def connectToGame(self, ide):
        HOST, PORT = "localhost", 9999
        data = networking.DataFrame(networking.Header(1, "testConnectToGame"), {"playerID" : ide}).toString()

        # Create a socket (SOCK_STREAM means a TCP socket)
        sock = socket.socket(socket.AF_INET, socket.SOCK_STREAM)

        try:
            # Connect to server and send data
            sock.connect((HOST, PORT))
            sock.sendall(data + "\n")

            # Receive data from the server and shut down
            received = sock.recv(4096)
            print received
        finally:
            sock.close()
        print received
        received = ast.literal_eval(received)
        if received["header"]["reqtype"] == "success":
            p = party.Party(player.Player(received["data"]["playerID"], "Opponent", None))
            for h in received["data"]["heroes"]:
                p.addHero(hero.createFromJSON(ast.literal_eval(h)))
            b = networkedbattlescene.NetworkedBattleScene(received["data"]["gameID"], self.surface, self.player, player.Player(received["data"]["playerID"], "Opponent", p), self.party, p)

            return 1
        else:
            return 0
Exemple #2
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    def challenge(self, ide):
        HOST, PORT = "localhost", 9999
        data = networking.DataFrame(networking.Header(1, "challenge"), {
            "id": self.player.getID(),
            "lobby": ide
        }).toString()

        # Create a socket (SOCK_STREAM means a TCP socket)
        sock = socket.socket(socket.AF_INET, socket.SOCK_STREAM)

        try:
            # Connect to server and send data
            sock.connect((HOST, PORT))
            sock.sendall(data + "\n")

            # Receive data from the server and shut down
            received = sock.recv(4096)
        finally:
            sock.close()
        received = ast.literal_eval(received)
        if received["header"]["reqtype"] == "heroes":
            p = party.Party(self.player)
            for h in received["data"]["heroes"]:

                p.addHero(hero.createFromJSON(ast.literal_eval(h)))
            print self.player.getID()
            self.createGame(ide, received["data"]["playerID"],
                            self.player.getID())
            b = networkedbattlescene.NetworkedBattleScene(
                ide, self.surface, self.player,
                player.Player(received["data"]["playerID"], "Opponent", p),
                self.party, p)
            self.error = False
        else:
            self.error = True
    def challenge(self, ide):
        HOST, PORT = "localhost", 9999
        data = networking.DataFrame(networking.Header(1, "challenge"), {"id" : self.player.getID(), "lobby" : ide}).toString()

        # Create a socket (SOCK_STREAM means a TCP socket)
        sock = socket.socket(socket.AF_INET, socket.SOCK_STREAM)

        try:
            # Connect to server and send data
            sock.connect((HOST, PORT))
            sock.sendall(data + "\n")

            # Receive data from the server and shut down
            received = sock.recv(4096)
        finally:
            sock.close()
        received = ast.literal_eval(received)
        if received["header"]["reqtype"] == "heroes":
            p = party.Party(self.player)
            for h in received["data"]["heroes"]:
                
                p.addHero(hero.createFromJSON(ast.literal_eval(h)))
            print self.player.getID()
            self.createGame(ide, received["data"]["playerID"], self.player.getID())
            b = networkedbattlescene.NetworkedBattleScene(ide, self.surface, self.player, player.Player(received["data"]["playerID"], "Opponent", p), self.party, p)
            self.error = False
        else:
            self.error = True
 def determineHeroOrder(self, gameID):
     heroes = self.getHeroesInGame({"gameID" : gameID})["heroes"]
     actualHeroes = []
     for x in heroes:
         h = hero.createFromJSON(ast.literal_eval(x))
         actualHeroes.append(h)
     return sorted(actualHeroes, key=lambda her: her.getInitiative())
Exemple #5
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    def connectToGame(self, ide):
        HOST, PORT = "localhost", 9999
        data = networking.DataFrame(networking.Header(1, "testConnectToGame"),
                                    {
                                        "playerID": ide
                                    }).toString()

        # Create a socket (SOCK_STREAM means a TCP socket)
        sock = socket.socket(socket.AF_INET, socket.SOCK_STREAM)

        try:
            # Connect to server and send data
            sock.connect((HOST, PORT))
            sock.sendall(data + "\n")

            # Receive data from the server and shut down
            received = sock.recv(4096)
            print received
        finally:
            sock.close()
        print received
        received = ast.literal_eval(received)
        if received["header"]["reqtype"] == "success":
            p = party.Party(
                player.Player(received["data"]["playerID"], "Opponent", None))
            for h in received["data"]["heroes"]:
                p.addHero(hero.createFromJSON(ast.literal_eval(h)))
            b = networkedbattlescene.NetworkedBattleScene(
                received["data"]["gameID"], self.surface, self.player,
                player.Player(received["data"]["playerID"], "Opponent", p),
                self.party, p)

            return 1
        else:
            return 0
Exemple #6
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    def getAllHeroes(self):
        HOST, PORT = "localhost", 9999
        data = networking.DataFrame(networking.Header(1, "getHeroes"), {
            "playerID": str(self.player.getID())
        }).toString()

        # Create a socket (SOCK_STREAM means a TCP socket)
        sock = socket.socket(socket.AF_INET, socket.SOCK_STREAM)

        try:
            # Connect to server and send data
            sock.connect((HOST, PORT))
            sock.sendall(data + "\n")

            # Receive data from the server and shut down
            received = sock.recv(4096)
        finally:
            sock.close()
        received = ast.literal_eval(received)
        if received["header"]["reqtype"] == "heroes":
            for heroJSON in received["data"]["heroes"]:
                j = ast.literal_eval(heroJSON)
                self.party.addHero(hero.createFromJSON(j))
            self.error = False
        else:
            self.error = True
Exemple #7
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 def determineHeroOrder(self, gameID):
     heroes = self.getHeroesInGame({"gameID": gameID})["heroes"]
     actualHeroes = []
     for x in heroes:
         h = hero.createFromJSON(ast.literal_eval(x))
         actualHeroes.append(h)
     return sorted(actualHeroes, key=lambda her: her.getInitiative())
Exemple #8
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 def initVars(self):
     self.partyManager = battlepartymanager.BattlePartyManager(
         self.party1, self.party2, self.player.getID(),
         self.networkedplayer.getID())
     self.heroes = [
         hero.createFromJSON(ast.literal_eval(x))
         for x in self.getHeroesInGame()
     ]
Exemple #9
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 def determineInitiative(self):
     heroID = int(
         self.sendToServer(
             self.DataFrameFactory("getCurrentHeroTurn",
                                   {"gameID": self.ide}))["heroID"])
     self.order = [
         hero.createFromJSON(ast.literal_eval(x))
         for x in self.sendToServer(
             self.DataFrameFactory("getHeroesInOrder",
                                   {"gameID": self.ide}))["heroes"]
     ]
     for x in self.order:
         if x.getID() == heroID:
             self.activeHero = x
    def getAllHeroes(self):
        HOST, PORT = "localhost", 9999
        data = networking.DataFrame(networking.Header(1, "getHeroes"), {"playerID" : str(self.player.getID())}).toString()

        # Create a socket (SOCK_STREAM means a TCP socket)
        sock = socket.socket(socket.AF_INET, socket.SOCK_STREAM)

        try:
            # Connect to server and send data
            sock.connect((HOST, PORT))
            sock.sendall(data + "\n")

            # Receive data from the server and shut down
            received = sock.recv(4096)
        finally:
            sock.close()
        received = ast.literal_eval(received)
        if received["header"]["reqtype"] == "heroes":
            for heroJSON in received["data"]["heroes"]:
                j = ast.literal_eval(heroJSON)
                self.party.addHero(hero.createFromJSON(j))
            self.error = False
        else:
            self.error = True
Exemple #11
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 def netUpdate(self):
     self.netUpdate()
     self.heroes = [hero.createFromJSON(x) for x in self.getHeroesInGame()]
     self.askServerForBoard()
 def netUpdate(self):
     self.netUpdate()
     self.heroes = [hero.createFromJSON(x) for x in self.getHeroesInGame()]
     self.askServerForBoard()
 def initVars(self):
     self.partyManager = battlepartymanager.BattlePartyManager(self.party1, self.party2, self.player.getID(), self.networkedplayer.getID())
     self.heroes = [hero.createFromJSON(ast.literal_eval(x)) for x in self.getHeroesInGame()]
 def determineInitiative(self):
     heroID = int(self.sendToServer(self.DataFrameFactory("getCurrentHeroTurn", {"gameID" : self.ide}))["heroID"])
     self.order = [hero.createFromJSON(ast.literal_eval(x)) for x in self.sendToServer(self.DataFrameFactory("getHeroesInOrder", {"gameID" : self.ide}))["heroes"]]
     for x in self.order:
         if x.getID() == heroID:
             self.activeHero = x