def real_nextturn(): """Hidden method to really move on.""" global phase, selected if selected is not None: riskgui.drawterritory(selected, 0) selected = None if currentplayer.conqueredTerritory == 1: if len(allcards) != 0: #too bad otherwise handcard = random.choice(allcards) currentplayer.cards.append(handcard) allcards.remove(handcard) currentplayer.conqueredTerritory = 0 rotateplayers() riskgui.set_status("=== %s's Turn ===" % currentplayer.name) currentplayer.freeArmies += len(currentplayer.territories()) // 3 for c in continents.values(): existing = [t for t in territories.values() if t.continent == c] unowned = [t for t in existing if t.player != currentplayer] if len(existing) != 0 and len(unowned) == 0 : currentplayer.freeArmies += c.value riskgui.set_status("[%s] armies from territories: %d" % (currentplayer.name, currentplayer.freeArmies)) riskgui.set_armies(currentplayer.freeArmies) setphase("Place")
def load_game(filename): """Load a previously-saved game.""" global currentplayer, phase, currentplayernum if phase != "Pregame": riskgui.set_status("You have already started a game") return savefile = open(filename) while savefile.readline() == "player\n": plname = savefile.readline().strip() plarmies = int(savefile.readline().strip()) plconquered = int(savefile.readline().strip()) cards = [] currentline = savefile.readline() while currentline != "endplayer\n" and currentline != "ai\n": nline = savefile.readline().strip() cards.append(Card(currentline.strip(),nline)) currentline = savefile.readline() ainame = None if currentline == "ai\n": ainame = savefile.readline().strip() aidatalen = int(savefile.readline().strip()) aidata = savefile.read(aidatalen) savefile.readline() if not players.has_key(plname): if ainame and not os.path.exists(ainame): riskgui.set_status("AI " + ainame + " nonexistent") ainame = None riskgui.makeplayercolors(makeplayer(plname, ainame)) if ainame: players[plname].ai.loaddata(aidata) players[plname].freeArmies = plarmies players[plname].conqueredTerritory = plconquered players[plname].cards = cards playerorder.append(players[plname]) riskgui.relistplayers(playerorder) currentplayer = players[savefile.readline().strip()] currentplayernum = playerorder.index(currentplayer) riskgui.set_armies(currentplayer.freeArmies) riskgui.playersturn(currentplayer.name) setphase(savefile.readline().strip()) while savefile.readline().strip() == "territory": tname = savefile.readline().strip() tplayer = savefile.readline().strip() if tplayer == "None": tplayer = None else: tplayer = players[tplayer] territories[tname].player = tplayer territories[tname].armies = int(savefile.readline().strip()) riskgui.drawterritory(territories[tname], 0) savefile.readline() while 1: cardterr = savefile.readline().strip() if not cardterr: break allcards.append(Card(cardterr,savefile.readline().strip())) savefile.close()
def startgame(): """Start off the game.""" global playerorder, currentplayer if phase != "Pregame": return False if len(players) < 2: riskgui.set_status("Not enough players") return False if len(players) > 6: riskgui.set_status("Too many players - 6 maximum") return False setphase("Preposition") createcards() for pl in players.values(): pl.freeArmies = 50 - 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
def real_nextturn(): """Hidden method to really move on.""" global phase, selected if selected is not None: riskgui.drawterritory(selected, 0) selected = None if currentplayer.conqueredTerritory == 1: if len(allcards) != 0: #too bad otherwise handcard = random.choice(allcards) currentplayer.cards.append(handcard) risknetwork.add_card(handcard, currentplayer) allcards.remove(handcard) currentplayer.conqueredTerritory = 0 rotateplayers() riskgui.set_status("It is now " + currentplayer.name + "'s turn.") currentplayer.freeArmies += max(3, len(currentplayer.territories()) // 3) for c in continents: existing = [x for x in territories.values() if x.continent == c[0]] unowned = [x for x in existing if x.player != currentplayer] if len(existing) != 0 and len(unowned) == 0 : currentplayer.freeArmies += c[1] riskgui.set_armies(currentplayer.freeArmies) setphase("Place")
def turnincards(player, cards): """Turn in a set of cards.""" if phase != "Place": return for c in cards: if not c in player.cards: return cards.sort(lambda a, b: cmp(a.picture, b.picture)) card_set = CardSet(cards) value = card_set.value() if value is None: return for c in cards: if territories[c.territory].player == player: value += 2 player.freeArmies += value for c in cards: allcards.append(c) for ca in player.cards: if c == ca: player.cards.remove(ca) riskgui.set_status("[%s] Card Set: %d" % (player.name, value)) riskgui.set_armies(currentplayer.freeArmies)
def real_nextturn(): """Hidden method to really move on.""" global phase, selected if selected is not None: riskgui.drawterritory(selected, 0) selected = None if currentplayer.conqueredTerritory == 1: if len(allcards) != 0: #too bad otherwise handcard = random.choice(allcards) currentplayer.cards.append(handcard) risknetwork.add_card(handcard, currentplayer) allcards.remove(handcard) currentplayer.conqueredTerritory = 0 rotateplayers() riskgui.set_status("It is now " + currentplayer.name + "'s turn.") currentplayer.freeArmies += max(3, len(currentplayer.territories()) // 3) for c in continents: existing = [x for x in territories.values() if x.continent == c[0]] unowned = [x for x in existing if x.player != currentplayer] if len(existing) != 0 and len(unowned) == 0: currentplayer.freeArmies += c[1] riskgui.set_armies(currentplayer.freeArmies) setphase("Place")
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
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
def handle_place(terr, button): """Handle the placing of the armies before a turn.""" if terr.player != currentplayer: return 1 if currentplayer.freeArmies > 0: if button == 3: currentplayer.place_army(terr, min(5, currentplayer.freeArmies)) else: currentplayer.place_army(terr) riskgui.drawarmy(terr) riskgui.set_armies(currentplayer.freeArmies) return 1 else: setphase("Attack") print >>verbosefile, "Attacking" return 0
def handle_place(terr, button): """Handle the placing of the armies before a turn.""" if terr.player != currentplayer: return 1 if currentplayer.freeArmies > 0: if button == 3: currentplayer.place_army(terr, min(5, currentplayer.freeArmies)) else: currentplayer.place_army(terr) riskgui.drawarmy(terr) riskgui.set_armies(currentplayer.freeArmies) return 1 else: if len(currentplayer.cards) >= 5: riskgui.set_status("You must turn in cards to attack") return 1 riskgui.set_status("Moving to Attack") setphase("Attack") print >> verbosefile, "Attacking" return 0
def handle_place(terr, button): """Handle the placing of the armies before a turn.""" if terr.player != currentplayer: return 1 if currentplayer.freeArmies > 0: if button == 3: currentplayer.place_army(terr, min(5, currentplayer.freeArmies)) else: currentplayer.place_army(terr) riskgui.drawarmy(terr) riskgui.set_armies(currentplayer.freeArmies) return 1 else: if len(currentplayer.cards) >= 5: riskgui.set_status("You must turn in cards to attack") return 1 riskgui.set_status("Moving to Attack") setphase("Attack") print >>verbosefile, "Attacking" return 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
def turnincards(player, cards): """Turn in a set of cards.""" global currentcard if risknetwork.turnincards(cards): return if phase != "Place": return for c in cards: if not c in player.cards: return cards.sort(lambda a, b:cmp(a.picture, b.picture)) if not cardset(cards): return for c in cards: if territories[c.territory].player == player: territories[c.territory].armies += 2 riskgui.drawarmy(territories[c.territory]) if currentcard < len(cardvals): player.freeArmies += cardvals[currentcard] else: player.freeArmies += cardvals[-1] + \ incrementval * (currentcard - len(cardvals) + 1) currentcard += 1 for c in cards: allcards.append(c) for ca in player.cards: if c == ca: player.cards.remove(ca) risknetwork.remove_card(ca, currentplayer) riskgui.set_armies(currentplayer.freeArmies)
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
def turnincards(player, cards): """Turn in a set of cards.""" global currentcard if risknetwork.turnincards(cards): return if phase != "Place": return for c in cards: if not c in player.cards: return cards.sort(lambda a, b: cmp(a.picture, b.picture)) if not cardset(cards): return for c in cards: if territories[c.territory].player == player: territories[c.territory].armies += 2 riskgui.drawarmy(territories[c.territory]) if currentcard < len(cardvals): player.freeArmies += cardvals[currentcard] else: player.freeArmies += cardvals[-1] + \ incrementval * (currentcard - len(cardvals) + 1) currentcard += 1 for c in cards: allcards.append(c) for ca in player.cards: if c == ca: player.cards.remove(ca) risknetwork.remove_card(ca, currentplayer) riskgui.set_armies(currentplayer.freeArmies)
def handle_preposition(terr, button): """Handle the preposition phase.""" if currentplayer.freeArmies == 0: resetturn() return emptyTerritories = [x for x in territories.values() if x.armies == 0] if (emptyTerritories and terr.player is None) or \ (not emptyTerritories and terr.player == currentplayer): terr.player = currentplayer currentplayer.place_army(terr) riskgui.drawterritory(terr, 0) else: return rotateplayers() riskgui.set_armies(currentplayer.freeArmies) while currentplayer.ai is not None: currentplayer.ai.run_preplace(currentplayer) rotateplayers() riskgui.set_armies(currentplayer.freeArmies) if currentplayer.freeArmies == 0: resetturn() return
def load_game(filename): """Load a previously-saved game.""" global currentplayer, phase, currentcard, currentplayernum if phase != "Pregame": riskgui.set_status("You have already started a game") return savefile = open(filename) while savefile.readline() == "player\n": plname = savefile.readline().strip() plarmies = int(savefile.readline().strip()) plconquered = int(savefile.readline().strip()) cards = [] currentline = savefile.readline() while currentline != "endplayer\n" and currentline != "ai\n": nline = savefile.readline().strip() cards.append(Card(currentline.strip(), nline)) currentline = savefile.readline() ainame = None if currentline == "ai\n": ainame = savefile.readline().strip() aidatalen = int(savefile.readline().strip()) aidata = savefile.read(aidatalen) savefile.readline() if not players.has_key(plname): if ainame and not os.path.exists(ainame): riskgui.set_status("AI " + ainame + " nonexistent") ainame = None riskgui.makeplayercolors(makeplayer(plname, ainame)) if ainame: players[plname].ai.loaddata(aidata) players[plname].freeArmies = plarmies players[plname].conqueredTerritory = plconquered players[plname].cards = cards for card in cards: risknetwork.add_card(card, players[plname]) playerorder.append(players[plname]) riskgui.relistplayers(playerorder) currentplayer = players[savefile.readline().strip()] currentplayernum = playerorder.index(currentplayer) riskgui.set_armies(currentplayer.freeArmies) riskgui.playersturn(currentplayer.name) setphase(savefile.readline().strip()) currentcard = int(savefile.readline().strip()) while savefile.readline().strip() == "territory": tname = savefile.readline().strip() tplayer = savefile.readline().strip() if tplayer == "None": tplayer = None else: tplayer = players[tplayer] territories[tname].player = tplayer territories[tname].armies = int(savefile.readline().strip()) riskgui.drawterritory(territories[tname], 0) savefile.readline() while 1: cardterr = savefile.readline().strip() if not cardterr: break allcards.append(Card(cardterr, savefile.readline().strip())) savefile.close()