def __init__ (self, gamemodel, ichandle, gameno, color, name, icrating=None): Player.__init__(self) self.offers = {} self.queue = Queue() self.okqueue = Queue() self.setName(name) self.ichandle = ichandle self.icrating = icrating self.color = color self.gameno = gameno self.gamemodel = gamemodel # If some times later FICS creates another game with same wplayer,bplayer,gameno # this will change to False and boardUpdate messages will be ignored self.current = True self.connection = connection = self.gamemodel.connection self.connections = connections = defaultdict(list) connections[connection.bm].append(connection.bm.connect_after("boardUpdate", self.__boardUpdate)) connections[connection.bm].append(connection.bm.connect_after("playGameCreated", self.__playGameCreated)) connections[connection.bm].append(connection.bm.connect_after("obsGameCreated", self.__obsGameCreated)) connections[connection.om].append(connection.om.connect("onOfferAdd", self.__onOfferAdd)) connections[connection.om].append(connection.om.connect("onOfferRemove", self.__onOfferRemove)) connections[connection.om].append(connection.om.connect("onOfferDeclined", self.__onOfferDeclined)) connections[connection.cm].append(connection.cm.connect("privateMessage", self.__onPrivateMessage))
def __init__(self, gamemodel, ichandle, gameno, color, name, icrating=None): Player.__init__(self) self.offers = {} self.setName(name) self.ichandle = ichandle self.icrating = icrating self.color = color self.gameno = gameno self.gamemodel = gamemodel self.pass_interrupt = False self.turn_interrupt = False self.connection = connection = self.gamemodel.connection self.connections = connections = defaultdict(list) connections[connection.om].append(connection.om.connect( "onOfferAdd", self.__onOfferAdd)) connections[connection.om].append(connection.om.connect( "onOfferRemove", self.__onOfferRemove)) connections[connection.om].append(connection.om.connect( "onOfferDeclined", self.__onOfferDeclined)) connections[connection.cm].append(connection.cm.connect( "privateMessage", self.__onPrivateMessage)) self.cid = self.gamemodel.connect_after("game_terminated", self.on_game_terminated)
def __init__(self, gamemodel, ichandle, gameno, color, name, icrating=None): Player.__init__(self) self.offers = {} self.setName(name) self.ichandle = ichandle self.icrating = icrating self.color = color self.gameno = gameno self.gamemodel = gamemodel self.pass_interrupt = False self.turn_interrupt = False self.connection = connection = self.gamemodel.connection self.connections = connections = defaultdict(list) connections[connection.om].append( connection.om.connect("onOfferAdd", self.__onOfferAdd)) connections[connection.om].append( connection.om.connect("onOfferRemove", self.__onOfferRemove)) connections[connection.om].append( connection.om.connect("onOfferDeclined", self.__onOfferDeclined)) connections[connection.cm].append( connection.cm.connect("privateMessage", self.__onPrivateMessage)) self.cid = self.gamemodel.connect_after("game_terminated", self.on_game_terminated)
def __init__(self, gmwidg, color, name, ichandle=None, icrating=None): Player.__init__(self) self.defname = "Human" self.board = gmwidg.board self.gmwidg = gmwidg self.gamemodel = self.gmwidg.gamemodel self.move_queue = asyncio.Queue() self.color = color self.board_cids = [ self.board.connect("piece_moved", self.piece_moved), self.board.connect("action", self.emit_action), ] self.setName(name) self.ichandle = ichandle self.icrating = icrating self.timemodel_cid = None if self.gamemodel.timed: self.timemodel_cid = self.gamemodel.timemodel.connect( "zero_reached", self.zero_reached ) self.cid = self.gamemodel.connect_after( "game_terminated", self.on_game_terminated )
def __init__ (self, gmwidg, color, name, ichandle=None, icrating=None): Player.__init__(self) self.defname = "Human" self.board = gmwidg.board self.gmwidg = gmwidg self.gamemodel = self.board.view.model self.queue = Queue() self.color = color self.conid = [ self.board.connect("piece_moved", self.piece_moved), self.board.connect("action", lambda b,action,param: self.emit_action(action, param)) ] self.setName(name) self.ichandle = ichandle self.icrating = icrating if self.gamemodel.timed: self.gamemodel.timemodel.connect('zero_reached', self.zero_reached)
def __init__(self, gamemodel, ichandle, gameno, color, name, icrating=None): Player.__init__(self) self.offers = {} self.setName(name) self.ichandle = ichandle self.icrating = icrating self.color = color self.gameno = gameno self.gamemodel = gamemodel self.turn_interrupt = False # If some times later FICS creates another game with same wplayer,bplayer,gameno # this will change to False and boardUpdate messages will be ignored self.current = True self.connection = connection = self.gamemodel.connection self.connections = connections = defaultdict(list) connections[connection.bm].append( connection.bm.connect_after("playGameCreated", self.__playGameCreated)) connections[connection.bm].append( connection.bm.connect_after("obsGameCreated", self.__obsGameCreated)) connections[connection.om].append( connection.om.connect("onOfferAdd", self.__onOfferAdd)) connections[connection.om].append( connection.om.connect("onOfferRemove", self.__onOfferRemove)) connections[connection.om].append( connection.om.connect("onOfferDeclined", self.__onOfferDeclined)) connections[connection.cm].append( connection.cm.connect("privateMessage", self.__onPrivateMessage)) self.cid = self.gamemodel.connect_after("game_terminated", self.on_game_terminated)
def __init__(self, gmwidg, color, name, ichandle=None, icrating=None): Player.__init__(self) self.defname = "Human" self.board = gmwidg.board self.gmwidg = gmwidg self.gamemodel = self.gmwidg.gamemodel self.queue = Queue() self.color = color self.board_cids = [ self.board.connect("piece_moved", self.piece_moved), self.board.connect("action", self.emit_action) ] self.setName(name) self.ichandle = ichandle self.icrating = icrating if self.gamemodel.timed: self.timemodel_cid = self.gamemodel.timemodel.connect('zero_reached', self.zero_reached) self.cid = self.gamemodel.connect_after("game_terminated", self.on_game_terminated)
def __init__ (self, gamemodel, ichandle, gameno, color, name, icrating=None): Player.__init__(self) self.queue = Queue() self.okqueue = Queue() self.setName(name) self.ichandle = ichandle self.icrating = icrating self.color = color self.gameno = gameno self.gamemodel = gamemodel self.connection = connection = self.gamemodel.connection self.connections = connections = defaultdict(list) connections[connection.bm].append(connection.bm.connect_after("boardUpdate", self.__boardUpdate)) connections[connection.om].append(connection.om.connect("onOfferAdd", self.__onOfferAdd)) connections[connection.om].append(connection.om.connect("onOfferRemove", self.__onOfferRemove)) connections[connection.om].append(connection.om.connect("onOfferDeclined", self.__onOfferDeclined)) connections[connection.cm].append(connection.cm.connect("privateMessage", self.__onPrivateMessage)) self.offers = {}
def __init__(self): Player.__init__(self) self.Q = Queue() self.__type__ = LOCAL
def __init__(self): Player.__init__(self) self.Q = Queue.Queue()