_players_in_view_distance, self.other_players.values() ), [self.player], ) for entity in sorted(entities, key=lambda entity: entity.y): entity.draw() self.game_batch.draw() self.batch.draw() def _on_interact_handler(self, interact: Interact) -> None: match interact.type: case InteractType.INTERACT_TYPE_TEXT: match interact.status: case InteractStatus.INTERACT_STATUS_START: npc = self.npcs[interact.uuid] self.display_dialog([interact.text], cb=npc.interact) case InteractStatus.INTERACT_STATUS_UPDATE: if self.is_overlay_scene("dialog"): self.dialog.append_text(interact.text) else: npc = self.npcs[interact.uuid] self.display_dialog([interact.text], cb=npc.interact) case InteractStatus.INTERACT_STATUS_STOP: self.npcs[interact.uuid].stop_interaction() self.remove_dialog() case InteractStatus.INTERACT_STATUS_UNSPECIFIED: assert False case InteractType.INTERACT_TYPE_RUNNER: match interact.status: case InteractStatus.INTERACT_STATUS_START: self.start_runner(interact.uuid) case InteractStatus.INTERACT_STATUS_UPDATE: print("RUNNER UPDATE") case InteractStatus.INTERACT_STATUS_STOP: print("RUNNER STOP") case InteractStatus.INTERACT_STATUS_UNSPECIFIED: assert False case InteractType.INTERACT_TYPE_SHOP: match interact.status: case InteractStatus.INTERACT_STATUS_START: npc = self.npcs[interact.uuid] self.display_shop(interact.shop, interact.uuid, cb=npc.interact) case InteractStatus.INTERACT_STATUS_UPDATE: self.shop.set_shop_items(interact.shop, interact.uuid) case InteractStatus.INTERACT_STATUS_STOP: self.remove_shop() case InteractStatus.INTERACT_STATUS_UNSPECIFIED: assert False case InteractType.INTERACT_TYPE_CUT_OUT: match interact.status: case InteractStatus.INTERACT_STATUS_START: self.camera.cut_out = True case InteractStatus.INTERACT_STATUS_UPDATE: self.camera.cut_out = True case InteractStatus.INTERACT_STATUS_STOP: self.camera.cut_out = False case InteractStatus.INTERACT_STATUS_UNSPECIFIED: assert False case InteractType.INTERACT_TYPE_LICENSE: npc = self.npcs[interact.uuid] self.display_input(cb=npc.interact) case _: pass def _on_login_handler(self, login: LoggedIn) -> None: if login.success: self.player.interact_distance = login.interact_distance self.player.set_assets(login.assets) if login.type == SessionType.SESSION_TYPE_FREE_CAM: if self.is_overlay_scene("hud"): self.remove_overlay_scene("hud") def _on_object_asset_handler(self, object_asset: ObjectAsset) -> None: if object_asset.object_uuid in self.npcs: n = self.npcs[object_asset.object_uuid] assert ( object_asset.type == ObjectType.OBJECT_TYPE_NPC ), "NOT IMPLEMENTED. Got: " + str(object_asset.type) n.label = object_asset.name n.interactable = object_asset.interactable n.interact_distance = object_asset.interact_distance n.set_assets(object_asset.assets) if object_asset.object_uuid in self.other_players: p = self.other_players[object_asset.object_uuid] p.set_assets(object_asset.assets) if object_asset.object_uuid in self.enemies: e = self.enemies[object_asset.object_uuid] assert ( object_asset.type == ObjectType.OBJECT_TYPE_ENEMY ), "NOT IMPLEMENTED. Got: " + str(object_asset.type) e.set_assets(assets=object_asset.assets) def _on_object_handler(self, objects: Objects) -> None: for o in objects.objects: client.game_state.objects[o.uuid] = ( client.game_state.objects[o.uuid][1] if o.uuid in client.game_state.objects else o, o, ) if o.type == ObjectType.OBJECT_TYPE_UNSPECIFIED: pass # Do nothing for now if o.type == ObjectType.OBJECT_TYPE_AREA: if o.remove: del self.areas[o.uuid] else: self.areas[o.uuid] = Area(o.uuid, o.area) elif o.type == ObjectType.OBJECT_TYPE_NPC: if o.remove and o.uuid not in self.npcs: del self.npcs[o.uuid] elif o.uuid not in self.npcs: self.npcs[o.uuid] = NPC( uuid=o.uuid, batch=self.game_batch, ) client.global_connection.get_object_asset( o.uuid, self._on_object_asset_handler ) elif o.type == ObjectType.OBJECT_TYPE_ENEMY: if o.remove and o.uuid in self.enemies: del self.enemies[o.uuid] elif o.uuid not in self.enemies: enemy_data = o.enemy_info assert enemy_data is not None, "Enemy object without enemy data!" self.enemies[o.uuid] = Enemy( uuid=o.uuid, health=enemy_data.health, health_max=enemy_data.health_max, batch=self.game_batch, last_attack=enemy_data.last_attack, ) client.global_connection.get_object_asset( o.uuid, self._on_object_asset_handler ) elif o.type == ObjectType.OBJECT_TYPE_PICKUPABLE: if o.remove and o.uuid in self.pickupable: del self.pickupable[o.uuid] elif o.uuid not in self.pickupable: self.pickupable[o.uuid] = Pickupable( uuid=o.uuid, item=o.pickupable, x=o.coords.x, y=o.coords.y, ) def _on_player_logout(self, logout: Logout) -> None: if client.game_state.is_authenticated(): if ( client.game_state.my_user and logout.user.uuid == client.game_state.my_user.uuid ): self.logout() else: if logout.user.uuid in self.other_players: del self.other_players[logout.user.uuid] def _on_ping(self, ping: Ping) -> None: client.game_state.last_ping = ping.time def _on_users(self, users: Users) -> None: u: Dict[str, User] = {user.uuid: user for user in users.users} if client.game_state.is_authenticated(): if client.game_state.my_user: my_uuid = client.game_state.my_user.uuid if my_uuid in u: coords = u[my_uuid].coords self.player.x = coords.x self.player.y = coords.y client.game_state.my_user = u[my_uuid] del u[my_uuid] new_players = u.keys() - self.other_players.keys() for uuid, user in u.items(): if len(user.inventory) > 0: print(user.inventory) client.game_state.users[uuid] = user for new_player in new_players: self.other_players[new_player] = OtherPlayer( uuid=u[new_player].uuid, batch=self.game_batch, ) client.global_connection.get_object_asset( u[new_player].uuid, self._on_object_asset_handler ) def update(self, dt: float) -> None: online_time = datetime.now() - timedelta(minutes=1) if client.game_state.last_ping.timestamp() < online_time.timestamp(): self.logout() self.player.update(dt) self.camera.position = (self.player.x, self.player.y) if self.player.coords_dirty: client.global_connection.move( self.player.x, self.player.y, self.player.rotation, ) self.player.coords_dirty = False entities = chain( filter( self._entity_in_view_distance, chain( self.npcs.values(), self.enemies.values(), self.pickupable.values(), ), ), filter(self._other_players_in_view_distance, self.other_players.values()), ) for e in entities: e.update(dt) if ( not client.game_state.my_user is None and client.game_state.my_user.health < 0 ): client.global_connection.logout() client.game_state.logout() client.scene_manager.set_scene(scene="game_over") return super().update(dt) def on_key_release(self, symbol: int, modifiers: int) -> int | None: if symbol == SPACE: self.in_interaction_key = False def logout(self) -> None: client.global_connection.logout() client.game_state.logout() exit() def on_key_press(self, symbol: int, modifiers: int) -> bool | None: if symbol == ESCAPE: if self.shop in self._current_sub_scenes: self.remove_shop() elif self.inventory in self._current_sub_scenes: self.remove_inventory() else: self.logout() return EVENT_HANDLED if symbol == SPACE: if not self.in_interaction_key: try: if self.is_overlay_scene("dialog"): self.dialog.next_text() return if self.is_overlay_scene("input"): return for npc in self.npcs.values(): if not npc.interactable: continue dx = (self.player.x + self.player.interact_offset[0]) - ( (npc.x + npc.interact_offset[0]) ) dy = (self.player.y + self.player.interact_offset[1]) - ( (npc.y + npc.interact_offset[1]) ) distance_sq = dx**2 + dy**2 if ( distance_sq < (npc.interact_distance + self.player.interact_distance) ** 2 ): npc.interact() return # check for area collision for area in self.areas.values(): if point_in_poly(self.player.x, self.player.y, area.area): area.interact() finally: self.in_interaction_key = True def buy(self, item: ShopInteract) -> None: npc = self.npcs[self.shop.uuid] npc.in_interaction = False client.global_connection.interact( uuid=self.shop.uuid, status=InteractStatus.INTERACT_STATUS_UPDATE, shop=[item], ) self.remove_shop()
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/scenes/mainmenu.py
ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/scenes/mainmenu.py
from pathlib import Path from typing import cast from pyglet import image from pyglet.graphics import Batch from pyglet.gui import Frame from pyglet.image import ImageData from pyglet.sprite import Sprite from pyglet.text import Label from pyglet.window import Window import client from client.game.ui.button import TextButton from client.game.ui.input import PasswordInput, TextInput from client.scenes.scenemanager import Scene from shared.gen.messages.v1 import ErrorType, LoggedIn class MainMenu(Scene): status: str def get_background_image(self) -> ImageData: return cast( ImageData, image.load(Path(client.PATH, "assets/main_menu_background.png")), ) def __init__(self, window: Window, username: str, password: str) -> None: super().__init__(window) self.frame = Frame(window, order=4) self.batch = Batch() self.status = "" self.background_image = self.get_background_image() self.background = Sprite(img=self.background_image, x=0, y=-70) self.game_logo = Sprite( img=image.load(Path(client.PATH, "assets/game_logo.gif")), x=50, y=250, batch=self.batch, ) self.game_logo.width = 900 self.game_logo.height = 314 self.username_label = Label( "Username", x=300, y=250, batch=self.batch, color=(75, 20, 78, 255) ) self._input_username = TextInput( text=username, x=300, y=225, width=200, batch=self.batch, text_color=(0, 0, 0, 255), caret_color=(0, 0, 0, 255), color=(0, 0, 0, 0), ) self.password_label = Label( "Password", x=300, y=200, batch=self.batch, color=(0, 0, 0, 255) ) self._input_password = PasswordInput( text=password, x=300, y=175, width=200, batch=self.batch, text_color=(0, 0, 0, 255), caret_color=(0, 0, 0, 255), color=(0, 0, 0, 0), ) self.status_label = Label( self.status, x=300, y=140, batch=self.batch, color=(255, 0, 0, 255) ) def login(): def login_sucess(l: LoggedIn) -> None: if l.success: client.scene_manager.set_scene("game") else: match l.error: case ErrorType.ERROR_TYPE_UNAUTHORIZED: self.status = "Username or Password doesn't match" case ErrorType.ERROR_TYPE_TIMEOUT: self.status = f"You died and are still in the timeout phase" case ErrorType.ERROR_TYPE_UNSPECIFIED: self.status = "Unknown error" case ErrorType.ERROR_TYPE_ALREADY_LOGGED_IN: self.status = "User already logged in elsewhere or crashed not too long ago." case _: self.status = "Unknown error" username = self._input_username.value password = self._input_password.value client.global_connection.login( username=username, password=password, handler=login_sucess ) self._text_button = TextButton("Login", x=300, y=70, batch=self.batch) self._text_button.set_handler("on_press", login) def activate(self) -> None: self.window.push_handlers(self._input_password) self.window.push_handlers(self._input_username) self.frame.add_widget(self._text_button) super().activate() def deactivate(self) -> None: self.window.remove_handlers(self._input_password) self.window.remove_handlers(self._input_username) self.frame.remove_widget(self._text_button) super().deactivate() def draw(self) -> None: self.background.draw() self._text_button.draw() self._input_password.draw() self._input_username.draw() self.batch.draw() def update(self, dt: float) -> None: self.status_label.text = self.status
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/networking/runner.py
ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/networking/runner.py
import logging import struct from asyncio import ( IncompleteReadError, Lock, StreamReader, StreamWriter, open_connection, ) from multiprocessing.synchronize import Event as EventClass from typing import Any, cast import aioprocessing from client.game.utils import sleep from shared.gen.messages.v1 import ClientMessage, ServerMessage class Runner: host: str port: int ssl: bool reader: StreamReader writer: StreamWriter start_connection_lock: Lock connected: bool runner_con: aioprocessing.AioQueue # type: ignore thread_con: aioprocessing.AioQueue # type: ignore def __init__( self, runner_con: aioprocessing.AioQueue, # type: ignore thread_con: aioprocessing.AioQueue, # type: ignore host: str, port: int, ssl: bool, ) -> None: self.runner_con = runner_con self.thread_con = thread_con self.host = host self.port = port self.ssl = ssl self.start_connection_lock = Lock() self.connected = False async def read_message_loop(self, running: EventClass) -> None: await self._start_connection() while running.is_set(): try: size_buf = await self.reader.readexactly(4) size = struct.unpack("!i", size_buf)[0] data_buf = await self.reader.readexactly(size) message = ServerMessage().parse(data_buf) self.runner_con.put(message.to_pydict()) except (IncompleteReadError, BrokenPipeError): await sleep(0.1) async def send_message_loop(self, running: EventClass) -> None: await self._start_connection() while running.is_set(): message_dict = cast(dict[str, Any], await self.thread_con.coro_get()) message: ClientMessage = ClientMessage().from_dict(message_dict) packet = message.SerializeToString() await self._send_message(client_message=packet) async def _start_connection(self) -> None: async with self.start_connection_lock: if not self.connected or self.writer.is_closing(): sucess = False while not sucess: try: self.reader, self.writer = await open_connection( host=self.host, port=self.port, ssl=self.ssl, ) sucess = True self.connected = True logging.debug("New Connection") except Exception: logging.debug("Error establishing connection") await sleep(delay=0.1) async def _send_message(self, client_message: bytes) -> None: await self._start_connection() message = struct.pack("!i", len(client_message)) + client_message self.writer.write(message)
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/networking/network.py
ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/networking/network.py
import threading import uuid from asyncio import Lock, Queue, Task, create_task, iscoroutinefunction from asyncio.exceptions import IncompleteReadError from datetime import datetime from typing import Any, Awaitable, Callable, Dict, Tuple, TypeVar, cast import aioprocessing import betterproto from client.game.state import GameState from client.game.utils import check_wait, sleep from shared.gen.messages.v1 import ( AcknowledgeDamage, AttackEnemy, ClientMessage, Coords, Error, Interact, InteractStatus, LoggedIn, Login, Logout, MapChunkRequest, MapChunkResponse, ObjectAsset, ObjectAssetRequest, Objects, Ping, Runner, ServerMessage, ShopInteract, Users, ) from shared.lazy import LazyDict from shared.utils import AsyncLockEventHandler, EventHandler ServerMessageType = TypeVar( "ServerMessageType", bound=ServerMessage.ping.__class__ | ServerMessage.logged_in.__class__ | ServerMessage.users.__class__ | ServerMessage.chunk.__class__ | ServerMessage.error.__class__ | ServerMessage.logout.__class__ | ServerMessage.objects.__class__ | ServerMessage.object_asset.__class__ | ServerMessage.interact.__class__ | ServerMessage.give_damage.__class__, ) AyncMessageHandlerType = Callable[[ServerMessageType, Lock], Awaitable[None]] MessageHandlerType = Callable[[ServerMessageType], None] ErrorHandlerType = Callable[[Error], None] class Connection: runner_con: aioprocessing.AioQueue # type: ignore thread_con: aioprocessing.AioQueue # type: ignore connected: bool = False error_handler: ErrorHandlerType # (ClientMessage, (Handler, ErrorHandler)) If ErrorHandler None, the default error Handler is used network_queue: Queue[ Tuple[ ClientMessage, Tuple[ MessageHandlerType[...] | AyncMessageHandlerType[...] | None, ErrorHandlerType | None, ], ] ] handlers: Dict[ str, Tuple[ MessageHandlerType[...] | AyncMessageHandlerType[...] | None, ErrorHandlerType | None, ], ] game_state: GameState start_connection_lock: Lock task_list: set[Task[None]] def __init__( self, runner_con: aioprocessing.AioQueue, # type: ignore thread_con: aioprocessing.AioQueue, # type: ignore error_handler: ErrorHandlerType, game_state: GameState, ) -> None: self.runner_con = runner_con self.thread_con = thread_con self.error_handler = error_handler self.network_queue = Queue() self.handlers = {} self.game_state = game_state self.start_connection_lock = Lock() self.task_list = set() self.ping_handler = EventHandler() self.users_handler = EventHandler() self.logout_handler = EventHandler() self.objects_handler = EventHandler() self.login_handler = EventHandler() self.interact_handler = EventHandler() self.map_chunk_handler = AsyncLockEventHandler() async def ping_loop(self, running: threading.Event) -> None: while running.is_set(): if self.game_state.is_authenticated(): await self.ping() # await sleep(1) for _ in range(100): await sleep(1 / 100) async def read_message_loop(self, running: threading.Event) -> None: while running.is_set(): await check_wait() try: d: dict[str, Any] = cast( dict[str, Any], await self.runner_con.coro_get() ) message: LazyDict = LazyDict(d, ServerMessage) message_id = message.uuid match message: case {"ping": inner_message}: self.ping_handler(LazyDict(inner_message, Ping)) case {"loggedIn": inner_message}: self.login_handler(LazyDict(inner_message, LoggedIn)) case {"error": inner_message}: error = LazyDict(inner_message, Error) # logging.error(f"{ErrorType(error.type).name} {error.message}") case {"users": inner_message}: self.users_handler(LazyDict(inner_message, Users)) case {"logout": inner_message}: self.logout_handler(LazyDict(inner_message, Logout)) case {"objects": inner_message}: self.objects_handler(LazyDict(inner_message, Objects)) case {"interact": inner_message}: self.interact_handler(LazyDict(inner_message, Interact)) case {"chunk": inner_message}: task = create_task( self.map_chunk_handler( LazyDict(inner_message, MapChunkResponse) ), name="chunk", ) self.task_list.add(task) task.add_done_callback(self.task_list.discard) case {"giveDamage": inner_message}: self.acknowledge_damage(damage=inner_message["damage"]) case _: pass handler = None error_handler = None if message_id in self.handlers: handler, error_handler = self.handlers[message_id] del self.handlers[message_id] match message: case {"error": inner_message}: error = LazyDict(inner_message, Error) if error_handler is None: self.error_handler(cast(Error, error)) else: error_handler(cast(Error, error)) case {"uuid": _, **inner_message}: if handler is not None: key, value = next(inner_message.items().__iter__()) key = betterproto.casing.safe_snake_case(key) sub_cls = ServerMessage._cls_for(ServerMessage.__dataclass_fields__[key]) # type: ignore x = LazyDict(value, sub_cls) if iscoroutinefunction(handler): task = create_task(handler(x), name=key) self.task_list.add(task) task.add_done_callback(self.task_list.discard) else: handler(x) # type: ignore case _: print("MEH") except (IncompleteReadError, BrokenPipeError): await sleep(0.1) async def send_message_loop(self, running: threading.Event) -> None: while running.is_set(): message, handler = await self.network_queue.get() message_id = str(uuid.uuid4()) message.uuid = message_id self.handlers[message_id] = handler self.thread_con.put(message.to_dict()) async def ping( self, handler: MessageHandlerType[Ping] | None = None, error_handler: ErrorHandlerType | None = None, ) -> None: ping = ClientMessage(ping=Ping(time=datetime.now())) await self.network_queue.put((ping, (handler, error_handler))) def login( self, username: str, password: str, handler: MessageHandlerType[LoggedIn] | None = None, error_handler: ErrorHandlerType | None = None, ) -> None: login = ClientMessage(login=Login(username=username, password=password)) self.network_queue.put_nowait((login, (handler, error_handler))) def move( self, x: float, y: float, rotation: float, error_handler: ErrorHandlerType | None = None, ) -> None: coords = ClientMessage(coords=Coords(x=x, y=y, rotation=rotation)) self.network_queue.put_nowait((coords, (None, error_handler))) def get_chunks( self, x: int, y: int, handler: AyncMessageHandlerType[MapChunkResponse] | None = None, error_handler: ErrorHandlerType | None = None, ) -> None: get_chunk_msg = ClientMessage(chunk_request=MapChunkRequest(x=int(x), y=int(y))) self.network_queue.put_nowait((get_chunk_msg, (handler, error_handler))) def get_object_asset( self, uuid: str, handler: MessageHandlerType[ObjectAsset] | None = None, error_handler: ErrorHandlerType | None = None, ) -> None: get_object_asset = ClientMessage( object_asset_request=ObjectAssetRequest(uuid=uuid) ) self.network_queue.put_nowait((get_object_asset, (handler, error_handler))) def interact( self, uuid: str, status: InteractStatus, text: str = "", shop: list[ShopInteract] = [], runner: Runner | None = None, handler: MessageHandlerType[Interact] | None = None, error_handler: ErrorHandlerType | None = None, ) -> None: interact = ClientMessage( interact=Interact( uuid=uuid, text=text, status=status, shop=shop, runner=runner if runner is not None else Runner(), ) ) self.network_queue.put_nowait((interact, (handler, error_handler))) def acknowledge_damage( self, damage: int, handler: MessageHandlerType[Interact] | None = None, error_handler: ErrorHandlerType | None = None, ): acknowledge_damage = ClientMessage(acknowledge_damage=AcknowledgeDamage(damage)) self.network_queue.put_nowait((acknowledge_damage, (handler, error_handler))) def attack_enemy( self, time: datetime, uuid: str, damage: int, handler: MessageHandlerType[Interact] | None = None, error_handler: ErrorHandlerType | None = None, ): attack_enemy_msg = ClientMessage( attack_enemy=AttackEnemy(time=time, uuid=uuid, damage=damage) ) self.network_queue.put_nowait((attack_enemy_msg, (handler, error_handler))) def logout( self, handler: MessageHandlerType[Interact] | None = None, error_handler: ErrorHandlerType | None = None, ) -> None: logout = ClientMessage(logout=Logout()) self.network_queue.put_nowait((logout, (handler, error_handler)))
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/networking/__init__.py
ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/networking/__init__.py
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/game/nearest_sprite.py
ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/game/nearest_sprite.py
from typing import Tuple, TypedDict import pyglet from pyglet import graphics from pyglet.gl import ( GL_CLAMP_TO_EDGE, GL_NEAREST, GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA, GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, GL_TRIANGLES, glTexParameteri, ) from pyglet.graphics import Group from pyglet.graphics.shader import ShaderProgram from pyglet.image import Animation, Texture from pyglet.sprite import AdvancedSprite vertex_source = """#version 150 core in vec3 translate; in vec4 colors; in vec3 tex_coords; in vec2 scale; in vec3 position; in float rotation; out vec4 vertex_colors; out vec3 texture_coords; uniform vec2 origin_scale; uniform vec2 origin_rotation; uniform WindowBlock { mat4 projection; mat4 view; } window; mat4 m_scale = mat4(1.0); mat4 m_rotation = mat4(1.0); mat4 m_translate = mat4(1.0); mat4 m_origin_scale = mat4(1.0); mat4 m_neg_origin_scale = mat4(1.0); mat4 m_origin_rotation = mat4(1.0); mat4 m_neg_origin_rotation = mat4(1.0); void main() { m_scale[0][0] = scale.x; m_scale[1][1] = scale.y; m_translate[3][0] = translate.x; m_translate[3][1] = translate.y; m_translate[3][2] = translate.z; m_origin_scale[3][0] = origin_scale.x; m_origin_scale[3][1] = origin_scale.y; m_neg_origin_scale[3][0] = -origin_scale.x; m_neg_origin_scale[3][1] = -origin_scale.y; m_origin_rotation[3][0] = origin_rotation.x; m_origin_rotation[3][1] = origin_rotation.y; m_neg_origin_rotation[3][0] = -origin_rotation.x; m_neg_origin_rotation[3][1] = -origin_rotation.y; m_rotation[0][0] = cos(-radians(rotation)); m_rotation[0][1] = sin(-radians(rotation)); m_rotation[1][0] = -sin(-radians(rotation)); m_rotation[1][1] = cos(-radians(rotation)); gl_Position = window.projection * window.view * m_translate * m_origin_rotation * m_rotation * m_neg_origin_rotation * m_origin_scale * m_scale * m_neg_origin_scale * vec4(position, 1.0); vertex_colors = colors; texture_coords = tex_coords; } """ fragment_source = """#version 150 core in vec4 vertex_colors; in vec3 texture_coords; out vec4 final_colors; uniform sampler2D sprite_texture; void main() { final_colors = texture(sprite_texture, texture_coords.xy) * vertex_colors; } """ def get_default_shader() -> ShaderProgram: try: return pyglet.gl.current_context._game_sprite_default_shader # type: ignore except AttributeError: _default_vert_shader = graphics.shader.Shader(vertex_source, "vertex") _default_frag_shader = graphics.shader.Shader(fragment_source, "fragment") default_shader_program = graphics.shader.ShaderProgram( _default_vert_shader, _default_frag_shader ) pyglet.gl.current_context.game_sprite_default_shader = ( # type: ignore default_shader_program ) return pyglet.gl.current_context.game_sprite_default_shader # type: ignore class RequestParams(TypedDict, total=False): pass class NearestSprite(AdvancedSprite): origin: Tuple[float, float] def __init__( self, img: Texture | Animation, x: int = 0, y: int = 0, z: int = 0, origin: Tuple[float, float] = (0, 0), origin_scale: Tuple[float, float] = (0, 0), origin_rotation: Tuple[float, float] = (0, 0), blend_src: int = GL_SRC_ALPHA, blend_dest: int = GL_ONE_MINUS_SRC_ALPHA, # never ever give this a batch, this would use the default shader and break things! you have to call .draw yourself group: Group | None = None, subpixel: bool = False, ): if origin != (0, 0): self.origin_scale = origin self.origin_rotation = origin assert origin_scale == (0, 0) assert origin_rotation == (0, 0) else: self.origin_scale = origin_scale self.origin_rotation = origin_rotation super().__init__( img, x, y, z, blend_src, blend_dest, None, group, subpixel, get_default_shader(), ) def draw(self): """Draw the sprite at its current position. See the module documentation for hints on drawing multiple sprites efficiently. """ if not self._group: return self._group.set_state_recursive() if self.program: self.program["origin_scale"] = (self.origin_scale[0], self.origin_scale[1]) self.program["origin_rotation"] = ( self.origin_rotation[0], self.origin_rotation[1], ) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE) if self._vertex_list: self._vertex_list.draw(GL_TRIANGLES) self._group.unset_state_recursive()
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/game/state.py
ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/game/state.py
import threading import time from datetime import datetime from types import TracebackType from typing import Dict, Tuple, cast import client from client.game.entities.enemy import Enemy from client.scenes.game import Game from shared.constants import TARGET_FPS, TARGET_UPS from shared.gen.messages.v1 import LoggedIn, Object, SessionType, User class TimedLock: lock: threading.Lock t0: float t1: float frequency: float def __init__(self, frequency: float) -> None: self.lock = threading.Lock() self.frequency = frequency self.t0 = 0 self.t1 = 0 def __enter__(self) -> bool: self.lock.acquire(True) self.t0 = time.time() return True def locked(self) -> bool: return self.lock.locked() def __exit__( self, exc_type: type[BaseException] | None, exc_val: BaseException | None, exc_tb: TracebackType | None, ) -> None: self.lock.release() self.t1 = time.time() class GameState: users: Dict[str, User] objects: Dict[str, Tuple[Object, Object]] my_user: User | None last_ping: datetime session_type: SessionType draw_lock: TimedLock update_lock: TimedLock def __init__(self) -> None: self.draw_lock = TimedLock(1 / TARGET_FPS) self.update_lock = TimedLock(1 / TARGET_UPS) self.users = {} self.objects = {} self.my_user = None self.last_ping = datetime.now() self.session_type = SessionType.SESSION_TYPE_UNSPECIFIED def is_authenticated(self) -> bool: return self.my_user is not None def login(self, message: LoggedIn) -> None: if message.success: self.my_user = message.self self.session_type = message.type def logout(self) -> None: self.my_user = None def get_objects_in_range(self, distance_squared: float) -> list[Enemy]: if self.my_user is None: return [] game_scene = cast(Game, client.scene_manager.current_scene) all_enemies = game_scene.enemies.values() coords = self.my_user.coords return list( filter( lambda e: ((coords.x - e.x) ** 2) + ((coords.y - e.y) ** 2) <= distance_squared, # TODO: Last or next here? all_enemies, ) )
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/game/configuration.py
ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/game/configuration.py
import os from dataclasses import dataclass, field @dataclass class Configuration: host: str = field( default_factory=lambda: os.environ.get("SERVER_HOST", "localhost") ) port: str = field(default_factory=lambda: os.environ.get("SERVER_PORT", "31337"))
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/game/area.py
ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/game/area.py
from dataclasses import dataclass from typing import TYPE_CHECKING, cast import client from client.game.entities.entity import Direction from shared.gen.messages.v1 import Interact, InteractStatus, InteractType, Polygon if TYPE_CHECKING: from client.scenes.game import Game @dataclass class Area: uuid: str def __init__(self, uuid: str, area: Polygon, *args: int, **kwargs: str) -> None: super().__init__(*args, **kwargs) self.area = area self.uuid = uuid self.in_interaction = False def on_interaction(self, interact: Interact): game = cast("Game", client.scene_manager.current_scene) player = game.player match interact.type: case InteractType.INTERACT_TYPE_DIG: match interact.status: case InteractStatus.INTERACT_STATUS_START: self.in_interaction = True player.can_move = False player.direction = Direction.UP player.progress = interact.progress case InteractStatus.INTERACT_STATUS_UPDATE: player.progress = interact.progress pass case InteractStatus.INTERACT_STATUS_STOP: self.in_interaction = False player.can_move = True player.progress = -1 case InteractStatus.INTERACT_STATUS_UNSPECIFIED: assert False case _: pass def interact(self): if self.in_interaction: client.global_connection.interact( self.uuid, text="", status=InteractStatus.INTERACT_STATUS_UPDATE, handler=self.on_interaction, ) else: client.global_connection.interact( self.uuid, text="", status=InteractStatus.INTERACT_STATUS_START, handler=self.on_interaction, ) def stop_interaction(self) -> None: if self.in_interaction: client.global_connection.interact( self.uuid, text="", status=InteractStatus.INTERACT_STATUS_STOP, handler=self.on_interaction, )
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/game/camera.py
ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/game/camera.py
from types import TracebackType from typing import Optional, Tuple, Type import pyglet from pyglet.gl import ( GL_DEPTH_BUFFER_BIT, GL_EQUAL, GL_FALSE, GL_KEEP, GL_NEVER, GL_REPLACE, GL_STENCIL_BUFFER_BIT, GL_STENCIL_TEST, GL_TRUE, glClear, glColorMask, glDepthMask, glDisable, glEnable, glStencilFunc, glStencilMask, glStencilOp, ) from pyglet.shapes import Circle from pyglet.window import Window """Camera class for easy scrolling and zooming. A simple example of a Camera class that can be used to easily scroll and zoom when rendering. For example, you might have a playfield that needs to scroll and/or zoom, and a GUI layer that will remain static. For that scenario, you can create two Camera instances. You can optionally set the minimum allowed zoom, maximum allowed zoom, and scrolling speed:: world_camera = Camera(scroll_speed=5, min_zoom=1, max_zoom=4) gui_camera = Camera() After creating Camera instances, the zoom can be easily updated. It will clamp to the `max_zoom` parameter (default of 4):: world_camera.zoom += 1 The scrolling can be set in two different ways. Directly with the `Camera.position attribute, which can be set with a tuple of absolute x, y values:: world_camera.position = 50, 0 Or, it can be updated incrementally with the `Camera.move(x, y)` method. This will update the camera position by multiplying the passed vector by the `Camera.scroll_speed` parameter, which can be set on instantiation. world_camera.move(1, 0) # If the world_camera.scroll_speed is "5", this will move the camera # by 5 pixels right on the x axis. During your `Window.on_draw` event, you can set the Camera, and draw the appropriate objects. For convenience, the Camera class can act as a context manager, allowing easy use of "with":: @window.event def on_draw(): window.clear() # Draw your world scene using the world camera with world_camera: batch.draw() # Can also be written as: # camera.begin() # batch.draw() # camera.end() # Draw your GUI elements with the GUI camera. with gui_camera: label.draw() """ class Camera: offset_x: float offset_y: float """A simple 2D camera that contains the speed and offset.""" def __init__( self, window: pyglet.window.Window, max_scroll_x: float | None, max_scroll_y: float | None, scroll_speed: float = 1, min_zoom: float = 1, max_zoom: float = 4, ) -> None: assert ( min_zoom <= max_zoom ), "Minimum zoom must not be greater than maximum zoom" self.scroll_speed = scroll_speed self.max_zoom = max_zoom self.min_zoom = min_zoom self.offset_x = 0 self.offset_y = 0 self._zoom = max(min(1, self.max_zoom), self.min_zoom) self.window = window self.max_scroll_x = max_scroll_x self.max_scroll_y = max_scroll_y @property def zoom(self) -> float: return self._zoom @zoom.setter def zoom(self, value: float) -> None: """Here we set zoom, clamp value to minimum of min_zoom and max of max_zoom.""" self._zoom = max(min(value, self.max_zoom), self.min_zoom) @property def position(self) -> Tuple[float, float]: """Query the current offset.""" return self.offset_x, self.offset_y @position.setter def position(self, value: Tuple[float, float]) -> None: """Set the scroll offset directly.""" # Check for borders self.offset_x, self.offset_y = value def move(self, axis_x: float, axis_y: float) -> None: """Move axis direction with scroll_speed. Example: Move left -> move(-1, 0) """ self.offset_x += self.scroll_speed * axis_x self.offset_y += self.scroll_speed * axis_y def begin(self) -> None: # Set the current camera offset so you can draw your scene. # Translate using the zoom and the offset. # pyglet.gl.glTranslatef(-self.offset_x * self._zoom, -self.offset_y * self._zoom, 0) # Scale by zoom level. # pyglet.gl.glScalef(self._zoom, self._zoom, 1) self.window.view = self.window.view.translate( pyglet.math.Vec3( -self.offset_x * self._zoom, -self.offset_y * self._zoom, 0 ) ) self.window.view = self.window.view.scale( pyglet.math.Vec3(self._zoom, self._zoom, 1) ) def end(self) -> None: # Since this is a matrix, you will need to reverse the translate after rendering otherwise # it will multiply the current offset every draw update pushing it further and further away. # Reverse scale, since that was the last transform. # pyglet.gl.glScalef(1 / self._zoom, 1 / self._zoom, 1) self.window.view = self.window.view.scale( pyglet.math.Vec3(1 / self._zoom, 1 / self._zoom, 1) ) # Reverse translate. # pyglet.gl.glTranslatef(self.offset_x * self._zoom, self.offset_y * self._zoom, 0) self.window.view = self.window.view.translate( pyglet.math.Vec3(self.offset_x * self._zoom, self.offset_y * self._zoom, 0) ) def __enter__(self) -> None: self.begin() def __exit__( self, exc_type: Optional[Type[BaseException]], exc: Optional[BaseException], traceback: Optional[TracebackType], ) -> None: self.end() class CenteredCamera(Camera): """A simple 2D camera class. 0, 0 will be the centre of the screen, as opposed to the bottom left.""" def __init__( self, window: Window, max_scroll_x: float | None, max_scroll_y: float | None, scroll_speed: float = 1, min_zoom: float = 1, max_zoom: float = 4, ) -> None: super().__init__( window, max_scroll_x, max_scroll_y, scroll_speed, min_zoom, max_zoom ) self.cut_out = False self._circle_cut = Circle( x=window.width // 2 + 16, y=window.height // 2 + 25, radius=30, color=(255, 255, 255, 255), ) self.zoom = 2 def begin(self) -> None: if self.cut_out: glClear(GL_DEPTH_BUFFER_BIT) glEnable(GL_STENCIL_TEST) glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE) glDepthMask(GL_FALSE) glStencilFunc(GL_NEVER, 1, 0xFF) glStencilOp(GL_REPLACE, GL_KEEP, GL_KEEP) # draw 1s on test fail (always) glStencilMask(0xFF) glClear(GL_STENCIL_BUFFER_BIT) # needs mask=0xFF self._circle_cut.draw() glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE) glDepthMask(GL_TRUE) glStencilMask(0x00) glStencilFunc(GL_EQUAL, 1, 0xFF) x = -self.window.width // 2 / self._zoom + self.offset_x y = self.window.height // 2 / self._zoom + self.offset_y # pyglet.gl.glTranslatef(-x * self._zoom, -y * self._zoom, 0) # pyglet.gl.glScalef(self._zoom, self._zoom, 1) self.window.view = self.window.view.translate( pyglet.math.Vec3(-x * self._zoom, y * self._zoom, 0) ) self.window.view = self.window.view.scale( pyglet.math.Vec3(self._zoom, self._zoom, 1) ) def end(self): x = -self.window.width // 2 / self._zoom + self.offset_x y = self.window.height // 2 / self._zoom + self.offset_y # pyglet.gl.glScalef(1 / self._zoom, 1 / self._zoom, 1) # pyglet.gl.glTranslatef(x * self._zoom, y * self._zoom, 0) self.window.view = self.window.view.scale( pyglet.math.Vec3(1 / self._zoom, 1 / self._zoom, 1) ) self.window.view = self.window.view.translate( pyglet.math.Vec3(x * self._zoom, -y * self._zoom, 0) ) glDisable(GL_STENCIL_TEST) @property def position(self): """Query the current offset.""" return self.offset_x, self.offset_y @position.setter def position(self, value: Tuple[float, float]): """Set the scroll offset directly.""" # Check for borders # Check right border x, y = value x_screen = x - self.window.width // 2 y_screen = y - self.window.height // 2 if self.max_scroll_x: x_screen = min(max(0, x_screen), self.max_scroll_x - self.window.width) if self.max_scroll_y: y_screen = min( max(-self.window.height // 2 + 32 * 2, y_screen), self.window.height ) # No idea why we need to 32*2. Was estimated by printing values self.offset_x = x_screen + self.window.width // 2 self.offset_y = y_screen + self.window.height // 2 # self.offset_x = min(self.max_scroll_x + self.window.width//2, x) # self.offset_x = min(self.max_scroll_x, x + self.window.width//2) # self.offset_x, self.offset_y = value
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/game/utils.py
ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/game/utils.py
import asyncio import time from asyncio import get_running_loop from time import sleep as time_sleep import pyglet import client from shared.constants import TARGET_FPS, TARGET_UPS if pyglet.compat_platform in ["win32", "cygwin"]: async def sleep(delay: float): await get_running_loop().run_in_executor(None, time_sleep, delay) else: sleep = asyncio.sleep # type: ignore async def check_wait() -> None: start_lock = time.time() tmp_time = time.time() while ( client.game_state.update_lock.locked() or (tmp_time - client.game_state.update_lock.t1) > client.game_state.update_lock.frequency ) and tmp_time - start_lock < (1 / TARGET_UPS) * 2: await sleep(((1 / TARGET_UPS) * 0.2)) tmp_time = time.time() start_lock = time.time() tmp_time = time.time() while ( ( client.game_state.draw_lock.locked() or tmp_time - client.game_state.draw_lock.t1 ) > client.game_state.draw_lock.frequency ) and tmp_time - start_lock < (1 / TARGET_FPS) * 2: await sleep((1 / TARGET_FPS) * 0.2) tmp_time = time.time()
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/game/sound_manager.py
ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/game/sound_manager.py
import pyglet class SoundManager: def __init__(self) -> None: self.player = pyglet.media.Player() self.bg_music = None pass def set_background_music(self, path: str) -> None: self.bg_music = pyglet.resource.media(path) self.player.queue(self.bg_music) pass def play_background_music(self) -> None: if self.bg_music is None: return self.player.play() def stop_background_music(self) -> None: self.player.pause()
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/game/map.py
ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/game/map.py
from __future__ import annotations import logging import time from asyncio import Lock, PriorityQueue from copy import copy from dataclasses import dataclass from datetime import datetime, timedelta from functools import cache from typing import TYPE_CHECKING, List, cast from shared.constants import CHUNK_SIZE_X, CHUNK_SIZE_Y, TILE_SIZE_X, TILE_SIZE_Y from shared.gen.messages.v1 import MapChunkResponse, TileCollision, Tileset if TYPE_CHECKING: from client.scenes.game import Game from pyglet.gl import ( GL_BLEND, GL_CLAMP_TO_EDGE, GL_NEAREST, GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA, GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, GL_TRIANGLES, glBlendFunc, glDisable, glEnable, glTexParameteri, ) from pyglet.graphics.shader import Shader, ShaderProgram from pyglet.graphics.vertexdomain import IndexedVertexList from pyglet.image import ImageData, Texture import client from client.game.camera import Camera from client.game.utils import check_wait from shared.map import Map, Tile TEXTURE_SIZE = 16 TILES_PER_ROW = 16 TILE_IDS = [[0 for _ in range(CHUNK_SIZE_X)] for _ in range(CHUNK_SIZE_Y)] TEX_COORDS: list[float] = [0.0] * (CHUNK_SIZE_X * CHUNK_SIZE_Y * 8) VERTEX_SOURCE = """#version 330 core in vec2 tex_coords; in vec2 position; out vec2 vertex_colors; uniform vec2 translation; uniform bool center; uniform WindowBlock { // This UBO is defined on Window creation, and available mat4 projection; // in all Shaders. You can modify these matrixes with the mat4 view; // Window.view and Window.projection properties. } window; mat4 m_translate = mat4(1.0); void main() { m_translate[3][0] = translation.x; m_translate[3][1] = -translation.y; gl_Position = window.projection * window.view * m_translate * vec4(position, 0, 1); vertex_colors = tex_coords; } """ FRAGMENT_SOURCE = """#version 330 core in vec2 vertex_colors; out vec4 final_color; uniform sampler2D texture_atlas; void main() { final_color = texture(texture_atlas, vertex_colors); } """ @cache def get_map_shader() -> ShaderProgram: logging.debug("Map Shader Recalc") vert_shader = Shader(VERTEX_SOURCE, "vertex") frag_shader = Shader(FRAGMENT_SOURCE, "fragment") return ShaderProgram(vert_shader, frag_shader) def get_vlist(program: ShaderProgram) -> IndexedVertexList: position: list[float] = [] indices: list[int] = [] tex_coords: list[float] = [] for x in range(CHUNK_SIZE_X): for y in range(CHUNK_SIZE_Y): position += create_quad(x, y - CHUNK_SIZE_Y) indices += gen_quad_indices(CHUNK_SIZE_Y * y + x) tex_coords += [0] * 8 return program.vertex_list_indexed( 4 * CHUNK_SIZE_X * CHUNK_SIZE_Y, GL_TRIANGLES, indices, position=("f", position), tex_coords=("f", tex_coords), ) # type: ignore def create_quad( x: float, y: float ) -> tuple[float, float, float, float, float, float, float, float]: x = x * TILE_SIZE_X y = y * TILE_SIZE_Y x2 = x + TILE_SIZE_X y2 = y + TILE_SIZE_Y return (x, y, x2, y, x2, y2, x, y2) def create_quad_tex( offset: float, width: float, height: float ) -> tuple[float, float, float, float, float, float, float, float]: x = TEXTURE_SIZE * (offset % TILES_PER_ROW) y = TEXTURE_SIZE * (offset // TILES_PER_ROW) x2 = x + TEXTURE_SIZE y2 = y + TEXTURE_SIZE x /= width x2 /= width y /= height y2 /= height return (x, y2, x2, y2, x2, y, x, y) def gen_quad_indices(n: int) -> tuple[int, int, int, int, int, int]: offset = n * 4 return (0 + offset, 1 + offset, 2 + offset, 0 + offset, 2 + offset, 3 + offset) @dataclass class Chunk: tileset: Tileset width: int height: int tiles: List[List[int]] tex_coords: List[float] collisions: List[TileCollision] texture: Texture | None = None dirty: bool = True def get_texture(self): if self.texture: return self.texture self.texture = ImageData( self.tileset.width, self.tileset.height, "RGBA", self.tileset.tileset, ).get_texture() return self.texture class ChunkWrapper: def __init__(self, cache: ChunkCache, item: MapChunkResponse) -> None: self.cache = cache self.value = item self.game = cast("Game", client.scene_manager.current_scene) def __f(self, val: MapChunkResponse): x, y = self.game.player.x, self.game.player.y return ((val.chunks[0].x + 0.5) * (CHUNK_SIZE_X * TILE_SIZE_X) - x) ** 2 + ( (val.chunks[0].y + 0.5) * (CHUNK_SIZE_Y * TILE_SIZE_Y) - y ) ** 2 def __lt__(self, obj: ChunkWrapper): return self.__f(self.value) < self.__f(obj.value) def __le__(self, obj: ChunkWrapper): return self.__f(self.value) <= self.__f(obj.value) def __eq__(self, obj: object): match obj: case ChunkWrapper(): return self.__f(self.value) == self.__f(obj.value) case _: return False def __ne__(self, obj: object): match obj: case ChunkWrapper(): return self.__f(self.value) != self.__f(obj.value) case _: return True def __gt__(self, obj: ChunkWrapper): return self.__f(self.value) > self.__f(obj.value) def __ge__(self, obj: ChunkWrapper): return self.__f(self.value) >= self.__f(obj.value) class ChunkCache(dict[tuple[int, int], List[Chunk]]): request_time: dict[tuple[int, int], datetime] def __init__(self) -> None: self.request_time = dict() client.global_connection.map_chunk_handler += self._add_chunk_prio self.prio_queue: PriorityQueue[ChunkWrapper] = PriorityQueue() @staticmethod def _create_tex(tids: list[list[int]], tileset: Tileset) -> List[float]: # this is now really performant width = tileset.width height = tileset.height tex_coords: list[float] = copy(TEX_COORDS) for x_ in range(CHUNK_SIZE_X): for y_ in range(CHUNK_SIZE_Y): offset = tids[x_][y_] x = TEXTURE_SIZE * (offset % TILES_PER_ROW) y = TEXTURE_SIZE * (offset // TILES_PER_ROW) x2 = x + TEXTURE_SIZE y2 = y + TEXTURE_SIZE x /= width x2 /= width y /= height y2 /= height idx = (x_ * CHUNK_SIZE_Y + y_) * 8 tex_coords[idx + 0] = x tex_coords[idx + 1] = y2 tex_coords[idx + 2] = x2 tex_coords[idx + 3] = y2 tex_coords[idx + 4] = x2 tex_coords[idx + 5] = y tex_coords[idx + 6] = x tex_coords[idx + 7] = y return tex_coords async def _add_chunk_prio( self, lock: Lock, chunk_response: MapChunkResponse ) -> None: cx = chunk_response.chunks[0].x cy = chunk_response.chunks[0].y print( "Adding chunk to QUEUE", cx, cy, len(chunk_response.chunks), ) self.prio_queue.put_nowait(ChunkWrapper(self, chunk_response)) async with lock: # type: ignore while not self.prio_queue.empty(): item = await self.prio_queue.get() await self._add_chunk(item.value) async def _add_chunk(self, chunk_response: MapChunkResponse) -> None: cx = chunk_response.chunks[0].x cy = chunk_response.chunks[0].y print( "Adding chunk", cx, cy, len(chunk_response.chunks), ) chunks: List[Chunk] = [] t0 = time.time() for c in chunk_response.chunks: tids = copy(TILE_IDS) for x in range(len(TILE_IDS)): tids[x] = copy(TILE_IDS[x]) await check_wait() x = 0 y = 0 for tile in c.tiles: await check_wait() tids[x][CHUNK_SIZE_Y - 1 - y] = tile x += 1 if x == c.width: x = 0 y += 1 tex_coords = self._create_tex(tids, c.tileset) cchunk = Chunk( c.tileset, c.width, c.height, tids, tex_coords, c.collisions, ) chunks.append(cchunk) print("adding chunk took:", time.time() - t0) self.__setitem__((cx, cy), chunks) def __missing__(self, keys: tuple[int, int]) -> None: assert isinstance(keys, tuple) and len(keys) == 2 if ( keys not in self.request_time or self.request_time[keys] + timedelta(seconds=60) < datetime.now() ): print("Requesting chunk", keys[0], keys[1]) self.request_time[keys] = datetime.now() client.global_connection.get_chunks(x=keys[0], y=keys[1]) return None class RenderChunk: chunk: None | tuple[int, int] def __init__(self) -> None: self.layers: List[IndexedVertexList] = [] self.chunk = None def get_layer(self, idx: int, program: ShaderProgram) -> IndexedVertexList: if len(self.layers) <= idx: self.layers.append(get_vlist(program)) return self.layers[idx] class ClientMap(Map): program: ShaderProgram | None chunk_cache: ChunkCache def __init__(self): self.chunk_cache = ChunkCache() self.program = None self.vlists = None def get_tiles( self, x: float, y: float, user_id: str = "" ) -> tuple[List[Tile], float, float] | None: tiles: List[Tile] = [] chunk_x = int(x // (CHUNK_SIZE_X * TILE_SIZE_X)) chunk_y = int(y // (CHUNK_SIZE_Y * TILE_SIZE_Y)) tile_x = int((x // TILE_SIZE_X) % CHUNK_SIZE_X) tile_y = int((-y // TILE_SIZE_Y) % CHUNK_SIZE_Y) chunks = self.chunk_cache[(chunk_x, chunk_y)] if not chunks: return ([], chunk_x + tile_x, chunk_y + tile_y) for chunk in chunks: tid = chunk.tiles[tile_x][tile_y] collision = chunk.collisions[tid] tiles.append(Tile(tid, collision.polygons)) return ( tiles, chunk_x * CHUNK_SIZE_X * TILE_SIZE_X + tile_x * TILE_SIZE_X, chunk_y * CHUNK_SIZE_Y * TILE_SIZE_Y + (-tile_y + CHUNK_SIZE_Y) * TILE_SIZE_Y, ) def set_state(self) -> None: assert self.program # glPolygonMode(GL_FRONT_AND_BACK, GL_LINE) self.program.use() # self.texture.bind(self.texture_unit) # TODO restore state # glActiveTexture(GL_TEXTURE0 + self.texture_unit) glEnable(GL_BLEND) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) def unset_state(self) -> None: assert self.program self.program.stop() # glActiveTexture(GL_TEXTURE0 + self.texture_unit) # glBindTexture(GL_TEXTURE_2D, 0) # glActiveTexture(GL_TEXTURE0) # glPolygonMode(GL_FRONT_AND_BACK, GL_FILL) glDisable(GL_BLEND) def draw(self, camera: Camera) -> None: # render this chunk and all existing neighbour chunks chunk_x = int(camera.offset_x // (CHUNK_SIZE_X * TILE_SIZE_X)) chunk_y = int(camera.offset_y // (CHUNK_SIZE_Y * TILE_SIZE_Y)) if self.program is None: self.program = get_map_shader() if self.vlists is None: self.vlists = (*(RenderChunk() for _ in range(3 * 3)),) self.set_state() for x, y in [ (0, 0), (0, 1), (0, -1), (-1, 0), (1, 0), (-1, -1), (-1, 1), (1, -1), (1, 1), ]: chunks = self.chunk_cache[(chunk_x + x, chunk_y + y)] if not chunks: continue idx = ((chunk_x + x + 1) % 3) * 3 + ((chunk_y + y + 1) % 3) render_chunk = self.vlists[idx] dirty = render_chunk.chunk != (chunk_x + x, chunk_y + y) for i, chunk in enumerate(chunks): vlist = render_chunk.get_layer(i, self.program) # TODO translate chunk self.program["translation"] = ( (chunk_x + x) * (CHUNK_SIZE_X * TILE_SIZE_X), (chunk_y + y) * (CHUNK_SIZE_Y * TILE_SIZE_Y), ) if dirty or chunk.dirty: vlist.set_attribute_data("tex_coords", chunk.tex_coords) chunk.dirty = False chunk.get_texture().bind(0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE) vlist.draw(GL_TRIANGLES) render_chunk.chunk = (chunk_x + x, chunk_y + y) self.unset_state()
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/game/pickupable.py
ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/game/pickupable.py
from dataclasses import dataclass from typing import Any, cast from pyglet.image import Texture from client.game.entities.entity import ServerManagedEntity from client.game.nearest_sprite import NearestSprite from client.game.ui import get_ui_grid from shared.gen.messages.v1 import Item @dataclass class Pickupable(ServerManagedEntity): uuid: str def __init__( self, item: Item, x: float, y: float, *args: Any, **kwargs: Any ) -> None: super().__init__(*args, **kwargs) self.item = item self.x = x self.y = -y self.is_ready = True self.shrinking_rotate = False def on_load(self) -> None: origin_rotation = ( cast(int, get_ui_grid().item_width) // 2, cast(int, get_ui_grid().item_height) // 2, ) if self.item.icon >= 2562 and self.item.icon <= 2571: origin_rotation = ( cast(int, get_ui_grid().item_width) // 2, 0, ) self.sprite = NearestSprite( cast(Texture, get_ui_grid()[self.item.icon]), x=int(self.x + cast(int, get_ui_grid().item_width) // 2), y=int(self.y - cast(int, get_ui_grid().item_height) // 2), origin_scale=( cast(int, get_ui_grid().item_width) // 2, cast(int, get_ui_grid().item_height) // 2, ), origin_rotation=origin_rotation, ) self.sprite.scale = 1.25 self.sprite.rotation = 0 return super().on_load() def update(self, dt: float) -> None: if self.is_loaded: update = 10 * dt if self.shrinking_rotate: update *= -1 self.sprite.rotation += update if self.sprite.rotation < -5: self.shrinking_rotate = False if self.sprite.rotation > 5: self.shrinking_rotate = True return super().update(dt) def draw(self) -> None: if self.is_loaded: self.sprite.draw() return super().draw()
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/game/entities/npc.py
ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/game/entities/npc.py
from dataclasses import dataclass from typing import TYPE_CHECKING, Any, cast from pyglet import shapes import client from client.game.entities.entity import ( Direction, InteractEntity, NamedEntity, ServerManagedEntity, TilesetEntity, ) from shared.constants import SERVER_TICK_RATE from shared.gen.messages.v1 import Activity, InteractStatus if TYPE_CHECKING: from client.scenes.game import Game def is_c_between_ab( a: tuple[float, float], b: tuple[float, float], c: tuple[float, float], epsilon: float = 4, # this is in pixels, so this can be quite large ) -> tuple[bool, float]: # check aabb minX, maxX = (a[0], b[0]) if a[0] < b[0] else (b[0], a[0]) minY, maxY = (a[1], b[1]) if a[1] < b[1] else (b[1], a[1]) if ( c[0] < (minX - epsilon) or c[0] > (maxX + epsilon) or c[1] < (minY - epsilon) or c[1] > (maxY + epsilon) ): return False, -1 if b[1] != a[1] and c[1] != a[1]: s1 = (b[0] - a[0]) / (b[1] - a[1]) s2 = (c[0] - a[0]) / (c[1] - a[1]) return abs(s1 - s2) < epsilon, abs(s1 - s2) if b[0] != a[0] and c[0] != a[0]: s1 = (b[1] - a[1]) / (b[0] - a[0]) s2 = (c[1] - a[1]) / (c[0] - a[0]) return abs(s1 - s2) < epsilon, abs(s1 - s2) return True, -1 @dataclass class NPC(TilesetEntity, NamedEntity, InteractEntity, ServerManagedEntity): def __init__(self, *args: int, **kwargs: Any) -> None: super().__init__(*args, **kwargs) self.rotation = 270.0 self.activity = Activity.ACTIVITY_IDLE self.label = "UNKNOWN" self.bb = None self.bb_offset_x = 4 self.bb_offset_y = -3 self.last_x = 0 self.next_x = 0 self.last_y = 0 self.next_y = 0 self.in_interaction = False self.interact_distance = 0 def on_load(self) -> None: self.bb = shapes.Rectangle( self.x + self.bb_offset_x, -(self.y + self.bb_offset_y), self.width, self.height, color=(0, 0, 255), ) super().on_load() def stop_interaction(self) -> None: if self.in_interaction: if self.sprite: self.sprite.scale_x = 1 client.global_connection.interact( self.uuid, text="", status=InteractStatus.INTERACT_STATUS_STOP ) super().stop_interaction() def interact(self, input: str = "") -> None: game = cast("Game", client.scene_manager.current_scene) player = game.player px = player.x + player.interact_offset[0] py = player.y + player.interact_offset[1] sx = self.x + self.interact_offset[0] sy = self.y + self.interact_offset[1] # make dino look at player if px < sx: if self.sprite: self.sprite.scale_x = -1 # make player look at dino dx = px - sx dy = py - sy if abs(dx) > abs(dy): if dx < 0: player.direction = Direction.RIGHT else: player.direction = Direction.LEFT else: if dy < 0: player.direction = Direction.DOWN else: player.direction = Direction.UP pass if self.in_interaction: client.global_connection.interact( self.uuid, text=input, status=InteractStatus.INTERACT_STATUS_UPDATE ) else: client.global_connection.interact( self.uuid, text=input, status=InteractStatus.INTERACT_STATUS_START ) super().interact() def update(self, dt: float) -> None: next_x = client.game_state.objects[self.uuid][1].coords.x next_y = client.game_state.objects[self.uuid][1].coords.y last_x = client.game_state.objects[self.uuid][0].coords.x last_y = client.game_state.objects[self.uuid][0].coords.y if next_x != last_x or next_y != last_y: self.activity = Activity.ACTIVITY_WALKING pred_x = self.x + (next_x - last_x) * (SERVER_TICK_RATE * dt) pred_y = self.y + (next_y - last_y) * (SERVER_TICK_RATE * dt) val, _err = is_c_between_ab( (last_x, last_y), (next_x, next_y), (pred_x, pred_y) ) if val: # pred okay new_x = pred_x new_y = pred_y else: # miss new_x = last_x new_y = last_y if self.x > new_x: self.rotation = 270 else: self.rotation = 90 self.x = new_x self.y = new_y super().update(dt) def draw(self) -> None: if self.bb is not None: self.bb.x = self.x + self.bb_offset_x self.bb.y = -(self.y + self.bb_offset_y) self.bb.draw() return super().draw()
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/game/entities/renderable.py
ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/game/entities/renderable.py
from dataclasses import dataclass @dataclass class Renderable: is_loaded: bool is_ready: bool def __init__(self) -> None: self.is_ready = False self.is_loaded = False def on_load(self) -> None: pass def update(self, dt: float) -> None: pass def draw(self) -> None: if not self.is_loaded and self.is_ready: self.on_load() self.is_loaded = True
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/game/entities/other_player.py
ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/game/entities/other_player.py
from dataclasses import dataclass from typing import Any import client from client.game.entities.entity import ( Direction, NamedEntity, ServerManagedEntity, TilesetEntity, ) from shared.gen.messages.v1 import Activity @dataclass class OtherPlayer(TilesetEntity, NamedEntity, ServerManagedEntity): direction: Direction def __init__(self, *args: int, **kwargs: Any) -> None: super().__init__(*args, **kwargs) self.direction = Direction.DOWN def update(self, dt: float) -> None: if not self.is_loaded: return new_x = client.game_state.users[self.uuid].coords.x new_y = client.game_state.users[self.uuid].coords.y rot = client.game_state.users[self.uuid].coords.rotation % 360 if rot <= 45 or rot >= 315: self.direction = Direction.UP elif rot >= 135 and rot <= 225: self.direction = Direction.DOWN elif rot > 45 and rot < 135: self.direction = Direction.RIGHT elif rot > 135 and rot < 315: self.direction = Direction.LEFT self.rotation = rot if new_x == self.x and new_y == self.y: self.activity = Activity.ACTIVITY_IDLE else: self.activity = Activity.ACTIVITY_WALKING self.x = new_x self.y = new_y super().update(dt) def on_load(self) -> None: self.label = client.game_state.users[self.uuid].username super().on_load() def draw(self) -> None: return super().draw()
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/game/entities/entity.py
ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/game/entities/entity.py
from collections import defaultdict from dataclasses import dataclass from enum import IntEnum from typing import TYPE_CHECKING, Dict, Tuple, cast from pyglet import shapes from pyglet.graphics import Batch from pyglet.image import Animation, AnimationFrame, ImageData, ImageGrid, TextureGrid from pyglet.math import Mat4, Vec3 from pyglet.sprite import Sprite from pyglet.text import Label import client from client.game.entities.renderable import Renderable from client.game.nearest_sprite import NearestSprite from shared.constants import NUM_TILES_PER_COLUM from shared.gen.messages.v1 import Activity from shared.gen.messages.v1 import Direction as DirectionProto from shared.gen.messages.v1 import EntityAssets if TYPE_CHECKING: from client.scenes.game import Game DEBUG_INTERACTION = False class Direction(IntEnum): UP = 0 RIGHT = 90 LEFT = 270 DOWN = 180 @dataclass class Entity(Renderable): x: float y: float width: float height: float rotation: float def __init__(self, *args: int, **kwargs: str) -> None: super().__init__(*args, **kwargs) self.x = 0.0 self.y = 0.0 self.width = 0.0 self.height = 0.0 def on_load(self) -> None: super().on_load() @dataclass class SpriteEntity(Entity): sprite: Sprite | None def __init__(self, *args: int, **kwargs: str) -> None: super().__init__(*args, **kwargs) self.sprite = None def on_load(self) -> None: super().on_load() def draw(self) -> None: super().draw() if self.sprite is not None: self.sprite.x = self.x self.sprite.y = -self.y # convert between tiled and pyglet coords self.sprite.draw() @dataclass class TilesetEntity(SpriteEntity): assets: EntityAssets sprites: Dict[Activity, Dict[DirectionProto, Sprite]] activity: Activity def __init__(self, *args: int, **kwargs: str) -> None: super().__init__(*args, **kwargs) self.activity = Activity.ACTIVITY_IDLE self.sprites = defaultdict(lambda: {}) def set_assets(self, assets: EntityAssets) -> None: self.assets = assets self.is_ready = True def on_load(self) -> None: self.width = self.assets.width self.height = self.assets.height tileset = self.assets.tileset sprite_image = ImageData( tileset.width, tileset.height, "RGBA", tileset.tileset, tileset.width * -4 ) rows = tileset.height // self.height image_grid = ImageGrid( sprite_image, rows=rows, columns=NUM_TILES_PER_COLUM, ) texture_grid: TextureGrid = image_grid.get_texture_sequence() for asset in self.assets.entity_assets: animation = next((a for a in tileset.animations if a.id == asset.id), None) if animation is None: sprite = NearestSprite( Animation.from_image_sequence( # type: ignore texture_grid[ ( rows - 1 - (asset.id // NUM_TILES_PER_COLUM), asset.id % NUM_TILES_PER_COLUM, ) : ( rows - 1 - (asset.id // NUM_TILES_PER_COLUM) + 1, (asset.id % NUM_TILES_PER_COLUM) + 1, ) ], duration=0.1, ), origin=(self.width / 2, self.height / 2), ) else: frames = [ AnimationFrame( image=texture_grid[ # type: ignore ( rows - 1 - (step.id // NUM_TILES_PER_COLUM), step.id % NUM_TILES_PER_COLUM, ) : ( rows - 1 - (step.id // NUM_TILES_PER_COLUM) + 1, (step.id % NUM_TILES_PER_COLUM) + 1, ) ][0], duration=step.duration / 1000, ) for step in animation.animation_setps ] sprite = NearestSprite( Animation(frames=frames), origin=(self.width / 2, self.height / 2) ) self.sprites[asset.activity][asset.direction] = sprite self.activity, direction_sprite = list(self.sprites.items())[0] self.direction = list(direction_sprite.keys())[0] super().on_load() def rotation_to_directionproto(self): match (int(self.rotation // 90) % 4) * 90: case Direction.UP.value: d = DirectionProto.DIRECTION_NORTH case Direction.RIGHT.value: d = DirectionProto.DIRECTION_EAST case Direction.DOWN.value: d = DirectionProto.DIRECTION_SOUTH case Direction.LEFT.value: d = DirectionProto.DIRECTION_WEST case _: assert False, "This should never be reached" return d def update(self, dt: float) -> None: if self.is_loaded: d = self.rotation_to_directionproto() self.sprite = self.sprites[self.activity][d] super().update(dt) @dataclass class InteractEntity(Entity): interact_distance: float interact_offset: Tuple[float, float] interactable: bool if DEBUG_INTERACTION: interaction_bb: shapes.Circle | None def __init__( self, interact_offset: Tuple[float, float] = (0, 0), interact_distance: float = 0, *args: int, **kwargs: str, ) -> None: super().__init__(*args, **kwargs) self.interact_offset = interact_offset self.interact_distance = interact_distance if DEBUG_INTERACTION: self.interaction_bb = None self.interactable = True def on_load(self) -> None: super().on_load() self.interact_offset = (self.width / 2, -self.height / 2) if DEBUG_INTERACTION: self.interaction_bb = shapes.Circle( self.x + self.interact_offset[0], -(self.y + self.interact_offset[1]), self.interact_distance, color=(80, 80, 0, 230), ) def draw(self) -> None: super().draw() if DEBUG_INTERACTION: if self.interaction_bb: self.interaction_bb.x = self.x + self.interact_offset[0] self.interaction_bb.y = -(self.y + self.interact_offset[1]) self.interaction_bb.draw() def stop_interaction(self) -> None: self.in_interaction = False def interact(self) -> None: self.in_interaction = True @dataclass class NamedEntity(Entity): label: str username_label: Label | None batch: Batch | None def __init__(self, batch: Batch | None = None, *args: int, **kwargs: str) -> None: super().__init__(*args, **kwargs) self.label = "" self.username_label = None self.batch = batch def on_load(self) -> None: self.username_label = Label( self.label, x=0, y=0, color=(0, 0, 0, 255), anchor_x="center", font_name="Times New Roman", font_size=12, batch=self.batch, ) super().on_load() def update(self, dt: float) -> None: if self.username_label: if self.label != self.username_label.text: self.username_label.text = self.label self.username_label.x = self.x + self.width / 2 self.username_label.y = -self.y + 40 super().update(dt) def draw(self) -> None: if self.username_label is not None: # This is hack AF, pyglet should fix their label shaders window = client.scene_manager.window game = cast("Game", client.scene_manager.current_scene) zoom: float = game.camera.zoom old_window_view = window.view window.view = ( window.view @ Mat4.from_translation( Vec3( cast(int, self.username_label.x), cast(int, self.username_label.y), 0, ) ) @ Mat4.from_scale(Vec3(1 / zoom, 1 / zoom, 1)) @ Mat4.from_translation( Vec3( -cast(int, self.username_label.x), -cast(int, self.username_label.y), 0, ) ) ) # self.username_label.font_size = 12 * zoom if self.batch is None: self.username_label.draw() window.view = old_window_view return super().draw() @dataclass class ServerManagedEntity(Entity): uuid: str def __init__(self, uuid: str, *args: int, **kwargs: str) -> None: super().__init__(*args, **kwargs) self.uuid = uuid def on_load(self) -> None: super().on_load() def update(self, dt: float) -> None: super().update(dt) def draw(self) -> None: return super().draw()
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/game/entities/player.py
ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/game/entities/player.py
import time from dataclasses import dataclass from datetime import datetime from typing import TYPE_CHECKING, Dict, List, cast from pyglet import shapes from pyglet.window import key import client from client.game.entities.enemy import Enemy from client.game.entities.entity import Direction, InteractEntity, TilesetEntity from shared.collison import CollisionManager from shared.constants import PLAYER_HEIGHT, PLAYER_SPEED, PLAYER_WIDTH from shared.gen.messages.v1 import Activity, SessionType if TYPE_CHECKING: from client.scenes.game import Game PROGRESSBAR_WIDTH = 40 @dataclass class Player(TilesetEntity, InteractEntity): velocity_x: float velocity_y: float _direction: Direction _x: float = 0.0 _y: float = 0.0 _rotation: float = 0.0 _attacking: bool = False _last_attack: float = 0 def __init__(self, *args: int, **kwargs: str): super().__init__(*args, **kwargs) self.keys = key.KeyStateHandler() self.event_handlers = [self, self.keys] self.coords_dirty = False self.velocity_x = 0 self.velocity_y = 0 self._direction = Direction.DOWN self.can_move = True self._x = 0 self._y = 0 self._rotation = 0 self._rotation = float(self._direction.value) self.speed = PLAYER_SPEED self.width = PLAYER_WIDTH self.height = PLAYER_HEIGHT self.bb = shapes.Rectangle( self.x, self.y, self.width, self.height, color=(255, 0, 30) ) self.collision_manager = CollisionManager(self.width, self.height) self.interact_distance = 0 self._attacking = False self._last_attack = 0 self.progressbar = shapes.BorderedRectangle( x=0, y=0, width=PROGRESSBAR_WIDTH, height=7, border=3, color=(0, 255, 0), border_color=(0, 0, 0), ) self.outer_progressbar = shapes.Rectangle( x=0, y=0, width=PROGRESSBAR_WIDTH, height=7, color=(179, 174, 173, 127) ) self.progress = -1.0 self.progressbar_offset_x = 10 self.progressbar_offset_y = -25 @property def direction(self) -> Direction: return self._direction @property def x(self) -> float: return self._x @property def y(self) -> float: return self._y @property def rotation(self) -> float: return self._rotation @direction.setter def direction(self, value: Direction) -> None: if value != self._direction: self.coords_dirty = True self._direction = value self._rotation = float(value.value) @x.setter def x(self, value: float) -> None: if value != self._x: self.coords_dirty = True self._x = value @y.setter def y(self, value: float) -> None: if value != self._y: self.coords_dirty = True self._y = value @rotation.setter # pyright: ignore[reportIncompatibleVariableOverride] def rotation(self, value: float) -> None: value %= 360 if value != self._rotation: self.coords_dirty = True self._rotation = value def _find_attack_enemy(self): direction = self.rotation_to_directionproto() self.sprites[Activity.ACTIVITY_ATTACKING][ direction ].frame_index = 0 # Reset attack animation to start self.sprite = self.sprites[Activity.ACTIVITY_ATTACKING][direction] objects_in_range: List[Enemy] = client.game_state.get_objects_in_range( distance_squared=400 ) enemy_obj = None # print("Obj in range: " + str(len(objects_in_range))) if len(objects_in_range) == 0: return enemy_obj = objects_in_range[0] # TODO: Differentiate between enemies client.global_connection.attack_enemy( time=datetime.now(), uuid=enemy_obj.uuid, damage=10 ) def _update_move(self, dt: float) -> None: game: Game = cast("Game", client.scene_manager.current_scene) self.velocity_x = 0 self.velocity_y = 0 keys = cast(Dict[int, bool], client.scene_manager.keys.data) controller = client.scene_manager.controller if controller: if abs(controller.leftx) >= 0.25: self.velocity_x = controller.leftx if abs(controller.lefty) >= 0.25: self.velocity_y = controller.lefty match keys: case {key.LEFT: True, key.RIGHT: True} | {key.A: True, key.D: True}: pass case {key.LEFT: True} | {key.A: True}: self.velocity_x = -1 case {key.RIGHT: True} | {key.D: True}: self.velocity_x = 1 case _: pass match keys: case {key.UP: True, key.DOWN: True} | {key.W: True, key.S: True}: pass case {key.UP: True} | {key.W: True}: self.velocity_y = -1 case {key.DOWN: True} | {key.S: True}: self.velocity_y = 1 case _: pass if client.game_state.session_type == SessionType.SESSION_TYPE_NORMAL: match keys: case {key.SPACE: True}: if self.can_attack(): self._attacking = True self._last_attack = time.time() self._find_attack_enemy() case _: pass if self.velocity_x != 0 and self.velocity_y != 0: self.velocity_x *= 0.7071 # 1/sqrt(2) self.velocity_y *= 0.7071 self.velocity_x *= self.speed self.velocity_y *= self.speed new_x = self.x + self.velocity_x * dt new_y = self.y + self.velocity_y * dt if client.game_state.session_type != SessionType.SESSION_TYPE_FREE_CAM: match self.collision_manager.check_collisons( game.map, self.x, self.y, new_x, new_y, ): case None: return case (next_x, next_y): pass if next_x != self.x or next_y != self.y: self.activity = Activity.ACTIVITY_WALKING else: self.activity = Activity.ACTIVITY_IDLE # Handle attacking # If we attack, we cancel all movements if self._attacking: self.activity = Activity.ACTIVITY_ATTACKING if self.can_attack(): # Attack finished, we might attack again self._attacking = False if not self._attacking: if next_y > self.y: self.direction = Direction.DOWN elif next_y < self.y: self.direction = Direction.UP elif next_x > self.x: self.direction = Direction.RIGHT elif next_x < self.x: self.direction = Direction.LEFT else: if self.velocity_x != 0 and self.velocity_y != 0: pass elif self.velocity_x > 0: self.direction = Direction.RIGHT elif self.velocity_x < 0: self.direction = Direction.LEFT elif self.velocity_y < 0: self.direction = Direction.UP elif self.velocity_y > 0: self.direction = Direction.DOWN self.x = next_x # pyright: ignore[reportIncompatibleVariableOverride] self.y = next_y # pyright: ignore[reportIncompatibleVariableOverride] else: self.x = new_x # pyright: ignore[reportIncompatibleVariableOverride] self.y = new_y # pyright: ignore[reportIncompatibleVariableOverride] def update(self, dt: float) -> None: if self.can_move: self._update_move(dt) super().update(dt) def can_attack(self): return time.time() > self._last_attack + 0.600 # One attack is 600ms def draw(self) -> None: if client.game_state.session_type == SessionType.SESSION_TYPE_FREE_CAM: return self.bb.x = self.x self.bb.y = -self.y # Draw health bar below the enemy if self.progress >= 0: self.outer_progressbar.x = ( self.x + self.progressbar_offset_x - PROGRESSBAR_WIDTH / 2 ) self.outer_progressbar.y = -(self.y + self.progressbar_offset_y) self.outer_progressbar.draw() self.progressbar.x = ( self.x + self.progressbar_offset_x - Enemy.HEALTHBAR_WIDTH / 2 ) if self.progress > 0 and self.progress <= 1: self.progressbar.y = -(self.y + self.progressbar_offset_y) self.progressbar.width = int(PROGRESSBAR_WIDTH * (self.progress)) self.progressbar.draw() return super().draw() def on_load(self) -> None: super().on_load()
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/game/entities/enemy.py
ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/game/entities/enemy.py
import time from dataclasses import dataclass from typing import Any from pyglet import shapes import client from client.game.entities.entity import ( InteractEntity, NamedEntity, ServerManagedEntity, TilesetEntity, ) from shared.constants import SERVER_TICK_RATE from shared.gen.messages.v1 import Activity, InteractStatus def is_c_between_ab( a: tuple[float, float], b: tuple[float, float], c: tuple[float, float], epsilon: float = 4, # this is in pixels, so this can be quite large ) -> tuple[bool, float]: # check aabb minX, maxX = (a[0], b[0]) if a[0] < b[0] else (b[0], a[0]) minY, maxY = (a[1], b[1]) if a[1] < b[1] else (b[1], a[1]) if ( c[0] < (minX - epsilon) or c[0] > (maxX + epsilon) or c[1] < (minY - epsilon) or c[1] > (maxY + epsilon) ): return False, -1 if b[1] != a[1] and c[1] != a[1]: s1 = (b[0] - a[0]) / (b[1] - a[1]) s2 = (c[0] - a[0]) / (c[1] - a[1]) return abs(s1 - s2) < epsilon, abs(s1 - s2) if b[0] != a[0] and c[0] != a[0]: s1 = (b[1] - a[1]) / (b[0] - a[0]) s2 = (c[1] - a[1]) / (c[0] - a[0]) return abs(s1 - s2) < epsilon, abs(s1 - s2) return True, -1 @dataclass class Enemy(TilesetEntity, NamedEntity, InteractEntity, ServerManagedEntity): HEALTHBAR_WIDTH = 40 health: int health_max: int last_attack: float is_dead: bool dead_time: float def __init__( self, health: int, health_max: int, last_attack: float, *args: int, **kwargs: Any, ) -> None: super().__init__(*args, **kwargs) self.rotation = 90.0 self.activity = Activity.ACTIVITY_IDLE self.label = "T-RRRRRRREX" self.bb = None self.bb_offset_x = 4 self.bb_offset_y = -3 self.last_x = 0 self.next_x = 0 self.last_y = 0 self.next_y = 0 self.in_interaction = False self.interact_distance = 0 self.health = health self.health_max = health_max self.health_bar = None self.health_bar_outer = None self.health_bar_offset_x = 10 self.health_bar_offset_y = -25 self.is_dead = False self.dead_time = 0 self.last_attack = last_attack def on_load(self) -> None: self.bb = shapes.Rectangle( self.x + self.bb_offset_x, -(self.y + self.bb_offset_y), self.width, self.height, color=(0, 0, 255), ) # TEMP: Draw circle for aggro notice self.bb = shapes.Circle( x=self.x, y=-(self.y), radius=80, color=(0, 0, 255, 40), ) self.health_bar = shapes.BorderedRectangle( x=0, y=0, width=Enemy.HEALTHBAR_WIDTH, height=7, border=3, color=(255, 0, 0), border_color=(0, 0, 0), ) self.health_bar_outer = shapes.Rectangle( x=0, y=0, width=Enemy.HEALTHBAR_WIDTH, height=7, color=(179, 174, 173, 127) ) super().on_load() def stop_interaction(self) -> None: if self.in_interaction: if self.sprite: self.sprite.scale_x = 1 client.global_connection.interact( self.uuid, text="", status=InteractStatus.INTERACT_STATUS_STOP ) super().stop_interaction() def update(self, dt: float) -> None: next_x = client.game_state.objects[self.uuid][1].coords.x next_y = client.game_state.objects[self.uuid][1].coords.y last_x = client.game_state.objects[self.uuid][0].coords.x last_y = client.game_state.objects[self.uuid][0].coords.y if next_x != last_x or next_y != last_y: self.activity = Activity.ACTIVITY_WALKING pred_x = self.x + (next_x - last_x) * (SERVER_TICK_RATE * dt) pred_y = self.y + (next_y - last_y) * (SERVER_TICK_RATE * dt) val, _err = is_c_between_ab( (last_x, last_y), (next_x, next_y), (pred_x, pred_y) ) if val: # pred okay new_x = pred_x new_y = pred_y else: # miss new_x = last_x new_y = last_y # Update other properties like health, name, ... self.health = client.game_state.objects[self.uuid][1].enemy_info.health self.health_max = client.game_state.objects[self.uuid][1].enemy_info.health_max self.name = client.game_state.objects[self.uuid][1].enemy_info.name self.last_attack = client.game_state.objects[self.uuid][ 1 ].enemy_info.last_attack self.label = ( f"{self.name} ({self.health} HP)" # TODO: make name label update better ) if time.time() - self.last_attack < 1: # Attack was in last second self.activity = Activity.ACTIVITY_ATTACKING if self.health <= 0 and self.is_dead == False: self.is_dead = True self.dead_time = time.time() elif self.health > 0: self.is_dead = False if self.is_dead: self.activity = Activity.ACTIVITY_DEATH self.label = "" if self.x > new_x: self.rotation = 270 else: self.rotation = 90 self.x = new_x self.y = new_y super().update(dt) def draw(self) -> None: if self.is_dead and (time.time() - self.dead_time) > 0.5: return # Dont draw enemey after death animation if self.bb is not None: self.bb.x = self.x + self.bb_offset_x self.bb.y = -(self.y + self.bb_offset_y) self.bb.draw() if self.health > 0: # Draw health bar below the enemy if self.health_bar_outer is not None: self.health_bar_outer.x = ( self.x + self.health_bar_offset_x - Enemy.HEALTHBAR_WIDTH / 2 ) self.health_bar_outer.y = -(self.y + self.health_bar_offset_y) self.health_bar_outer.draw() if self.health_bar is not None and self.health_max != 0: self.health_bar.x = ( self.x + self.health_bar_offset_x - Enemy.HEALTHBAR_WIDTH / 2 ) self.health_bar.y = -(self.y + self.health_bar_offset_y) self.health_bar.width = int( Enemy.HEALTHBAR_WIDTH * (self.health / self.health_max) ) self.health_bar.draw() return super().draw()
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/game/ui/dialog.py
ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/game/ui/dialog.py
from typing import Callable, cast from pyglet import clock from pyglet.graphics import Batch from pyglet.gui.widgets import WidgetBase from pyglet.image import Texture from pyglet.text.document import FormattedDocument from pyglet.text.layout import TextLayout, _Line # pyright: ignore[reportPrivateUsage] from client.game.nearest_sprite import NearestSprite from client.game.ui import get_ui_grid from client.game.ui.tilebox import TileBox DialogCallback = Callable[[], None] | None class Dialog(WidgetBase): def __init__( self, x: int, y: int, width: int, height: int, text: list[str], batch: Batch, cb: DialogCallback = None, ) -> None: self.text = text self._outline = TileBox(x, y, width, height) offset = self._outline.tile_size self.inner_width = (width // self._outline.tile_size) * self._outline.tile_size self.inner_height = ( height // self._outline.tile_size ) * self._outline.tile_size self.text_idx = 0 self.document = FormattedDocument("") self.flow_document = FormattedDocument("") self.flow_document_layout = TextLayout( height=self.inner_height - offset * 2, width=self.inner_width - offset * 2, document=self.flow_document, multiline=True, ) self.flow_document_layout.visible = False self.flow_document_layout.x = x + offset self.flow_document_layout.y = y + offset self._layout = TextLayout( height=self.inner_height - offset * 2, width=self.inner_width - offset * 2, batch=batch, document=self.document, multiline=True, ) self._layout.x = x + offset self._layout.y = y + offset self._blink = NearestSprite( cast(Texture, get_ui_grid()[23]), x=x + self.inner_width - offset - cast(int, get_ui_grid().item_width) - 4, y=y + offset, origin=( cast(int, get_ui_grid().item_width) // 2, cast(int, get_ui_grid().item_height) // 2, ), ) self._blink.scale = 2.2 self._blink.visible = False self._pressed = False self._wait_for_next_page = True self._char_idx = 0 self.PERIOD = 0.01 # in s self.BLINK_PERIOD = 0.5 self.cb = cb clock.schedule_interval(self._do_blink, self.BLINK_PERIOD) super().__init__(x, y, width, height) self.enabled = len(self.text) != 0 self.dirty = True def _do_blink(self, dt: float) -> None: if not self.enabled: return self._blink.visible = not self._blink.visible def draw(self) -> None: if not self.enabled: return if self.dirty: self.next_text() self.dirty = False self._outline.draw() self._blink.draw() def _next_char(self, dt: float) -> None: if not self.enabled: return if len(self.text) == 0: return # Breaks if text start with a space if self.text[self.text_idx][self._char_idx] == " ": # check if next word would wrap # get next word next_word = self.text[self.text_idx][self._char_idx + 1 :].split(" ")[0] self.flow_document.text = self.document.text + " " + next_word flow_lines = cast( list[_Line], self.flow_document_layout._get_lines(), # pyright: ignore[reportPrivateUsage] ) layout_lines = cast( list[_Line], self._layout._get_lines(), # pyright: ignore[reportPrivateUsage] ) if len(flow_lines) > len(layout_lines): # would wrap insert newline self.document.insert_text( len(self.document.text), "\n", {"color": (255, 255, 255, 255)} ) # skip whitespace self._char_idx += 1 if cast(int, self.flow_document_layout.content_height) > cast( int, self.flow_document_layout.height ): self._wait_for_next_page = True clock.unschedule(self._next_char) clock.schedule_interval(self._do_blink, self.BLINK_PERIOD) self._blink.visible = True if not self._wait_for_next_page: self.document.insert_text( len(self.document.text), self.text[self.text_idx][self._char_idx], {"color": (0, 0, 0, 255)}, ) self._char_idx += 1 if self._char_idx >= len(self.text[self.text_idx]): clock.unschedule(self._next_char) clock.schedule_interval(self._do_blink, self.BLINK_PERIOD) self.text_idx += 1 self._char_idx = 0 self._blink.visible = True def next_text(self) -> None: if not self.enabled: return self._blink.visible = False clock.unschedule(self._do_blink) if self._wait_for_next_page: self._wait_for_next_page = False self.document.text = "" self.flow_document.text = "" clock.schedule_interval(self._next_char, self.PERIOD) return clock.unschedule(self._next_char) if self.text_idx >= len(self.text): if self.cb: self.cb() return if self.text_idx != 0: self.document.insert_text( len(self.document.text), " ", {"color": (255, 255, 255, 255)} ) clock.schedule_interval(self._next_char, self.PERIOD) def on_mouse_press(self, x: int, y: int, buttons: int, modifiers: int) -> None: if not self.enabled or not self._check_hit(x, y): return if not self._pressed: self.next_text() self._pressed = True def on_mouse_release(self, x: int, y: int, buttons: int, modifiers: int) -> None: if not self.enabled or not self._pressed: return self._pressed = False def append_text(self, text: str) -> None: self.reset() self.text.append(text) self.dirty = True def start(self, text: list[str], cb: DialogCallback = None) -> None: self.text = text self.enabled = True self.cb = cb self.next_text() def stop(self) -> None: self.reset() self.enabled = False self.cb = None def reset(self) -> None: self.text = [] self.document.text = "" self.flow_document.text = "" self._blink.visible = False self._pressed = False self._wait_for_next_page = True self._char_idx = 0 self.text_idx = 0
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/game/ui/input.py
ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/game/ui/input.py
import inspect from typing import Any, cast import pyperclip from pyglet.graphics import Batch, Group from pyglet.gui import TextEntry from pyglet.text.document import AbstractDocument from pyglet.window.key import MOTION_COPY, MOTION_PASTE from client import MOTION_DELETE_REST, MOTION_SELECT_ALL from client.game.ui.tilebox import TileStrip class AdvancedTextEntry(TextEntry): def on_text_motion(self, motion: int): handled = False if self._focus: handled = True doc = cast(AbstractDocument, self._layout.document) caret_doc = cast( AbstractDocument, self._caret._layout.document, # pyright: ignore[reportPrivateUsage] ) match motion: case MOTION_COPY.real: selected_text = ( doc.text[ self._layout._selection_start : self._layout._selection_end # pyright: ignore[reportPrivateUsage] ], ) pyperclip.copy(selected_text) case MOTION_PASTE.real: self.on_text(pyperclip.paste()) case MOTION_SELECT_ALL.real: self._caret.position = 0 self._caret.mark = len(doc.text) self._layout.set_selection(0, len(doc.text)) case MOTION_DELETE_REST.real: w = self._caret._next_word_re.search( # pyright: ignore[reportPrivateUsage] caret_doc.text, cast( int, self._caret._position, # pyright: ignore[reportPrivateUsage] ), ) caret_doc.delete_text( cast( int, self._caret._position, # pyright: ignore[reportPrivateUsage] ), w.endpos if w else len(doc.text), ) case _: handled = False if not handled: super().on_text_motion(motion) class TextInput(AdvancedTextEntry): def __init__( self, text: str, x: int, y: int, width: int, color: tuple[int, int, int, int] = ..., text_color: tuple[int, int, int, int] = ..., caret_color: tuple[int, int, int, int] = ..., batch: Batch | None = None, group: Group | None = None, ): self.bg = TileStrip( x - 13 * 2, y - 8, width + 13 * 2, 32, 32, 3, 23, group=group, ) super().__init__( text, x + 13, y, width - 32, color, text_color, caret_color, batch, group, ) def draw(self): self.bg.draw() class Proxy: wrap: AbstractDocument def __init__(self, wrap: AbstractDocument): self.__dict__["wrap"] = wrap def __getattr__(self, name: str): if name == "text": stack = inspect.stack() if stack[1][0].f_code.co_name == "on_text": return getattr(self.wrap, name) return "*" * len(getattr(self.wrap, name)) return getattr(self.wrap, name) def __setattr__(self, name: str, value: Any): setattr(self.wrap, name, value) class PasswordInput(TextInput): def __init__( self, text: str, x: int, y: int, width: int, color: tuple[int, int, int, int] = ..., text_color: tuple[int, int, int, int] = ..., caret_color: tuple[int, int, int, int] = ..., batch: Batch | None = None, group: Group | None = None, ): super().__init__( text, x, y, width, color, text_color, caret_color, batch, group ) self._layout.document = Proxy(cast(AbstractDocument, self._layout.document))
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/game/ui/slider.py
ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/game/ui/slider.py
from typing import cast from pyglet.graphics import Batch, Group from pyglet.gui.widgets import WidgetBase from pyglet.image import Texture from client.game.nearest_sprite import NearestSprite from client.game.ui import get_ui_grid from client.game.ui.tilebox import TileStrip class Slider(WidgetBase): def __init__( self, x: float, y: float, width: float, height: float, batch: Batch | None = None, group: Group | None = None, ) -> None: edge = 0 knob_height = 64 knob_width = width + 32 super().__init__(x, y, max(width, knob_width), height) self._edge = edge self._half_knob_width = knob_width / 2 self._half_knob_height = knob_height / 2 self._min_knob_y = y + edge self._max_knob_y = y + height - knob_height - edge self._user_group = group bg_group = Group(order=0, parent=group) fg_group = Group(order=1, parent=group) new_height = ((height / 2) // 32) * 32 self._base_spr = TileStrip( x - width % 32 - 4, y + height / 2 - new_height / 2, group=bg_group, width=int(width), height=int(new_height), horizontal=False, tile_offset_x=19, tile_offset_y=6, scale_x=3.65, scale_y=3.65, ) self._knob_spr = NearestSprite( cast(Texture, get_ui_grid()[61 * 5 + 22]), int(x + width / 2 - self._half_knob_width) - 2, int(y + edge), group=fg_group, ) self._knob_spr.scale_x = knob_width / 16 self._knob_spr.scale_y = knob_height / 16 self._value = 0 self._in_update = False def draw(self) -> None: self._base_spr.draw() self._knob_spr.draw() @property def value(self) -> float: return self._value @value.setter def value(self, value: float) -> None: self._value = value y = ( (self._max_knob_y - self._min_knob_y) * value / 100 + self._min_knob_y + self._half_knob_height ) self._knob_spr.y = max( self._min_knob_y, min(y - self._half_knob_height, self._max_knob_y) ) @property def _min_x(self) -> float: return cast(float, self._x - self._half_knob_width) @property def _max_x(self) -> float: return cast(float, self._x + self._half_knob_width + self.width / 2) @property def _min_y(self) -> float: return cast(float, self._y + self._edge) @property def _max_y(self) -> float: return cast(float, self._y + self._height - self._edge) def _check_hit(self, x: int, y: int) -> bool: return self._min_x < x < self._max_x and self._min_y < y < self._max_y def _update_knob(self, y: float) -> None: self._knob_spr.y = max( self._min_knob_y, min(y - self._half_knob_height, self._max_knob_y) ) self._value = abs( ((self._knob_spr.y - self._min_knob_y) * 100) / (self._min_knob_y - self._max_knob_y) ) self.dispatch_event("on_change", self._value) def on_mouse_press(self, x: int, y: int, buttons: int, modifiers: int) -> None: if not self.enabled: return if self._check_hit(x, y): self._in_update = True self._update_knob(y) def on_mouse_drag( self, x: int, y: int, dx: int, dy: int, buttons: int, modifiers: int ) -> None: if not self.enabled: return if self._in_update: self._update_knob(y) def on_mouse_scroll(self, x: int, y: int, mouse: int, direction: int) -> None: if not self.enabled: return if self._check_hit(x, y): self._update_knob(self._knob_spr.y + self._half_knob_height + direction) def on_mouse_release(self, x: int, y: int, buttons: int, modifiers: int) -> None: if not self.enabled: return self._in_update = False Slider.register_event_type("on_change")
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/game/ui/utils.py
ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/game/ui/utils.py
from typing import Callable, cast from pyglet.graphics import Batch, Group from pyglet.gui import Frame from pyglet.image import Animation from client.game.ui import get_ui_grid from client.game.ui.button import ImageButton from client.game.ui.tilebox import TileBox class Exit(Group): height: int = 32 * 3 def __init__( self, x: int, y: int, exit_func: Callable[[], None], frame: Frame, batch: Batch | None = None, order: int = 0, parent: Group | None = None, ) -> None: super().__init__(order, parent) self.frame = frame self.exit_func = exit_func self.exit_button = ImageButton( img=Animation.from_image_sequence( get_ui_grid()[61 * 3 + 48 : 61 * 3 + 51], duration=0.01, ), x=x + self.height // 2 - cast(int, get_ui_grid().item_width) // 2, y=y + self.height // 2 - cast(int, get_ui_grid().item_height) // 2, scale_x=2, scale_y=2, group=self, ) self.exit_button.set_handler("on_press", self.exit) self.bg = TileBox( x=x, y=y, width=self.height, height=self.height, tile_size=32, tile_offset_x=3, tile_offset_y=10, group=self, ) def activate(self) -> None: self.frame.add_widget(self.exit_button) def exit(self) -> None: self.exit_func() def draw(self) -> None: if self.bg: self.bg.draw() if self.exit_button: self.exit_button.draw() def __del__(self) -> None: self.frame.remove_widget(self.exit_button)
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/game/ui/tilebox.py
ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/game/ui/tilebox.py
import logging from functools import cache from pyglet.gl import ( GL_BLEND, GL_CLAMP_TO_EDGE, GL_NEAREST, GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA, GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, GL_TRIANGLES, glBlendFunc, glDisable, glEnable, glTexParameteri, ) from pyglet.graphics import Group from pyglet.graphics.shader import Shader, ShaderProgram from client.game.ui import get_ui_image TILE_SIZE_X = 16 TILE_SIZE_Y = 16 VERTEX_SOURCE = """#version 330 core in vec2 tex_coords; in vec2 position; out vec2 texture_pos; out vec3 vertex_colors; uniform vec2 translation; uniform vec2 scale; uniform vec3 color_add; uniform bool center; uniform WindowBlock { // This UBO is defined on Window creation, and available mat4 projection; // in all Shaders. You can modify these matrixes with the mat4 view; // Window.view and Window.projection properties. } window; mat4 m_translate = mat4(1.0); mat4 m_scale = mat4(1.0); void main() { m_translate[3][0] = translation.x; m_translate[3][1] = translation.y; m_scale[0][0] = scale.x; m_scale[1][1] = scale.y; gl_Position = window.projection * window.view * m_translate * m_scale * vec4(position, 0, 1); texture_pos = tex_coords; vertex_colors = color_add; } """ FRAGMENT_SOURCE = """#version 330 core in vec2 texture_pos; in vec3 vertex_colors; out vec4 final_color; uniform sampler2D texture_atlas; void main() { vec4 tex_color = texture(texture_atlas, texture_pos); final_color = tex_color + vec4(vertex_colors, 0) *tex_color.w; } """ @cache def get_tile_box_shader() -> ShaderProgram: logging.debug("Map Shader Recalc") vert_shader = Shader(VERTEX_SOURCE, "vertex") frag_shader = Shader(FRAGMENT_SOURCE, "fragment") return ShaderProgram(vert_shader, frag_shader) def create_quad( x: float, y: float, ts: int ) -> tuple[float, float, float, float, float, float, float, float]: x = x * ts y = y * ts x2 = x + ts y2 = y + ts return (x, y, x2, y, x2, y2, x, y2) def create_quad_tex( x: float, y: float, w: float, h: float ) -> tuple[float, float, float, float, float, float, float, float]: x = x * TILE_SIZE_X y = y * TILE_SIZE_Y x2 = x + TILE_SIZE_X y2 = y + TILE_SIZE_Y x /= w x2 /= w y /= h y2 /= h y = 1 - y y2 = 1 - y2 return (x, y2, x2, y2, x2, y, x, y) def gen_quad_indices(n: int) -> tuple[int, int, int, int, int, int]: offset = n * 4 return (0 + offset, 1 + offset, 2 + offset, 0 + offset, 2 + offset, 3 + offset) class TileStrip(Group): def __init__( self, x: float, y: float, width: int, height: int, tile_size: int = 32, tile_offset_x: int = 0, tile_offset_y: int = 0, scale_x: float = 1, scale_y: float = 1, group: Group | None = None, horizontal: bool = True, ): self.color_add: tuple[float, float, float] = (0, 0, 0) self.scale_x = scale_x self.scale_y = scale_y self.tile_offset_x = tile_offset_x self.tile_offset_y = tile_offset_y self.tile_size = tile_size self.width = width - width % -tile_size self.width = max(tile_size * 3, self.width) self.height = height - height % -tile_size self.x = x self.y = y self.horizontal = horizontal self.vlist = None self.program = get_tile_box_shader() super().__init__(parent=group) def set_state(self): # glPolygonMode(GL_FRONT_AND_BACK, GL_LINE) self.program.use() self.texture.bind(0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE) glEnable(GL_BLEND) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) def unset_state(self): glDisable(GL_BLEND) self.program.stop() # glPolygonMode(GL_FRONT_AND_BACK, GL_FILL) def draw(self): if self.vlist is None: image = get_ui_image() self.texture = image.get_texture() position: list[float] = [] indices: list[int] = [] tex_coords: list[float] = [] match self.horizontal: case True: for x in range(int(self.width // self.tile_size)): position += create_quad( x=x - (self.width // self.tile_size) / 2, y=-0.5, ts=self.tile_size, ) indices += gen_quad_indices(x) tile_offset_x = 0 if x > 0: tile_offset_x += 1 if x == self.width // self.tile_size - 1: tile_offset_x += 1 tex_coords += create_quad_tex( self.tile_offset_x + tile_offset_x, self.tile_offset_y, image.width, image.height, ) case False: for y in range(int(self.height // self.tile_size)): position += create_quad( x=-0.5, y=y - (self.height // self.tile_size) / 2, ts=self.tile_size, ) indices += gen_quad_indices(y) tile_offset_y = 0 if y > 0: tile_offset_y -= 1 if y == self.height // self.tile_size - 1: tile_offset_y -= 1 tex_coords += create_quad_tex( self.tile_offset_x, self.tile_offset_y + tile_offset_y, image.width, image.height, ) self.vlist = self.program.vertex_list_indexed( 4 * (self.width // self.tile_size) * (self.height // self.tile_size), GL_TRIANGLES, indices, position=("f", position), tex_coords=("f", tex_coords), ) self.program["translation"] = ( self.x + self.width / 2, self.y + self.height / 2, ) self.program["scale"] = (self.scale_x, self.scale_y) self.program["color_add"] = self.color_add # self.program["center"] = center self.set_state_recursive() self.vlist.draw(GL_TRIANGLES) self.unset_state_recursive() class TileBox(Group): def __init__( self, x: float, y: float, width: float, height: float, color: tuple[int, int, int, int] = (80, 0, 80, 255), tile_size: int = 32, tile_offset_x: int = 0, tile_offset_y: int = 0, scale_x: float = 1, scale_y: float = 1, group: Group | None = None, ): self.scale_x = scale_y self.scale_y = scale_x self.tile_size = tile_size self.width = (width // tile_size) * tile_size self.height = (height // tile_size) * tile_size self.x = x self.y = y self.vlist = None self.tile_offset_x = tile_offset_x self.tile_offset_y = tile_offset_y self.program = get_tile_box_shader() super().__init__(parent=group) def set_state(self): # glPolygonMode(GL_FRONT_AND_BACK, GL_LINE) self.program.use() self.texture.bind(0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE) glEnable(GL_BLEND) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) def unset_state(self): glDisable(GL_BLEND) self.program.stop() # glPolygonMode(GL_FRONT_AND_BACK, GL_FILL) def draw(self): if self.vlist is None: image = get_ui_image() self.texture = image.get_texture() position: list[float] = [] indices: list[int] = [] tex_coords: list[float] = [] for x in range(int(self.width // self.tile_size)): for y in range(int(self.height // self.tile_size)): position += create_quad(x, y, self.tile_size) indices += gen_quad_indices( int(self.width // self.tile_size) * y + x ) tile_offset_x = 0 tile_offset_y = 2 if x > 0: tile_offset_x += 1 if x == self.width // self.tile_size - 1: tile_offset_x += 1 if y > 0: tile_offset_y -= 1 if y == self.height // self.tile_size - 1: tile_offset_y -= 1 tex_coords += create_quad_tex( self.tile_offset_x + tile_offset_x, self.tile_offset_y + tile_offset_y, image.width, image.height, ) self.vlist = self.program.vertex_list_indexed( int( 4 * (self.width // self.tile_size) * (self.height // self.tile_size) ), GL_TRIANGLES, indices, position=("f", position), tex_coords=("f", tex_coords), ) self.program["translation"] = (self.x, self.y) self.program["scale"] = (self.scale_x, self.scale_y) self.program["color_add"] = (0, 0, 0) # self.program["center"] = center self.set_state_recursive() self.vlist.draw(GL_TRIANGLES) self.unset_state_recursive() def delete(self): if self.vlist: self.vlist.delete() self.vlist = None def __del__(self): if self.vlist: self.vlist.delete() self.vlist = None
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/game/ui/__init__.py
ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/game/ui/__init__.py
from functools import cache from pathlib import Path from typing import cast import pyglet from pyglet.image import ImageData, TextureGrid import client @cache def get_ui_image() -> ImageData: return cast( ImageData, pyglet.image.load(Path(client.PATH, "assets/ui/16x16/Modern_UI_Style_1.png")), ) @cache def get_ui_grid() -> TextureGrid: rows = 43 columns = 61 image_grid = pyglet.image.ImageGrid(get_ui_image(), rows=rows, columns=columns) texture_grid = image_grid.get_texture_sequence() # for some reason the grid is upside down, ouch texture_grid.items = [ x for i in range(rows) for x in cast(list[int], texture_grid.items[i * columns :][:columns][::-1]) ][::-1] return texture_grid
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/game/ui/dropdown.py
ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/game/ui/dropdown.py
from typing import cast from pyglet.graphics import Batch, Group from pyglet.gui.widgets import WidgetBase from pyglet.shapes import Rectangle from pyglet.text import Label class DropdownEntry(WidgetBase): def __init__(self, x: int, y: int, text: str, batch: Batch, group: Group): padding = 0 self._label = Label( text, x=x + padding, y=y + padding, batch=batch, anchor_y="bottom", color=(255, 255, 255, 255), group=group, ) label_width = self._label.content_width label_height = cast(int, self._label.content_height) width = label_width + padding * 2 height = label_height + padding * 2 super().__init__(x, y, width, height) class Dropdown(WidgetBase): def __init__( self, x: int, y: int, entries: list[str], batch: Batch, ) -> None: self.group = Group() self.entries: list[DropdownEntry] = [] height = 0 width = 0 for entry in entries[::-1]: dentry = DropdownEntry( x=x, y=y + height, text=entry, batch=batch, group=self.group ) height += dentry.height width = max(width, dentry.width) self.entries.append(dentry) self._outline = Rectangle( x, y, width, height, color=(80, 0, 80, 255), batch=batch ) self._selector = Rectangle( x, y, width, 0, color=(255, 255, 255, 255), batch=batch ) self._selector.opacity = 0 self.selected_entry = None super().__init__(x, y, width, height) def on_mouse_motion(self, x: int, y: int, dx: int, dy: int) -> None: if self._check_hit(x, y): for entry in self.entries: if entry.y < y < entry.y + entry.height: break else: self._selector.opacity = 0 if self.selected_entry: self.selected_entry._label.color = ( # pyright: ignore[reportPrivateUsage] 255, 255, 255, 255, ) self.selected_entry = None return self._selector.x = entry.x self._selector.y = entry.y self._selector.height = entry.height self._selector.opacity = 255 if self.selected_entry: self.selected_entry._label.color = ( # pyright: ignore[reportPrivateUsage] 255, 255, 255, 255, ) entry._label.color = (0, 0, 0, 255) # pyright: ignore[reportPrivateUsage] self.selected_entry = entry
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/game/ui/button.py
ctfs/CCCamp/2023/game/Dig_It_Up/src/client/client/game/ui/button.py
from typing import cast from pyglet.graphics import Batch, Group from pyglet.gui.widgets import WidgetBase from pyglet.image import Animation, AnimationFrame, Texture from pyglet.text import Label from client.game.nearest_sprite import NearestSprite from client.game.ui.tilebox import TileStrip class ButtonBase(WidgetBase): def __init__(self, x: float, y: float, width: float, height: float) -> None: self._pressed = False self.enabled = True self._hover = False super().__init__(x, y, width, height) def pressed(self) -> None: pass def released(self) -> None: pass def on_mouse_press(self, x: int, y: int, buttons: int, modifiers: int) -> None: if not self.enabled or not self._check_hit(x, y): return self._pressed = True self.pressed() self.dispatch_event("on_press") def on_mouse_release(self, x: int, y: int, buttons: int, modifiers: int) -> None: if not self.enabled or not self._pressed: return self._pressed = False self.released() self.dispatch_event("on_release") def on_mouse_motion(self, x: int, y: int, dx: int, dy: int) -> None: if not self.enabled or not self._check_hit(x, y): self._hover = False return self._hover = True def _update_position(self) -> None: pass ButtonBase.register_event_type("on_press") ButtonBase.register_event_type("on_release") class Button(ButtonBase): def __init__( self, x: int, y: int, width: int, height: int, batch: Batch, group: Group | None = None, color: tuple[int, int, int, int] = (80, 0, 80, 255), ) -> None: self._outline = TileStrip( x + 24, y, width + 16 * 3, height=height, tile_offset_x=3, tile_offset_y=23, scale_y=1.2, scale_x=1.2, group=group, ) self._outline.x -= 32 super().__init__( x + 8 * self._outline.scale_x, y - 8, (self._outline.width - 16 * 3) * self._outline.scale_x, (self._outline.height) * self._outline.scale_y, ) def _update_position(self) -> None: self._outline.x = self._x self._outline.y = self._y def draw(self) -> None: if self._hover: self._outline.color_add = (0.1, 0.1, 0.1) else: self._outline.color_add = (0, 0, 0) self._outline.draw() class TextButton(Button): def __init__( self, text: str, x: int, y: int, batch: Batch, group: Group | None = None ) -> None: self._label = Label( text, x=x, y=y + 4, batch=batch, group=group, anchor_y="bottom", color=(0, 0, 0, 255), ) label_width = self._label.content_width label_height = cast(int, self._label.content_height) width = label_width height = label_height super().__init__(x, y, width, height, batch, group=group) self._label.x += label_width / 2 - 4 def draw(self) -> None: super().draw() def _update_position(self) -> None: self._label.x = self._x self._label.y = self._y super()._update_position() class ImageButton(ButtonBase): def __init__( self, img: Texture | Animation, x: int, y: int, group: Group | None = None, scale_x: float = 1.0, scale_y: float = 1.0, ) -> None: match img: case Texture() as t: width = t.width height = t.height self._animate = False case Animation(): width = cast(int, img.get_max_width()) height = cast(int, img.get_max_height()) self._animate = True cast(AnimationFrame, img.frames[-1]).duration = None self._image = NearestSprite( img=img, x=x, y=y, group=group, origin=(width // 2, height // 2), ) if self._animate: self._image.paused = True self._image.scale_x = scale_x self._image.scale_y = scale_y self._w = width self._h = height super().__init__( x - (self._w * (self._image.scale_x - 1)) / 2, y - (self._h * (self._image.scale_y - 1)) / 2, width * scale_x, height * scale_y, ) @property def x(self) -> float: return self._x @x.setter def x(self, value: float) -> None: self._image.x = value + (self._w * (self._image.scale_x - 1)) / 2 self._x = value @property def y(self) -> float: return self._y @y.setter def y(self, value: float) -> None: self._image.y = value + (self._h * (self._image.scale_y - 1)) / 2 self._y = value def pressed(self) -> None: if self._animate: self._image.paused = False def released(self) -> None: if self._animate: self._image._next_dt = 0 # pyright: ignore[reportPrivateUsage] self._image._animate(0) # pyright: ignore[reportPrivateUsage] self._image.paused = True def draw(self) -> None: self._image.draw()
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Dig_It_Up/src/shared/shared/constants.py
ctfs/CCCamp/2023/game/Dig_It_Up/src/shared/shared/constants.py
CHUNK_SIZE_X: int = 32 CHUNK_SIZE_Y: int = 32 TILE_SIZE_X: int = 16 TILE_SIZE_Y: int = 16 NUM_TILES_PER_COLUM: int = 16 PLAYER_SPEED: int = 100 PLAYER_WIDTH: int = 16 PLAYER_HEIGHT: int = 16 PLAYER_DEATH_TIMEOUT = 60 * 5 # 5 minutes VIEW_DISTANCE: int = 500 VIEW_DISTANCE_SQ: int = pow(VIEW_DISTANCE, 2) SERVER_TICK_RATE: int = 30 TARGET_FPS: int = 30 TARGET_UPS: int = 60 START_X = 80 START_Y = 80
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Dig_It_Up/src/shared/shared/collison.py
ctfs/CCCamp/2023/game/Dig_It_Up/src/shared/shared/collison.py
import functools import operator from typing import Iterator, Tuple import collision from shared.gen.messages.v1 import Polygon from shared.map import Map def bb(x: float, y: float, w: float, h: float) -> Iterator[Tuple[float, float]]: yield x, y yield x + w, y yield x + w, y + h yield x, y + h cached_polys: dict[int, collision.Concave_Poly] = {} def to_poly(poly: Polygon) -> collision.Concave_Poly: id_ = id(poly) if id_ in cached_polys: return cached_polys[id_] p = collision.Concave_Poly( collision.Vector(0, 0), [collision.Vector(p.x, p.y) for p in poly.points], ) cached_polys[id_] = p return p def point_in_poly(x: float, y: float, poly: Polygon) -> bool: to_test = to_poly(poly=poly) return collision.point_in_poly(collision.Vector(x, y), to_test) class CollisionManager: def __init__(self, width: int, height: int) -> None: self.width = width self.height = height # handle different collision types so that we only cancel direction of collision def _do_edge_detection( self, map: Map, old_x: float, old_y: float, new_x: float, new_y: float, offset_x: int, offset_y: int, user_id: str, ) -> Tuple[float, float] | None: player = collision.Poly( collision.Vector(new_x, old_y), [ collision.Vector(x, y) for x, y in [ (0, 0), (0, self.height), (self.width, self.height), (self.width, 0), ] ], ) player2 = collision.Poly( collision.Vector(old_x, new_y), [ collision.Vector(x, y) for x, y in [ (0, 0), (0, self.height), (self.width, self.height), (self.width, 0), ] ], ) match map.get_tiles(new_x + offset_x, old_y + offset_y, user_id): case None: return case tiles, tx, ty: pass for col in functools.reduce( operator.iconcat, [tile.collision for tile in tiles], [] ): poly = collision.Concave_Poly( collision.Vector(tx, ty), [collision.Vector(p.x, p.y) for p in col.points], ) c = collision.collide(poly, player) if c: break else: return (new_x, old_y) match map.get_tiles(old_x + offset_x, new_y + offset_y, user_id): case None: return case tiles2, tx2, ty2: pass for col in functools.reduce( operator.iconcat, [tile.collision for tile in tiles2], [] ): poly = collision.Concave_Poly( collision.Vector(tx2, ty2), [collision.Vector(p.x, p.y) for p in col.points], ) c = collision.collide(poly, player2) if c: break else: return (old_x, new_y) return (old_x, old_y) def check_collisons( self, map: Map, old_x: float, old_y: float, new_x: float, new_y: float, user_id: str = "", ) -> Tuple[float, float] | None: entity = collision.Poly( collision.Vector(new_x, new_y), [ collision.Vector(x, y) for x, y in [ (0, 0), (0, self.height), (self.width, self.height), (self.width, 0), ] ], ) colls: set[int] = set() for idx, (x, y) in enumerate(bb(new_x, new_y, self.width, -self.height)): match map.get_tiles(x=x, y=y, user_id=user_id): case None: return None case tiles, tx, ty: pass for tile in tiles: for col in tile.collision: poly = collision.Concave_Poly( collision.Vector(tx, ty), [collision.Vector(p.x, p.y) for p in col.points], ) resp = collision.Response() c = collision.collide(poly, entity, resp) if c: colls.add(idx) match list(colls): case []: return (new_x, new_y) case [0, 1]: return (new_x, old_y) case [0, 3]: return (old_x, new_y) case [2, 3]: return (new_x, old_y) case [1, 2]: return (old_x, new_y) case [0]: return self._do_edge_detection( map, old_x, old_y, new_x, new_y, 0, 0, user_id ) case [1]: return self._do_edge_detection( map, old_x, old_y, new_x, new_y, self.width, 0, user_id ) case [2]: return self._do_edge_detection( map, old_x, old_y, new_x, new_y, self.width, -self.height, user_id ) case [3]: return self._do_edge_detection( map, old_x, old_y, new_x, new_y, 0, -self.height, user_id ) case _: pass return (old_x, old_y)
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Dig_It_Up/src/shared/shared/lazy.py
ctfs/CCCamp/2023/game/Dig_It_Up/src/shared/shared/lazy.py
import builtins from collections.abc import Iterator from enum import EnumMeta from typing import Any import betterproto class Lazy: cls: type def __init__(self, cls: type) -> None: self.cls = cls def get_default(self, sub_cls: type) -> Any: match sub_cls: case builtins.str: return "" case builtins.int: return 0 case builtins.float: return 0.0 case builtins.bool: return False case builtins.bytes: return b"" case builtins.list: return LazyList([], cls=sub_cls) case EnumMeta(): return list(sub_cls)[0] case _: return LazyDict({}, cls=sub_cls) class LazyList(list[Any], Lazy): def __init__(self, a: list[Any], cls: type) -> None: Lazy.__init__(self=self, cls=cls) super().__init__(a) def __getitem__(self, items: Any) -> Any: ret = super().__getitem__(items) match ret: case dict(): new_value = LazyDict(ret, cls=self.cls) case list(): new_value = LazyList(ret, cls=self.cls) case _: new_value = ret super().__setitem__(items, new_value) return new_value def __iter__(self) -> Iterator[Any]: for ret in super().__iter__(): match ret: case dict(): yield LazyDict(ret, cls=self.cls) case list(): yield LazyList(ret, cls=self.cls) case _: yield ret class LazyDict(dict[str, Any], Lazy): def __init__(self, a: dict[str, Any], cls: type) -> None: Lazy.__init__(self=self, cls=cls) super().__init__(a) self.object = None def __getattr__(self, __name: str) -> Any: if self.object: return self.object.__getattribute__(__name) key = betterproto.casing.camel_case(__name) sub_cls: Any = self.cls._cls_for(self.cls.__dataclass_fields__[__name]) # type: ignore if key in self: ret = self[key] match sub_cls: case EnumMeta(): new_value = sub_cls(ret) case _: match ret: case dict(): new_value = LazyDict(ret, cls=sub_cls) case list(): new_value = LazyList(ret, cls=sub_cls) case _: new_value = ret else: new_value = self.get_default(sub_cls) self[key] = new_value return new_value @property # type: ignore def __class__(self) -> type: return self.cls def to_dict( self, casing: betterproto.Casing = betterproto.Casing.CAMEL, include_default_values: bool = False, ) -> dict[str, Any]: if not self.object: value = self.cls().from_dict(self) self.object = value return self.object.to_dict(casing, include_default_values)
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Dig_It_Up/src/shared/shared/bidict.py
ctfs/CCCamp/2023/game/Dig_It_Up/src/shared/shared/bidict.py
from __future__ import annotations from typing import Generic, TypeVar _KT = TypeVar("_KT") _VT = TypeVar("_VT") class BijectionError(Exception, Generic[_VT]): """Must set a unique value in a BijectiveMap.""" def __init__(self, value: _VT) -> None: self.value = value msg = 'The value "{}" is already in the mapping.' super().__init__(msg.format(value)) class BijectiveMap(dict[_KT, _VT]): """Invertible map.""" inverse: BijectiveMap[_VT, _KT] def __init__(self, inverse: BijectiveMap[_VT, _KT] | None = None) -> None: if inverse is None: inverse = self.__class__(inverse=self) self.inverse = inverse def __setitem__(self, key: _KT, value: _VT) -> None: if value in self.inverse: raise BijectionError(value) self.inverse._set_item(value, key) self._set_item(key, value) def __delitem__(self, key: _KT) -> None: self.inverse._del_item(self[key]) self._del_item(key) def _del_item(self, key: _KT) -> None: super().__delitem__(key) def _set_item(self, key: _KT, value: _VT) -> None: super().__setitem__(key, value)
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Dig_It_Up/src/shared/shared/utils.py
ctfs/CCCamp/2023/game/Dig_It_Up/src/shared/shared/utils.py
from __future__ import annotations from asyncio import Lock from threading import Timer from typing import Any, Awaitable, Callable, List class AsyncLockEventHandler(object): lock: Lock def __init__( self, handlers: List[Callable[[Lock, *Any], Awaitable[None]]] | None = None ) -> None: self.lock = Lock() if handlers is None: self.__eventhandlers = [] else: self.__eventhandlers = handlers def __iadd__( self, handler: Callable[[Lock, *Any], Awaitable[None]] ) -> AsyncLockEventHandler: self.__eventhandlers.append(handler) return self def __isub__( self, handler: Callable[[Lock, *Any], Awaitable[None]] ) -> AsyncLockEventHandler: self.__eventhandlers.remove(handler) return self async def __call__(self, *args: Any, **keywargs: Any) -> None: for eventhandler in self.__eventhandlers: await eventhandler(self.lock, *args, **keywargs) class AsyncEventHandler(object): def __init__( self, handlers: List[Callable[..., Awaitable[None]]] | None = None ) -> None: if handlers is None: self.__eventhandlers = [] else: self.__eventhandlers = handlers def __iadd__(self, handler: Callable[..., Awaitable[None]]) -> AsyncEventHandler: self.__eventhandlers.append(handler) return self def __isub__(self, handler: Callable[..., Awaitable[None]]) -> AsyncEventHandler: self.__eventhandlers.remove(handler) return self async def __call__(self, *args: Any, **keywargs: Any) -> None: for eventhandler in self.__eventhandlers: await eventhandler(*args, **keywargs) class EventHandler(object): def __init__(self, handlers: List[Callable[..., None]] | None = None) -> None: if handlers is None: self.__eventhandlers = [] else: self.__eventhandlers = handlers def __iadd__(self, handler: Callable[..., None]) -> EventHandler: self.__eventhandlers.append(handler) return self def __isub__(self, handler: Callable[..., None]) -> EventHandler: self.__eventhandlers.remove(handler) return self def __call__(self, *args: Any, **keywargs: Any) -> None: for eventhandler in self.__eventhandlers: eventhandler(*args, **keywargs) class RepeatedTimer(object): def __init__( self, interval: int, function: Callable[..., None], *args: Any, **kwargs: Any ) -> None: self._timer = None self.interval = interval self.function = function self.args = args self.kwargs = kwargs self.is_running = False self.start() def _run(self) -> None: self.is_running = False self.start() self.function(*self.args, **self.kwargs) def start(self) -> None: if not self.is_running: self._timer = Timer(self.interval, self._run) self._timer.start() self.is_running = True def stop(self) -> None: if self._timer: self._timer.cancel() self._timer.join() self.is_running = False
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Dig_It_Up/src/shared/shared/__init__.py
ctfs/CCCamp/2023/game/Dig_It_Up/src/shared/shared/__init__.py
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Dig_It_Up/src/shared/shared/map.py
ctfs/CCCamp/2023/game/Dig_It_Up/src/shared/shared/map.py
from abc import ABC, abstractmethod from dataclasses import dataclass from typing import List, Tuple from shared.gen.messages.v1 import Polygon @dataclass class Tile: chunk_atlas_offset: int collision: List[Polygon] class Map(ABC): @abstractmethod def get_tiles( self, x: float, y: float, user_id: str ) -> Tuple[List[Tile], float, float] | None: pass
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Dig_It_Up/src/shared/shared/gen/__init__.py
ctfs/CCCamp/2023/game/Dig_It_Up/src/shared/shared/gen/__init__.py
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Dig_It_Up/src/shared/shared/gen/messages/__init__.py
ctfs/CCCamp/2023/game/Dig_It_Up/src/shared/shared/gen/messages/__init__.py
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Dig_It_Up/src/shared/shared/gen/messages/v1/__init__.py
ctfs/CCCamp/2023/game/Dig_It_Up/src/shared/shared/gen/messages/v1/__init__.py
# Generated by the protocol buffer compiler. DO NOT EDIT! # sources: messages/v1/entity.proto, messages/v1/messages.proto, messages/v1/tile.proto # plugin: python-betterproto # This file has been @generated from dataclasses import dataclass from datetime import datetime from typing import List import betterproto class Direction(betterproto.Enum): DIRECTION_UNSPECIFIED = 0 DIRECTION_NORTH = 1 DIRECTION_EAST = 2 DIRECTION_SOUTH = 3 DIRECTION_WEST = 4 class Activity(betterproto.Enum): ACTIVITY_UNSPECIFIED = 0 ACTIVITY_IDLE = 1 ACTIVITY_WALKING = 2 ACTIVITY_ATTACKING = 3 ACTIVITY_DEATH = 4 class ObjectType(betterproto.Enum): OBJECT_TYPE_UNSPECIFIED = 0 OBJECT_TYPE_NPC = 1 OBJECT_TYPE_ENEMY = 2 OBJECT_TYPE_AREA = 3 OBJECT_TYPE_PICKUPABLE = 4 class InteractStatus(betterproto.Enum): INTERACT_STATUS_UNSPECIFIED = 0 INTERACT_STATUS_START = 1 INTERACT_STATUS_UPDATE = 2 INTERACT_STATUS_STOP = 3 class InteractType(betterproto.Enum): INTERACT_TYPE_UNSPECIFIED = 0 INTERACT_TYPE_TEXT = 1 INTERACT_TYPE_SHOP = 2 INTERACT_TYPE_DIG = 3 INTERACT_TYPE_RUNNER = 4 INTERACT_TYPE_CUT_OUT = 5 INTERACT_TYPE_LICENSE = 6 class ShopInteractType(betterproto.Enum): SHOP_INTERACT_TYPE_UNSPECIFIED = 0 SHOP_INTERACT_TYPE_BUY = 1 SHOP_INTERACT_TYPE_SELL = 2 SHOP_INTERACT_TYPE_TRADE = 3 class RunnerAction(betterproto.Enum): RUNNER_ACTION_UNSPECIFIED = 0 RUNNER_ACTION_JUMP = 1 RUNNER_ACTION_MAYBE_ADD_OBSTACLE = 2 RUNNER_ACTION_DIE = 3 class SessionType(betterproto.Enum): SESSION_TYPE_UNSPECIFIED = 0 SESSION_TYPE_NORMAL = 1 SESSION_TYPE_FREE_CAM = 2 class ErrorType(betterproto.Enum): ERROR_TYPE_UNSPECIFIED = 0 ERROR_TYPE_UNAUTHORIZED = 1 ERROR_TYPE_INVALID_CHUNK = 2 ERROR_TYPE_INVALID_OBJECT = 3 ERROR_TYPE_TIMEOUT = 4 ERROR_TYPE_ALREADY_LOGGED_IN = 5 @dataclass(eq=False, repr=False) class Point(betterproto.Message): x: float = betterproto.double_field(1) y: float = betterproto.double_field(2) @dataclass(eq=False, repr=False) class Polygon(betterproto.Message): points: List["Point"] = betterproto.message_field(1) @dataclass(eq=False, repr=False) class TileCollision(betterproto.Message): polygons: List["Polygon"] = betterproto.message_field(1) @dataclass(eq=False, repr=False) class AnimationStep(betterproto.Message): id: int = betterproto.int32_field(1) duration: int = betterproto.int32_field(2) @dataclass(eq=False, repr=False) class Animation(betterproto.Message): id: int = betterproto.int32_field(1) animation_setps: List["AnimationStep"] = betterproto.message_field(2) @dataclass(eq=False, repr=False) class Tileset(betterproto.Message): tileset: bytes = betterproto.bytes_field(1) width: int = betterproto.int32_field(2) height: int = betterproto.int32_field(3) animations: List["Animation"] = betterproto.message_field(4) @dataclass(eq=False, repr=False) class Object(betterproto.Message): uuid: str = betterproto.string_field(1) coords: "Coords" = betterproto.message_field(2) type: "ObjectType" = betterproto.enum_field(3) remove: bool = betterproto.bool_field(4) enemy_info: "EnemyInfo" = betterproto.message_field(5) area: "Polygon" = betterproto.message_field(6) pickupable: "Item" = betterproto.message_field(7) @dataclass(eq=False, repr=False) class EnemyInfo(betterproto.Message): health: int = betterproto.int32_field(1) health_max: int = betterproto.int32_field(2) name: str = betterproto.string_field(3) last_attack: float = betterproto.double_field(4) @dataclass(eq=False, repr=False) class Objects(betterproto.Message): objects: List["Object"] = betterproto.message_field(1) @dataclass(eq=False, repr=False) class ObjectAssetRequest(betterproto.Message): uuid: str = betterproto.string_field(1) @dataclass(eq=False, repr=False) class EntityAsset(betterproto.Message): id: int = betterproto.int32_field(1) direction: "Direction" = betterproto.enum_field(2) activity: "Activity" = betterproto.enum_field(3) @dataclass(eq=False, repr=False) class EntityAssets(betterproto.Message): height: int = betterproto.int32_field(1) width: int = betterproto.int32_field(2) tileset: "Tileset" = betterproto.message_field(3) entity_assets: List["EntityAsset"] = betterproto.message_field(4) collisions: List["TileCollision"] = betterproto.message_field(5) @dataclass(eq=False, repr=False) class ObjectAsset(betterproto.Message): object_uuid: str = betterproto.string_field(1) assets: "EntityAssets" = betterproto.message_field(2) name: str = betterproto.string_field(3) type: "ObjectType" = betterproto.enum_field(4) interactable: bool = betterproto.bool_field(5) interact_distance: float = betterproto.double_field(6) @dataclass(eq=False, repr=False) class Interact(betterproto.Message): uuid: str = betterproto.string_field(1) text: str = betterproto.string_field(2) status: "InteractStatus" = betterproto.enum_field(3) type: "InteractType" = betterproto.enum_field(4) shop: List["ShopInteract"] = betterproto.message_field(5) progress: float = betterproto.double_field(6) runner: "Runner" = betterproto.message_field(7) @dataclass(eq=False, repr=False) class ShopInteract(betterproto.Message): item: "Item" = betterproto.message_field(1) cost: int = betterproto.int32_field(2) type: "ShopInteractType" = betterproto.enum_field(3) trade_in: "Item" = betterproto.message_field(4) @dataclass(eq=False, repr=False) class Item(betterproto.Message): name: str = betterproto.string_field(1) description: str = betterproto.string_field(2) icon: int = betterproto.int32_field(3) quantity: int = betterproto.int32_field(4) @dataclass(eq=False, repr=False) class RunnerEvent(betterproto.Message): time: float = betterproto.double_field(1) action: "RunnerAction" = betterproto.enum_field(2) @dataclass(eq=False, repr=False) class Runner(betterproto.Message): events: List["RunnerEvent"] = betterproto.message_field(1) dts: List[float] = betterproto.double_field(2) @dataclass(eq=False, repr=False) class Coords(betterproto.Message): x: float = betterproto.double_field(1) y: float = betterproto.double_field(2) rotation: float = betterproto.double_field(3) @dataclass(eq=False, repr=False) class User(betterproto.Message): uuid: str = betterproto.string_field(1) username: str = betterproto.string_field(2) coords: "Coords" = betterproto.message_field(3) money: int = betterproto.int32_field(4) inventory: List["Item"] = betterproto.message_field(5) health: int = betterproto.int32_field(6) last_death: float = betterproto.float_field(7) @dataclass(eq=False, repr=False) class Users(betterproto.Message): users: List["User"] = betterproto.message_field(1) @dataclass(eq=False, repr=False) class Login(betterproto.Message): username: str = betterproto.string_field(1) password: str = betterproto.string_field(2) @dataclass(eq=False, repr=False) class LoggedIn(betterproto.Message): success: bool = betterproto.bool_field(1) self: "User" = betterproto.message_field(2) assets: "EntityAssets" = betterproto.message_field(3) interact_distance: float = betterproto.double_field(4) type: "SessionType" = betterproto.enum_field(5) error: "ErrorType" = betterproto.enum_field(6) @dataclass(eq=False, repr=False) class Ping(betterproto.Message): time: datetime = betterproto.message_field(1) @dataclass(eq=False, repr=False) class MapChunk(betterproto.Message): x: int = betterproto.int32_field(1) y: int = betterproto.int32_field(2) height: int = betterproto.int32_field(3) width: int = betterproto.int32_field(4) tiles: List[int] = betterproto.int32_field(5) tileset: "Tileset" = betterproto.message_field(6) collisions: List["TileCollision"] = betterproto.message_field(7) @dataclass(eq=False, repr=False) class MapChunkRequest(betterproto.Message): x: int = betterproto.int32_field(1) y: int = betterproto.int32_field(2) @dataclass(eq=False, repr=False) class Error(betterproto.Message): type: "ErrorType" = betterproto.enum_field(1) message: str = betterproto.string_field(2) @dataclass(eq=False, repr=False) class Logout(betterproto.Message): user: "User" = betterproto.message_field(1) @dataclass(eq=False, repr=False) class GiveDamage(betterproto.Message): """Message related to fighting""" damage: int = betterproto.int32_field(1) @dataclass(eq=False, repr=False) class AcknowledgeDamage(betterproto.Message): damage: int = betterproto.int32_field(1) @dataclass(eq=False, repr=False) class AttackEnemy(betterproto.Message): time: datetime = betterproto.message_field(1) uuid: str = betterproto.string_field(2) damage: int = betterproto.int32_field(3) @dataclass(eq=False, repr=False) class ClientMessage(betterproto.Message): ping: "Ping" = betterproto.message_field(1, group="message") login: "Login" = betterproto.message_field(2, group="message") coords: "Coords" = betterproto.message_field(3, group="message") chunk_request: "MapChunkRequest" = betterproto.message_field(4, group="message") object_asset_request: "ObjectAssetRequest" = betterproto.message_field( 5, group="message" ) interact: "Interact" = betterproto.message_field(6, group="message") acknowledge_damage: "AcknowledgeDamage" = betterproto.message_field( 7, group="message" ) attack_enemy: "AttackEnemy" = betterproto.message_field(8, group="message") logout: "Logout" = betterproto.message_field(9, group="message") uuid: str = betterproto.string_field(100) @dataclass(eq=False, repr=False) class MapChunkResponse(betterproto.Message): chunks: List["MapChunk"] = betterproto.message_field(1) @dataclass(eq=False, repr=False) class ServerMessage(betterproto.Message): ping: "Ping" = betterproto.message_field(1, group="message") logged_in: "LoggedIn" = betterproto.message_field(2, group="message") users: "Users" = betterproto.message_field(3, group="message") chunk: "MapChunkResponse" = betterproto.message_field(4, group="message") error: "Error" = betterproto.message_field(5, group="message") logout: "Logout" = betterproto.message_field(6, group="message") objects: "Objects" = betterproto.message_field(7, group="message") object_asset: "ObjectAsset" = betterproto.message_field(8, group="message") interact: "Interact" = betterproto.message_field(9, group="message") give_damage: "GiveDamage" = betterproto.message_field(10, group="message") uuid: str = betterproto.string_field(100)
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Unreachable/src/server/server/server_runner.py
ctfs/CCCamp/2023/game/Unreachable/src/server/server/server_runner.py
from __future__ import annotations import struct import time import traceback from asyncio import ( Queue, StreamReader, StreamWriter, as_completed, create_task, sleep, start_server, ) from copy import deepcopy from datetime import datetime, timedelta from threading import Event from typing import Awaitable, Callable, Dict, Tuple, TypeVar, cast from uuid import uuid4 from betterproto import which_one_of import server from server.game.auth import auth from server.game.entity.area import AreaObject from server.game.entity.enemy import Enemy from server.game.entity.npc import NPC from server.game.map.properties import CustomInteraction, InteractionOn from shared.collison import point_in_poly from shared.constants import PLAYER_DEATH_TIMEOUT, SERVER_TICK_RATE, START_X, START_Y from shared.gen.messages.v1 import ( AcknowledgeDamage, AttackEnemy, ClientMessage, Coords, EnemyInfo, Error, ErrorType, GiveDamage, Interact, InteractStatus, InteractType, LoggedIn, Login, Logout, MapChunkRequest, MapChunkResponse, Object, ObjectAsset, ObjectAssetRequest, Objects, ObjectType, Ping, ServerMessage, SessionType, User, Users, ) from shared.utils import AsyncEventHandler ServerMessageOneOfType = ( Ping | Login | Coords | MapChunkRequest | ObjectAssetRequest | Interact | AcknowledgeDamage | AttackEnemy | Logout ) ServerMessageOneOfTypeVar = TypeVar( "ServerMessageOneOfTypeVar", Ping, Login, Coords, MapChunkRequest, ObjectAssetRequest, Interact, AcknowledgeDamage, AttackEnemy, Logout, ) class Connection: reader: StreamReader writer: StreamWriter # (ServerMessage, Handler) network_queue: Queue[ Tuple[ServerMessage, Callable[[ServerMessageOneOfType], None] | None] ] handlers: Dict[str, Callable[[ServerMessageOneOfType], None]] peer: str def __init__(self, reader: StreamReader, writer: StreamWriter) -> None: self.reader = reader self.writer = writer self.network_queue = Queue() self.handlers = {} self.peer = reader._transport.get_extra_info("peername") # type: ignore self.ping_handler = AsyncEventHandler([self._ping]) self.login_handler = AsyncEventHandler([self._login]) self.move_handler = AsyncEventHandler([self._move]) self.map_chunk_handler = AsyncEventHandler([self._chunk_request]) self.object_asset_handler = AsyncEventHandler([self._object_asset_request]) self.interact_handler = AsyncEventHandler([self._interact]) self.acknowledge_damage_handler = AsyncEventHandler([self._acknowledge_damage]) self.attack_enemy_handler = AsyncEventHandler([self._attack_enemy]) self.logout_handler = AsyncEventHandler([self._logout]) async def read_message_loop(self) -> None: try: while not self.reader.at_eof(): size_buf = await self.reader.readexactly(4) size = struct.unpack("!i", size_buf)[0] data_buf = await self.reader.readexactly(size) message = ClientMessage().parse(data_buf) message_id = message.uuid _, inner_message = which_one_of(message=message, group_name="message") match inner_message: case Ping(): await self.ping_handler(message_id, inner_message) case Login(): await self.login_handler(message_id, inner_message) case Coords(): await self.move_handler(message_id, inner_message) case MapChunkRequest(): await self.map_chunk_handler(message_id, inner_message) case ObjectAssetRequest(): await self.object_asset_handler(message_id, inner_message) case Interact(): await self.interact_handler(message_id, inner_message) case AcknowledgeDamage(): await self.acknowledge_damage_handler(message_id, inner_message) case AttackEnemy(): await self.attack_enemy_handler(message_id, inner_message) case Logout(): await self.logout_handler(message_id, inner_message) case default: raise Exception(f"Unkown message_type: {default}") except Exception: traceback.print_exc() if server.game_state.is_authenticated(self.peer): await self.logout() async def send_message_loop(self) -> None: try: while True: message, handler = await self.network_queue.get() if message.uuid == "": message_id = str(uuid4()) message.uuid = message_id if handler is not None: self.handlers[message.uuid] = handler self._send_message(message) except Exception: traceback.print_exc() if server.game_state.is_authenticated(self.peer): await self.logout() def _send_message(self, client_message: ServerMessage) -> None: message_bytes = client_message.SerializeToString() message = struct.pack("!i", len(message_bytes)) + message_bytes self.writer.write(message) @staticmethod def authenticated( func: Callable[[Connection, str, ServerMessageOneOfTypeVar], Awaitable[None]] ) -> Callable[[Connection, str, ServerMessageOneOfTypeVar], Awaitable[None]]: async def inner( self: Connection, uuid: str, message: ServerMessageOneOfTypeVar ) -> None: if server.game_state.is_authenticated(self.peer): await func(self, uuid, message) else: response = ServerMessage( error=Error( type=ErrorType.ERROR_TYPE_UNAUTHORIZED, message="Not logged in yet.", ), uuid=uuid, ) await self.network_queue.put((response, None)) return inner @authenticated async def _logout(self, uuid: str, message: Logout) -> None: await self.logout() async def logout(self) -> None: session = server.game_state.peer_sessions[self.peer] user = server.game_state.get_user(session.user_id) if user is None: return if session.type != SessionType.SESSION_TYPE_FREE_CAM: response = ServerMessage(logout=Logout(user=user)) await server.global_server.broadcast(response) await server.game_state.logout(self.peer) @authenticated async def _ping(self, uuid: str, message: Ping) -> None: await server.game_state.ping(self.peer, message) response = ServerMessage(ping=Ping(time=datetime.now()), uuid=uuid) await self.network_queue.put((response, None)) async def _login(self, uuid: str, message: Login) -> None: res = auth(message.username, message.password) error_msg = ErrorType.ERROR_TYPE_UNSPECIFIED if res == None: # Invalid auth error_msg = ErrorType.ERROR_TYPE_UNAUTHORIZED user_uuid = server.game_state.get_user_uuid(message.username) user = server.game_state.get_user(user_uuid) if user is None: user = await server.game_state.get_remote_fulluser(message.username) if user: user.coords.timestamp = datetime.now() if user is None: user_id = str(uuid4()) start_coords = Coords(x=START_X, y=START_Y) start_coords.timestamp = datetime.now() user = User( username=message.username, uuid=user_id, coords=start_coords, money=1000, health=100, last_death=0, ) elif ( user.last_death != 0 and (time.time() - user.last_death) < PLAYER_DEATH_TIMEOUT # Check if user is still in timeout ): res = None error_msg = ErrorType.ERROR_TYPE_TIMEOUT else: if server.game_state.is_logged_in(message.username): res = None error_msg = ErrorType.ERROR_TYPE_ALREADY_LOGGED_IN if await server.game_state.is_logged_in_remote(message.username): res = None error_msg = ErrorType.ERROR_TYPE_ALREADY_LOGGED_IN response = ServerMessage( logged_in=LoggedIn( success=res is not None, type=res if res is not None else SessionType.SESSION_TYPE_UNSPECIFIED, error=error_msg, ), uuid=uuid, ) if res: response.logged_in.self = user response.logged_in.assets = server.game_state.map.player_asset response.logged_in.interact_distance = 14 await self.network_queue.put((response, None)) if res: await server.game_state.login(self.peer, user.uuid, user, res) if res != SessionType.SESSION_TYPE_FREE_CAM: response = ServerMessage(users=Users(users=[user])) await server.global_server.broadcast(response, exclude=[self.peer]) users = server.game_state.get_online_users(self.peer) response = ServerMessage( users=Users(users=users), ) await self.network_queue.put((response, None)) await self._send_new_objects_view_distance(user) @authenticated async def _move(self, uuid: str, message: Coords) -> None: message.timestamp = datetime.now() valid = await server.game_state.move(self.peer, message) session = server.game_state.peer_sessions[self.peer] user_uuid = session.user_id user = server.game_state.get_user(user_uuid) if user is None: return await self._send_new_objects_view_distance(user) if session.type != SessionType.SESSION_TYPE_FREE_CAM: if not valid: response = ServerMessage(users=Users(users=[user])) await server.global_server.broadcast(response, include=[self.peer]) objects = server.game_state.get_objects_view_distance( user_uuid, user.coords.x, user.coords.y ) for o in objects: match o: case AreaObject(): if o.interaction_on != InteractionOn.COLLIDE: continue if point_in_poly(user.coords.x, user.coords.y, o.area): if not o.actice: interact = o.in_range(user_uuid) if interact: resp = ServerMessage() resp.interact = interact await server.global_server.broadcast( resp, include=[self.peer] ) elif o.actice: interact = o.out_of_range(user_uuid) if interact: resp = ServerMessage() resp.interact = interact await server.global_server.broadcast( resp, include=[self.peer] ) case _: pass @authenticated async def _chunk_request(self, uuid: str, message: MapChunkRequest) -> None: session = server.game_state.peer_sessions[self.peer] chunks = server.game_state.map.get_chunks(message.x, message.y, session.user_id) response = ServerMessage(uuid=uuid) if len(chunks) == 0: response.error = Error( type=ErrorType.ERROR_TYPE_INVALID_CHUNK, message="Invalid Chunk requested", ) else: print("Sending Chunk", chunks[0].x, chunks[0].y) response.chunk = MapChunkResponse(chunks=chunks) await self.network_queue.put((response, None)) @authenticated async def _acknowledge_damage(self, uuid: str, message: AcknowledgeDamage) -> None: user_uuid = server.game_state.peer_sessions[self.peer].user_id user = server.game_state.get_user(uuid=user_uuid) if user is None: return response = ServerMessage(uuid=uuid) if ( server.game_state.fight_manager.can_take_damage_user( username=user.username, cooldown_ticks=30 ) and message.damage > 0 ): user.health -= message.damage await self.network_queue.put((response, None)) await server.global_server.update_self(user.uuid) @authenticated async def _attack_enemy(self, uuid: str, message: AttackEnemy) -> None: session = server.game_state.peer_sessions[self.peer] if session.type != SessionType.SESSION_TYPE_NORMAL: return user = server.game_state.get_user(uuid=session.user_id) if user is None: print("User not found") return enemy = server.game_state.enemy_manager.get_enemy_for_user_by_uuid( user_uuid=session.user_id, enemy_uuid=message.uuid ) if enemy is None: return # TODO: Enemy not found message to client? if not server.game_state.fight_manager.is_plausible_attack( user=user, enemy=enemy, attack_msg=message ): print("not plausible attack") return # TODO: Not plausible message to client? if not server.game_state.fight_manager.can_take_damage_enemy( enemy_uuid=enemy.uuid, cooldown_ticks=30 ): # TODO: Dynamic cooldown for attacks print("Enemy can't get damage again, cooldown not reached") return # TODO: Not plausible message to client? await enemy.take_damage(message.damage) # We use `move_enemy_object` here to send the enemy update to the client. Lazy, but good enough await server.global_server.move_enemy_object( uuid=enemy.uuid, x=enemy.x, y=enemy.y, health=enemy.health, health_max=enemy.health_max, last_attack=enemy.last_attack, name=enemy.name, include_user_ids=[user.uuid], ) @authenticated async def _object_asset_request( self, uuid: str, message: ObjectAssetRequest ) -> None: response = ServerMessage(uuid=uuid) o = server.game_state.object_manager.get_object_by_uuid(message.uuid) match o: case NPC(): response.object_asset = ObjectAsset( object_uuid=o.uuid, assets=o.entity_assets, name=o.name, type=ObjectType.OBJECT_TYPE_NPC, interactable=o.interactable, interact_distance=o.interact_distance, ) case Enemy(): response.object_asset = ObjectAsset( object_uuid=o.uuid, assets=o.entity_assets, name=o.name, type=ObjectType.OBJECT_TYPE_ENEMY, interactable=False, interact_distance=0, ) case _: if message.uuid in server.game_state.users: response.object_asset = ObjectAsset( object_uuid=message.uuid, assets=server.game_state.map.player_asset, ) elif ( await server.game_state.get_remote_userid(message.uuid) is not None ): response.object_asset = ObjectAsset( object_uuid=message.uuid, assets=server.game_state.map.player_asset, ) else: response.error = Error( type=ErrorType.ERROR_TYPE_INVALID_OBJECT, message="Invalid Object requested", ) await self.network_queue.put((response, None)) @authenticated async def _interact(self, uuid: str, message: Interact) -> None: response = ServerMessage(uuid=uuid) obj = server.game_state.object_manager.get_object_by_uuid(message.uuid) if obj is None: response.error = Error( type=ErrorType.ERROR_TYPE_INVALID_OBJECT, message="Invalid Object requested", ) else: session = server.game_state.peer_sessions[self.peer] user_id = session.user_id if session.type != SessionType.SESSION_TYPE_NORMAL: return user = server.game_state.get_user(user_id) match obj: case AreaObject(): o = server.game_state.area_manager.get_areas_for_user_by_uuid( user_uuid=user_id, area_uuid=message.uuid ) if user is None or o is None: response.error = Error( type=ErrorType.ERROR_TYPE_INVALID_OBJECT, message="Invalid Object requested", ) else: if o.interaction_on != InteractionOn.INTERACT: response.error = Error( type=ErrorType.ERROR_TYPE_INVALID_OBJECT, message="Invalid interaction requested", ) else: if point_in_poly(user.coords.x, user.coords.y, o.area): interact = await o.interact(user_id, message) if not interact: response.error = Error( type=ErrorType.ERROR_TYPE_INVALID_OBJECT, message="Invalid interaction requested", ) else: response.interact = interact case NPC(): o = server.game_state.npc_manager.get_npc_for_user_by_uuid( user_uuid=user_id, npc_uuid=message.uuid ) player_asset = server.game_state.map.player_asset if user is None or o is None: response.error = Error( type=ErrorType.ERROR_TYPE_INVALID_OBJECT, message="Invalid Object requested", ) else: if not o.interactable: return dx = (user.coords.x + player_asset.width / 2) - ( (o.x + o.entity_assets.width / 2) ) dy = (user.coords.y - player_asset.height / 2) - ( (o.y - o.entity_assets.height / 2) ) distance_sq = dx**2 + dy**2 if distance_sq < (o.interact_distance + 14) ** 2: status = message.status text = "" interaction_type = InteractType.INTERACT_TYPE_UNSPECIFIED shop = [] progress = 0.0 if ( o.interactions[o.interaction_step].custom_interaction == CustomInteraction.RUNNER ): interaction = await o.interact( user_id=user_id, interact=message ) if o.runner_seed is not None: progress = o.runner_seed interaction_type = interaction.interaction_type elif message.status != InteractStatus.INTERACT_STATUS_STOP: interaction = await o.interact( user_id=user_id, interact=message ) text = await interaction.text shop = interaction.shop if ( text == "" and len(shop) == 0 and interaction.interaction_type != InteractType.INTERACT_TYPE_RUNNER ): status = InteractStatus.INTERACT_STATUS_STOP interaction_type = interaction.interaction_type for s in shop: if s.item: s.item.description = "" if s.trade_in: s.trade_in.description = "" response.interact = Interact( status=status, uuid=message.uuid, text=text, type=interaction_type, shop=shop, progress=progress, ) case _: response.error = Error( type=ErrorType.ERROR_TYPE_INVALID_OBJECT, message="Invalid Object requested", ) await self.network_queue.put((response, None)) async def _send_new_objects_view_distance(self, user: User) -> None: objects: list[Object] = [] session = server.game_state.user_sessions[user.uuid] for e in server.game_state.get_objects_view_distance( uuid=user.uuid, x=user.coords.x, y=user.coords.y ): if e.uuid in session.known_objects: continue obj_to_add = e.to_proto() if e.type == ObjectType.OBJECT_TYPE_PICKUPABLE: obj_to_add = deepcopy(obj_to_add) obj_to_add.pickupable.description = "" assert obj_to_add.type != ObjectType.OBJECT_TYPE_UNSPECIFIED, obj_to_add objects.append(obj_to_add) if len(objects) > 0: session.known_objects |= set([o.uuid for o in objects]) response = ServerMessage( objects=Objects(objects=objects), ) await self.network_queue.put((response, None)) class Server: connections: Dict[str, Connection] def __init__(self, clickhouse_url: str) -> None: self.connections = {} self.clickhouse_url = clickhouse_url async def start(self, host: str, port: int, running: Event) -> None: self.running = running await server.game_state.init(self.clickhouse_url) s = await start_server(self.hande_cb, host=host, port=port) update_loop_task = create_task(self.update_loop()) for coro in as_completed([update_loop_task]): await coro running.clear() break s.close() # This is needed to give execution back to the control loop during the connection awaits async def update_loop(self) -> None: last_time = datetime.now() while self.running.is_set(): current_time = datetime.now() dt = (current_time - last_time).total_seconds() if dt > (1 / (SERVER_TICK_RATE)) * 1.2: print("REEE Server Lag") await server.game_state.npc_manager.update(dt=dt) await server.game_state.enemy_manager.update(dt=dt) await server.game_state.pickupable_manager.update(dt=dt) await server.game_state.object_manager.update(dt=dt) # Check for user death and set timeout for user in server.game_state.users.values(): if user.health < 0: await server.game_state.die(user) if user.uuid in server.game_state.user_sessions: peer = server.game_state.user_sessions[user.uuid].peer if ( peer in server.global_server.connections and server.game_state.is_authenticated(peer) ): await server.global_server.connections[peer].logout() online_time = current_time - timedelta(minutes=1) for s in list(server.game_state.peer_sessions.values()): if s.last_ping.timestamp() < online_time.timestamp(): await server.global_server.connections[s.peer].logout() await self.update_other_player_position() last_time = datetime.now() await sleep(1 / SERVER_TICK_RATE) async def hande_cb(self, reader: StreamReader, writer: StreamWriter) -> None: connection = Connection(reader, writer) peer = cast(str, reader._transport.get_extra_info("peername")) # type: ignore self.connections[peer] = connection read_task = create_task(connection.read_message_loop()) send_task = create_task(connection.send_message_loop()) for coro in as_completed([read_task, send_task]): await coro break del self.connections[peer] def broadcast_sync( self, message: ServerMessage, handler: Callable[[ServerMessageOneOfType], None] | None = None, exclude: list[str] = [], include: list[str] | None = None, ) -> None: for peer, c in self.connections.items(): if not server.game_state.is_authenticated(peer): continue if peer in exclude: continue if include is not None and peer not in include: continue c.network_queue.put_nowait((message, handler)) async def broadcast( self, message: ServerMessage, handler: Callable[[ServerMessageOneOfType], None] | None = None, exclude: list[str] = [], include: list[str] | None = None, ) -> None: for peer, c in self.connections.items(): if not server.game_state.is_authenticated(peer): continue if peer in exclude: continue if include is not None and peer not in include: continue await c.network_queue.put((message, handler)) async def move_object( self, uuid: str, x: float, y: float, include_user_ids: list[str] | None = None, ) -> None: # No type specified, as this should be an object already known to the client r = ServerMessage(objects=Objects([Object(uuid=uuid, coords=Coords(x=x, y=y))])) users = server.game_state.get_local_users_distance(x, y) users = [u.uuid for u in users] if include_user_ids is not None: users = [u for u in users if u in include_user_ids] users_sessions = [ server.game_state.user_sessions[u].peer for u in users if u in server.game_state.user_sessions ] if len(users_sessions) == 0: return await self.broadcast(r, include=users_sessions) # This also includes enemy specific information async def move_enemy_object( self, uuid: str, x: float, y: float, health: int, health_max: int, last_attack: float, name: str, include_user_ids: list[str] | None = None, ) -> None: # No type specified, as this should be an object already known to the client r = ServerMessage( objects=Objects( [ Object( uuid=uuid, coords=Coords(x=x, y=y), enemy_info=EnemyInfo( health=health, health_max=health_max, name=name, last_attack=last_attack, ), ) ] ) ) users = server.game_state.get_local_users_distance(x, y) users = [u.uuid for u in users] if include_user_ids is not None: users = [u for u in users if u in include_user_ids] users_sessions = [ server.game_state.user_sessions[u].peer for u in users if u in server.game_state.user_sessions ] if len(users_sessions) == 0: return await self.broadcast(r, include=users_sessions) async def give_damage( self, uuid: str, damage: int, include_user_ids: list[str] | None = None ) -> None: r = ServerMessage(give_damage=GiveDamage(damage=damage)) users = server.game_state.users if include_user_ids is not None: users = [u for u in users if u in include_user_ids] users_sessions = [ server.game_state.user_sessions[u].peer for u in users if u in server.game_state.user_sessions ] if len(users_sessions) == 0: return await self.broadcast(r, include=users_sessions) async def update_self( self, uuid: str, ) -> None: user = server.game_state.users[uuid] session = server.game_state.get_session(uuid) r = ServerMessage(users=Users(users=[user])) await server.game_state.update_remote_user(user) if session: await self.broadcast(r, include=[session]) async def update_other_player_position(self) -> None: sessions = list(server.game_state.peer_sessions.values()) for s in sessions: self_user = server.game_state.users.get(s.user_id, None) if self_user is None: continue users = await server.game_state.get_online_users_distance( self_user.coords.x, self_user.coords.y, s ) new_known_users = set([u.uuid for u in users]) old_known_users = s.known_users - new_known_users s.known_users = new_known_users for u in old_known_users: response = ServerMessage(logout=Logout(user=User(uuid=u))) await server.global_server.broadcast(response, include=[s.peer]) message = ServerMessage(users=Users(users=users)) await self.broadcast(message, include=[s.peer])
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Unreachable/src/server/server/models.py
ctfs/CCCamp/2023/game/Unreachable/src/server/server/models.py
from dataclasses import dataclass, field from datetime import datetime, timedelta from typing import Any from shared.gen.messages.v1 import Coords, MapChunk, SessionType @dataclass class Position: coords: Coords time: datetime @dataclass class Session: type: SessionType = field(default=SessionType.SESSION_TYPE_NORMAL) peer: str = field(default_factory=str) user_id: str = field(default_factory=str) known_objects: set[str] = field(default_factory=set) last_positions: list[Position] = field(default_factory=list[Position]) maze: list[list[MapChunk]] = field(default_factory=list) waiting_maze_chunks: list[tuple[int, int]] = field(default_factory=list) last_ping: datetime = field(default=datetime.now()) known_users: set[str] = field(default_factory=set) logout: bool = field(default_factory=bool) def __getstate__(self) -> None: return None def __setstate__(self, state: Any) -> None: self.__dict__ = Session().__dict__ @dataclass class ScoreboardEntry: user_id: str username: str | None = None start: datetime | None = None end: datetime | None = None @property def time(self) -> timedelta: if self.start and self.end: return self.end - self.start return timedelta.max def reset(self) -> None: self.start = None self.end = None
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Unreachable/src/server/server/main.py
ctfs/CCCamp/2023/game/Unreachable/src/server/server/main.py
import argparse import logging import os import sys import tempfile from asyncio import get_event_loop from concurrent.futures import ProcessPoolExecutor from datetime import datetime from threading import Event from typing import cast import dill from rpyc.core import SlaveService from rpyc.utils.server import ThreadedServer import server from server.game import auth from server.game.state import Game from server.server_runner import Server def save_thread(file: str | None) -> None: if file is None: file = "backups/state.pickle" state = server.game_state with tempfile.NamedTemporaryFile(delete=False) as f: dill.dump(state, f) os.rename(f.name, file) logging.info(msg=f"Backup saved in {file}") def debug_server(path: str): server = ThreadedServer(service=SlaveService, auto_register=False, socket_path=path) import threading thread = threading.Thread(target=server.start) thread.daemon = True thread.start() def run() -> None: # tracer = VizTracer( # log_async=True, tracer_entries=10000000, output_file="result.json" # ) # tracer.enable_thread_tracing() # tracer.start() parser = argparse.ArgumentParser() parser.add_argument("-v", "--verbose", help="Verbose", action="store_true") parser.add_argument("-p", "--port", help="Port Default 1337", default=1337) parser.add_argument("--host", help="Host Default 0.0.0.0", default="0.0.0.0") parser.add_argument( "--backup_file", help="Server backup file and auto restore", default=None ) parser.add_argument("--debug_socket", help="Debug socket for server", default=None) parser.add_argument("--auth_path", help="Path for credentials file", default=None) parser.add_argument( "--clickhouse_url", help="Clickhouse URL", default="http://localhost:8123/" ) args = parser.parse_args() log = logging.getLogger() log.handlers.clear() log.setLevel(level=logging.INFO) handler = logging.StreamHandler(sys.stdout) handler.setFormatter( logging.Formatter("%(asctime)s - %(name)s - %(levelname)s - %(message)s") ) log.addHandler(handler) assert args.auth_path, "Auth Path Needed" auth.auth_path = args.auth_path if args.debug_socket: debug_server(args.debug_socket) if args.verbose: log.setLevel(level=logging.DEBUG) server.executor = ProcessPoolExecutor(max_workers=4) if args.backup_file and os.path.isfile(args.backup_file): with open(args.backup_file, "rb") as f: state = cast(Game, dill.load(f)) state.user_sessions = {} state.peer_sessions = {} for u in state.users.values(): u.coords.timestamp = datetime.now() server.game_state = state else: server.game_state = Game() server.global_server = Server(args.clickhouse_url) log.info(f"Listening on {args.host}:{args.port}") running = Event() running.set() loop = get_event_loop() server_coro = server.global_server.start( host=args.host, port=args.port, running=running ) # Backups are now done via db # save_timer = RepeatedTimer( # interval=60, # function=save_thread, # file=args.backup_file, # ) # save_timer.start() try: server_task = loop.run_until_complete(server_coro) loop.run_forever() except KeyboardInterrupt: pass print("BYE") # tracer.stop() # tracer.save() # Close the server server_task.close() # type: ignore loop.run_until_complete(server_task.wait_closed()) # type: ignore loop.close() running.clear() # save_timer.stop() def debug(): parser = argparse.ArgumentParser() parser.add_argument("--debug_socket", help="Debug socket for server", default=None) args = parser.parse_args() assert args.debug_socket from rpyc.utils.classic import unix_connect # type: ignore conn = unix_connect(args.debug_socket) # type: ignore modules = conn.modules # type: ignore from IPython.terminal.embed import embed # type: ignore server = modules["server"] # type: ignore embed(local_ns=locals(), colors="neutral") if __name__ == "__main__": run()
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Unreachable/src/server/server/__init__.py
ctfs/CCCamp/2023/game/Unreachable/src/server/server/__init__.py
from concurrent.futures import ProcessPoolExecutor from pathlib import Path from server.game.state import Game from server.server_runner import Server game_state: Game global_server: Server executor: ProcessPoolExecutor PATH = Path(__file__).parent
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Unreachable/src/server/server/game/fight.py
ctfs/CCCamp/2023/game/Unreachable/src/server/server/game/fight.py
import time from typing import Dict from server.game.entity.enemy import Enemy from shared.constants import SERVER_TICK_RATE from shared.gen.messages.v1 import AttackEnemy, User class FightManager: user_damage_cooldowns: Dict[str, float] enemy_damage_cooldowns: Dict[str, float] def __init__(self) -> None: self.user_damage_cooldowns = {} self.enemy_damage_cooldowns = {} def can_take_damage_user(self, username: str, cooldown_ticks: int = 30) -> bool: # User not in list => Store and allow to take damage if not username in self.user_damage_cooldowns: self.user_damage_cooldowns[username] = time.time() return True last_damage_timestamp = self.user_damage_cooldowns[username] ticks_passed = (time.time() - last_damage_timestamp) * SERVER_TICK_RATE # Cooldown did not pass yet if ticks_passed < cooldown_ticks: return False self.user_damage_cooldowns[username] = time.time() return True def can_take_damage_enemy(self, enemy_uuid: str, cooldown_ticks: int = 30) -> bool: # User not in list => Store and allow to take damage if not enemy_uuid in self.user_damage_cooldowns: self.enemy_damage_cooldowns[enemy_uuid] = time.time() return True last_damage_timestamp = self.enemy_damage_cooldowns[enemy_uuid] ticks_passed = (time.time() - last_damage_timestamp) * SERVER_TICK_RATE # Cooldown did not pass yet if ticks_passed < cooldown_ticks: return False self.enemy_damage_cooldowns[enemy_uuid] = time.time() return True def is_plausible_attack(self, user: User, enemy: Enemy, attack_msg: AttackEnemy): # Check if attack direction is plausible: # TODO # Check if damage is plausible if attack_msg.damage > 11: return False if attack_msg.damage < 0: return False # Check if enemy is in range of weapon dist_x = (user.coords.x - enemy.x) ** 2 dist_y = (user.coords.y - enemy.y) ** 2 max_attack_distance = 400 # TODO: Find good value, maybe dynamic from weapon if dist_x + dist_y > max_attack_distance: return False attack_timestamp = time.mktime(attack_msg.time.timetuple()) if not enemy.uuid in self.enemy_damage_cooldowns: self.enemy_damage_cooldowns[enemy.uuid] = attack_timestamp return True # TODO: Get dynamic from current user weapon weapon_cooldown_ticks = 30 last_damage_timestamp = self.enemy_damage_cooldowns[enemy.uuid] ticks_passed = (attack_timestamp - last_damage_timestamp) * SERVER_TICK_RATE if ticks_passed > weapon_cooldown_ticks: self.enemy_damage_cooldowns[enemy.uuid] = time.mktime( attack_msg.time.timetuple() ) return True return False
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Unreachable/src/server/server/game/state.py
ctfs/CCCamp/2023/game/Unreachable/src/server/server/game/state.py
import json import math import time from collections import defaultdict from copy import deepcopy from datetime import datetime, timedelta from pathlib import Path from typing import Any, Dict, List, Literal, cast from aiochclient import ChClient from aiohttp import ClientSession from aiohttp_retry import ExponentialRetry, RetryClient import server from server.game.entity.area import AreaObject from server.game.entity.enemy import Enemy from server.game.entity.npc import NPC from server.game.entity.object import Object from server.game.entity.pickupable import Pickupable from server.game.fight import FightManager from server.game.map.map import Map from server.game.secret import ITEMS from server.models import Position, ScoreboardEntry, Session from shared.collison import CollisionManager, point_in_poly from shared.constants import ( CHUNK_SIZE_X, CHUNK_SIZE_Y, PLAYER_HEIGHT, PLAYER_SPEED, PLAYER_WIDTH, START_X, START_Y, TILE_SIZE_X, TILE_SIZE_Y, VIEW_DISTANCE_SQ, ) from shared.gen.messages.v1 import ( Coords, Item, Ping, SessionType, ShopInteract, ShopInteractType, User, ) def sign(x: float) -> Literal[-1, 1, 0]: if x < 0: return -1 elif x > 0: return 1 else: return 0 class PrefixMatch: index: int expected: List[Any] def __init__(self, expected: List[Any]): self.index = 0 self.expected = expected def check_next(self, obj: Any) -> bool: if self.expected[self.index] == obj: self.index += 1 if self.index == len(self.expected): self.index = 0 return True elif self.index > 0 and self.expected[self.index - 1] != obj: self.index = 0 return False class ObjectManager: static_objects: Dict[str, Object] def __init__(self): self.static_objects = {} def get_objects_dict(self) -> Dict[str, Object]: return self.static_objects def get_objects_list(self) -> List[Object]: return list(self.static_objects.values()) def get_object_by_uuid(self, uuid: str) -> Object | None: if not uuid in self.static_objects: return None return self.static_objects[uuid] async def update(self, dt: float): for object in self.static_objects.values(): await object.update(dt=dt) class EnemyManager: enemies: Dict[str, Dict[str, Enemy]] object_manager: ObjectManager def __init__(self, object_manager: ObjectManager): self.enemies = defaultdict(lambda: {}) self.object_manager = object_manager # Helper classes def get_enemies_for_user_dict(self, user_uuid: str) -> Dict[str, Enemy]: return self.enemies[user_uuid] def get_enemies_for_user_list(self, user_uuid: str) -> List[Enemy]: return list(self.enemies[user_uuid].values()) def get_enemy_for_user_by_uuid( self, user_uuid: str, enemy_uuid: str ) -> Enemy | None: if not user_uuid in self.enemies: return None if not enemy_uuid in self.enemies[user_uuid]: return None return self.enemies[user_uuid][enemy_uuid] def new_login(self, user_uuid: str): if user_uuid not in self.enemies: self.enemies[user_uuid] = {} def deepcopy_add(self, user_uuid: str, enemy: Enemy): tmp = deepcopy(enemy) tmp.user_uuid = user_uuid self.enemies[user_uuid][enemy.uuid] = tmp async def update(self, dt: float): for _, user_enemies in self.enemies.items(): for enemy in user_enemies.values(): await enemy.update(dt) class AreaManager: area_objects: Dict[str, Dict[str, AreaObject]] object_manager: ObjectManager def __init__(self, object_manager: ObjectManager): self.area_objects = defaultdict(lambda: {}) self.object_manager = object_manager def get_areas_for_user_dict(self, user_uuid: str) -> Dict[str, AreaObject]: return self.area_objects[user_uuid] def get_areas_for_user_list(self, user_uuid: str) -> List[AreaObject]: return list(self.area_objects[user_uuid].values()) async def update(self, dt: float): for user_areas in self.area_objects.values(): for npc in user_areas.values(): await npc.update(dt=dt) def get_areas_for_user_by_uuid( self, user_uuid: str, area_uuid: str ) -> AreaObject | None: if not user_uuid in self.area_objects: return None if not area_uuid in self.area_objects[user_uuid]: return None return self.area_objects[user_uuid][area_uuid] def deepcopy_add(self, user_uuid: str, area: AreaObject): tmp = deepcopy(area) tmp.user_uuid = user_uuid self.area_objects[user_uuid][area.uuid] = tmp class NPCManager: npc_objects: Dict[str, Dict[str, NPC]] object_manager: ObjectManager def __init__(self, object_manager: ObjectManager): self.npc_objects = defaultdict(lambda: {}) self.object_manager = object_manager def get_npcs_for_user_dict(self, user_uuid: str) -> Dict[str, NPC]: return self.npc_objects[user_uuid] def get_npcs_for_user_list(self, user_uuid: str) -> List[NPC]: return list(self.npc_objects[user_uuid].values()) async def update(self, dt: float): for user_npcs in self.npc_objects.values(): for npc in user_npcs.values(): await npc.update(dt=dt) def get_npc_for_user_by_uuid(self, user_uuid: str, npc_uuid: str) -> NPC | None: if not user_uuid in self.npc_objects: return None if not npc_uuid in self.npc_objects[user_uuid]: return None return self.npc_objects[user_uuid][npc_uuid] def deepcopy_add(self, user_uuid: str, npc: NPC): tmp = deepcopy(npc) tmp.user_uuid = user_uuid self.npc_objects[user_uuid][npc.uuid] = tmp class PickupableManager: pickupable_objects: Dict[str, Dict[str, Pickupable]] object_manager: ObjectManager def __init__(self, object_manager: ObjectManager): self.pickupable_objects = defaultdict(lambda: {}) self.object_manager = object_manager def get_pickupable_for_user_dict(self, user_uuid: str) -> Dict[str, Pickupable]: return self.pickupable_objects[user_uuid] def get_pickupable_for_user_list(self, user_uuid: str) -> List[Pickupable]: return list(self.pickupable_objects[user_uuid].values()) def get_pickupable_for_user_by_uuid( self, user_uuid: str, pickupable_uuid: str ) -> Pickupable | None: if not user_uuid in self.pickupable_objects: return None if not pickupable_uuid in self.pickupable_objects[user_uuid]: return None return self.pickupable_objects[user_uuid][pickupable_uuid] def deepcopy_add(self, user_uuid: str, pickupable: Pickupable) -> None: tmp = deepcopy(pickupable) tmp.user_uuid = user_uuid self.pickupable_objects[user_uuid][pickupable.uuid] = tmp async def update(self, dt: float) -> None: for _, pickupables in self.pickupable_objects.items(): for pickupable in list(pickupables.values()): if pickupable.pickedup and pickupable.garbage_collect_on_pickup: del pickupables[pickupable.uuid] continue await pickupable.update(dt) class Game: peer_sessions: Dict[str, Session] user_sessions: Dict[str, Session] users: Dict[str, User] recent_moves: Dict[str, PrefixMatch] user_collision_manager: CollisionManager objects: Dict[str, Dict[str, Object]] fight_manager: FightManager scoreboard: dict[str, ScoreboardEntry] running_scoreboard: dict[str, ScoreboardEntry] enemy_manager: EnemyManager object_manager: ObjectManager npc_manager: NPCManager area_manager: AreaManager pickupable_manager: PickupableManager def __init__(self) -> None: self.peer_sessions = {} self.user_sessions = {} self.users = {} self.recent_moves = {} self.user_collision_manager = CollisionManager(PLAYER_WIDTH, PLAYER_HEIGHT) # Manager self.fight_manager = FightManager() self.object_manager = ObjectManager() self.enemy_manager = EnemyManager(self.object_manager) self.npc_manager = NPCManager(self.object_manager) self.area_manager = AreaManager(self.object_manager) self.pickupable_manager = PickupableManager(self.object_manager) self.map = Map(Path(server.PATH, "./map/testmap.json")) self.object_manager.static_objects = self.map.initialize() self.scoreboard = {} self.running_scoreboard = {} async def init(self, clickhouse_url: str) -> None: self.session = ClientSession() retry_options = ExponentialRetry(attempts=2) self.retry_client = RetryClient( client_session=self.session, retry_options=retry_options ) self.ch_client = ChClient(session=self.session, url=clickhouse_url) async def update_remote_user(self, user: User) -> None: session = self.user_sessions[user.uuid] await self.ch_client.execute( "INSERT INTO game.users VALUES", ( user.uuid, user.username, user.coords.x, user.coords.y, user.coords.rotation, user.money, json.dumps([i.to_json() for i in user.inventory]), user.health, user.last_death, session.last_ping.timestamp(), ), ) async def update_scoreboard(self, entry: ScoreboardEntry) -> None: user = self.users[entry.user_id] if entry.start is None: return if entry.end is None: return await self.ch_client.execute( "INSERT INTO game.scoreboard VALUES", ( user.username, entry.start.timestamp(), entry.end.timestamp(), ), ) async def get_remote_scoreboard(self) -> list[ScoreboardEntry]: res = await self.ch_client.fetch( "SELECT uuid, username, start, end FROM game.scoreboard FINAL INNER JOIN (SELECT * FROM game.users FINAL) users USING username" ) return [ ScoreboardEntry( user_id=r["uuid"], username=r["username"], start=datetime.fromtimestamp(r["start"]), end=datetime.fromtimestamp(r["end"]), ) for r in res ] def is_authenticated(self, client: str) -> bool: return client in self.peer_sessions def is_logged_in(self, username: str) -> bool: return next( ( True for u in self.user_sessions.keys() if self.users[u].username == username ), False, ) async def is_logged_in_remote(self, username: str) -> bool: online_time = datetime.now() - timedelta(minutes=1) user = await self.ch_client.fetchrow( "SELECT * FROM game.users FINAL WHERE username = {username} AND last_ping >= {last_ping}", params={"username": username, "last_ping": online_time.timestamp()}, ) return user is not None def get_user_uuid(self, username: str) -> str | None: return next( (u.uuid for u in self.users.values() if u.username == username), None ) def get_user(self, uuid: str | None) -> User | None: if uuid is None: return None return self.users[uuid] def get_session(self, user_id: str) -> str | None: return self.user_sessions[user_id].peer async def login( self, client: str, user_id: str, user: User, type: SessionType ) -> Session: await self.ch_client.is_alive() chunk_x = user.coords.x // (CHUNK_SIZE_X * TILE_SIZE_X) chunk_y = user.coords.y // (CHUNK_SIZE_Y * TILE_SIZE_Y) if self.map.is_dynamic_chunk(chunk_x, chunk_y): user.coords = Coords(x=START_X, y=START_Y) user.coords.timestamp = datetime.now() session = Session(peer=client, user_id=user_id, type=type) session.last_ping = datetime.now() self.peer_sessions[client] = session self.user_sessions[user_id] = session if user_id not in self.users: self.users[user_id] = user self.recent_moves[user_id] = PrefixMatch( [ (-1, 0), (1, 0), (1, -1), (0, -1), (-1, 1), (0, -1), (1, -1), (-1, 0), (1, 1), (1, -1), (0, -1), (1, 0), ] ) await self.update_remote_user(user) return session async def logout(self, client: str) -> None: if client in self.peer_sessions: session = self.peer_sessions[client] session.logout = True user = self.users[session.user_id] session.last_ping = datetime.fromtimestamp(0) await self.update_remote_user(user) self.peer_sessions.pop(client) self.user_sessions.pop(session.user_id) self.users.pop(session.user_id) async def move(self, client: str, coords: Coords) -> bool: if client in self.peer_sessions: session = self.peer_sessions[client] user_id = session.user_id user = self.users[user_id] if session.type == SessionType.SESSION_TYPE_FREE_CAM: user.coords = coords return True user_coords_timestamp = cast(datetime, user.coords.timestamp) # type: ignore coords_timestamp = cast(datetime, coords.timestamp) # type: ignore distance_time = coords_timestamp - user_coords_timestamp distance_x = user.coords.x - coords.x distance_y = user.coords.y - coords.y distance_sq = distance_x**2 + distance_y**2 max_distance_sq = ( min(distance_time.total_seconds(), 0.2) * PLAYER_SPEED ) ** 2 if max_distance_sq < distance_sq: # maybe we found a hacker, check average over last positions check_time = 0.2 # check for the last 200 ms new_pos: list[Position] = [] k = -1 while len(session.last_positions) > 0: pos = session.last_positions.pop() new_pos.append(pos) k = (coords_timestamp - pos.time).total_seconds() if k >= check_time: break toff = ( coords_timestamp - new_pos[-1].time ).total_seconds() - check_time session.last_positions = new_pos[::-1] if len(new_pos) < 2: user.coords.timestamp = coords_timestamp return False # does this interpolation to exactly 0.2s anything? or would comparison to 0.2+toff also be fine? dt = (new_pos[-2].time - new_pos[-1].time).total_seconds() dx = (new_pos[-2].coords.x - new_pos[-1].coords.x) * (toff / dt) dy = (new_pos[-2].coords.y - new_pos[-1].coords.y) * (toff / dt) pos_at_50 = new_pos[-1].coords.x + dx, new_pos[-1].coords.y + dy distance_x_at_50 = coords.x - pos_at_50[0] distance_y_at_50 = coords.y - pos_at_50[1] distance_sq_50 = distance_x_at_50**2 + distance_y_at_50**2 # with this change PLAYER_SPEED (not *1.2) should be fine, but it isn't, why? # if math.sqrt(distance_sq_50) > check_time * PLAYER_SPEED * 1.2: print(distance_time.total_seconds()) # print(math.sqrt(distance_sq_50), check_time * PLAYER_SPEED, k) if math.sqrt(distance_sq_50) > check_time * PLAYER_SPEED * 1.2: user.coords.timestamp = coords_timestamp return False match self.user_collision_manager.check_collisons( self.map, user.coords.x, user.coords.y, coords.x, coords.y, user_id ): case None: return False case x, y: pass valid = True if x != coords.x or y != coords.y: valid = False coords.x = x coords.y = y user.coords = coords if valid: await self.update_remote_user(user) session.last_positions.append(Position(coords, coords_timestamp)) if self.recent_moves[user_id].check_next( (sign(distance_x), sign(distance_y)) ): await self.give_item( user_id, ITEMS["flag_cheat"], True, ) return valid return False async def give_item(self, user_id: str, item: Item, once: bool = False) -> bool: user = self.users[user_id] res = True for i in user.inventory: if i.name == item.name: if once: res = False break else: i.quantity += item.quantity res = True break else: user.inventory.append(item) if res: await server.global_server.update_self(user_id) return res def shop(self, user_id: str, shop_interact: ShopInteract) -> bool: user = self.users[user_id] match shop_interact.type: case ShopInteractType.SHOP_INTERACT_TYPE_BUY: item = None for i in user.inventory: if i.name == shop_interact.item.name: item = i break else: return False if item.quantity >= shop_interact.item.quantity: item.quantity -= shop_interact.item.quantity if item.quantity == 0: user.inventory.remove(item) user.money += shop_interact.cost return True case ShopInteractType.SHOP_INTERACT_TYPE_SELL: if user.money >= shop_interact.cost: user.money -= shop_interact.cost for i in user.inventory: if i.name == shop_interact.item.name: i.quantity += shop_interact.item.quantity break else: user.inventory.append(shop_interact.item) return True case ShopInteractType.SHOP_INTERACT_TYPE_TRADE: item = None for i in user.inventory: if i.name == shop_interact.item.name: item = i break else: return False if item.quantity >= shop_interact.item.quantity: item.quantity -= shop_interact.item.quantity if item.quantity == 0: user.inventory.remove(item) for i in user.inventory: if i.name == shop_interact.trade_in.name: i.quantity += shop_interact.trade_in.quantity break else: user.inventory.append(shop_interact.trade_in) return True case _: pass return False def get_users(self, client: str | None = None) -> List[User]: if client in self.peer_sessions: return [u for c, u in self.users.items() if c != self.peer_sessions[client]] return list(self.users.values()) def get_online_users(self, client: str | None = None) -> List[User]: if client in self.peer_sessions: return [ self.users[user_id] for user_id, session in self.user_sessions.items() if session.peer != client and session.type != SessionType.SESSION_TYPE_FREE_CAM ] return list(self.users.values()) async def get_remote_username(self, username: str) -> User | None: user = await self.ch_client.fetchrow( "SELECT uuid, username, x, y, rotation FROM game.users FINAL WHERE username = {username}", params={"username": username}, ) if user: return User( uuid=str(user["uuid"]), username=user["username"], last_death=user["last_death"], coords=Coords(x=user["x"], y=user["y"], rotation=user["rotation"]), ) else: return None async def get_remote_userid(self, user_id: str) -> User | None: user = await self.ch_client.fetchrow( "SELECT uuid, username, x, y, rotation, last_death FROM game.users FINAL WHERE uuid = {uuid}", params={"uuid": user_id}, ) if user: return User( uuid=str(user["uuid"]), username=user["username"], last_death=user["last_death"], coords=Coords(x=user["x"], y=user["y"], rotation=user["rotation"]), ) else: return None async def get_remote_fulluser(self, username: str) -> User | None: user = await self.ch_client.fetchrow( "SELECT * FROM game.users FINAL WHERE username = {username}", params={"username": username}, ) if user: return User( uuid=str(user["uuid"]), username=user["username"], coords=Coords(x=user["x"], y=user["y"], rotation=user["rotation"]), money=user["money"], inventory=[Item().from_json(i) for i in json.loads(user["inventory"])], health=user["health"], last_death=user["last_death"], ) else: return None async def get_remote_online_users( self, exclude_user_id: str | None = None ) -> List[User]: online_time = datetime.now() - timedelta(minutes=1) res = [] if exclude_user_id is None: res = await self.ch_client.fetch( "SELECT uuid, username, x, y, rotation, last_death FROM game.users FINAL WHERE last_ping >= {last_ping}", params={"last_ping": online_time.timestamp()}, ) else: res = await self.ch_client.fetch( "SELECT uuid, username, x, y, rotation, last_death FROM game.users FINAL WHERE uuid != {uuid} AND last_ping >= {last_ping}", params={"uuid": exclude_user_id, "last_ping": online_time.timestamp()}, ) users = [ User( uuid=str(r["uuid"]), username=r["username"], last_death=r["last_death"], coords=Coords(x=r["x"], y=r["y"], rotation=r["rotation"]), ) for r in res ] return users def get_local_users_distance( self, x: float, y: float, user_session: Session | None = None ) -> List[User]: peer = None if user_session: peer = user_session.peer users = self.get_online_users(peer) objects = filter( lambda e: (abs(x - e.coords.x) ** 2) + (abs(y - e.coords.y) ** 2) <= VIEW_DISTANCE_SQ, users, ) return list(objects) async def get_online_users_distance( self, x: float, y: float, user_session: Session | None = None ) -> List[User]: peer = None user_id = None if user_session: peer = user_session.peer user_id = user_session.user_id users = self.get_online_users(peer) + await self.get_remote_online_users( user_id ) objects = filter( lambda e: (abs(x - e.coords.x) ** 2) + (abs(y - e.coords.y) ** 2) <= VIEW_DISTANCE_SQ, users, ) return list(objects) @staticmethod def is_in_view(x: float, y: float, object: Object) -> bool: match object: case AreaObject(): return point_in_poly(x, y, object.area) case _: return ((x - object.x) ** 2) + ((y - object.y) ** 2) <= VIEW_DISTANCE_SQ def get_objects_view_distance(self, uuid: str, x: float, y: float) -> List[Object]: original_objects = filter( lambda obj: self.is_in_view(x, y, obj), self.object_manager.get_objects_list(), ) # A list to store all the different object types as Object objects: Dict[str, Object] = {} # Get map values. Those are Enemies, NPCs, Items etc. Depending on the type, we have to handle them per user # TODO: Maybe better perf to add the deepcopied object directly for o in original_objects: match o: case AreaObject(): if o.uuid not in self.area_manager.get_areas_for_user_dict( user_uuid=uuid ): self.area_manager.deepcopy_add(user_uuid=uuid, area=o) objects[o.uuid] = self.area_manager.get_areas_for_user_dict( user_uuid=uuid )[o.uuid] case NPC(): if o.interactable: if o.uuid not in self.npc_manager.get_npcs_for_user_dict( user_uuid=uuid ): self.npc_manager.deepcopy_add(user_uuid=uuid, npc=o) objects[o.uuid] = self.npc_manager.get_npcs_for_user_dict( user_uuid=uuid )[o.uuid] else: objects[o.uuid] = o case Enemy(): if o.uuid not in self.enemy_manager.get_enemies_for_user_dict( user_uuid=uuid ): self.enemy_manager.deepcopy_add(user_uuid=uuid, enemy=o) objects[o.uuid] = self.enemy_manager.get_enemies_for_user_dict( user_uuid=uuid )[o.uuid] case Pickupable(): if o.pickedup: continue if ( o.uuid not in self.pickupable_manager.get_pickupable_for_user_dict( user_uuid=uuid ) ): self.pickupable_manager.deepcopy_add( user_uuid=uuid, pickupable=o ) object = self.pickupable_manager.get_pickupable_for_user_dict( user_uuid=uuid )[o.uuid] if not object.pickedup: objects[o.uuid] = object # Fallback for unknown objects case _: objects[o.uuid] = o objects.update( { p.uuid: p for p in self.area_manager.get_areas_for_user_list(user_uuid=uuid) if p.uuid not in objects } ) objects.update( { p.uuid: p for p in self.npc_manager.get_npcs_for_user_list(user_uuid=uuid) if p.uuid not in objects } ) objects.update( { p.uuid: p for p in self.enemy_manager.get_enemies_for_user_list(user_uuid=uuid) if p.uuid not in objects } ) objects.update( { p.uuid: p for p in self.pickupable_manager.get_pickupable_for_user_list( user_uuid=uuid ) if p.uuid not in objects and not p.pickedup } ) # objects += self.object_manager.get_static_objects() return list(objects.values()) def start_timer(self, user_id: str) -> None: scoreboard_entry = self.running_scoreboard.get(user_id) if scoreboard_entry is None: scoreboard_entry = ScoreboardEntry(user_id=user_id) self.running_scoreboard[user_id] = scoreboard_entry scoreboard_entry.reset() scoreboard_entry.start = datetime.now() async def stop_timer(self, user_id: str) -> ScoreboardEntry | None: scoreboard_entry = self.running_scoreboard.get(user_id) if scoreboard_entry is None: return if scoreboard_entry.end: return scoreboard_entry.end = datetime.now() del self.running_scoreboard[user_id] last_best_entry = self.scoreboard.get(user_id) if last_best_entry is None or last_best_entry.time > scoreboard_entry.time: self.scoreboard[user_id] = scoreboard_entry await self.update_scoreboard(scoreboard_entry) return scoreboard_entry async def die(self, user: User) -> None: print(f"Player {user.username} died :( Resetting") user.last_death = time.time() start_coords = Coords(x=START_X, y=START_Y) start_coords.timestamp = datetime.now() user.health = 100 user.coords = start_coords await self.update_remote_user(user) async def ping(self, peer: str, ping: Ping) -> None: session = self.peer_sessions[peer] if session.logout: return user = self.users[session.user_id] session.last_ping = datetime.now() await self.update_remote_user(user)
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Unreachable/src/server/server/game/__init__.py
ctfs/CCCamp/2023/game/Unreachable/src/server/server/game/__init__.py
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Unreachable/src/server/server/game/secret.py
ctfs/CCCamp/2023/game/Unreachable/src/server/server/game/secret.py
from shared.gen.messages.v1 import Item ITEMS = { "shovel": Item(name="Shovel", description="DIGGY DIGGY", quantity=1, icon=2501), "flag_dig": Item( name="Dig Flag", description=" ALLES!{REDACTED}", quantity=1, icon=2562, ), "flag_runner": Item( name="Runner Flag", description=" ALLES!{REDACTED}", quantity=1, icon=2563, ), "flag_license": Item( name="License check Flag", description=" ALLES!{REDACTED}", quantity=1, icon=2564, ), "localo": Item( name="localo", description="This could have been a flag, but instead you found localo. And you won't get rid of him, since nobody bothered to implement a the functionality to delete items from your inventory.", quantity=1, icon=2379, ), "flag_sanity": Item( name="Sanity Flag", description="Everyone has to start somewhere. ALLES!{REDACTED}", quantity=1, icon=2565, ), "flag_race_to_top": Item( name="Race to Top Flag", description=" ALLES!{REDACTED}", quantity=1, icon=2566, ), "flag_merchant": Item( name="Merchant Flag", description=" ALLES!{REDACTED}", quantity=1, icon=2567, ), # 2568 Maze flag "flag_boss": Item( name="Boss Flag", description=" ALLES!{REDACTED}", quantity=1, icon=2569, ), "flag_cheat": Item( name="Cheat Flag", description=" ALLES!{REDACTED}", quantity=1, icon=2570, ), # 2571 unreachable flag }
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Unreachable/src/server/server/game/auth.py
ctfs/CCCamp/2023/game/Unreachable/src/server/server/game/auth.py
import json from pathlib import Path from shared.gen.messages.v1 import SessionType auth_path: str def auth(username: str, password: str) -> SessionType | None: with open(Path(auth_path), "r") as f: users = json.load(f) for u, p in users["users"].items(): if username[:-1] == u and username[-1].isnumeric(): if p == password: return SessionType.SESSION_TYPE_NORMAL for u, p in users["freecam"].items(): if username[:-1] == u and username[-1].isnumeric(): if p == password: return SessionType.SESSION_TYPE_FREE_CAM return None
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Unreachable/src/server/server/game/entity/statemachine.py
ctfs/CCCamp/2023/game/Unreachable/src/server/server/game/entity/statemachine.py
from dataclasses import dataclass from typing import Dict STATE_CONTINUE = "STATE_CONTINUE" @dataclass class BaseState: DEBUG = False name: str parameter: object def __init__(self, name: str = "none", param: object = None): self.name = name self.parameter = param def enter(self): if BaseState.DEBUG: print("Entering state: " + self.name) pass def leave(self): if BaseState.DEBUG: print("Entering state: " + self.name) pass async def update(self, dt: float) -> str: return STATE_CONTINUE @dataclass class StateMachine: current_state: BaseState previous_state: BaseState _states: Dict[str, BaseState] def __init__(self): self.current_state = BaseState() self.previous_state = BaseState() self._states = {} pass async def update(self, dt: float): next_state: str = await self.current_state.update(dt=dt) if next_state == STATE_CONTINUE: return # State transition self.change_state(next_state) def change_state(self, name: str): assert name in self._states.keys(), "State not found: " + name self.current_state.leave() self.previous_state = self.current_state self.current_state = self._states[name] self.current_state.enter() def add_state(self, state: BaseState): assert state.name not in self._states.keys(), ( "State already in state list" + state.name ) self._states[state.name] = state
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Unreachable/src/server/server/game/entity/npc.py
ctfs/CCCamp/2023/game/Unreachable/src/server/server/game/entity/npc.py
import json import logging import math import random from copy import copy from dataclasses import dataclass from datetime import timedelta from pathlib import Path from typing import Any, List, Tuple, cast import server from server.game.entity.dino_runner import Engine from server.game.entity.object import Object from server.game.map.properties import CustomInteraction from server.game.secret import ITEMS from server.models import ScoreboardEntry from shared.gen.messages.v1 import (EntityAsset, EntityAssets, Interact, InteractStatus, InteractType, Item) from shared.gen.messages.v1 import Object as ObjectProto from shared.gen.messages.v1 import (ObjectType, Polygon, ShopInteract, ShopInteractType) # This comes from the native python module, redacted here # from license_checker import check_license # type: ignore shop_items: Any = None def get_random_shop_item(exclude: Item | None = None) -> Item: global shop_items if shop_items is None: with open(Path(server.PATH, "./map/items.json")) as f: shop_items = json.load(f)["items"] possibilities = shop_items.copy() if exclude: possibilities = [p for p in possibilities if p["name"] != exclude.name] item = random.choice(possibilities) item_proto = Item().from_dict(item) item_proto.quantity = random.randint(1, 3) return item_proto @dataclass class NPCPath: path: Polygon current_path_step: int speed: float loop: bool def __init__(self, path: Polygon | None, speed: float, loop: bool = False): match path: case None: self.path = Polygon() case p: self.path = p self.current_path_step = 0 self.speed = speed self.loop = loop def reset(self): self.current_path_step = 0 def get_next_position(self, dt: float, x: float, y: float) -> Tuple[float, float]: if self.current_path_step > len(self.path.points) or len(self.path.points) == 0: return (x, y) next_point = self.path.points[self.current_path_step % len(self.path.points)] if x == next_point.x and y == next_point.y: self.current_path_step += 1 if self.loop: self.current_path_step %= len(self.path.points) next_point = self.path.points[ self.current_path_step % len(self.path.points) ] dx = next_point.x - x dy = next_point.y - y l = math.sqrt(dx**2 + dy**2) dx *= 1 / l dy *= 1 / l distance_x = dx * self.speed * dt distance_y = dy * self.speed * dt max_l = math.sqrt(distance_x**2 + distance_y**2) if max_l > l: distance_x = dx * l distance_y = dy * l next_x = x + distance_x next_y = y + distance_y x = next_x y = next_y return (x, y) @dataclass class Interaction: id: int _text: str path: NPCPath speed: float loop: bool current_path_step: int next_interaction: int custom_interaction: CustomInteraction custom_attribute: str def __init__( self, id: int, text: str, path: Polygon | None, speed: float, loop: bool, custom_interaction: CustomInteraction, custom_attribute: str, current_path_step: int = 0, next_interaction: int = -1, ) -> None: match path: case None: self.path = NPCPath(path=None, speed=speed, loop=loop) case p: self.path = NPCPath(path=p, speed=speed, loop=loop) self.id = id self._text = text self.speed = speed self.loop = loop self.custom_interaction = custom_interaction self.custom_attribute = custom_attribute self.current_path_step = current_path_step self.next_interaction = next_interaction if self.custom_interaction == CustomInteraction.TALKY: with open(Path(server.PATH, custom_attribute), "r") as f: self._text = f.read() @property async def text(self) -> str: match self.custom_interaction: case CustomInteraction.REQUIRE_ITEMS: # this is fine :mildpanic: req = eval(self.custom_attribute) return self._text.replace( r"%items", ",".join([f"{y}x {x}" for (x, y) in req.items()]), ) case CustomInteraction.TALKY: if len(self._text) == 0: with open(Path(server.PATH, self.custom_attribute), "r") as f: self._text = f.read() return "" split = self._text.split("\n", 1) passage = split[0] if len(passage) <= 200: if len(split) > 1: self._text = split[1] else: self._text = "" else: passage = passage[:200].rsplit(" ", 1)[0] self._text = self._text[len(passage) :] passage = passage.lstrip() return passage case CustomInteraction.SCOREBOARD: # scoreboard: list[ScoreboardEntry] = [ # e for e in server.game_state.scoreboard.values() if e.time # ] scoreboard: list[ScoreboardEntry] = [ e for e in await server.game_state.get_remote_scoreboard() if e.time ] scoreboard.sort(key=lambda e: e.time if e.time else timedelta.max) return "\n".join( [ f"#{i} {user} {time} " for i, (time, user) in enumerate( ( e.time, e.username, ) for e in scoreboard ) if user ] ) case _: return self._text @text.setter def text(self, text: str) -> None: self._text = text @property def interaction_type(self) -> InteractType: match self.custom_interaction: case CustomInteraction.SHOP: return InteractType.INTERACT_TYPE_SHOP case CustomInteraction.RUNNER: return InteractType.INTERACT_TYPE_RUNNER case CustomInteraction.LICENSE: return InteractType.INTERACT_TYPE_LICENSE case _: return InteractType.INTERACT_TYPE_TEXT @property def shop(self) -> list[ShopInteract]: shop: list[ShopInteract] = [] match self.custom_interaction: case CustomInteraction.SHOP: pass case _: return shop shop.append( ShopInteract( item=copy(ITEMS["flag_merchant"]), cost=1000000, type=ShopInteractType.SHOP_INTERACT_TYPE_SELL, ) ) for _ in range(random.randrange(1, 11)): match random.randrange(3): case 0: shop.append( ShopInteract( item=get_random_shop_item(), type=ShopInteractType.SHOP_INTERACT_TYPE_BUY, cost=random.randrange(750, 1000), ) ) case 1: shop.append( ShopInteract( item=get_random_shop_item(), type=ShopInteractType.SHOP_INTERACT_TYPE_SELL, cost=random.randrange(750, 1000), ) ) case 2: item = get_random_shop_item() shop.append( ShopInteract( item=item, type=ShopInteractType.SHOP_INTERACT_TYPE_TRADE, trade_in=get_random_shop_item(item), ) ) case _: pass return shop def reset(self) -> None: self.current_path_step = 0 def move(self, dt: float, x: float, y: float) -> Tuple[float, float]: if self.path: x, y = self.path.get_next_position(dt, x, y) return (x, y) @dataclass(kw_only=True) class NPC(Object): interactable: bool interact_distance: float interaction_step: int interactions: List[Interaction] entity_asset: EntityAsset user_uuid: str | None def __init__( self, interactable: bool, interact_distance: float, interactions: List[Interaction], entity_assets: EntityAssets, user_uuid: str | None = None, interaction_step: int = 0, *args: Any, **kwargs: Any, ) -> None: self.interactable = interactable self.interact_distance = interact_distance self.interactions = interactions self.user_uuid = user_uuid self.interaction_step = interaction_step self.entity_assets = entity_assets self.runner_seed = None super().__init__(*args, **kwargs) self.type = ObjectType.OBJECT_TYPE_NPC async def update(self, dt: float) -> None: await super().update(dt=dt) current_interaction = ( self.interactions[self.interaction_step] if self.interaction_step < len(self.interactions) else None ) if current_interaction is not None: next_x, next_y = current_interaction.move(dt, self.x, self.y) moved = True if self.x != next_x or self.y != next_y else False self.x = next_x self.y = next_y if self.user_uuid is not None: await server.global_server.move_object( self.uuid, self.x, self.y, include_user_ids=[self.user_uuid] ) elif moved: await server.global_server.move_object(self.uuid, self.x, self.y) def _step_interact(self) -> None: current_interaction = self.interactions[self.interaction_step] if current_interaction.next_interaction == -1: next_interaction_id = (self.interaction_step + 1) % len(self.interactions) else: next_interaction_id = current_interaction.next_interaction self.interaction_step = next_interaction_id interaction = self.interactions[next_interaction_id] interaction.reset() # This is actually in the native build module. Just a placeholder here def check_license( self, _num ): return 1 async def interact(self, user_id: str, interact: Interact) -> Interaction: current_interaction = self.interactions[self.interaction_step] should_skip = False match current_interaction.interaction_type: case InteractType.INTERACT_TYPE_LICENSE: try: val = int(interact.text, 16) & 0xFFFFFFFFFFFFFFFF ret = cast(int, check_license(val)) match ret: case 1: should_skip = True self.interaction_step += 2 self.interaction = self.interactions[self.interaction_step] self.interaction.reset() self.interaction.text = ( await self.interaction.text ).replace(r"%item", r"LOCALO") success = await server.game_state.give_item( user_id, ITEMS["localo"], True ) if success: await server.global_server.update_self(user_id) case 2: should_skip = True self.interaction_step += 2 self.interaction = self.interactions[self.interaction_step] self.interaction.reset() self.interaction.text = ( await self.interaction.text ).replace(r"%item", r"FLAG") success = await server.game_state.give_item( user_id, ITEMS["flag_license"], True ) if success: await server.global_server.update_self(user_id) case _: pass except: pass pass case InteractType.INTERACT_TYPE_SHOP: if len(interact.shop) > 0: flag = ITEMS["flag_merchant"] i = interact.shop[0] for item in shop_items: if item["name"] == i.item.name: i.item.description = item["description"] break if i.item.name == flag.name: i.item.description = flag.description if i.trade_in: for item in shop_items: if item["name"] == i.trade_in.name: i.trade_in.description = item["description"] break if i.trade_in.name == flag.name: i.trade_in.description = flag.description success = server.game_state.shop(user_id, i) if success: await server.global_server.update_self(user_id) case _: pass if not should_skip: self._step_interact() interaction = self.interactions[self.interaction_step] match interaction.custom_interaction: case CustomInteraction.REQUIRE_ITEMS: reqs = eval(interaction.custom_attribute) user = server.game_state.get_user(user_id) assert user for i, q in reqs.items(): item = next((x for x in user.inventory if x.name == i), None) if item is None: break if item.quantity < q: break else: for i, q in reqs.items(): item = next((x for x in user.inventory if x.name == i)) item.quantity -= q if item.quantity == 0: user.inventory.remove(item) await server.global_server.update_self(user_id) self.interaction_step += 2 self.interaction = self.interactions[self.interaction_step] self.interaction.reset() case CustomInteraction.RUNNER: if ( interact.status == InteractStatus.INTERACT_STATUS_STOP and self.runner_seed is not None ): runner = interact.runner sim = Engine() sim.seed = self.runner_seed result, _time, score = sim.run(runner) if result and score > 1337: success = await server.game_state.give_item( user_id, ITEMS["flag_runner"], True ) if success: await server.global_server.update_self(user_id) self.runner_seed = None if interact.status == InteractStatus.INTERACT_STATUS_UPDATE: if self.runner_seed == None: self.runner_seed = random.random() * 31337 case CustomInteraction.RACE_START: server.game_state.start_timer(user_id=user_id) self._step_interact() case CustomInteraction.RACE_STOP: entry = await server.game_state.stop_timer(user_id=user_id) race_to_reach = timedelta(minutes=1, seconds=20, milliseconds=750) if entry is None: self._step_interact() elif entry.time < race_to_reach: interaction._text = f"Your found me, in {entry.time}. Good job, I gave you a flag to keep." success = await server.game_state.give_item( user_id, ITEMS["flag_race_to_top"], True ) if success: await server.global_server.update_self(user_id) else: interaction._text = f"You found me, but it took {entry.time}, try again and get faster than {race_to_reach}." case CustomInteraction.GIVE_ITEM: if interaction.custom_attribute not in ITEMS: logging.warn(f"Unknown ITEM {interaction.custom_attribute}") else: success = await server.game_state.give_item( user_id, ITEMS[interaction.custom_attribute], True ) if success: await server.global_server.update_self(user_id) case _: pass interaction = self.interactions[self.interaction_step] return interaction def to_proto(self) -> ObjectProto: return super().to_proto()
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false
sajjadium/ctf-archives
https://github.com/sajjadium/ctf-archives/blob/129a3a9fe604443211fa4d493a49630c30689df7/ctfs/CCCamp/2023/game/Unreachable/src/server/server/game/entity/dino_runner.py
ctfs/CCCamp/2023/game/Unreachable/src/server/server/game/entity/dino_runner.py
import random from collections import defaultdict from shared.constants import TARGET_UPS from shared.gen.messages.v1 import Runner, RunnerAction class Obstacle: x: float = 0 width: float height: float class SmallObstacle(Obstacle): width = 17 height = 35 class BigObstacle(Obstacle): width = 25 height = 50 - 2 class LongObstacle(Obstacle): width = 75 height = 50 - 2 class Engine: time: float acc: float speed: float game_width: float obstacles: list[Obstacle] dino_y: float = 0 dino_width: float = 44 dino_v: float = 0 stop: bool seed: float = 0 rng: random.Random def update(self, dt: float): self.offset -= self.speed * dt self.speed += self.acc * dt self.dino_v -= self.g * dt self.dino_y += self.dino_v * dt if self.dino_y < 0: self.dino_y = 0 self.dino_v = 0 for obstacle in self.obstacles: obstacle.x -= dt * self.speed if ( obstacle.x + obstacle.width >= 0 and obstacle.x + obstacle.width < self.dino_width ): if self.dino_y < obstacle.height: self.stop = True obstacles = sorted(self.obstacles, key=lambda x: x.x) last = obstacles[-1] if last.x + last.width < self.game_width: if self.rng.random() < 0.04: free = [x for x in obstacles if x.x + x.width <= 0] if len(free) > 0: obs = self.rng.choice(free) obs.x = self.game_width def run(self, runner: Runner): self.rng = random.Random(self.seed) self.time = 0 self.acc = 20 self.speed = 400 self.game_width = 1200 self.jump_duration = 0.5 self.jump_height = 100 self.offset = 0 self.g = self.jump_height / (2 * pow(self.jump_duration / 4, 2)) self.v0 = pow(2 * self.jump_height * self.g, 1 / 2) self.obstacles = [ SmallObstacle(), SmallObstacle(), SmallObstacle(), SmallObstacle(), SmallObstacle(), SmallObstacle(), BigObstacle(), BigObstacle(), LongObstacle(), ] for obs in self.obstacles: obs.x = -obs.width self.stop = False events: dict[float, list[RunnerAction]] = defaultdict(lambda: []) for event in runner.events: events[event.time].append(event.action) for dt in runner.dts: # TODO check that client doesn't cheat by sending weird dts if dt > 1 / (10) or dt < 1 / (TARGET_UPS * 1.2): return False, self.time, int(-self.offset // 100) self.time += dt self.update(dt) if self.stop: if RunnerAction.RUNNER_ACTION_DIE in events[self.time]: break return False, self.time, int(-self.offset // 100) for action in events[self.time]: if action == RunnerAction.RUNNER_ACTION_JUMP: if self.dino_y == 0: self.dino_v = self.v0 return True, self.time, int(-self.offset // 100)
python
MIT
129a3a9fe604443211fa4d493a49630c30689df7
2026-01-05T01:34:13.869332Z
false