コード例 #1
0
	def __create_game(self, load=None, chosen_map=None):
		"""
		Actually create a game, join it, and display the lobby.

		@param load: game data tuple for creating loaded games
		@param chosen_map: the name of the map to start a new game on (overrides the gui)
		"""
		# create the game
		if load:
			mapname, gamename = load
			path = SavegameManager.get_multiplayersave_map(mapname)
			maxplayers = SavegameAccessor.get_players_num(path)
			load = SavegameAccessor.get_hash(path)
		else:
			mapindex = None
			if chosen_map is not None:
				for i, map in enumerate(self.maps_display):
					if map == chosen_map:
						mapindex = i
						break

			if mapindex is None:
				mapindex = self.current.collectData('maplist')
			mapname = self.maps_display[mapindex]
			maxplayers = self.current.collectData('playerlimit') + 2 # 1 is the first entry
			gamename = self.current.collectData('gamename')
			load = None

		game = NetworkInterface().creategame(mapname, maxplayers, gamename, load)
		if game is None:
			return

		self.__show_gamelobby()
コード例 #2
0
 def __join_game(self, game=None):
     """Joins a multiplayer game. Displays lobby for that specific game"""
     if game == None:
         game = self.__get_selected_game()
     if (
         game.load is not None
         and SavegameAccessor.get_hash(SavegameManager.get_multiplayersave_map(game.mapname)) != game.load
     ):
         self.show_popup(_("Error"), self.current.findChild(name="save_missing_help_button").btn_text, size=1)
         return
     if game.get_uuid() == -1:  # -1 signals no game
         AmbientSoundComponent.play_special("error")
         return
     if game.get_version() != NetworkInterface().get_clientversion():
         self.show_popup(
             _("Wrong version"),
             # xgettext:python-format
             _(
                 "The game's version differs from your version. Every player in a multiplayer game must use the same version. This can be fixed by every player updating to the latest version. Game version: {game_version} Your version: {own_version}"
             ).format(game_version=game.get_version(), own_version=NetworkInterface().get_clientversion()),
         )
         return
         # actual join
     join_worked = NetworkInterface().joingame(game.get_uuid())
     if not join_worked:
         return
     self.__apply_new_nickname()
     self.__show_gamelobby()
コード例 #3
0
    def __update_game_details(self, game=None):
        """Set map name and other misc data in a widget. Only possible in certain states"""
        if game == None:
            game = self.__get_selected_game()
            # xgettext:python-format
        self.current.findChild(name="game_map").text = _("Map: {map_name}").format(map_name=game.get_map_name())
        self.current.findChild(name="game_name").text = _("Name: {game_name}").format(game_name=game.get_name())
        # xgettext:python-format
        self.current.findChild(name="game_playersnum").text = _("Players: {player_amount}/{player_limit}").format(
            player_amount=game.get_player_count(), player_limit=game.get_player_limit()
        )
        creator_text = self.current.findChild(name="game_creator")
        # xgettext:python-format
        creator_text.text = _("Creator: {player}").format(player=game.get_creator())
        creator_text.adaptLayout()
        vbox_inner = self.current.findChild(name="game_info")
        if game.load is not None:  # work around limitations of current systems via messages
            path = SavegameManager.get_multiplayersave_map(game.mapname)
            if SavegameAccessor.get_hash(path) != game.load:
                text = ""
                btn_name = "save_missing_help_button"
                btn = vbox_inner.findChild(name=btn_name)
                if btn is None:
                    btn = pychan.widgets.Button(name=btn_name, text=_("This savegame is missing (click here)"))
                    last_elem = vbox_inner.findChild(name="game_info_last")
                    if last_elem is None:  # no last elem -> we are last
                        vbox_inner.addChild(btn)
                    else:
                        vbox_inner.insertChildBefore(btn, last_elem)
                btn_text = (
                    _(
                        u"For multiplayer load, it is currently necessary for you to ensure you have the correct savegame file."
                    )
                    + u"\n"
                )
                btn_text += _(u"This is not nice and we hope to offer a more convenient solution very soon.") + u"\n"
                btn_text += _(
                    u"Meanwhile, please request the file {path} from the game creator and put it in {map_directory} ."
                ).format(path=os.path.basename(path), map_directory=os.path.dirname(path))
                btn.btn_text = btn_text

                def show():
                    self.show_popup(_("Help"), btn_text, size=1)

                btn.capture(show)

            else:
                text = _(u"This is a savegame.")

            if text:
                self.current.findChild(name="game_isloaded").text = text
        textplayers = self.current.findChild(name="game_players")
        if textplayers is not None:
            textplayers.text = u", ".join(game.get_players())

        vbox_inner.adaptLayout()  # inner vbox always exists
        vbox = self.current.findChild(name="gamedetailsbox")
        if vbox is not None:
            vbox.adaptLayout()
コード例 #4
0
	def __send_toggle_ready(self):
		game = NetworkInterface().get_game()

		if game.load is not None and \
		SavegameAccessor.get_hash(SavegameManager.get_multiplayersave_map(game.mapname)) != game.load:
			self.__print_event_message("You are fetching savegame data. You must wait for it")
			return

		NetworkInterface().send_toggle_ready(NetworkInterface().get_client_name())
コード例 #5
0
	def __update_game_details(self, game=None):
		"""Set map name and other misc data in a widget. Only possible in certain states"""
		if game == None:
			game = self.__get_selected_game()
		#xgettext:python-format
		self.current.findChild(name="game_map").text = _("Map: {map_name}").format(map_name=game.get_map_name())
		self.current.findChild(name="game_name").text = _("Name: {game_name}").format(game_name=game.get_name())
		#xgettext:python-format
		self.current.findChild(name="game_playersnum").text = _("Players: {player_amount}/{player_limit}").format(
		                           player_amount=game.get_player_count(),
		                           player_limit=game.get_player_limit())
		vbox_inner = self.current.findChild(name="game_info")
		if game.load is not None: # work around limitations of current systems via messages
			path = SavegameManager.get_multiplayersave_map(game.mapname)
			btn_name = "save_missing_help_button"
			btn = vbox_inner.findChild(name=btn_name)
			if SavegameAccessor.get_hash(path) != game.load:
				text = ""
				if btn is None:
					btn = pychan.widgets.Button(name=btn_name,
					                            text=_("This savegame is missing (click here)"))
					last_elem = vbox_inner.findChild(name="game_info_last")
					if last_elem is None: # no last elem -> we are last
						vbox_inner.addChild( btn )
					else:
						vbox_inner.insertChildBefore( btn, last_elem )
				btn_text = _(u"For multiplayer load, it is necessary for you to have the correct savegame file.") + u"\n"
				btn_text += _(u"The file will be downloaded when you join the game.")
				btn.btn_text = btn_text
				def show():
					self.show_popup(_("Help"), btn_text, size=1)
				btn.capture(show)

			else:
				text = _(u"This is a savegame.")
				if btn is not None:
					btn.hide()

			if text:
				self.current.findChild(name="game_isloaded").text = text

		self.__update_players_box(game)

		vbox_inner.adaptLayout() # inner vbox always exists
		vbox = self.current.findChild(name="gamedetailsbox")
		if vbox is not None:
			vbox.adaptLayout()
コード例 #6
0
	def __join_game(self, game=None):
		"""Joins a multiplayer game. Displays lobby for that specific game"""
		if game == None:
			game = self.__get_selected_game()
		if game.load is not None and SavegameAccessor.get_hash(SavegameManager.get_multiplayersave_map(game.mapname)) != game.load:
			NetworkInterface().send_fetch_game(NetworkInterface().get_clientversion(), game.get_uuid())

		if game.get_uuid() == -1: # -1 signals no game
			AmbientSoundComponent.play_special('error')
			return
		if game.get_version() != NetworkInterface().get_clientversion():
			self.show_popup(_("Wrong version"),
			                   #xgettext:python-format
			                _("The game's version differs from your version. Every player in a multiplayer game must use the same version. This can be fixed by every player updating to the latest version. Game version: {game_version} Your version: {own_version}").format(
			                  game_version=game.get_version(),
			                  own_version=NetworkInterface().get_clientversion()))
			return

		# actual join
		if game.password:
			self.__enter_password_dialog(game)

		else:
			self.__actual_join(game)