Example #1
0
def server_message(message, username):
    if username is None:
        if riskengine.currentplayer and not hasattr(riskengine.currentplayer,"connection"):
            username = riskengine.currentplayer.name
        else:
            for pl in riskengine.players.values():
                if not hasattr(pl, "connection") and not pl.ai:
                    username = pl.name
                    break
            if username is None:
                username = "******"
    
    sendall("message", message, username)
    riskgui.show_status_message(username + ": " + message) 
Example #2
0
def server_message(message, username):
    if username is None:
        if riskengine.currentplayer and not hasattr(riskengine.currentplayer, "connection"):
            username = riskengine.currentplayer.name
        else:
            for pl in riskengine.players.values():
                if not hasattr(pl, "connection") and not pl.ai:
                    username = pl.name
                    break
            if username is None:
                username = "******"

    sendall("message", message, username)
    riskgui.show_status_message(username + ": " + message)
Example #3
0
def client_receive_message(mess, sock):
    """Run when the client receives a message."""
    global clplayer, am_client
    print >>riskengine.verbosefile, mess, "client received"
    parts = splitparms(mess)
    if parts[0] == "draw_army" or parts[0] == "draw_territory":
        terr = riskengine.territories[parts[1]]
        terr.armies = int(parts[2])
        terr.player = riskengine.players[parts[3]]
        if parts[0] == "draw_army":
            riskgui.drawarmy(terr)
        else:
            riskgui.drawterritory(terr, int(parts[4]))
    if parts[0] == "set_armies":
        riskgui.set_armies(int(parts[1]))
    if parts[0] == "won_game":
        riskgui.won_game(parts[1])
    if parts[0] == "playersturn":
        riskgui.playersturn(parts[1])
    if parts[0] == "set_status":
        riskgui.set_status(parts[1])
    if parts[0] == "newplayer":
        riskgui.net_newplayer(parts[1])
    if parts[0] == "removeplayer":
        riskgui.removeplayer(parts[1])   
    if parts[0] == "relistplayers":
        riskgui.relistplayers([riskengine.players[p] for p in parts[1:]])
    if parts[0] == "set_phase":
        riskengine.setphase(parts[1])
    if parts[0] == "add_card":
        riskengine.players[parts[3]].cards.append(riskengine.Card(parts[2], parts[1]))
    if parts[0] == "remove_card":
        foundcard = 0
        for n in riskengine.players[parts[3]].cards:
            if n.territory == parts[2]:
                riskengine.players[parts[3]].cards.remove(n)
                foundcard = 1
                break
        if foundcard == 0:
            print >>riskengine.verbosefile, "Couldn't find card"
            print >>riskengine.verbosefile, "players' cards:", riskengine.players[parts[3]].cards
        #riskengine.players[parts[3]].cards.remove(riskengine.card(parts[2], parts[1]))
    if parts[0] == "message":
        riskgui.set_status(parts[2] + " sent message: " + parts[1])
    if parts[0] == "leaving":
        riskgui.show_status_message("The server has left.")
        serv_sock.close()
        am_client = 0
Example #4
0
def client_receive_message(mess, sock):
    """Run when the client receives a message."""
    global clplayer, am_client
    print >>riskengine.verbosefile, mess, "client received"
    parts = splitparms(mess)
    if parts[0] == "draw_army" or parts[0] == "draw_territory":
        terr = riskengine.territories[parts[1]]
        terr.armies = int(parts[2])
        terr.player = riskengine.players[parts[3]]
        if parts[0] == "draw_army":
            riskgui.drawarmy(terr)
        else:
            riskgui.drawterritory(terr, int(parts[4]))
    if parts[0] == "set_armies":
        riskgui.set_armies(int(parts[1]))
    if parts[0] == "won_game":
        riskgui.won_game(parts[1])
    if parts[0] == "playersturn":
        riskgui.playersturn(parts[1])
    if parts[0] == "set_status":
        riskgui.set_status(parts[1])
    if parts[0] == "newplayer":
        riskgui.net_newplayer(parts[1])
    if parts[0] == "removeplayer":
        riskgui.removeplayer(parts[1])
    if parts[0] == "relistplayers":
        riskgui.relistplayers([riskengine.players[p] for p in parts[1:]])
    if parts[0] == "set_phase":
        riskengine.setphase(parts[1])
    if parts[0] == "add_card":
        riskengine.players[parts[3]].cards.append(riskengine.Card(parts[2], parts[1]))
    if parts[0] == "remove_card":
        foundcard = 0
        for n in riskengine.players[parts[3]].cards:
            if n.territory == parts[2]:
                riskengine.players[parts[3]].cards.remove(n)
                foundcard = 1
                break
        if foundcard == 0:
            print >>riskengine.verbosefile, "Couldn't find card"
            print >>riskengine.verbosefile, "players' cards:", riskengine.players[parts[3]].cards
        # riskengine.players[parts[3]].cards.remove(riskengine.card(parts[2], parts[1]))
    if parts[0] == "message":
        riskgui.set_status(parts[2] + " sent message: " + parts[1])
    if parts[0] == "leaving":
        riskgui.show_status_message("The server has left.")
        serv_sock.close()
        am_client = 0
Example #5
0
def startgame():
    """Start off the game."""
    global playerorder, currentplayer
    if risknetwork.am_client:
        riskgui.show_status_message("You aren't the server; you can't do that.")
        return False
        
    if phase != "Pregame":
        return False
    if len(players) < 2:
        riskgui.set_status("Not enough players")
        return False
    if len(players) > 7:
        riskgui.set_status("Too many players - 7 maximum")
        return False
    
    
    setphase("Preposition")
    
    createcards()
    for pl in players.values():
        pl.freeArmies = 45 - 5 * len(players)
    playerorder = players.values()[:]
    random.shuffle(playerorder)
    currentplayer = playerorder[0]
    riskgui.relistplayers(playerorder)
    riskgui.playersturn(currentplayer.name)
    riskgui.set_armies(currentplayer.freeArmies)
    
    
    while currentplayer.ai is not None and currentplayer.freeArmies > 0:
        currentplayer.ai.run_preplace(currentplayer)
        rotateplayers()  
        riskgui.set_armies(currentplayer.freeArmies)
    if currentplayer.ai is not None:
        resetturn()
        nextturn()
    return True
Example #6
0
def startgame():
    """Start off the game."""
    global playerorder, currentplayer
    if risknetwork.am_client:
        riskgui.show_status_message(
            "You aren't the server; you can't do that.")
        return False

    if phase != "Pregame":
        return False
    if len(players) < 2:
        riskgui.set_status("Not enough players")
        return False
    if len(players) > 7:
        riskgui.set_status("Too many players - 7 maximum")
        return False

    setphase("Preposition")

    createcards()
    for pl in players.values():
        pl.freeArmies = 45 - 5 * len(players)
    playerorder = players.values()[:]
    random.shuffle(playerorder)
    currentplayer = playerorder[0]
    riskgui.relistplayers(playerorder)
    riskgui.playersturn(currentplayer.name)
    riskgui.set_armies(currentplayer.freeArmies)

    while currentplayer.ai is not None and currentplayer.freeArmies > 0:
        currentplayer.ai.run_preplace(currentplayer)
        rotateplayers()
        riskgui.set_armies(currentplayer.freeArmies)
    if currentplayer.ai is not None:
        resetturn()
        nextturn()
    return True