REFACTOR: Split into modules (controller, models, and utils)
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models/__init__.py
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models/__init__.py
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models/game.py
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models/game.py
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import pygame
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from models.match import Match
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from models.player import Player
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from controllers.map_coord_controller import MapCoordController
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from controllers.image_coord_controller import ImageCoordController
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from utils.json_object import JSONObject
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from utils.utils import mapped_value
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WIDTH, HEIGHT = 700, 700
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MAP_WIDTH, MAP_HEIGHT = 1024,1024
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MAP_MIDDLE_X, MAP_MIDDLE_Y = 650, 320
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MAP_SCALE = 0.6
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MAP_ROTATION = 270
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FPS = 60
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class Game:
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def __init__(self, match: Match):
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pygame.init()
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self.screen = pygame.display.set_mode((WIDTH, HEIGHT))
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self.font = pygame.font.Font(None, 36)
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self.small_font = pygame.font.Font(None, 15)
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pygame.display.set_caption("CS2 Demo Mapper")
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self.clock = pygame.time.Clock()
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self.running = True
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self.match = match
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try:
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self.json_object = JSONObject(f"maps/{match.map_name}.json")
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except FileNotFoundError:
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raise NotImplementedError(f"Map {match.map_name} not implemented.")
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self.image_path = self.json_object.get("image_path")
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self.image_width = self.json_object.get("image_width")
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self.image_height = self.json_object.get("image_height")
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self.ingame_zero_x = self.json_object.get("middle_x")
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self.ingame_zero_y = self.json_object.get("middle_y")
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self.rotation_degrees = self.json_object.get("rotation")
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self.scaler = self.json_object.get("scale")
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self.map_coord_controller = MapCoordController(WIDTH, HEIGHT, -3000, 3000, -3000, 3000)
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self.image_coord_controller = ImageCoordController(self.image_width, self.image_height, WIDTH, HEIGHT, self.ingame_zero_x, self.ingame_zero_y)
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self.image_coord_controller.scale(self.scaler)
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self.image_coord_controller.rotate(self.rotation_degrees)
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def handle_events(self):
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"""Handles user inputs."""
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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self.running = False
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def update(self):
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"""Updates game objects."""
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self.match.next_tick()
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def draw(self):
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"""Draws everything on screen."""
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self.screen.fill((30, 30, 30)) # Clear screen
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# Draw map from image
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map_image = pygame.image.load(self.image_path)
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# Scale and rotate map image
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map_image = pygame.transform.scale(map_image, (self.image_width*self.scaler, self.image_height*self.scaler))
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map_image = pygame.transform.rotate(map_image, self.rotation_degrees)
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# Draw map image
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self.screen.blit(map_image, self.image_coord_controller.top_left_screen())
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# Draw current tick
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text = self.font.render(f"Tick: {self.match.tick}/{self.match.max_tick}", True, (255, 255, 255))
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self.screen.blit(text, (10, 10))
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# Draw current round
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text = self.font.render(f"Round: {self.match.round}", True, (255, 255, 255))
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self.screen.blit(text, (10, 50))
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for player in self.match.players:
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if player.dead:
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continue
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mapped_x, mapped_y = self.map_coord_controller.map_to_screen(player.x, player.y)
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pygame.draw.circle(self.screen, (255, 255, 255), (mapped_x, mapped_y), 5)
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# Draw player name
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text = self.small_font.render(player.name, True, (255, 255, 255))
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self.screen.blit(text, (mapped_x + 10, mapped_y))
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pygame.display.flip() # Update display
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def run(self):
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"""Main game loop."""
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while self.running:
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self.handle_events()
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self.update()
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self.draw()
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self.clock.tick(self.match.tick_rate)
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pygame.quit()
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if __name__ == "__main__":
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import demoparser2
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demo_parser = demoparser2.DemoParser("demo.dem")
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game_info = demo_parser.parse_ticks(["X", "Y", "Z", "pitch", "yaw", "is_alive", "team", "player_steamid", "team_rounds_total"])
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header_info = demo_parser.parse_header()
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map_name = header_info['map_name']
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players = demo_parser.parse_player_info()
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start_tick = int(input())
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m = Match(map_name, game_info)
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m.tick = start_tick
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for index, row in players.iterrows():
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m.add_player(Player(row["name"], row["steamid"]))
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game = Game(m)
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game.run()
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44
models/match.py
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models/match.py
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from models.player import Player
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class Match:
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def __init__(self, map_name, game_info, tick_rate=64):
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self.players = []
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self.map_name = map_name
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self.tick = 1
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self.current_tick = game_info[game_info["tick"] == self.tick]
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self.round = self.current_tick["team_rounds_total"].values[0]
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self.max_tick = game_info.index[-1]
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self.game_info = game_info # pd dataframe sorted by tick
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self.tick_rate = tick_rate
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def add_player(self, player: Player) -> None:
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self.players.append(player)
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def next_tick(self) -> None:
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self.tick += 1
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self.current_tick = self.game_info[self.game_info["tick"] == self.tick]
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self._update_player_positions()
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self._update_round()
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def _update_player_positions(self) -> None:
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# inefficient, might need to change
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# empty tick
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if self.current_tick.empty:
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return
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for player in self.players:
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player.x = self.current_tick[self.current_tick["player_steamid"] == player.steam_id]["Y"].values[0]
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player.y = self.current_tick[self.current_tick["player_steamid"] == player.steam_id]["X"].values[0]
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player.z = self.current_tick[self.current_tick["player_steamid"] == player.steam_id]["Z"].values[0]
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player.pitch = self.current_tick[self.current_tick["player_steamid"] == player.steam_id]["pitch"].values[0]
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player.yaw = self.current_tick[self.current_tick["player_steamid"] == player.steam_id]["yaw"].values[0]
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player.dead = self.current_tick[self.current_tick["player_steamid"] == player.steam_id]["is_alive"].values[0] == 0
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def _update_round(self) -> None:
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if self.current_tick.empty:
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return
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self.round = self.current_tick["team_rounds_total"].values[0]
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13
models/player.py
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models/player.py
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class Player:
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def __init__(self, name, steam_id, x=0, y=0, z=0, pitch=0, yaw=0):
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self.name = name
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self.steam_id = steam_id
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self.x = x
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self.y = y
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self.z = z
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self.pitch = pitch
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self.yaw = yaw # Probably only need this if top-down
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self.dead = False
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