Exemple #1
0
    def _use_ai(self):
        if not Settings.CLIENT_USE_AI:
            return
        if self._player_number not in self._light_cycles:
            return

        command = self._client_ai.tick(self._tick_number,
                                       self._ai_number_of_commands_received)

        if command == 'left':
            self._connection.send_message(
                Messages.tick(self._tick_number, self._game_number,
                              [Messages.player_input('left')]))
            return
        if command == 'double_left':
            self._connection.send_message(
                Messages.tick(self._tick_number, self._game_number, [
                    Messages.player_input('left'),
                    Messages.player_input('left')
                ]))
            return
        if command == 'right':
            self._connection.send_message(
                Messages.tick(self._tick_number, self._game_number,
                              [Messages.player_input('right')]))
            return
        if command == 'double_right':
            self._connection.send_message(
                Messages.tick(self._tick_number, self._game_number, [
                    Messages.player_input('right'),
                    Messages.player_input('right')
                ]))
            return
Exemple #2
0
    def _phase_play_game(self):
        if self._game_over:
            return

        logging.debug('_phase_play_game, _client_start_time: ' +
                      str(self._client_start_time) + ' _game_number: ' +
                      str(self._game_number) + ' _player_number: ' +
                      str(self._player_number))

        while self._keep_running:
            self._user_input.get_input()
            messages = self._user_input.get_and_delete_messages()
            if messages != []:
                self._connection.send_message(
                    Messages.tick(self._tick_number, self._game_number,
                                  messages))

            self._connection.poll(0, 4)

            if self._tick_number + 2 in self._messages_on_tick:
                self._process_messages()
                sleep_time = Settings.TICK - (time.time() -
                                              self._last_tick_time)
                if sleep_time > 0.001:
                    time.sleep(sleep_time)
                self._last_tick_time = time.time()
                self._update_display()
                self._no_message_ticks = 0
                self._use_ai()
            else:
                self._no_message_ticks += 1
                if self._no_message_ticks > 5:
                    self._connection.send_message(
                        Messages.resend_tick(self._tick_number,
                                             self._game_number))
                    logging.debug('_no_message_ticks: ' +
                                  str(self._no_message_ticks) +
                                  ' _game_number: ' + str(self._game_number) +
                                  ' _player_number: ' +
                                  str(self._player_number) +
                                  ' _tick_number: ' + str(self._tick_number))
                if self._no_message_ticks > Settings.CLIENT_SECONDS_TO_WAIT / Settings.TICK:
                    self._game_over = True
                    logging.debug('no message tick game over, _game_number: ' +
                                  str(self._game_number) +
                                  ' _player_number: ' +
                                  str(self._player_number) +
                                  ' _tick_number: ' + str(self._tick_number))
                time.sleep((Settings.TICK / 2.0))

            if self._game_over:
                break

            self._connection.poll(Settings.TICK / 2.0, 2)

        logging.debug('_phase_play_game, _client_start_time: ' +
                      str(self._client_start_time) + ' _game_number: ' +
                      str(self._game_number) + ' _player_number: ' +
                      str(self._player_number) + ' _tick_number: ' +
                      str(self._tick_number))
Exemple #3
0
    def _create_light_cycles(self):
        count = 0
        for key in self._connections:
            self._connection_to_cycle[key] = count
            self._connections[key].send_message(
                Messages.tick(0, self._game_number,
                              [Messages.player_number(count)]))
            self._message_resend_count[key] = 0
            self._light_cycles[count] = Light_cycle(None, count, True)
            self._light_cycles[count].set_location(
                Settings.CYCLE_LOCATIONS[count])
            self._light_cycles[count].set_direction(
                Settings.CYCLE_DIRECTIONS[count])
            count += 1

        for i in range(count, Settings.MATCHMAKER_MAXIMUM_PLAYERS):
            self._light_cycles[i] = Light_cycle(None, i, True)
            self._light_cycles[i].set_location(Settings.CYCLE_LOCATIONS[i])
            self._light_cycles[i].set_direction(Settings.CYCLE_DIRECTIONS[i])
            self._light_cycles[i].set_trail_on(None)
            self._light_cycles_ai[i] = Ai(True, self._light_cycles, i)

        for cycle in self._light_cycles.itervalues():
            cycle.move_tick(0)

        self._send_messages_for_tick()

        self._tick_number += 1
Exemple #4
0
 def end_game(self):
     if self._game_over:
         return
     self._game_over = True
     for key in self._connections:
         won = False
         if len(self._light_cycles) == 1:
             if self._connection_to_cycle[key] in self._light_cycles:
                 won = True
         # send extra messages because of client delay
         self._connections[key].send_message(
             Messages.tick(self._tick_number, self._game_number,
                           [Messages.game_over(won)]))
         self._connections[key].send_message(
             Messages.tick(self._tick_number + 1, self._game_number,
                           [Messages.game_over(won)]))
         self._connections[key].send_message(
             Messages.tick(self._tick_number + 2, self._game_number,
                           [Messages.game_over(won)]))
         self._connections[key].set_game(None)
     logging.debug('end_game, _game_number: ' + str(self._game_number) +
                   ' _tick_number: ' + str(self._tick_number))
Exemple #5
0
    def _send_messages_for_tick(self):
        messages = []
        for cycle in self._light_cycles.itervalues():
            while True:
                try:
                    message = cycle.get_messages().pop()
                except IndexError:
                    break
                messages.append(message)
            while True:
                try:
                    message = cycle.trail_get_messages().pop()
                except IndexError:
                    break
                messages.append(message)

        self._message_history[self._tick_number] = Messages.tick(
            self._tick_number, self._game_number, messages)

        for key in self._connections:
            self._connections[key].send_message(
                self._message_history[self._tick_number])
Exemple #6
0
    def _phase_load_cycles(self):
        if self._game_over:
            return

        logging.debug('_phase_load_cycles, _client_start_time: ' +
                      str(self._client_start_time) + ' _game_number: ' +
                      str(self._game_number) + ' _player_number: ' +
                      str(self._player_number))

        waiting_for_server_ticks = 0

        while self._keep_running:
            self._user_input.get_input()
            self._connection.poll(Settings.TICK / 2.0, 2)
            if 1 in self._messages_on_tick:
                self._process_messages()
                break
            if waiting_for_server_ticks > Settings.CLIENT_SECONDS_TO_WAIT / Settings.TICK:
                self._game_over = True
                logging.debug(
                    '_phase_load_cycles failed, _client_start_time: ' +
                    str(self._client_start_time) + ' _game_number: ' +
                    str(self._game_number) + ' _player_number: ' +
                    str(self._player_number))
                break
            waiting_for_server_ticks += 1

        if not self._keep_running:
            return

        self._connection.send_message(
            Messages.start_game(self._tick_number, self._game_number))
        self._connection.poll(0, 2)

        for key in self._light_cycles:
            if key == self._player_number:
                continue
            self._light_cycles[key].set_color(Colors.CYCLE_COLORS[key])
            self._light_cycles[key].set_trail_color(Colors.CYCLE_COLORS[key])

        self._text = None
        self._show_instructions = False
        self._update_display()

        self._user_input.get_input()
        self._user_input.get_and_delete_messages()

        if Settings.CLIENT_USE_AI:
            self._client_ai = Ai(False, self._light_cycles,
                                 self._player_number)
            self._connection.send_message(
                Messages.tick(self._tick_number, self._game_number,
                              [Messages.player_input('space')]))

        self._connection.send_message(
            Messages.start_game(self._tick_number, self._game_number))
        self._connection.poll(0, 2)

        waiting_for_server_ticks = 0

        while self._keep_running:
            self._user_input.get_input()
            self._connection.poll(Settings.TICK / 2.0, 2)
            if 4 in self._messages_on_tick:
                break
            if waiting_for_server_ticks > Settings.CLIENT_SECONDS_TO_WAIT / Settings.TICK:
                self._game_over = True
                logging.debug(
                    '_phase_load_cycles failed, _client_start_time: ' +
                    str(self._client_start_time) + ' _game_number: ' +
                    str(self._game_number) + ' _player_number: ' +
                    str(self._player_number))
                break
            waiting_for_server_ticks += 1

        waiting_for_server_ticks = 0