from django.core.validators import MinValueValidator, MaxValueValidator from django.db import models from users.models import Player class Author(models.Model): name = models.CharField(max_length=255) author_id = models.IntegerField() def __str__(self): return f"{self.author_id} - {self.name}" class Level(models.Model): author = models.ForeignKey(Author, on_delete=models.CASCADE) title = models.CharField(max_length=16) level_id = models.IntegerField() darts = models.SmallIntegerField() target = models.SmallIntegerField() plays = models.IntegerField() beats = models.IntegerField() # TODO can be removed? rating = models.FloatField(null=True, blank=True) data = models.CharField(max_length=288) played_by = models.ManyToManyField(Player, blank=True, related_name="bloonsa_levels_played") @property def play_count(self): return self.played_by.count() def __str__(self): return f"{self.author} - {self.title}" def get_flash_vars(self, seperator): flashVars = { "levelNum": self.level_id, "title": self.title, "darts": self.darts, "target": self.target, "data": self.data, "authorID": self.author.author_id, "rating": self.rating if self.rating else 0.0, } flashVarsStr = f"{seperator}".join([f"{k}={v}" for k, v in flashVars.items()]) return flashVarsStr class LevelRating(models.Model): player = models.ForeignKey(Player, on_delete=models.CASCADE, related_name="bloonsa_level_ratings", null=True) level = models.ForeignKey(Level, on_delete=models.CASCADE) rating = models.SmallIntegerField(validators=[MinValueValidator(1), MaxValueValidator(10)]) def __str__(self): return (f"{self.player.user.username if self.player else ''}" f" - [<{int(self.rating) * '★'}> - {self.level.title}]") # There should only be 1 score per player # Highest popcount wins class LevelScore(models.Model): player = models.ForeignKey(Player, on_delete=models.CASCADE, related_name="bloonsa_level_scores") level = models.ForeignKey(Level, on_delete=models.CASCADE) clear = models.BooleanField(default=True) # This is for if we ever submit scores for failed attempts darts_left = models.PositiveSmallIntegerField() dart_glitch = models.BooleanField(default=False) # This is triggered when the player lingers their last dart pops = models.PositiveSmallIntegerField() def __str__(self): clearState = "✅" if self.clear else "❌" return (f"{self.player.user.username if self.player else ''}'s {clearState} @ {self.level.title}: " f"🎈{self.pops} | 🎯{self.darts_left}")