Beispiel #1
0
    def build(self):
        global map, logger, clientNetworker, game, shadow
        logger = self.initLogger()

        map = SLMap("test.map")
        logger.info("Map loaded: " + map.title)
        logger.info("Map size: (" + str(map.width) + ", " + str(map.height) +
                    ")")

        logger.info("What in (4, 8): " + str(map.getItem(4, 8)))

        if character == 'merc':
            char = Mercenary()
            shadow = Shadow('art/spy.png')
            if server:
                clientNetworker = ClientNetworker(np.MERCENARY_TYPE)
        else:
            char = Spy()
            shadow = Shadow('art/mercenary.png')
            if server:
                clientNetworker = ClientNetworker(np.SPY_TYPE)

        if server:
            clientNetworker.connect(server, 9999)

        game = SpylightGame(character=char, map=map)

        Clock.schedule_interval(game.update, 1.0 / 60.0)

        game.start()

        return game
Beispiel #2
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    def build(self):
        global map, logger, clientNetworker, game, shadow
        logger = self.initLogger()


        map = SLMap("test.map")
        logger.info("Map loaded: " + map.title)
        logger.info("Map size: (" + str(map.width) + ", " + str(map.height) + ")")

        logger.info("What in (4, 8): " + str(map.getItem(4, 8)))

        if character == 'merc':
            char = Mercenary()
            shadow = Shadow('art/spy.png')
            if server:
                clientNetworker = ClientNetworker(np.MERCENARY_TYPE)
        else:
            char = Spy()
            shadow = Shadow('art/mercenary.png')
            if server:
                clientNetworker = ClientNetworker(np.SPY_TYPE)

        if server:
            clientNetworker.connect(server, 9999)

        game = SpylightGame(character=char, map=map)

        Clock.schedule_interval(game.update, 1.0 / 60.0)

        game.start()

        return game
Beispiel #3
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    def build(self):
        global map, clientNetworker, game


        map = SLMap("test.map")
        c.logger.info("Map loaded: " + map.title)
        c.logger.info("Map size: (" + str(map.width) + ", " + str(map.height) + ")")        

        game = SpylightGame(self.character, map)

        Clock.schedule_interval(game.update, 1.0 / 60.0)

        game.start()

        return game
Beispiel #4
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 def setMap(self, m):
     self.slm = SLMap(m)
     self.walls = self.slm.walls
Beispiel #5
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class GameServerEngine(object):
    """docstring for GameServerEngine"""
    CELL_SIZE = 32
    MIN_NOISE_DIST = 4  # in cells
    MIN_BEEP_DIST = 4  # in cells
    MIN_TRAP_DIST = int(1.2 * CELL_SIZE)
    SPY_INITIAL_LIVES = 3
    MERC_INITIAL_LIVES = 1
    CAP_TIME = 4  # seconds
    TIME_FREQ = 60  # 60 ticks by second

    (TRAP_FREE, TRAP_MINED, TRAP_DETECTED) = range(0, 3)

    def __init__(self):
        global MAP
        self.logger = logging.getLogger("gs.log")
        self.logger.addHandler(logging.FileHandler("gs.log"))
        self.logger.setLevel(logging.INFO)
        super(GameServerEngine, self).__init__()
        self.spy = Player(np.SPY_TYPE)
        self.spy.lives = self.SPY_INITIAL_LIVES
        self.merc = Player(np.MERCENARY_TYPE)
        self.merc.lives = self.MERC_INITIAL_LIVES
        self.mines = []
        self.detectors = []

    def setMap(self, m):
        self.slm = SLMap(m)
        self.walls = self.slm.walls

    def shoot(self, player):
        if player == self.merc:
            self.spy.lives -= 1
        else:
            self.logger.info("A spy tried to shoot!")

    def drop(self, player, objType):
        print "Drop objType=", objType
        if objType == np.OT_MINE:
            print "Obj is a mine"
            self.mines.append((player.pos[0], player.pos[1]))
        elif objType == np.OT_DETECTOR:
            self.detectors.append((player.pos[0], player.pos[1]))
        self.logger.info(self.mines)

    def activate(self, player):
        print "Activate() at pos=" + str(
            player.pos) + "Not yet implemented"  # @TODO
        x = player.pos[0] / self.CELL_SIZE
        y = player.pos[1] / self.CELL_SIZE
        if player.capping != True:
            player.cap = 0
        if self.slm.getItem(x, y) == 0:
            player.cap += 1

    def run(self, player):
        self.logger.info("Run() for player of type" + str(player.playerType))
        player.running = True

    def beep_level(self, p1):
        m = 0
        for mine in self.mines:
            dist = int(
                abs(p1.pos[0] - mine[0]) / self.CELL_SIZE +
                abs(p1.pos[1] - mine[1]) / self.CELL_SIZE)
            if dist <= self.MIN_BEEP_DIST:
                level = int(self.MIN_BEEP_DIST - (dist / self.CELL_SIZE))
                if level > m:
                    m = level
        return m

    def noise_level(self, p1, p2):
        dist = abs(p1.pos[0] - p2.pos[0]) + abs(p1.pos[1] - p2.pos[1])
        if dist <= self.MIN_NOISE_DIST:
            return int(self.MIN_NOISE_DIST - (dist / self.CELL_SIZE))
        else:
            return 0

    def trapped(self, player):
        result = False
        i = 0
        l = len(self.mines)
        while i < l:
            m = self.mines[i]
            if sqrt((player.pos[0] - m[0])**2 +
                    (player.pos[1] - m[1])**2) <= self.MIN_TRAP_DIST:
                del self.mines[
                    i]  # This mine just exploded to spy's face, delete it (it multiple mines should explode, they will all blow up)
                result = self.TRAP_MINED
            i += 1
        if result != False:
            player.lives -= 1
            return self.TRAP_MINED
        i = 0
        l = len(self.detectors)
        while i < l:
            m = self.detectors[i]
            if sqrt((player.pos[0] - m[0])**2 +
                    (player.pos[1] - m[1])**2) <= self.MIN_TRAP_DIST:
                del self.detectors[i]
            i += 1

        if result != False:
            return self.TRAP_DETECTED
        else:
            return self.TRAP_FREE
Beispiel #6
0
 def setMap(self, m):
     self.slm = SLMap(m)
     self.walls = self.slm.walls
Beispiel #7
0
class GameServerEngine(object):
    """docstring for GameServerEngine"""
    CELL_SIZE = 32
    MIN_NOISE_DIST = 4 # in cells
    MIN_BEEP_DIST = 4 # in cells
    MIN_TRAP_DIST = int(1.2 * CELL_SIZE)
    SPY_INITIAL_LIVES = 3
    MERC_INITIAL_LIVES = 1
    CAP_TIME = 4 # seconds
    TIME_FREQ = 60 # 60 ticks by second

    (TRAP_FREE, TRAP_MINED, TRAP_DETECTED) = range(0, 3)

    def __init__(self):
        global MAP
        self.logger = logging.getLogger("gs.log")
        self.logger.addHandler(logging.FileHandler("gs.log"))
        self.logger.setLevel(logging.INFO)
        super(GameServerEngine, self).__init__()
        self.spy = Player(np.SPY_TYPE)
        self.spy.lives = self.SPY_INITIAL_LIVES
        self.merc = Player(np.MERCENARY_TYPE)
        self.merc.lives = self.MERC_INITIAL_LIVES
        self.mines = []
        self.detectors = []

    def setMap(self, m):
        self.slm = SLMap(m)
        self.walls = self.slm.walls

    def shoot(self, player):
        if player == self.merc:
            self.spy.lives -= 1
        else:
            self.logger.info("A spy tried to shoot!")

    def drop(self, player, objType):
        print "Drop objType=", objType
        if objType == np.OT_MINE:
            print "Obj is a mine"
            self.mines.append((player.pos[0], player.pos[1]))
        elif objType == np.OT_DETECTOR:
            self.detectors.append((player.pos[0], player.pos[1]))
        self.logger.info(self.mines)

    def activate(self, player):
        print "Activate() at pos=" + str(player.pos) + "Not yet implemented" # @TODO
        x = player.pos[0] / self.CELL_SIZE
        y = player.pos[1] / self.CELL_SIZE
        if player.capping != True:
            player.cap = 0
        if self.slm.getItem(x, y) == 0:
            player.cap += 1

    def run(self, player):
        self.logger.info("Run() for player of type" + str(player.playerType))
        player.running = True

    def beep_level(self, p1):
        m = 0
        for mine in self.mines:
            dist = int(abs(p1.pos[0] - mine[0])/self.CELL_SIZE + abs(p1.pos[1] - mine[1])/self.CELL_SIZE)
            if dist <= self.MIN_BEEP_DIST:
                level = int(self.MIN_BEEP_DIST - (dist/self.CELL_SIZE))
                if level > m:
                    m = level
        return m

    def noise_level(self, p1, p2):
        dist = abs(p1.pos[0] - p2.pos[0]) + abs(p1.pos[1] - p2.pos[1])
        if dist <= self.MIN_NOISE_DIST:
            return int(self.MIN_NOISE_DIST - (dist/self.CELL_SIZE))
        else:
            return 0

    def trapped(self, player):
        result = False
        i = 0
        l = len(self.mines)
        while i < l:
            m = self.mines[i]
            if sqrt((player.pos[0] - m[0])**2 + (player.pos[1] - m[1])**2) <= self.MIN_TRAP_DIST:
                del self.mines[i] # This mine just exploded to spy's face, delete it (it multiple mines should explode, they will all blow up)
                result = self.TRAP_MINED
            i += 1
        if result != False:
            player.lives -= 1
            return self.TRAP_MINED
        i = 0
        l = len(self.detectors)
        while i < l:
            m = self.detectors[i]
            if sqrt((player.pos[0] - m[0])**2 + (player.pos[1] - m[1])**2) <= self.MIN_TRAP_DIST:
                del self.detectors[i]
            i += 1
        
        if result != False:
            return self.TRAP_DETECTED
        else:
            return self.TRAP_FREE