Exemplo n.º 1
0
 def __init__(self):
     self.occurrence = IntDict()  # key: db, s3 etc. value: occurrence
     self.winds = {Tile(Tile.wind, x) for x in Tile.winds}
     self.wINDS = {x.concealed for x in self.winds}
     self.dragons = {Tile(Tile.dragon, x) for x in Tile.dragons}
     self.dRAGONS = {x.concealed for x in self.dragons}
     self.honors = self.winds | self.dragons
     self.hONORS = self.wINDS | self.dRAGONS
     self.terminals = {
         Tile(x, y)
         for x in Tile.colors for y in Tile.terminals
     }
     self.tERMINALS = {x.concealed for x in self.terminals}
     self.majors = self.honors | self.terminals
     self.mAJORS = self.hONORS | self.tERMINALS
     self.greenHandTiles = {Tile(Tile.bamboo, x)
                            for x in '23468'
                            } | {Tile(Tile.dragon, Tile.green)}
     self.minors = {Tile(x, y) for x in Tile.colors for y in Tile.minors}
     for tile in self.majors:
         self.occurrence[tile] = 4
     for tile in self.minors:
         self.occurrence[tile] = 4
     for bonus in Tile.boni:
         for _ in Tile.winds:
             self.occurrence[Tile(bonus, _)] = 1
Exemplo n.º 2
0
    def __init__(self, game, name):
        """
        Initialize a player for a give game.

        @type game: L{Game} or None.
        @param game: The game this player is part of. May be None.
        """
        if game:
            self._game = weakref.ref(game)
        else:
            self._game = None
        self.__balance = 0
        self.__payment = 0
        self.wonCount = 0
        self.__name = ''
        Players.createIfUnknown(name)
        self.name = name
        self.wind = East
        self.intelligence = AIDefault(self)
        self.visibleTiles = IntDict(game.visibleTiles) if game else IntDict()
        self.handCache = {}
        self.cacheHits = 0
        self.cacheMisses = 0
        self.__lastSource = TileSource.East14th
        self.clearHand()
        self.handBoard = None
Exemplo n.º 3
0
Arquivo: game.py Projeto: KDE/kajongg
    def __init__(self, names, ruleset, gameid=None,
                 wantedGame=None, client=None):
        """a new game instance. May be shown on a field, comes from database
        if gameid is set.

        Game.lastDiscard is the tile last discarded by any player. It is
        reset to None when a player gets a tile from the living end of the
        wall or after he claimed a discard.
        """
        # pylint: disable=too-many-statements
        assert self.__class__ != Game, 'Do not directly instantiate Game'
        for wind, name in names:
            assert isinstance(wind, Wind), 'Game.__init__ expects Wind objects'
            assert isinstance(name, (str, unicode)), 'Game.__init__: name must be string and not {}'.format(type(name))
        self.players = Players()
        # if we fail later on in init, at least we can still close the program
        self.myself = None
        # the player using this client instance for talking to the server
        self.__shouldSave = False
        self._client = None
        self.client = client
        self.rotated = 0
        self.notRotated = 0  # counts hands since last rotation
        self.ruleset = None
        self.roundsFinished = 0
        self._currentHandId = None
        self._prevHandId = None
        self.randomGenerator = CountingRandom(self)
        self.wantedGame = wantedGame
        self._setHandSeed()
        self.activePlayer = None
        self.__winner = None
        self.moves = []
        self.gameid = gameid
        self.playOpen = False
        self.autoPlay = False
        self.handctr = 0
        self.roundHandCount = 0
        self.handDiscardCount = 0
        self.divideAt = None
        self.__lastDiscard = None  # always uppercase
        self.visibleTiles = IntDict()
        self.discardedTiles = IntDict(self.visibleTiles)
        # tile names are always lowercase
        self.dangerousTiles = list()
        self.csvTags = []
        self._setGameId()
        self.__useRuleset(ruleset)
        # shift rules taken from the OEMC 2005 rules
        # 2nd round: S and W shift, E and N shift
        self.shiftRules = 'SWEN,SE,WE'
        self.wall = self.wallClass(self)
        self.assignPlayers(names)
        if self.belongsToGameServer():
            self.__shufflePlayers()
        self._scanGameOption()
        for player in self.players:
            player.clearHand()
Exemplo n.º 4
0
 def __init__(self, game):
     if game:
         self._game = weakref.ref(game)
     else:
         self._game = None
     self.__balance = 0
     self.__payment = 0
     self.wonCount = 0
     self.name = ''
     self.wind = WINDS[0]
     self.visibleTiles = IntDict(game.visibleTiles) if game else IntDict()
     self.clearHand()
     self.__lastSource = '1' # no source: blessing from heaven or earth
     self.voice = None
     self.handBoard = None
Exemplo n.º 5
0
 def cleanPlayerTable(self):
     """remove now unneeded columns host, password and make names unique"""
     playerCounts = IntDict()
     names = {}
     keep = {}
     for nameId, name in Query('select id,name from player').records:
         playerCounts[name] += 1
         names[int(nameId)] = name
     for name, counter in defaultdict.items(playerCounts):
         nameIds = [x[0] for x in names.items() if x[1] == name]
         keepId = nameIds[0]
         keep[keepId] = name
         if counter > 1:
             for nameId in nameIds[1:]:
                 Query(
                     'update score set player=%d where player=%d' %
                     (keepId, nameId))
                 Query(
                     'update game set p0=%d where p0=%d' %
                     (keepId, nameId))
                 Query(
                     'update game set p1=%d where p1=%d' %
                     (keepId, nameId))
                 Query(
                     'update game set p2=%d where p2=%d' %
                     (keepId, nameId))
                 Query(
                     'update game set p3=%d where p3=%d' %
                     (keepId, nameId))
                 Query('delete from player where id=%d' % nameId)
     Query('drop table player')
     self.createTable('player')
     for nameId, name in keep.items():
         Query('insert into player(id,name) values(?,?)', (nameId, name))
Exemplo n.º 6
0
 def claimness(self, hand, dummyDiscard):
     result = IntDict()
     if self.shouldTry(hand):
         result[Message.Pung] = -999
         result[Message.Kong] = -999
         result[Message.Chow] = -999
     return result
Exemplo n.º 7
0
    def __init__(self, game, name):
        """
        Initialize a player for a give game.

        @type game: L{Game} or None.
        @param game: The game this player is part of. May be None.
        """
        if game:
            self._game = weakref.ref(game)
        else:
            self._game = None
        self.__balance = 0
        self.__payment = 0
        self.wonCount = 0
        self.__name = ''
        Players.createIfUnknown(name)
        self.name = name
        self.wind = East
        self.intelligence = AIDefault(self)
        self.visibleTiles = IntDict(game.visibleTiles) if game else IntDict()
        self.handCache = {}
        self.cacheHits = 0
        self.cacheMisses = 0
        self.__lastSource = TileSource.East14th
        self.clearHand()
        self.handBoard = None
Exemplo n.º 8
0
 def claimness(cls, hand, discard):
     result = IntDict()
     if cls.shouldTry(hand):
         result[Message.Pung] = -999
         result[Message.Kong] = -999
         result[Message.Chow] = -999
     return result
Exemplo n.º 9
0
 def claimness(hand, discard):
     result = IntDict()
     if AllPairHonors.shouldTry(hand):
         result[Message.Pung] = -999
         result[Message.Kong] = -999
         result[Message.Chow] = -999
     return result
Exemplo n.º 10
0
class Elements:
    """represents all elements"""

    # pylint: disable=too-many-instance-attributes
    # too many attributes

    def __init__(self):
        self.occurrence = IntDict()  # key: db, s3 etc. value: occurrence
        self.winds = {Tile(Tile.wind, x) for x in Tile.winds}
        self.wINDS = {x.concealed for x in self.winds}
        self.dragons = {Tile(Tile.dragon, x) for x in Tile.dragons}
        self.dRAGONS = {x.concealed for x in self.dragons}
        self.honors = self.winds | self.dragons
        self.hONORS = self.wINDS | self.dRAGONS
        self.terminals = {
            Tile(x, y)
            for x in Tile.colors for y in Tile.terminals
        }
        self.tERMINALS = {x.concealed for x in self.terminals}
        self.majors = self.honors | self.terminals
        self.mAJORS = self.hONORS | self.tERMINALS
        self.greenHandTiles = {Tile(Tile.bamboo, x)
                               for x in '23468'
                               } | {Tile(Tile.dragon, Tile.green)}
        self.minors = {Tile(x, y) for x in Tile.colors for y in Tile.minors}
        for tile in self.majors:
            self.occurrence[tile] = 4
        for tile in self.minors:
            self.occurrence[tile] = 4
        for bonus in Tile.boni:
            for _ in Tile.winds:
                self.occurrence[Tile(bonus, _)] = 1

    def __filter(self, ruleset):
        """returns element names"""
        return (x for x in self.occurrence
                if ruleset.withBonusTiles or (not x.isBonus))

    def count(self, ruleset):
        """how many tiles are to be used by the game"""
        return self.occurrence.count(self.__filter(ruleset))

    def all(self, ruleset):
        """a list of all elements, each of them occurrence times"""
        return self.occurrence.all(self.__filter(ruleset))
Exemplo n.º 11
0
 def __init__(self, game, hand):
     list.__init__(self)
     self.game = game
     self.hand = hand
     self.hiddenTiles = list(x.lower() for x in hand.tileNamesInHand)
     self.groupCounts = IntDict(
     )  # counts for tile groups (sbcdw), exposed and concealed
     for tile in self.hiddenTiles:
         self.groupCounts[tile[0]] += 1
     self.declaredGroupCounts = IntDict()
     for tile in sum((x.pairs.lower() for x in hand.declaredMelds), []):
         self.groupCounts[tile[0]] += 1
         self.declaredGroupCounts[tile[0]] += 1
     self.extend(
         list(
             TileAI(self, x)
             for x in sorted(set(self.hiddenTiles), key=elementKey)))
     self.link()
Exemplo n.º 12
0
 def __init__(self, player, hand):
     list.__init__(self)
     self._player = weakref.ref(player)
     self._hand = weakref.ref(hand)
     if Debug.robotAI:
         player.game.debug('DiscardCandidates for hand %s are %s' %
                           (hand, hand.tilesInHand))
     self.hiddenTiles = list(x.exposed for x in hand.tilesInHand)
     self.groupCounts = IntDict()
     # counts for tile groups (sbcdw), exposed
     # and concealed
     for tile in self.hiddenTiles:
         self.groupCounts[tile.group] += 1
     self.declaredGroupCounts = IntDict()
     for tile in sum((x for x in hand.declaredMelds), []):
         self.groupCounts[tile.lowerGroup] += 1
         self.declaredGroupCounts[tile.lowerGroup] += 1
     self.extend(
         list(TileAI(self, x) for x in sorted(set(self.hiddenTiles))))
     self.link()
Exemplo n.º 13
0
 def claimness(cls, hand, discard):
     result = IntDict()
     if cls.shouldTry(hand):
         doublesCount = hand.doublesEstimate(discard)
         # TODO: compute scoring for resulting hand. If it is high anyway,
         # prefer pung over trying 13 orphans
         if doublesCount < 2 or cls.shouldTry(hand, 1):
             result[Message.Pung] = -999
             result[Message.Kong] = -999
             result[Message.Chow] = -999
     return result
Exemplo n.º 14
0
 def claimness(hand, discard):
     result = IntDict()
     player = hand.player
     if player.originalCall and player.mayWin:
         if player.originalCallingHand.chancesToWin():
             # winning with OriginalCall is still possible
             result[Message.Pung] = -999
             result[Message.Kong] = -999
             result[Message.Chow] = -999
         else:
             player.mayWin = False  # bad luck
     return result
Exemplo n.º 15
0
Arquivo: tile.py Projeto: KDE/kajongg
class Elements(object):

    """represents all elements"""

    # pylint: disable=too-many-instance-attributes
    # too many attributes

    def __init__(self):
        self.occurrence = IntDict()  # key: db, s3 etc. value: occurrence
        self.winds = {Tile(Tile.wind, x) for x in Tile.winds}
        self.wINDS = {x.concealed for x in self.winds}
        self.dragons = {Tile(Tile.dragon, x) for x in Tile.dragons}
        self.dRAGONS = {x.concealed for x in self.dragons}
        self.honors = self.winds | self.dragons
        self.hONORS = self.wINDS | self.dRAGONS
        self.terminals = {Tile(x, y) for x in Tile.colors for y in Tile.terminals}
        self.tERMINALS = {x.concealed for x in self.terminals}
        self.majors = self.honors | self.terminals
        self.mAJORS = self.hONORS | self.tERMINALS
        self.greenHandTiles = {Tile(Tile.bamboo, x) for x in "23468"} | {Tile(Tile.dragon, Tile.green)}
        self.minors = {Tile(x, y) for x in Tile.colors for y in Tile.minors}
        for tile in self.majors:
            self.occurrence[tile] = 4
        for tile in self.minors:
            self.occurrence[tile] = 4
        for bonus in Tile.boni:
            for _ in Tile.winds:
                self.occurrence[Tile(bonus, _)] = 1

    def __filter(self, ruleset):
        """returns element names"""
        return (x for x in self.occurrence if ruleset.withBonusTiles or (not x.isBonus))

    def count(self, ruleset):
        """how many tiles are to be used by the game"""
        return self.occurrence.count(self.__filter(ruleset))

    def all(self, ruleset):
        """a list of all elements, each of them occurrence times"""
        return self.occurrence.all(self.__filter(ruleset))
Exemplo n.º 16
0
 def claimness(hand, discard):
     result = IntDict()
     if ThirteenOrphans.shouldTry(hand):
         doublesCount = hand.doublesEstimate()
         if hand.tileNames.count(discard) == 2:
             # TODO: compute scoring for resulting hand. If it is high anyway,
             # prefer pung over trying 13 orphans
             for rule in hand.ruleset.doublingMeldRules:
                 if rule.appliesToMeld(hand, Meld(discard.lower() * 3)):
                     doublesCount += 1
         if doublesCount < 2 or ThirteenOrphans.shouldTry(hand,
                                                          maxMissing=1):
             result[Message.Pung] = -999
             result[Message.Kong] = -999
             result[Message.Chow] = -999
     return result
Exemplo n.º 17
0
 def selectAnswer(self, answers):
     """this is where the robot AI should go.
     Returns answer and one parameter"""
     # pylint: disable=R0912
     # disable warning about too many branches
     answer = parameter = None
     tryAnswers = (x for x in [
         Message.MahJongg, Message.OriginalCall, Message.Kong, Message.Pung,
         Message.Chow, Message.Discard
     ] if x in answers)
     hand = self.client.game.myself.hand
     claimness = IntDict()
     discard = self.client.game.lastDiscard
     if discard:
         for func in self.client.game.ruleset.filterFunctions('claimness'):
             claimness += func.claimness(hand, discard.element)
     for tryAnswer in tryAnswers:
         parameter = self.client.sayable[tryAnswer]
         if not parameter:
             continue
         if claimness[tryAnswer] < 0:
             if Debug.robotAI:
                 hand.debug('claimness %d inhibits %s %s' %
                            (claimness[tryAnswer], tryAnswer, parameter))
             continue
         if tryAnswer in [Message.Discard, Message.OriginalCall]:
             parameter = self.selectDiscard(hand)
         elif tryAnswer in [Message.Pung, Message.Chow, Message.Kong
                            ] and self.respectOriginalCall():
             continue
         elif tryAnswer == Message.Pung and self.client.maybeDangerous(
                 tryAnswer):
             continue
         elif tryAnswer == Message.Chow:
             parameter = self.selectChow(parameter)
         elif tryAnswer == Message.Kong:
             parameter = self.selectKong(parameter)
         if parameter:
             answer = tryAnswer
             break
     if not answer:
         answer = answers[0]  # for now always return default answer
     return answer, parameter
Exemplo n.º 18
0
Arquivo: tile.py Projeto: KDE/kajongg
 def __init__(self):
     self.occurrence = IntDict()  # key: db, s3 etc. value: occurrence
     self.winds = {Tile(Tile.wind, x) for x in Tile.winds}
     self.wINDS = {x.concealed for x in self.winds}
     self.dragons = {Tile(Tile.dragon, x) for x in Tile.dragons}
     self.dRAGONS = {x.concealed for x in self.dragons}
     self.honors = self.winds | self.dragons
     self.hONORS = self.wINDS | self.dRAGONS
     self.terminals = {Tile(x, y) for x in Tile.colors for y in Tile.terminals}
     self.tERMINALS = {x.concealed for x in self.terminals}
     self.majors = self.honors | self.terminals
     self.mAJORS = self.hONORS | self.tERMINALS
     self.greenHandTiles = {Tile(Tile.bamboo, x) for x in "23468"} | {Tile(Tile.dragon, Tile.green)}
     self.minors = {Tile(x, y) for x in Tile.colors for y in Tile.minors}
     for tile in self.majors:
         self.occurrence[tile] = 4
     for tile in self.minors:
         self.occurrence[tile] = 4
     for bonus in Tile.boni:
         for _ in Tile.winds:
             self.occurrence[Tile(bonus, _)] = 1
Exemplo n.º 19
0
 def selectAnswer(self, answers):
     """this is where the robot AI should go.
     Returns answer and one parameter"""
     # pylint: disable=too-many-branches
     # disable warning about too many branches
     answer = parameter = None
     tryAnswers = (x for x in [
         Message.MahJongg, Message.OriginalCall, Message.Kong, Message.Pung,
         Message.Chow, Message.Discard
     ] if x in answers)
     hand = self.player.hand
     claimness = IntDict()
     discard = self.player.game.lastDiscard
     if discard:
         for rule in self.player.game.ruleset.filterRules('claimness'):
             claimness += rule.claimness(hand, discard)
             if Debug.robotAI:
                 hand.debug('%s: claimness in selectAnswer:%s' %
                            (rule.name, claimness))
     for tryAnswer in tryAnswers:
         parameter = self.player.sayable[tryAnswer]
         if not parameter:
             continue
         if claimness[tryAnswer] < 0:
             continue
         if tryAnswer in [Message.Discard, Message.OriginalCall]:
             parameter = self.selectDiscard(hand)
         elif tryAnswer == Message.Pung and self.player.maybeDangerous(
                 tryAnswer):
             continue
         elif tryAnswer == Message.Chow:
             parameter = self.selectChow(parameter)
         elif tryAnswer == Message.Kong:
             parameter = self.selectKong(parameter)
         if parameter:
             answer = tryAnswer
             break
     if not answer:
         answer = answers[0]  # for now always return default answer
     return answer, parameter
Exemplo n.º 20
0
class Player(StrMixin):

    """
    all player related attributes without GUI stuff.
    concealedTiles: used during the hand for all concealed tiles, ungrouped.
    concealedMelds: is empty during the hand, will be valid after end of hand,
    containing the concealed melds as the player presents them.

    @todo: Now that Player() always calls createIfUnknown, test defining new
    players and adding new players to server
    """
    # pylint: disable=too-many-instance-attributes,too-many-public-methods

    def __init__(self, game, name):
        """
        Initialize a player for a give game.

        @type game: L{Game} or None.
        @param game: The game this player is part of. May be None.
        """
        if game:
            self._game = weakref.ref(game)
        else:
            self._game = None
        self.__balance = 0
        self.__payment = 0
        self.wonCount = 0
        self.__name = ''
        Players.createIfUnknown(name)
        self.name = name
        self.wind = East
        self.intelligence = AIDefault(self)
        self.visibleTiles = IntDict(game.visibleTiles) if game else IntDict()
        self.handCache = {}
        self.cacheHits = 0
        self.cacheMisses = 0
        self.__lastSource = TileSource.East14th
        self.clearHand()
        self.handBoard = None

    def __lt__(self, other):
        """Used for sorting"""
        if not other:
            return False
        return self.name < other.name

    def clearCache(self):
        """clears the cache with Hands"""
        if Debug.hand and len(self.handCache):
            self.game.debug(
                '%s: cache hits:%d misses:%d' %
                (self, self.cacheHits, self.cacheMisses))
        self.handCache.clear()
        Permutations.cache.clear()
        self.cacheHits = 0
        self.cacheMisses = 0

    @property
    def name(self):
        """
        The name of the player, can be changed only once.

        @type: C{unicode}
        """
        return self.__name

    @name.setter
    def name(self, value):
        """write once"""
        assert self.__name == ''
        assert value
        assert isinstance(value, unicode), 'Player.name must be unicode but not {}'.format(type(value))
        self.__name = value

    @property
    def game(self):
        """hide the fact that this is a weakref"""
        if self._game:
            return self._game()

    def clearHand(self):
        """clear player attributes concerning the current hand"""
        self._concealedTiles = []
        self._exposedMelds = []
        self._concealedMelds = []
        self._bonusTiles = []
        self.discarded = []
        self.visibleTiles.clear()
        self.newHandContent = None
        self.originalCallingHand = None
        self.__lastTile = None
        self.lastSource = TileSource.East14th
        self.lastMeld = Meld()
        self.__mayWin = True
        self.__payment = 0
        self.originalCall = False
        self.dangerousTiles = list()
        self.claimedNoChoice = False
        self.playedDangerous = False
        self.usedDangerousFrom = None
        self.isCalling = False
        self.clearCache()
        self._hand = None

    @property
    def lastTile(self):
        """temp for debugging"""
        return self.__lastTile

    @lastTile.setter
    def lastTile(self, value):
        """temp for debugging"""
        assert isinstance(value, (Tile, type(None))), value
        self.__lastTile = value

    def invalidateHand(self):
        """some source for the computation of current hand changed"""
        self._hand = None

    @property
    def hand(self):
        """readonly: the current Hand. Compute if invalidated."""
        if not self._hand:
            self._hand = self.__computeHand()
        elif Debug.hand:
            _ = self.__computeHand()
            assert self._hand == self.__computeHand(), '{} != {}'.format(_, self._hand)
        return self._hand

    @property
    def bonusTiles(self):
        """a readonly tuple"""
        return tuple(self._bonusTiles)

    @property
    def concealedTiles(self):
        """a readonly tuple"""
        return tuple(self._concealedTiles)

    @property
    def exposedMelds(self):
        """a readonly tuple"""
        return tuple(self._exposedMelds)

    @property
    def concealedMelds(self):
        """a readonly tuple"""
        return tuple(self._concealedMelds)

    @property
    def mayWin(self):
        """winning possible?"""
        return self.__mayWin

    @mayWin.setter
    def mayWin(self, value):
        """winning possible?"""
        if self.__mayWin != value:
            self.__mayWin = value
            self._hand = None

    @property
    def lastSource(self):
        """the source of the last tile the player got"""
        return self.__lastSource

    @lastSource.setter
    def lastSource(self, value):
        """the source of the last tile the player got"""
        if value is TileSource.LivingWallDiscard and not self.game.wall.living:
            value = TileSource.LivingWallEndDiscard
        if value is TileSource.LivingWall and not self.game.wall.living:
            value = TileSource.LivingWallEnd
        if self.__lastSource != value:
            self.__lastSource = value
            self._hand = None

    @property
    def nameid(self):
        """the name id of this player"""
        return Players.allIds[self.name]

    @property
    def localName(self):
        """the localized name of this player"""
        return m18nc('kajongg, name of robot player, to be translated', self.name)

    @property
    def handTotal(self):
        """the hand total of this player for the final scoring"""
        if not self.game.winner:
            return 0
        else:
            return self.hand.total()

    @property
    def balance(self):
        """the balance of this player"""
        return self.__balance

    @balance.setter
    def balance(self, balance):
        """the balance of this player"""
        self.__balance = balance
        self.__payment = 0

    def getsPayment(self, payment):
        """make a payment to this player"""
        self.__balance += payment
        self.__payment += payment

    @property
    def payment(self):
        """the payments for the current hand"""
        return self.__payment

    @payment.setter
    def payment(self, payment):
        """the payments for the current hand"""
        assert payment == 0
        self.__payment = 0

    def __unicode__(self):
        return u'{name:<10} {wind}'.format(name=self.name[:10], wind=self.wind)

    def pickedTile(self, deadEnd, tileName=None):
        """got a tile from wall"""
        self.game.activePlayer = self
        tile = self.game.wall.deal([tileName], deadEnd=deadEnd)[0]
        if hasattr(tile, 'tile'):
            self.lastTile = tile.tile
        else:
            self.lastTile = tile
        self.addConcealedTiles([tile])
        if deadEnd:
            self.lastSource = TileSource.DeadWall
        else:
            self.game.lastDiscard = None
            self.lastSource = TileSource.LivingWall
        return self.lastTile

    def removeTile(self, tile):
        """remove from my tiles"""
        if tile.isBonus:
            self._bonusTiles.remove(tile)
        else:
            try:
                self._concealedTiles.remove(tile)
            except ValueError:
                raise Exception('removeTile(%s): tile not in concealed %s' %
                                (tile, ''.join(self._concealedTiles)))
        if tile is self.lastTile:
            self.lastTile = None
        self._hand = None

    def addConcealedTiles(self, tiles, animated=False):  # pylint: disable=unused-argument
        """add to my tiles"""
        assert len(tiles)
        for tile in tiles:
            if tile.isBonus:
                self._bonusTiles.append(tile)
            else:
                assert tile.isConcealed, '%s data=%s' % (tile, tiles)
                self._concealedTiles.append(tile)
        self._hand = None

    def syncHandBoard(self, adding=None):
        """virtual: synchronize display"""
        pass

    def colorizeName(self):
        """virtual: colorize Name on wall"""
        pass

    def getsFocus(self, dummyResults=None):
        """virtual: player gets focus on his hand"""
        pass

    def mjString(self):
        """compile hand info into a string as needed by the scoring engine"""
        announcements = 'a' if self.originalCall else ''
        return ''.join(['m', self.lastSource.char, ''.join(announcements)])

    def makeTileKnown(self, tileName):
        """used when somebody else discards a tile"""
        assert not self._concealedTiles[0].isKnown
        self._concealedTiles[0] = tileName
        self._hand = None

    def __computeHand(self):
        """returns Hand for this player"""
        assert not (self._concealedMelds and self._concealedTiles)
        melds = list()
        melds.extend(str(x) for x in self._exposedMelds)
        melds.extend(str(x) for x in self._concealedMelds)
        if self._concealedTiles:
            melds.append('R' + ''.join(str(x) for x in sorted(self._concealedTiles)))
        melds.extend(str(x) for x in self._bonusTiles)
        melds.append(self.mjString())
        if self.lastTile:
            melds.append(
                'L%s%s' %
                (self.lastTile, self.lastMeld if self.lastMeld else ''))
        return Hand(self, ' '.join(melds))

    def _computeHandWithDiscard(self, discard):
        """what if"""
        lastSource = self.lastSource # TODO: recompute
        save = (self.lastTile, self.lastSource)
        try:
            self.lastSource = lastSource
            if discard:
                self.lastTile = discard
                self._concealedTiles.append(discard)
            return self.__computeHand()
        finally:
            self.lastTile, self.lastSource = save
            if discard:
                self._concealedTiles = self._concealedTiles[:-1]

    def scoringString(self):
        """helper for HandBoard.__str__"""
        if self._concealedMelds:
            parts = [str(x) for x in self._concealedMelds + self._exposedMelds]
        else:
            parts = [''.join(self._concealedTiles)]
            parts.extend([str(x) for x in self._exposedMelds])
        parts.extend(str(x) for x in self._bonusTiles)
        return ' '.join(parts)

    def sortRulesByX(self, rules):  # pylint: disable=no-self-use
        """if this game has a GUI, sort rules by GUI order"""
        return rules

    def others(self):
        """a list of the other 3 players"""
        return (x for x in self.game.players if x != self)

    def tileAvailable(self, tileName, hand):
        """a count of how often tileName might still appear in the game
        supposing we have hand"""
        lowerTile = tileName.exposed
        upperTile = tileName.concealed
        visible = self.game.discardedTiles.count([lowerTile])
        if visible:
            if hand.lenOffset == 0 and self.game.lastDiscard and lowerTile is self.game.lastDiscard.exposed:
                # the last discarded one is available to us since we can claim
                # it
                visible -= 1
        visible += sum(x.visibleTiles.count([lowerTile, upperTile])
                       for x in self.others())
        visible += sum(x.exposed == lowerTile for x in hand.tiles)
        return 4 - visible

    def violatesOriginalCall(self, discard=None):
        """called if discarding discard violates the Original Call"""
        if not self.originalCall or not self.mayWin:
            return False
        if self.lastTile.exposed != discard.exposed:
            if Debug.originalCall:
                self.game.debug(
                    '%s would violate OC with %s, lastTile=%s' %
                    (self, discard, self.lastTile))
            return True
        return False
Exemplo n.º 21
0
    def __init__(self,
                 names,
                 ruleset,
                 gameid=None,
                 wantedGame=None,
                 client=None):
        """a new game instance. May be shown on a field, comes from database
        if gameid is set.

        Game.lastDiscard is the tile last discarded by any player. It is
        reset to None when a player gets a tile from the living end of the
        wall or after he claimed a discard.
        """
        # pylint: disable=too-many-statements
        assert self.__class__ != Game, 'Do not directly instantiate Game'
        for wind, name in names:
            assert isinstance(wind, Wind), 'Game.__init__ expects Wind objects'
            assert isinstance(
                name,
                str), 'Game.__init__: name must be string and not {}'.format(
                    type(name))
        self.players = Players()
        # if we fail later on in init, at least we can still close the program
        self.myself = None
        # the player using this client instance for talking to the server
        self.__shouldSave = False
        self._client = None
        self.client = client
        self.rotated = 0
        self.notRotated = 0  # counts hands since last rotation
        self.ruleset = None
        self.roundsFinished = 0
        self._currentHandId = None
        self._prevHandId = None
        self.wantedGame = wantedGame
        self.moves = []
        self.gameid = gameid
        self.playOpen = False
        self.autoPlay = False
        self.handctr = 0
        self.roundHandCount = 0
        self.handDiscardCount = 0
        self.divideAt = None
        self.__lastDiscard = None  # always uppercase
        self.visibleTiles = IntDict()
        self.discardedTiles = IntDict(self.visibleTiles)
        # tile names are always lowercase
        self.dangerousTiles = list()
        self.csvTags = []
        self.randomGenerator = CountingRandom(self)
        self._setHandSeed()
        self.activePlayer = None
        self.__winner = None
        self._setGameId()
        self.__useRuleset(ruleset)
        # shift rules taken from the OEMC 2005 rules
        # 2nd round: S and W shift, E and N shift
        self.shiftRules = 'SWEN,SE,WE'
        self.wall = self.wallClass(self)
        self.assignPlayers(names)
        if self.belongsToGameServer():
            self.__shufflePlayers()
        self._scanGameOption()
        for player in self.players:
            player.clearHand()
Exemplo n.º 22
0
class Game:
    """the game without GUI"""
    # pylint: disable=too-many-instance-attributes
    playerClass = Player
    wallClass = Wall

    def __init__(self,
                 names,
                 ruleset,
                 gameid=None,
                 wantedGame=None,
                 client=None):
        """a new game instance. May be shown on a field, comes from database
        if gameid is set.

        Game.lastDiscard is the tile last discarded by any player. It is
        reset to None when a player gets a tile from the living end of the
        wall or after he claimed a discard.
        """
        # pylint: disable=too-many-statements
        assert self.__class__ != Game, 'Do not directly instantiate Game'
        for wind, name in names:
            assert isinstance(wind, Wind), 'Game.__init__ expects Wind objects'
            assert isinstance(
                name,
                str), 'Game.__init__: name must be string and not {}'.format(
                    type(name))
        self.players = Players()
        # if we fail later on in init, at least we can still close the program
        self.myself = None
        # the player using this client instance for talking to the server
        self.__shouldSave = False
        self._client = None
        self.client = client
        self.rotated = 0
        self.notRotated = 0  # counts hands since last rotation
        self.ruleset = None
        self.roundsFinished = 0
        self._currentHandId = None
        self._prevHandId = None
        self.wantedGame = wantedGame
        self.moves = []
        self.gameid = gameid
        self.playOpen = False
        self.autoPlay = False
        self.handctr = 0
        self.roundHandCount = 0
        self.handDiscardCount = 0
        self.divideAt = None
        self.__lastDiscard = None  # always uppercase
        self.visibleTiles = IntDict()
        self.discardedTiles = IntDict(self.visibleTiles)
        # tile names are always lowercase
        self.dangerousTiles = list()
        self.csvTags = []
        self.randomGenerator = CountingRandom(self)
        self._setHandSeed()
        self.activePlayer = None
        self.__winner = None
        self._setGameId()
        self.__useRuleset(ruleset)
        # shift rules taken from the OEMC 2005 rules
        # 2nd round: S and W shift, E and N shift
        self.shiftRules = 'SWEN,SE,WE'
        self.wall = self.wallClass(self)
        self.assignPlayers(names)
        if self.belongsToGameServer():
            self.__shufflePlayers()
        self._scanGameOption()
        for player in self.players:
            player.clearHand()

    @property
    def shouldSave(self):
        """as a property"""
        return self.__shouldSave

    @shouldSave.setter
    def shouldSave(self, value):
        """if activated, save start time"""
        if value and not self.__shouldSave:
            self.saveStartTime()
        self.__shouldSave = value

    @property
    def handId(self):
        """current position in game"""
        result = HandId(self)
        if result != self._currentHandId:
            self._prevHandId = self._currentHandId
            self._currentHandId = result
        return result

    @property
    def client(self):
        """hide weakref"""
        if self._client:
            return self._client()

    @client.setter
    def client(self, value):
        """hide weakref"""
        if value:
            self._client = weakref.ref(value)
        else:
            self._client = None

    def clearHand(self):
        """empty all data"""
        if self.moves:
            for move in self.moves:
                del move
        self.moves = []
        for player in self.players:
            player.clearHand()
        self.__winner = None
        self.__activePlayer = None
        self.prevActivePlayer = None
        self.dangerousTiles = list()
        self.discardedTiles.clear()
        assert self.visibleTiles.count() == 0

    def _scanGameOption(self):
        """this is only done for PlayingGame"""
        pass

    @property
    def lastDiscard(self):
        """hide weakref"""
        return self.__lastDiscard

    @lastDiscard.setter
    def lastDiscard(self, value):
        """hide weakref"""
        self.__lastDiscard = value
        if value is not None:
            assert isinstance(value, Tile), value
            if value.isExposed:
                raise Exception('lastDiscard is exposed:%s' % value)

    @property
    def winner(self):
        """the name of the game server this game is attached to"""
        return self.__winner

    @property
    def roundWind(self):
        """the round wind for Hand"""
        return Wind.all[self.roundsFinished % 4]

    @winner.setter
    def winner(self, value):
        """the name of the game server this game is attached to"""
        if self.__winner != value:
            if self.__winner:
                self.__winner.invalidateHand()
            self.__winner = value
            if value:
                value.invalidateHand()

    def addCsvTag(self, tag, forAllPlayers=False):
        """tag will be written to tag field in csv row"""
        if forAllPlayers or self.belongsToHumanPlayer():
            self.csvTags.append('%s/%s' %
                                (tag, self.handId.prompt(withSeed=False)))

    def isFirstHand(self):
        """as the name says"""
        return self.roundHandCount == 0 and self.roundsFinished == 0

    def _setGameId(self):
        """virtual"""
        assert not self  # we want it to fail, and quieten pylint

    def close(self):
        """log off from the server and return a Deferred"""
        self.wall = None
        self.lastDiscard = None

    def playerByName(self, playerName):
        """return None or the matching player"""
        if playerName is None:
            return None
        for myPlayer in self.players:
            if myPlayer.name == playerName:
                return myPlayer
        logException('Move references unknown player %s' % playerName)

    def losers(self):
        """the 3 or 4 losers: All players without the winner"""
        return list([x for x in self.players if x is not self.__winner])

    def belongsToRobotPlayer(self):
        """does this game instance belong to a robot player?"""
        return self.client and self.client.isRobotClient()

    def belongsToHumanPlayer(self):
        """does this game instance belong to a human player?"""
        return self.client and self.client.isHumanClient()

    def belongsToGameServer(self):
        """does this game instance belong to the game server?"""
        return self.client and self.client.isServerClient()

    @staticmethod
    def isScoringGame():
        """are we scoring a manual game?"""
        return False

    def belongsToPlayer(self):
        """does this game instance belong to a player
        (as opposed to the game server)?"""
        return self.belongsToRobotPlayer() or self.belongsToHumanPlayer()

    def assignPlayers(self, playerNames):
        """
        The server tells us the seating order and player names.

        @param playerNames: A list of 4 tuples. Each tuple holds wind and name.
        @type playerNames: The tuple contents must be C{str}
        @todo: Can we pass L{Players} instead of that tuple list?
        """
        if not self.players:
            self.players = Players()
            for idx in range(4):
                # append each separately: Until they have names, the current length of players
                # is used to assign one of the four walls to the player
                self.players.append(self.playerClass(self,
                                                     playerNames[idx][1]))
        for wind, name in playerNames:
            self.players.byName(name).wind = wind
        if self.client and self.client.name:
            self.myself = self.players.byName(self.client.name)
        self.sortPlayers()

    def __shufflePlayers(self):
        """assign random seats to the players and assign winds"""
        self.players.sort(key=lambda x: x.name)
        self.randomGenerator.shuffle(self.players)
        for player, wind in zip(self.players, Wind.all4):
            player.wind = wind

    def __exchangeSeats(self):
        """execute seat exchanges according to the rules"""
        winds = list(
            x
            for x in self.shiftRules.split(',')[(self.roundsFinished - 1) % 4])
        players = list(self.players[Wind(x)] for x in winds)
        pairs = list(players[x:x + 2] for x in range(0, len(winds), 2))
        for playerA, playerB in self._mustExchangeSeats(pairs):
            playerA.wind, playerB.wind = playerB.wind, playerA.wind

    def _mustExchangeSeats(self, pairs):
        """filter: which player pairs should really swap places?"""
        # pylint: disable=no-self-use
        return pairs

    def sortPlayers(self):
        """sort by wind order. Place ourself at bottom (idx=0)"""
        self.players.sort(key=lambda x: x.wind)
        self.activePlayer = self.players[East]
        if Internal.scene:
            if self.belongsToHumanPlayer():
                while self.players[0] != self.myself:
                    self.players = Players(self.players[1:] + self.players[:1])
                for idx, player in enumerate(self.players):
                    player.front = self.wall[idx]
                    player.sideText.board = player.front
                # we want names to move simultaneously
                self.players[1].sideText.refreshAll()

    @staticmethod
    def _newGameId():
        """write a new entry in the game table
        and returns the game id of that new entry"""
        return Query("insert into game(seed) values(0)").cursor.lastrowid

    def saveStartTime(self):
        """save starttime for this game"""
        starttime = datetime.datetime.now().replace(microsecond=0).isoformat()
        args = list(
            [starttime, self.seed,
             int(self.autoPlay), self.ruleset.rulesetId])
        args.extend([p.nameid for p in self.players])
        args.append(self.gameid)
        Query(
            "update game set starttime=?,seed=?,autoplay=?,"
            "ruleset=?,p0=?,p1=?,p2=?,p3=? where id=?", tuple(args))

    def __useRuleset(self, ruleset):
        """use a copy of ruleset for this game, reusing an existing copy"""
        self.ruleset = ruleset
        self.ruleset.load()
        if Internal.db:
            # only if we have a DB open. False in scoringtest.py
            query = Query('select id from ruleset where id>0 and hash=?',
                          (self.ruleset.hash, ))
            if query.records:
                # reuse that ruleset
                self.ruleset.rulesetId = query.records[0][0]
            else:
                # generate a new ruleset
                self.ruleset.save()

    @property
    def seed(self):  # TODO: move this to PlayingGame
        """extract it from wantedGame. Set wantedGame if empty."""
        if not self.wantedGame:
            self.wantedGame = str(int(self.randomGenerator.random() * 10**9))
        return int(self.wantedGame.split('/')[0])

    def _setHandSeed(self):  # TODO: move this to PlayingGame
        """set seed to a reproducible value, independent of what happened
        in previous hands/rounds.
        This makes it easier to reproduce game situations
        in later hands without having to exactly replay all previous hands"""
        seedFactor = ((self.roundsFinished + 1) * 10000 + self.rotated * 1000 +
                      self.notRotated * 100)
        self.randomGenerator.seed(self.seed * seedFactor)

    def prepareHand(self):
        """prepare a game hand"""
        self.clearHand()
        if self.finished():
            if Options.rounds:
                self.close().addCallback(Internal.mainWindow.close)
            else:
                self.close()

    def initHand(self):
        """directly before starting"""
        self.dangerousTiles = list()
        self.discardedTiles.clear()
        assert self.visibleTiles.count() == 0
        if Internal.scene:
            # TODO: why not self.scene?
            Internal.scene.prepareHand()
        self._setHandSeed()

    def saveHand(self):
        """save hand to database,
        update score table and balance in status line"""
        self.__payHand()
        self._saveScores()
        self.handctr += 1
        self.notRotated += 1
        self.roundHandCount += 1
        self.handDiscardCount = 0

    def _saveScores(self):
        """save computed values to database,
        update score table and balance in status line"""
        scoretime = datetime.datetime.now().replace(microsecond=0).isoformat()
        logMessage = ''
        for player in self.players:
            if player.hand:
                manualrules = '||'.join(x.rule.name
                                        for x in player.hand.usedRules)
            else:
                manualrules = i18n('Score computed manually')
            Query(
                "INSERT INTO SCORE "
                "(game,hand,data,manualrules,player,scoretime,won,prevailing,"
                "wind,points,payments, balance,rotated,notrotated) "
                "VALUES(%d,%d,?,?,%d,'%s',%d,'%s','%s',%d,%d,%d,%d,%d)" %
                (self.gameid, self.handctr, player.nameid, scoretime,
                 int(player == self.__winner), self.roundWind.char,
                 player.wind, player.handTotal, player.payment, player.balance,
                 self.rotated, self.notRotated),
                (player.hand.string, manualrules))
            logMessage += '{player:<12} {hand:>4} {total:>5} {won} | '.format(
                player=str(player)[:12],
                hand=player.handTotal,
                total=player.balance,
                won='WON' if player == self.winner else '   ')
            for usedRule in player.hand.usedRules:
                rule = usedRule.rule
                if rule.score.limits:
                    self.addCsvTag(rule.name.replace(' ', ''))
        if Debug.scores:
            self.debug(logMessage)

    def maybeRotateWinds(self):
        """rules which make winds rotate"""
        result = list(x for x in self.ruleset.filterRules('rotate')
                      if x.rotate(self))
        if result:
            if Debug.explain:
                if not self.belongsToRobotPlayer():
                    self.debug(','.join(x.name for x in result),
                               prevHandId=True)
            self.rotateWinds()
        return bool(result)

    def rotateWinds(self):
        """rotate winds, exchange seats. If finished, update database"""
        self.rotated += 1
        self.notRotated = 0
        if self.rotated == 4:
            self.roundsFinished += 1
            self.rotated = 0
            self.roundHandCount = 0
        if self.finished():
            endtime = datetime.datetime.now().replace(
                microsecond=0).isoformat()
            with Internal.db as transaction:
                transaction.execute(
                    'UPDATE game set endtime = "%s" where id = %d' %
                    (endtime, self.gameid))
        elif not self.belongsToPlayer():
            # the game server already told us the new placement and winds
            winds = [player.wind for player in self.players]
            winds = winds[3:] + winds[0:3]
            for idx, newWind in enumerate(winds):
                self.players[idx].wind = newWind
            if self.roundsFinished % 4 and self.rotated == 0:
                # exchange seats between rounds
                self.__exchangeSeats()
            if Internal.scene:
                with AnimationSpeed(Speeds.windMarker):
                    self.wall.showWindMarkers()

    def debug(self, msg, btIndent=None, prevHandId=False):
        """
        Log a debug message.

        @param msg: The message.
        @type msg: A string.
        @param btIndent: If given, message is indented by
        depth(backtrace)-btIndent
        @type btIndent: C{int}
        @param prevHandId: If True, do not use current handId but previous
        @type prevHandId: C{bool}
        """
        if self.belongsToRobotPlayer():
            prefix = 'R'
        elif self.belongsToHumanPlayer():
            prefix = 'C'
        elif self.belongsToGameServer():
            prefix = 'S'
        else:
            logDebug(msg, btIndent=btIndent)
            return
        handId = self._prevHandId if prevHandId else self.handId
        handId = handId.prompt(withMoveCount=True)
        logDebug('%s%s: %s' % (prefix, handId, msg),
                 withGamePrefix=False,
                 btIndent=btIndent)

    @staticmethod
    def __getName(playerid):
        """get name for playerid
        """
        try:
            return Players.allNames[playerid]
        except KeyError:
            return i18n('Player %1 not known', playerid)

    @classmethod
    def loadFromDB(cls, gameid, client=None):
        """load game by game id and return a new Game instance"""
        Internal.logPrefix = 'S' if Internal.isServer else 'C'
        records = Query(
            "select p0,p1,p2,p3,ruleset,seed from game where id = ?",
            (gameid, )).records
        if not records:
            return None
        qGameRecord = records[0]
        rulesetId = qGameRecord[4] or 1
        ruleset = Ruleset.cached(rulesetId)
        Players.load()  # we want to make sure we have the current definitions
        records = Query(
            "select hand,rotated from score where game=? and hand="
            "(select max(hand) from score where game=?)",
            (gameid, gameid)).records
        if records:
            qLastHandRecord = records[0]
        else:
            qLastHandRecord = tuple([0, 0])
        qScoreRecords = Query(
            "select player, wind, balance, won, prevailing from score "
            "where game=? and hand=?", (gameid, qLastHandRecord[0])).records
        if not qScoreRecords:
            # this should normally not happen
            qScoreRecords = list([
                tuple([qGameRecord[wind], wind.char, 0, False, East.char])
                for wind in Wind.all4
            ])
        if len(qScoreRecords) != 4:
            logError('game %d inconsistent: There should be exactly '
                     '4 score records for the last hand' % gameid)

        # after loading SQL, prepare values.

        # default value. If the server saved a score entry but our client
        # did not, we get no record here. Should we try to fix this or
        # exclude such a game from the list of resumable games?
        if len(set(x[4] for x in qScoreRecords)) != 1:
            logError('game %d inconsistent: All score records for the same '
                     'hand must have the same prevailing wind' % gameid)

        players = list(
            tuple([Wind(x[1]), Game.__getName(x[0])]) for x in qScoreRecords)

        # create the game instance.
        game = cls(players,
                   ruleset,
                   gameid=gameid,
                   client=client,
                   wantedGame=qGameRecord[5])
        game.handctr, game.rotated = qLastHandRecord

        for record in qScoreRecords:
            playerid = record[0]
            player = game.players.byId(playerid)
            if not player:
                logError(
                    'game %d inconsistent: player %d missing in game table' %
                    (gameid, playerid))
            else:
                player.getsPayment(record[2])
            if record[3]:
                game.winner = player
        game.roundsFinished = Wind(qScoreRecords[0][4]).__index__()
        game.handctr += 1
        game.notRotated += 1
        game.maybeRotateWinds()
        game.sortPlayers()
        with AnimationSpeed(Speeds.windMarker):
            animateAndDo(game.wall.decorate4)
        return game

    def finished(self):
        """The game is over after minRounds completed rounds. Also,
        check if we reached the second handId defined by --game.
        If we did, the game is over too"""
        last = HandId(self, self.wantedGame, 1)
        if self.handId > last:
            return True
        if Options.rounds:
            return self.roundsFinished >= Options.rounds
        elif self.ruleset:
            # while initialising Game, ruleset might be None
            return self.roundsFinished >= self.ruleset.minRounds

    def __payHand(self):
        """pay the scores"""
        # pylint: disable=too-many-branches
        # too many branches
        winner = self.__winner
        if winner:
            winner.wonCount += 1
            guilty = winner.usedDangerousFrom
            if guilty:
                payAction = self.ruleset.findUniqueOption('payforall')
            if guilty and payAction:
                if Debug.dangerousGame:
                    self.debug('%s: winner %s. %s pays for all' %
                               (self.handId, winner, guilty))
                guilty.hand.usedRules.append((payAction, None))
                score = winner.handTotal
                score = score * 6 if winner.wind == East else score * 4
                guilty.getsPayment(-score)
                winner.getsPayment(score)
                return

        for player1 in self.players:
            if Debug.explain:
                if not self.belongsToRobotPlayer():
                    self.debug('%s: %s' % (player1, player1.hand.string))
                    for line in player1.hand.explain():
                        self.debug('   %s' % (line))
            for player2 in self.players:
                if id(player1) != id(player2):
                    if player1.wind == East or player2.wind == East:
                        efactor = 2
                    else:
                        efactor = 1
                    if player2 != winner:
                        player1.getsPayment(player1.handTotal * efactor)
                    if player1 != winner:
                        player1.getsPayment(-player2.handTotal * efactor)

    def lastMoves(self, only=None, without=None, withoutNotifications=False):
        """filters and yields the moves in reversed order"""
        for idx in range(len(self.moves) - 1, -1, -1):
            move = self.moves[idx]
            if withoutNotifications and move.notifying:
                continue
            if only:
                if move.message in only:
                    yield move
            elif without:
                if move.message not in without:
                    yield move
            else:
                yield move

    def throwDices(self):
        """sets random living and kongBox
        sets divideAt: an index for the wall break"""
        breakWall = self.randomGenerator.randrange(4)
        sideLength = len(self.wall.tiles) // 4
        # use the sum of four dices to find the divide
        self.divideAt = breakWall * sideLength + \
            sum(self.randomGenerator.randrange(1, 7) for idx in range(4))
        if self.divideAt % 2 == 1:
            self.divideAt -= 1
        self.divideAt %= len(self.wall.tiles)
Exemplo n.º 23
0
class Player(StrMixin):

    """
    all player related attributes without GUI stuff.
    concealedTiles: used during the hand for all concealed tiles, ungrouped.
    concealedMelds: is empty during the hand, will be valid after end of hand,
    containing the concealed melds as the player presents them.

    @todo: Now that Player() always calls createIfUnknown, test defining new
    players and adding new players to server
    """
    # pylint: disable=too-many-instance-attributes,too-many-public-methods

    def __init__(self, game, name):
        """
        Initialize a player for a give game.

        @type game: L{Game} or None.
        @param game: The game this player is part of. May be None.
        """
        if game:
            self._game = weakref.ref(game)
        else:
            self._game = None
        self.__balance = 0
        self.__payment = 0
        self.wonCount = 0
        self.__name = ''
        Players.createIfUnknown(name)
        self.name = name
        self.wind = East
        self.intelligence = AIDefault(self)
        self.visibleTiles = IntDict(game.visibleTiles) if game else IntDict()
        self.handCache = {}
        self.cacheHits = 0
        self.cacheMisses = 0
        self.__lastSource = TileSource.East14th
        self.clearHand()
        self.handBoard = None

    def __lt__(self, other):
        """Used for sorting"""
        if not other:
            return False
        return self.name < other.name

    def clearCache(self):
        """clears the cache with Hands"""
        if Debug.hand and len(self.handCache):
            self.game.debug(
                '%s: cache hits:%d misses:%d' %
                (self, self.cacheHits, self.cacheMisses))
        self.handCache.clear()
        Permutations.cache.clear()
        self.cacheHits = 0
        self.cacheMisses = 0

    @property
    def name(self):
        """
        The name of the player, can be changed only once.

        @type: C{str}
        """
        return self.__name

    @name.setter
    def name(self, value):
        """write once"""
        assert self.__name == ''
        assert value
        assert isinstance(value, str), 'Player.name must be str but not {}'.format(type(value))
        self.__name = value

    @property
    def game(self):
        """hide the fact that this is a weakref"""
        if self._game:
            return self._game()

    def clearHand(self):
        """clear player attributes concerning the current hand"""
        self._concealedTiles = []
        self._exposedMelds = []
        self._concealedMelds = []
        self._bonusTiles = []
        self.discarded = []
        self.visibleTiles.clear()
        self.newHandContent = None
        self.originalCallingHand = None
        self.__lastTile = None
        self.lastSource = TileSource.East14th
        self.lastMeld = Meld()
        self.__mayWin = True
        self.__payment = 0
        self.originalCall = False
        self.dangerousTiles = list()
        self.claimedNoChoice = False
        self.playedDangerous = False
        self.usedDangerousFrom = None
        self.isCalling = False
        self.clearCache()
        self._hand = None

    @property
    def lastTile(self):
        """temp for debugging"""
        return self.__lastTile

    @lastTile.setter
    def lastTile(self, value):
        """temp for debugging"""
        assert isinstance(value, (Tile, type(None))), value
        self.__lastTile = value

    def invalidateHand(self):
        """some source for the computation of current hand changed"""
        self._hand = None

    @property
    def hand(self):
        """readonly: the current Hand. Compute if invalidated."""
        if not self._hand:
            self._hand = self.__computeHand()
        elif Debug.hand:
            _ = self.__computeHand()
            assert self._hand == self.__computeHand(), '{} != {}'.format(_, self._hand)
        return self._hand

    @property
    def bonusTiles(self):
        """a readonly tuple"""
        return tuple(self._bonusTiles)

    @property
    def concealedTiles(self):
        """a readonly tuple"""
        return tuple(self._concealedTiles)

    @property
    def exposedMelds(self):
        """a readonly tuple"""
        return tuple(self._exposedMelds)

    @property
    def concealedMelds(self):
        """a readonly tuple"""
        return tuple(self._concealedMelds)

    @property
    def mayWin(self):
        """winning possible?"""
        return self.__mayWin

    @mayWin.setter
    def mayWin(self, value):
        """winning possible?"""
        if self.__mayWin != value:
            self.__mayWin = value
            self._hand = None

    @property
    def lastSource(self):
        """the source of the last tile the player got"""
        return self.__lastSource

    @lastSource.setter
    def lastSource(self, value):
        """the source of the last tile the player got"""
        if value is TileSource.LivingWallDiscard and not self.game.wall.living:
            value = TileSource.LivingWallEndDiscard
        if value is TileSource.LivingWall and not self.game.wall.living:
            value = TileSource.LivingWallEnd
        if self.__lastSource != value:
            self.__lastSource = value
            self._hand = None

    @property
    def nameid(self):
        """the name id of this player"""
        return Players.allIds[self.name]

    @property
    def localName(self):
        """the localized name of this player"""
        return i18nc('kajongg, name of robot player, to be translated', self.name)

    @property
    def handTotal(self):
        """the hand total of this player for the final scoring"""
        if not self.game.winner:
            return 0
        else:
            return self.hand.total()

    @property
    def balance(self):
        """the balance of this player"""
        return self.__balance

    @balance.setter
    def balance(self, balance):
        """the balance of this player"""
        self.__balance = balance
        self.__payment = 0

    def getsPayment(self, payment):
        """make a payment to this player"""
        self.__balance += payment
        self.__payment += payment

    @property
    def payment(self):
        """the payments for the current hand"""
        return self.__payment

    @payment.setter
    def payment(self, payment):
        """the payments for the current hand"""
        assert payment == 0
        self.__payment = 0

    def __str__(self):
        return '{name:<10} {wind}'.format(name=self.name[:10], wind=self.wind)

    def pickedTile(self, deadEnd, tileName=None):
        """got a tile from wall"""
        self.game.activePlayer = self
        tile = self.game.wall.deal([tileName], deadEnd=deadEnd)[0]
        if hasattr(tile, 'tile'):
            self.lastTile = tile.tile
        else:
            self.lastTile = tile
        self.addConcealedTiles([tile])
        if deadEnd:
            self.lastSource = TileSource.DeadWall
        else:
            self.game.lastDiscard = None
            self.lastSource = TileSource.LivingWall
        return self.lastTile

    def removeTile(self, tile):
        """remove from my tiles"""
        if tile.isBonus:
            self._bonusTiles.remove(tile)
        else:
            try:
                self._concealedTiles.remove(tile)
            except ValueError:
                raise Exception('removeTile(%s): tile not in concealed %s' %
                                (tile, ''.join(self._concealedTiles)))
        if tile is self.lastTile:
            self.lastTile = None
        self._hand = None

    def addConcealedTiles(self, tiles, animated=False):  # pylint: disable=unused-argument
        """add to my tiles"""
        assert len(tiles)
        for tile in tiles:
            if tile.isBonus:
                self._bonusTiles.append(tile)
            else:
                assert tile.isConcealed, '%s data=%s' % (tile, tiles)
                self._concealedTiles.append(tile)
        self._hand = None

    def syncHandBoard(self, adding=None):
        """virtual: synchronize display"""
        pass

    def colorizeName(self):
        """virtual: colorize Name on wall"""
        pass

    def getsFocus(self, dummyResults=None):
        """virtual: player gets focus on his hand"""
        pass

    def mjString(self):
        """compile hand info into a string as needed by the scoring engine"""
        announcements = 'a' if self.originalCall else ''
        return ''.join(['m', self.lastSource.char, ''.join(announcements)])

    def makeTileKnown(self, tileName):
        """used when somebody else discards a tile"""
        assert not self._concealedTiles[0].isKnown
        self._concealedTiles[0] = tileName
        self._hand = None

    def __computeHand(self):
        """returns Hand for this player"""
        assert not (self._concealedMelds and self._concealedTiles)
        melds = list()
        melds.extend(str(x) for x in self._exposedMelds)
        melds.extend(str(x) for x in self._concealedMelds)
        if self._concealedTiles:
            melds.append('R' + ''.join(str(x) for x in sorted(self._concealedTiles)))
        melds.extend(str(x) for x in self._bonusTiles)
        melds.append(self.mjString())
        if self.lastTile:
            melds.append(
                'L%s%s' %
                (self.lastTile, self.lastMeld if self.lastMeld else ''))
        return Hand(self, ' '.join(melds))

    def _computeHandWithDiscard(self, discard):
        """what if"""
        lastSource = self.lastSource # TODO: recompute
        save = (self.lastTile, self.lastSource)
        try:
            self.lastSource = lastSource
            if discard:
                self.lastTile = discard
                self._concealedTiles.append(discard)
            return self.__computeHand()
        finally:
            self.lastTile, self.lastSource = save
            if discard:
                self._concealedTiles = self._concealedTiles[:-1]

    def scoringString(self):
        """helper for HandBoard.__str__"""
        if self._concealedMelds:
            parts = [str(x) for x in self._concealedMelds + self._exposedMelds]
        else:
            parts = [''.join(self._concealedTiles)]
            parts.extend([str(x) for x in self._exposedMelds])
        parts.extend(str(x) for x in self._bonusTiles)
        return ' '.join(parts)

    def sortRulesByX(self, rules):  # pylint: disable=no-self-use
        """if this game has a GUI, sort rules by GUI order"""
        return rules

    def others(self):
        """a list of the other 3 players"""
        return (x for x in self.game.players if x != self)

    def tileAvailable(self, tileName, hand):
        """a count of how often tileName might still appear in the game
        supposing we have hand"""
        lowerTile = tileName.exposed
        upperTile = tileName.concealed
        visible = self.game.discardedTiles.count([lowerTile])
        if visible:
            if hand.lenOffset == 0 and self.game.lastDiscard and lowerTile is self.game.lastDiscard.exposed:
                # the last discarded one is available to us since we can claim
                # it
                visible -= 1
        visible += sum(x.visibleTiles.count([lowerTile, upperTile])
                       for x in self.others())
        visible += sum(x.exposed == lowerTile for x in hand.tiles)
        return 4 - visible

    def violatesOriginalCall(self, discard=None):
        """called if discarding discard violates the Original Call"""
        if not self.originalCall or not self.mayWin:
            return False
        if self.lastTile.exposed != discard.exposed:
            if Debug.originalCall:
                self.game.debug(
                    '%s would violate OC with %s, lastTile=%s' %
                    (self, discard, self.lastTile))
            return True
        return False
Exemplo n.º 24
0
class Player(object):
    """all player related attributes without GUI stuff.
    concealedTileNames: used during the hand for all concealed tiles, ungrouped.
    concealedMelds: is empty during the hand, will be valid after end of hand,
    containing the concealed melds as the player presents them."""
    # pylint: disable=R0902
    # pylint we need more than 10 instance attributes
    # pylint: disable=R0904
    # pylint we need more than 40 public methods

    def __init__(self, game):
        if game:
            self._game = weakref.ref(game)
        else:
            self._game = None
        self.__balance = 0
        self.__payment = 0
        self.wonCount = 0
        self.name = ''
        self.wind = WINDS[0]
        self.visibleTiles = IntDict(game.visibleTiles) if game else IntDict()
        self.clearHand()
        self.__lastSource = '1' # no source: blessing from heaven or earth
        self.voice = None
        self.handBoard = None

    def __del__(self):
        """break reference cycles"""
        self.clearHand()

    @property
    def game(self):
        """hide the fact that this is a weakref"""
        if self._game:
            return self._game()

    def speak(self, text):
        """speak if we have a voice"""
        pass

    def clearHand(self):
        """clear player attributes concerning the current hand"""
        self.__concealedTileNames = []
        self._exposedMelds = []
        self._concealedMelds = []
        self.__bonusTiles = []
        self.discarded = []
        self.visibleTiles.clear()
        self.newHandContent = None
        self.originalCallingHand = None
        self.lastTile = None
        self.lastSource = '1'
        self.lastMeld = Meld()
        self.__mayWin = True
        self.__payment = 0
        self.originalCall = False
        self.dangerousTiles = list()
        self.claimedNoChoice = False
        self.playedDangerous = False
        self.usedDangerousFrom = None
        self.isCalling = False
        self.__hand = None

    def invalidateHand(self):
        """some source for the computation of current hand changed"""
        self.__hand = None

    @property
    def hand(self):
        """a readonly tuple"""
        if not self.__hand:
            self.__hand = self.computeHand()
        return self.__hand

    @property
    def bonusTiles(self):
        """a readonly tuple"""
        return tuple(self.__bonusTiles)

    @property
    def concealedTileNames(self):
        """a readonly tuple"""
        return tuple(self.__concealedTileNames)

    @property
    def exposedMelds(self):
        """a readonly tuple"""
        return tuple(self._exposedMelds)

    @property
    def concealedMelds(self):
        """a readonly tuple"""
        return tuple(self._concealedMelds)

    @property
    def mayWin(self):
        """winning possible?"""
        return self.__mayWin

    @mayWin.setter
    def mayWin(self, value):
        """winning possible?"""
        if self.__mayWin != value:
            self.__mayWin = value
            self.__hand = None

    @property
    def lastSource(self):
        """the source of the last tile the player got"""
        return self.__lastSource

    @lastSource.setter
    def lastSource(self, lastSource):
        """the source of the last tile the player got"""
        self.__lastSource = lastSource
        if lastSource == 'd' and not self.game.wall.living:
            self.__lastSource = 'Z'
        if lastSource == 'w' and not self.game.wall.living:
            self.__lastSource = 'z'

    @property
    def nameid(self):
        """the name id of this player"""
        return Players.allIds[self.name]

    @property
    def localName(self):
        """the localized name of this player"""
        return m18nc('kajongg, name of robot player, to be translated', self.name)

    @property
    def handTotal(self):
        """the hand total of this player"""
        if not self.game.isScoringGame() and not self.game.winner:
            return 0
        return self.hand.total()

    @property
    def balance(self):
        """the balance of this player"""
        return self.__balance

    @balance.setter
    def balance(self, balance):
        """the balance of this player"""
        self.__balance = balance
        self.__payment = 0

    @property
    def values(self):
        """the values that are still needed after ending a hand"""
        return self.name, self.wind, self.balance, self.voice

    @values.setter
    def values(self, values):
        """the values that are still needed after ending a hand"""
        self.name = values[0]
        self.wind = values[1]
        self.balance = values[2]
        self.voice = values[3]

    def getsPayment(self, payment):
        """make a payment to this player"""
        self.__balance += payment
        self.__payment += payment

    @property
    def payment(self):
        """the payments for the current hand"""
        return self.__payment

    @payment.setter
    def payment(self, payment):
        """the payments for the current hand"""
        assert payment == 0
        self.__payment = 0

    def __repr__(self):
        return u'{name:<10} {wind}'.format(name=self.name[:10], wind=self.wind)

    def __unicode__(self):
        return u'{name:<10} {wind}'.format(name=self.name[:10], wind=self.wind)

    def pickedTile(self, deadEnd, tileName=None):
        """got a tile from wall"""
        self.game.activePlayer = self
        tile = self.game.wall.deal([tileName], deadEnd=deadEnd)[0]
        self.lastTile = tile.element
        self.addConcealedTiles(tile)
        if deadEnd:
            self.lastSource = 'e'
        else:
            self.game.lastDiscard = None
            self.lastSource = 'w'
        return tile

    def addConcealedTiles(self, data):
        """add to my tiles and sync the hand board"""
        assert isinstance(data, (Tile, list)), data
        assert not self.game.isScoringGame()
        if isinstance(data, Tile):
            data = list([data])
        for tile in data:
            assert isinstance(tile, Tile)
            tileName = tile.element
            if tile.isBonus():
                self.__bonusTiles.append(tile)
            else:
                assert tileName.istitle(), '%s data=%s' % (tile, data)
                self.__concealedTileNames.append(tileName)
        self.__hand = None
        if data:
            self.syncHandBoard(adding=data)

    def addMeld(self, meld):
        """add meld to this hand in a scoring game
        also used for the Game instance maintained by the server"""
        if len(meld.tiles) == 1 and meld[0].isBonus():
            self.__bonusTiles.append(meld[0])
        elif meld.state == CONCEALED and not meld.isKong():
            self._concealedMelds.append(meld)
        else:
            self._exposedMelds.append(meld)
        self.__hand = None

    def remove(self, tile=None, meld=None):
        """remove from my melds or tiles"""
        tiles = [tile] if tile else meld.tiles
        if len(tiles) == 1 and tiles[0].isBonus():
            self.__bonusTiles.remove(tiles[0])
            self.__hand = None
            self.syncHandBoard()
            return
        if tile:
            assert not meld, (str(tile), str(meld))
            assert not self.game.isScoringGame()
            tileName = tile.element
            try:
                self.__concealedTileNames.remove(tileName)
            except ValueError:
                raise Exception('removeTiles(%s): tile not in concealed %s' % \
                    (tileName, ''.join(self.__concealedTileNames)))
        else:
            self.removeMeld(meld)
        self.__hand = None
        self.syncHandBoard()

    def removeMeld(self, meld):
        """remove a meld from this hand in a scoring game"""
        assert self.game.isScoringGame()
        for melds in [self._concealedMelds, self._exposedMelds]:
            for idx, myTile in enumerate(melds):
                if id(myTile) == id(meld):
                    melds.pop(idx)
        self.__hand = None

    def hasConcealedTiles(self, tileNames, within=None):
        """do I have those concealed tiles?"""
        if within is None:
            within = self.__concealedTileNames
        within = within[:]
        for tileName in tileNames:
            if tileName not in within:
                return False
            within.remove(tileName)
        return True

    def showConcealedTiles(self, tileNames, show=True):
        """show or hide tileNames"""
        if not self.game.playOpen and self != self.game.myself:
            if not isinstance(tileNames, (list, tuple)):
                tileNames = [tileNames]
            assert len(tileNames) <= len(self.__concealedTileNames), \
                '%s: showConcealedTiles %s, we have only %s' % (self, tileNames, self.__concealedTileNames)
            for tileName in tileNames:
                src, dst = ('Xy', tileName) if show else (tileName, 'Xy')
                assert src != dst, (self, src, dst, tileNames, self.__concealedTileNames)
                if not src in self.__concealedTileNames:
                    logException( '%s: showConcealedTiles(%s): %s not in %s.' % \
                            (self, tileNames, src, self.__concealedTileNames))
                idx = self.__concealedTileNames.index(src)
                self.__concealedTileNames[idx] = dst
            self.__hand = None
            self.syncHandBoard()

    def showConcealedMelds(self, concealedMelds, ignoreDiscard=None):
        """the server tells how the winner shows and melds his
        concealed tiles. In case of error, return message and arguments"""
        for part in concealedMelds.split():
            meld = Meld(part)
            for pair in meld.pairs:
                if pair == ignoreDiscard:
                    ignoreDiscard = None
                else:
                    if not pair in self.__concealedTileNames:
                        msg = m18nE('%1 claiming MahJongg: She does not really have tile %2')
                        return msg, self.name, pair
                    self.__concealedTileNames.remove(pair)
            self.addMeld(meld)
        if self.__concealedTileNames:
            msg = m18nE('%1 claiming MahJongg: She did not pass all concealed tiles to the server')
            return msg, self.name
        self.__hand = None

    def hasExposedPungOf(self, tileName):
        """do I have an exposed Pung of tileName?"""
        for meld in self._exposedMelds:
            if meld.pairs == [tileName.lower()] * 3:
                return True
        return False

    def robTile(self, tileName):
        """used for robbing the kong"""
        assert tileName.istitle()
        tileName = tileName.lower()
        for meld in self._exposedMelds:
            if tileName in meld.pairs:
                meld.pairs.remove(tileName)
                meld.meldtype = PUNG
                self.visibleTiles[tileName] -= 1
                break
        else:
            raise Exception('robTile: no meld found with %s' % tileName)
        if Internal.field:
            hbTiles = self.handBoard.tiles
            self.game.lastDiscard = [x for x in hbTiles if x.element == tileName][-1]
            # remove from board of robbed player, otherwise syncHandBoard would
            # not fix display for the robbed player
            self.game.lastDiscard.setBoard(None)
            self.syncHandBoard()
        else:
            self.game.lastDiscard = Tile(tileName)
        self.game.lastDiscard.element = self.game.lastDiscard.upper()

    def scoreMatchesServer(self, score):
        """do we compute the same score as the server does?"""
        if score is None:
            return True
        if 'Xy' in self.__concealedTileNames:
            return True
        if str(self.hand) == score:
            return True
        self.game.debug('%s localScore:%s' % (self, self.hand))
        self.game.debug('%s serverScore:%s' % (self, score))
        logWarning('Game %s: client and server disagree about scoring, see logfile for details' % self.game.seed)
        return False

    def mustPlayDangerous(self, exposing=None):
        """returns True if the player has no choice, otherwise False.
        Exposing may be a meld which will be exposed before we might
        play dangerous"""
        if self == self.game.activePlayer and exposing and len(exposing) == 4:
            # declaring a kong is never dangerous because we get
            # an unknown replacement
            return False
        afterExposed = list(x.lower() for x in self.__concealedTileNames)
        if exposing:
            exposing = exposing[:]
            if self.game.lastDiscard:
                # if this is about claiming a discarded tile, ignore it
                # the player who discarded it is responsible
                exposing.remove(self.game.lastDiscard.element)
            for tileName in exposing:
                if tileName.lower() in afterExposed:
                    # the "if" is needed for claimed pung
                    afterExposed.remove(tileName.lower())
        return all(self.game.dangerousFor(self, x) for x in afterExposed)

    def exposeMeld(self, meldTiles, calledTile=None):
        """exposes a meld with meldTiles: removes them from concealedTileNames,
        adds the meld to exposedMelds and returns it
        calledTile: we got the last tile for the meld from discarded, otherwise
        from the wall"""
        game = self.game
        game.activePlayer = self
        allMeldTiles = meldTiles[:]
        if calledTile:
            allMeldTiles.append(calledTile.element if isinstance(calledTile, Tile) else calledTile)
        if len(allMeldTiles) == 4 and allMeldTiles[0].islower():
            tile0 = allMeldTiles[0].lower()
            # we are adding a 4th tile to an exposed pung
            self._exposedMelds = [meld for meld in self._exposedMelds if meld.pairs != [tile0] * 3]
            meld = Meld(tile0 * 4)
            self.__concealedTileNames.remove(allMeldTiles[3])
            self.visibleTiles[tile0] += 1
        else:
            allMeldTiles = sorted(allMeldTiles) # needed for Chow
            meld = Meld(allMeldTiles)
            for meldTile in meldTiles:
                self.__concealedTileNames.remove(meldTile)
            for meldTile in allMeldTiles:
                self.visibleTiles[meldTile.lower()] += 1
            meld.expose(bool(calledTile))
        self._exposedMelds.append(meld)
        self.__hand = None
        game.computeDangerous(self)
        adding = [calledTile] if calledTile else None
        self.syncHandBoard(adding=adding)
        return meld

    def findDangerousTiles(self):
        """update the list of dangerous tile"""
        pName = self.localName
        dangerous = list()
        expMeldCount = len(self._exposedMelds)
        if expMeldCount >= 3:
            if all(x in elements.greenHandTiles for x in self.visibleTiles):
                dangerous.append((elements.greenHandTiles,
                     m18n('Player %1 has 3 or 4 exposed melds, all are green', pName)))
            color = defaultdict.keys(self.visibleTiles)[0][0]
            # see http://www.logilab.org/ticket/23986
            assert color.islower(), self.visibleTiles
            if color in 'sbc':
                if all(x[0] == color for x in self.visibleTiles):
                    suitTiles = set([color+x for x in '123456789'])
                    if self.visibleTiles.count(suitTiles) >= 9:
                        dangerous.append((suitTiles, m18n('Player %1 may try a True Color Game', pName)))
                elif all(x[1] in '19' for x in self.visibleTiles):
                    dangerous.append((elements.terminals,
                        m18n('Player %1 may try an All Terminals Game', pName)))
        if expMeldCount >= 2:
            windMelds = sum(self.visibleTiles[x] >=3 for x in elements.winds)
            dragonMelds = sum(self.visibleTiles[x] >=3 for x in elements.dragons)
            windsDangerous = dragonsDangerous = False
            if windMelds + dragonMelds == expMeldCount and expMeldCount >= 3:
                windsDangerous = dragonsDangerous = True
            windsDangerous = windsDangerous or windMelds >= 3
            dragonsDangerous = dragonsDangerous or dragonMelds >= 2
            if windsDangerous:
                dangerous.append((set(x for x in elements.winds if x not in self.visibleTiles),
                     m18n('Player %1 exposed many winds', pName)))
            if dragonsDangerous:
                dangerous.append((set(x for x in elements.dragons if x not in self.visibleTiles),
                     m18n('Player %1 exposed many dragons', pName)))
        self.dangerousTiles = dangerous
        if dangerous and Debug.dangerousGame:
            self.game.debug('dangerous:%s' % dangerous)

    def popupMsg(self, msg):
        """virtual: show popup on display"""
        pass

    def hidePopup(self):
        """virtual: hide popup on display"""
        pass

    def syncHandBoard(self, adding=None):
        """virtual: synchronize display"""
        pass

    def colorizeName(self):
        """virtual: colorize Name on wall"""
        pass

    def getsFocus(self, dummyResults=None):
        """virtual: player gets focus on his hand"""
        pass

    def mjString(self, asWinner=False):
        """compile hand info into a string as needed by the scoring engine"""
        game = self.game
        assert game
        winds = self.wind.lower() + 'eswn'[game.roundsFinished % 4]
        wonChar = 'm'
        lastSource = ''
        declaration = ''
        if asWinner or self == game.winner:
            wonChar = 'M'
            lastSource = self.lastSource
            if self.originalCall:
                declaration = 'a'
        if not self.mayWin:
            wonChar = 'x'
        return ''.join([wonChar, winds, lastSource, declaration])

    def makeTileKnown(self, tileName):
        """used when somebody else discards a tile"""
        assert self.__concealedTileNames[0] == 'Xy'
        self.__concealedTileNames[0] = tileName
        self.__hand = None

    def computeHand(self, withTile=None, robbedTile=None, dummy=None, asWinner=False):
        """returns Hand for this player"""
        assert not (self._concealedMelds and self.__concealedTileNames)
        assert not isinstance(self.lastTile, Tile)
        assert not isinstance(withTile, Tile)
        melds = ['R' + ''.join(self.__concealedTileNames)]
        if withTile:
            melds[0] += withTile
        melds.extend(x.joined for x in self._exposedMelds)
        melds.extend(x.joined for x in self._concealedMelds)
        melds.extend(''.join(x.element) for x in self.__bonusTiles)
        mjString = self.mjString(asWinner)
        melds.append(mjString)
        if mjString.startswith('M') and (withTile or self.lastTile):
            melds.append('L%s%s' % (withTile or self.lastTile, self.lastMeld.joined))
        return Hand.cached(self, ' '.join(melds), robbedTile=robbedTile)

    def computeNewHand(self):
        """returns the new hand. Same as current unless we need to discard. In that
        case, make an educated guess about the discard. For player==game.myself, use
        the focussed tile."""
        hand = self.hand
        if hand and hand.tileNames and self.__concealedTileNames:
            if hand.lenOffset == 1 and not hand.won:
                if self == self.game.myself:
                    removeTile = self.handBoard.focusTile.element
                elif self.lastTile:
                    removeTile = self.lastTile
                else:
                    removeTile = self.__concealedTileNames[0]
                assert removeTile[0] not in 'fy', 'hand:%s remove:%s lastTile:%s' % (
                    hand, removeTile, self.lastTile)
                hand -= removeTile
                assert not hand.lenOffset
        return hand

    def possibleChows(self, tileName=None, within=None):
        """returns a unique list of lists with possible claimable chow combinations"""
        if self.game.lastDiscard is None:
            return []
        exposedChows = [x for x in self._exposedMelds if x.isChow()]
        if len(exposedChows) >= self.game.ruleset.maxChows:
            return []
        if tileName is None:
            tileName = self.game.lastDiscard.element
        if within is None:
            within = self.__concealedTileNames
        within = within[:]
        within.append(tileName)
        return hasChows(tileName, within)

    def exposedChows(self):
        """returns a list of exposed chows"""
        return [x for x in self._exposedMelds if x.isChow()]

    def possibleKongs(self):
        """returns a unique list of lists with possible kong combinations"""
        kongs = []
        if self == self.game.activePlayer:
            # declaring a kong
            for tileName in set([x for x in self.__concealedTileNames if x[0] not in 'fy']):
                if self.__concealedTileNames.count(tileName) == 4:
                    kongs.append([tileName] * 4)
                elif self.__concealedTileNames.count(tileName) == 1 and \
                        tileName.lower() * 3 in list(x.joined for x in self._exposedMelds):
                    kongs.append([tileName.lower()] * 3 + [tileName])
        if self.game.lastDiscard:
            # claiming a kong
            discardName = self.game.lastDiscard.element.capitalize()
            if self.__concealedTileNames.count(discardName) == 3:
                kongs.append([discardName] * 4)
        return kongs

    def declaredMahJongg(self, concealed, withDiscard, lastTile, lastMeld):
        """player declared mah jongg. Determine last meld, show concealed tiles grouped to melds"""
        assert not isinstance(lastTile, Tile)
        lastMeld = Meld(lastMeld) # do not change the original!
        self.game.winner = self
        if withDiscard:
            self.lastTile = withDiscard
            self.lastMeld = lastMeld
            assert withDiscard == self.game.lastDiscard.element, 'withDiscard: %s lastDiscard: %s' % (
                withDiscard, self.game.lastDiscard.element)
            self.addConcealedTiles(self.game.lastDiscard)
            melds = [Meld(x) for x in concealed.split()]
            if self.lastSource != 'k':   # robbed the kong
                self.lastSource = 'd'
            # the last claimed meld is exposed
            assert lastMeld in melds, '%s: concealed=%s melds=%s lastMeld=%s lastTile=%s withDiscard=%s' % (
                    self.__concealedTileNames, concealed,
                    meldsContent(melds), ''.join(lastMeld.pairs), lastTile, withDiscard)
            melds.remove(lastMeld)
            self.lastTile = self.lastTile.lower()
            lastMeld.pairs.toLower()
            self._exposedMelds.append(lastMeld)
            for tileName in lastMeld.pairs:
                self.visibleTiles[tileName] += 1
        else:
            melds = [Meld(x) for x in concealed.split()]
            self.lastTile = lastTile
            self.lastMeld = lastMeld
        self._concealedMelds = melds
        self.__concealedTileNames = []
        self.__hand = None
        self.syncHandBoard()

    def scoringString(self):
        """helper for HandBoard.__str__"""
        if self._concealedMelds:
            parts = [x.joined for x in self._concealedMelds + self._exposedMelds]
        else:
            parts = [''.join(self.__concealedTileNames)]
            parts.extend([x.joined for x in self._exposedMelds])
        parts.extend(''.join(x.element) for x in self.__bonusTiles)
        return ' '.join(parts)

    def others(self):
        """a list of the other 3 players"""
        return (x for x in self.game.players if x != self)

    def tileAvailable(self, tileName, hand):
        """a count of how often tileName might still appear in the game
        supposing we have hand"""
        visible = self.game.discardedTiles.count([tileName.lower()])
        for player in self.others():
            visible += player.visibleTiles.count([tileName.capitalize()])
            visible += player.visibleTiles.count([tileName.lower()])
        for pair in hand.tileNames:
            if pair.lower() == tileName.lower():
                visible += 1
        return 4 - visible

    def violatesOriginalCall(self, tileName=None):
        """called if discarding tileName (default=just discarded tile)
        violates the Original Call"""
        if not self.originalCall or not self.mayWin:
            return False
        if tileName is None:
            if len(self.discarded) < 2:
                return False
            tileName = self.discarded[-1]
        if self.lastTile.lower() != tileName.lower():
            if Debug.originalCall:
                self.game.debug('%s would violate OC with %s, lastTile=%s' % (self, tileName, self.lastTile))
            return True
        return False
Exemplo n.º 25
0
class Game(object):
    """the game without GUI"""
    # pylint: disable=R0902
    # pylint we need more than 10 instance attributes

    def __del__(self):
        """break reference cycles"""
        self.clearHand()
        if self.players:
            for player in self.players[:]:
                self.players.remove(player)
                del player
            self.players = []
        self.__activePlayer = None
        self.prevActivePlayer = None
        self.__winner = None
        self.myself = None
        if self.client:
            self.client.game = None
        self.client = None

    def __init__(self, names, ruleset, gameid=None, wantedGame=None, shouldSave=True, client=None):
        """a new game instance. May be shown on a field, comes from database if gameid is set

        Game.lastDiscard is the tile last discarded by any player. It is reset to None when a
        player gets a tile from the living end of the wall or after he claimed a discard.
        """
        # pylint: disable=R0915
        # pylint we need more than 50 statements
        self.players = Players() # if we fail later on in init, at least we can still close the program
        self._client = None
        self.client = client
        self.rotated = 0
        self.notRotated = 0 # counts hands since last rotation
        self.ruleset = None
        self.roundsFinished = 0
        self._currentHandId = None
        self._prevHandId = None
        self.seed = 0
        self.randomGenerator = CountingRandom(self)
        if self.isScoringGame():
            self.wantedGame = str(wantedGame)
            self.seed = wantedGame
        else:
            self.wantedGame = wantedGame
            _ = int(wantedGame.split('/')[0]) if wantedGame else 0
            self.seed = _ or int(self.randomGenerator.random() * 10**9)
        self.shouldSave = shouldSave
        self.__setHandSeed()
        self.activePlayer = None
        self.__winner = None
        self.moves = []
        self.myself = None   # the player using this client instance for talking to the server
        self.gameid = gameid
        self.playOpen = False
        self.autoPlay = False
        self.handctr = 0
        self.roundHandCount = 0
        self.handDiscardCount = 0
        self.divideAt = None
        self.lastDiscard = None # always uppercase
        self.visibleTiles = IntDict()
        self.discardedTiles = IntDict(self.visibleTiles) # tile names are always lowercase
        self.dangerousTiles = list()
        self.csvTags = []
        self._setGameId()
        self.__useRuleset(ruleset)
        # shift rules taken from the OEMC 2005 rules
        # 2nd round: S and W shift, E and N shift
        self.shiftRules = 'SWEN,SE,WE'
        field = Internal.field
        if field:
            field.game = self
            field.startingGame = False
            field.showWall()  # sets self.wall
        else:
            self.wall = Wall(self)
        self.assignPlayers(names)
        if self.belongsToGameServer():
            self.__shufflePlayers()
        if not self.isScoringGame() and '/' in self.wantedGame:
            roundsFinished, rotations, notRotated = self.__scanGameOption(self.wantedGame)
            for _ in range(roundsFinished * 4 + rotations):
                self.rotateWinds()
            self.notRotated = notRotated
        if self.shouldSave:
            self.saveNewGame()
        if field:
            self.__initVisiblePlayers()
            field.updateGUI()
            self.wall.decorate()

    @property
    def client(self):
        """hide weakref"""
        if self._client is not None:
            return self._client()
    @client.setter
    def client(self, value):
        """hide weakref"""
        if value is None:
            self._client = None
        else:
            self._client = weakref.ref(value)

    def __scanGameOption(self, wanted):
        """scan the --game option. Return roundsFinished, rotations, notRotated"""
        part = wanted.split('/')[1]
        roundsFinished = 'ESWN'.index(part[0])
        if roundsFinished > self.ruleset.minRounds:
            logWarning('Ruleset %s has %d minimum rounds but you want round %d(%s)' % (
                self.ruleset.name, self.ruleset.minRounds, roundsFinished + 1, part[0]))
            return self.ruleset.minRounds, 0
        rotations = int(part[1]) - 1
        notRotated = 0
        if rotations > 3:
            logWarning('You want %d rotations, reducing to maximum of 3' % rotations)
            return roundsFinished, 3, 0
        for char in part[2:]:
            if char < 'a':
                logWarning('you want %s, changed to a' % char)
                char = 'a'
            if char > 'z':
                logWarning('you want %s, changed to z' % char)
                char = 'z'
            notRotated = notRotated * 26 + ord(char) - ord('a') + 1
        return roundsFinished, rotations, notRotated

    @property
    def winner(self):
        """the name of the game server this game is attached to"""
        return self.__winner

    @winner.setter
    def winner(self, value):
        """the name of the game server this game is attached to"""
        if self.__winner != value:
            if self.__winner:
                self.__winner.invalidateHand()
            self.__winner = value
            if value:
                value.invalidateHand()

    def addCsvTag(self, tag, forAllPlayers=False):
        """tag will be written to tag field in csv row"""
        if forAllPlayers or self.belongsToHumanPlayer():
            self.csvTags.append('%s/%s' % (tag, self.handId()))

    def isFirstHand(self):
        """as the name says"""
        return self.roundHandCount == 0 and self.roundsFinished == 0

    def handId(self, withAI=True, withMoveCount=False):
        """identifies the hand for window title and scoring table"""
        aiVariant = ''
        if withAI and self.belongsToHumanPlayer():
            aiName = self.client.intelligence.name()
            if aiName != 'Default':
                aiVariant = aiName + '/'
        num = self.notRotated
        charId = ''
        while num:
            charId = chr(ord('a') + (num-1) % 26) + charId
            num = (num-1) / 26
        if self.finished():
            wind = 'X'
        else:
            wind = WINDS[self.roundsFinished]
        result = '%s%s/%s%s%s' % (aiVariant, self.seed, wind, self.rotated + 1, charId)
        if withMoveCount:
            result += '/moves:%d' % len(self.moves)
        if result != self._currentHandId:
            self._prevHandId = self._currentHandId
            self._currentHandId = result
        return result

    def _setGameId(self):
        """virtual"""
        assert not self # we want it to fail, and quiten pylint

    def close(self):
        """log off from the server and return a Deferred"""
        Internal.autoPlay = False # do that only for the first game
        self.__hideGame()
        if self.client:
            client = self.client
            self.client = None
            result = client.logout()
            client.delete()
        else:
            result = succeed(None)
        return result

    def __hideGame(self):
        """remove all visible traces of the current game"""
        field = Internal.field
        if isAlive(field):
            field.setWindowTitle('Kajongg')
        if field:
            field.discardBoard.hide()
            field.selectorBoard.tiles = []
            field.selectorBoard.allSelectorTiles = []
            if isAlive(field.centralScene):
                field.centralScene.removeTiles()
            field.clientDialog = None
            for player in self.players:
                if player.handBoard:
                    player.clearHand()
                    player.handBoard.hide()
            if self.wall:
                self.wall.hide()
        self.wall = None
        self.lastDiscard = None
        if field:
            field.actionAutoPlay.setChecked(False)
            field.startingGame = False
            field.game = None
            field.updateGUI()

    def __initVisiblePlayers(self):
        """make players visible"""
        for idx, player in enumerate(self.players):
            player.front = self.wall[idx]
            player.clearHand()
            player.handBoard.setVisible(True)
            scoring = self.isScoringGame()
            player.handBoard.setEnabled(scoring or \
                (self.belongsToHumanPlayer() and player == self.myself))
            player.handBoard.showMoveHelper(scoring)
        Internal.field.adjustView()

    def setConcealedTiles(self, allPlayerTiles):
        """when starting the hand. tiles is one string"""
        with Animated(False):
            for playerName, tileNames in allPlayerTiles:
                player = self.playerByName(playerName)
                player.addConcealedTiles(self.wall.deal(tileNames))

    def playerByName(self, playerName):
        """return None or the matching player"""
        if playerName is None:
            return None
        for myPlayer in self.players:
            if myPlayer.name == playerName:
                return myPlayer
        logException('Move references unknown player %s' % playerName)

    def losers(self):
        """the 3 or 4 losers: All players without the winner"""
        return list([x for x in self.players if x is not self.__winner])

    def belongsToRobotPlayer(self):
        """does this game instance belong to a robot player?"""
        return self.client and self.client.isRobotClient()

    def belongsToHumanPlayer(self):
        """does this game instance belong to a human player?"""
        return self.client and self.client.isHumanClient()

    def belongsToGameServer(self):
        """does this game instance belong to the game server?"""
        return self.client and self.client.isServerClient()

    @staticmethod
    def isScoringGame():
        """are we scoring a manual game?"""
        return False

    def belongsToPlayer(self):
        """does this game instance belong to a player (as opposed to the game server)?"""
        return self.belongsToRobotPlayer() or self.belongsToHumanPlayer()

    def assignPlayers(self, playerNames):
        """the server tells us the seating order and player names"""
        pairs = []
        for idx, pair in enumerate(playerNames):
            if isinstance(pair, basestring):
                wind, name = WINDS[idx], pair
            else:
                wind, name = pair
            pairs.append((wind, name))

        field = Internal.field
        if not self.players:
            if field:
                self.players = field.genPlayers()
            else:
                self.players = Players([Player(self) for idx in range(4)])
            for idx, pair in enumerate(pairs):
                wind, name = pair
                player = self.players[idx]
                Players.createIfUnknown(name)
                player.wind = wind
                player.name = name
        else:
            for idx, pair in enumerate(playerNames):
                wind, name = pair
                self.players.byName(name).wind = wind
        if self.client and self.client.name:
            self.myself = self.players.byName(self.client.name)
        self.sortPlayers()

    def assignVoices(self):
        """now we have all remote user voices"""
        assert self.belongsToHumanPlayer()
        available = Voice.availableVoices()[:]
        # available is without transferred human voices
        for player in self.players:
            if player.voice and player.voice.oggFiles():
                # remote human player sent her voice, or we are human and have a voice
                if Debug.sound and player != self.myself:
                    logDebug('%s got voice from opponent: %s' % (player.name, player.voice))
            else:
                player.voice = Voice.locate(player.name)
                if player.voice:
                    if Debug.sound:
                        logDebug('%s has own local voice %s' % (player.name, player.voice))
            if player.voice:
                for voice in Voice.availableVoices():
                    if voice in available and voice.md5sum == player.voice.md5sum:
                        # if the local voice is also predefined,
                        # make sure we do not use both
                        available.remove(voice)
        # for the other players use predefined voices in preferred language. Only if
        # we do not have enough predefined voices, look again in locally defined voices
        predefined = [x for x in available if x.language() != 'local']
        predefined.extend(available)
        for player in self.players:
            if player.voice is None and predefined:
                player.voice = predefined.pop(0)
                if Debug.sound:
                    logDebug('%s gets one of the still available voices %s' % (player.name, player.voice))

    def __shufflePlayers(self):
        """assign random seats to the players and assign winds"""
        self.players.sort(key=lambda x:x.name)
        self.randomGenerator.shuffle(self.players)
        for player, wind in zip(self.players, WINDS):
            player.wind = wind

    def __exchangeSeats(self):
        """execute seat exchanges according to the rules"""
        windPairs = self.shiftRules.split(',')[(self.roundsFinished-1) % 4]
        while len(windPairs):
            windPair = windPairs[0:2]
            windPairs = windPairs[2:]
            swappers = list(self.players[windPair[x]] for x in (0, 1))
            if self.belongsToPlayer():
                # we are a client in a remote game, the server swaps and tells us the new places
                shouldSwap = False
            elif self.isScoringGame():
                # we play a manual game and do only the scoring
                shouldSwap = Internal.field.askSwap(swappers)
            else:
                # we are the game server. Always swap in remote games.
                # do not do assert self.belongsToGameServer() here because
                # self.client might not yet be set - this code is called for all
                # suspended games but self.client is assigned later
                shouldSwap = True
            if shouldSwap:
                swappers[0].wind, swappers[1].wind = swappers[1].wind, swappers[0].wind
        self.sortPlayers()

    def sortPlayers(self):
        """sort by wind order. If we are in a remote game, place ourself at bottom (idx=0)"""
        players = self.players
        if Internal.field:
            fieldAttributes = list([(p.handBoard, p.front) for p in players])
        players.sort(key=lambda x: 'ESWN'.index(x.wind))
        if self.belongsToHumanPlayer():
            myName = self.myself.name
            while players[0].name != myName:
                values0 = players[0].values
                for idx in range(4, 0, -1):
                    this, prev = players[idx % 4], players[idx - 1]
                    this.values = prev.values
                players[1].values = values0
            self.myself = players[0]
        if Internal.field:
            for idx, player in enumerate(players):
                player.handBoard, player.front = fieldAttributes[idx]
                player.handBoard.player = player
        self.activePlayer = self.players['E']

    @staticmethod
    def _newGameId():
        """write a new entry in the game table
        and returns the game id of that new entry"""
        with Transaction():
            query = Query("insert into game(seed) values(0)")
            gameid, gameidOK = query.query.lastInsertId().toInt()
        assert gameidOK
        return gameid

    def saveNewGame(self):
        """write a new entry in the game table with the selected players"""
        if self.gameid is None:
            return
        if not self.isScoringGame():
            records = Query("select seed from game where id=?", list([self.gameid])).records
            assert records
            if not records:
                return
            seed = records[0][0]

        if not Internal.isServer and self.client:
            host = self.client.connection.url
        else:
            host = None

        if self.isScoringGame() or seed == 'proposed' or seed == host:
            # we reserved the game id by writing a record with seed == hostname
            starttime = datetime.datetime.now().replace(microsecond=0).isoformat()
            args = list([starttime, self.seed, int(self.autoPlay), self.ruleset.rulesetId])
            args.extend([p.nameid for p in self.players])
            args.append(self.gameid)
            with Transaction():
                Query("update game set starttime=?,seed=?,autoplay=?," \
                        "ruleset=?,p0=?,p1=?,p2=?,p3=? where id=?", args)
                if not Internal.isServer:
                    Query('update server set lastruleset=? where url=?',
                          list([self.ruleset.rulesetId, host]))

    def __useRuleset(self, ruleset):
        """use a copy of ruleset for this game, reusing an existing copy"""
        self.ruleset = ruleset
        self.ruleset.load()
        query = Query('select id from ruleset where id>0 and hash="%s"' % \
            self.ruleset.hash)
        if query.records:
            # reuse that ruleset
            self.ruleset.rulesetId = query.records[0][0]
        else:
            # generate a new ruleset
            self.ruleset.save(copy=True, minus=False)

    def __setHandSeed(self):
        """set seed to a reproducable value, independent of what happend
        in previous hands/rounds.
        This makes it easier to reproduce game situations
        in later hands without having to exactly replay all previous hands"""
        if self.seed is not None:
            seedFactor = (self.roundsFinished + 1) * 10000 + self.rotated * 1000 + self.notRotated * 100
            self.randomGenerator.seed(self.seed * seedFactor)

    def clearHand(self):
        """empty all data"""
        if self.moves:
            for move in self.moves:
                del move
        self.moves = []
        for player in self.players:
            player.clearHand()
        self.__winner = None
        self.__activePlayer = None
        self.prevActivePlayer = None
        Hand.clearCache(self)
        self.dangerousTiles = list()
        self.discardedTiles.clear()
        assert self.visibleTiles.count() == 0

    def prepareHand(self):
        """prepares the next hand"""
        self.clearHand()
        if self.finished():
            self.close()
        else:
            if not self.isScoringGame():
                self.sortPlayers()
            self.hidePopups()
            self.__setHandSeed()
            self.wall.build()

    def initHand(self):
        """directly before starting"""
        Hand.clearCache(self)
        self.dangerousTiles = list()
        self.discardedTiles.clear()
        assert self.visibleTiles.count() == 0
        if Internal.field:
            Internal.field.prepareHand()
        self.__setHandSeed()

    def hidePopups(self):
        """hide all popup messages"""
        for player in self.players:
            player.hidePopup()

    def saveHand(self):
        """save hand to database, update score table and balance in status line"""
        self.__payHand()
        self.__saveScores()
        self.handctr += 1
        self.notRotated += 1
        self.roundHandCount += 1
        self.handDiscardCount = 0

    def __needSave(self):
        """do we need to save this game?"""
        if self.isScoringGame():
            return True
        elif self.belongsToRobotPlayer():
            return False
        else:
            return self.shouldSave # as the server told us

    def __saveScores(self):
        """save computed values to database, update score table and balance in status line"""
        if not self.__needSave():
            return
        scoretime = datetime.datetime.now().replace(microsecond=0).isoformat()
        for player in self.players:
            if player.hand:
                manualrules = '||'.join(x.rule.name for x in player.hand.usedRules)
            else:
                manualrules = m18n('Score computed manually')
            Query("INSERT INTO SCORE "
                "(game,hand,data,manualrules,player,scoretime,won,prevailing,wind,"
                "points,payments, balance,rotated,notrotated) "
                "VALUES(%d,%d,?,?,%d,'%s',%d,'%s','%s',%d,%d,%d,%d,%d)" % \
                (self.gameid, self.handctr, player.nameid,
                    scoretime, int(player == self.__winner),
                    WINDS[self.roundsFinished % 4], player.wind, player.handTotal,
                    player.payment, player.balance, self.rotated, self.notRotated),
                list([player.hand.string, manualrules]))
            if Debug.scores:
                self.debug('%s: handTotal=%s balance=%s %s' % (
                    player,
                    player.handTotal, player.balance, 'won' if player == self.winner else ''))
            for usedRule in player.hand.usedRules:
                rule = usedRule.rule
                if rule.score.limits:
                    tag = rule.function.__class__.__name__
                    if hasattr(rule.function, 'limitHand'):
                        tag = rule.function.limitHand.__class__.__name__
                    self.addCsvTag(tag)

    def savePenalty(self, player, offense, amount):
        """save computed values to database, update score table and balance in status line"""
        if not self.__needSave():
            return
        scoretime = datetime.datetime.now().replace(microsecond=0).isoformat()
        with Transaction():
            Query("INSERT INTO SCORE "
                "(game,penalty,hand,data,manualrules,player,scoretime,"
                "won,prevailing,wind,points,payments, balance,rotated,notrotated) "
                "VALUES(%d,1,%d,?,?,%d,'%s',%d,'%s','%s',%d,%d,%d,%d,%d)" % \
                (self.gameid, self.handctr, player.nameid,
                    scoretime, int(player == self.__winner),
                    WINDS[self.roundsFinished % 4], player.wind, 0,
                    amount, player.balance, self.rotated, self.notRotated),
                list([player.hand.string, offense.name]))
        if Internal.field:
            Internal.field.updateGUI()

    def maybeRotateWinds(self):
        """rules which make winds rotate"""
        result = list(x for x in self.ruleset.filterFunctions('rotate') if x.rotate(self))
        if result:
            if Debug.explain:
                if not self.belongsToRobotPlayer():
                    self.debug(result, prevHandId=True)
            self.rotateWinds()
        return bool(result)

    def rotateWinds(self):
        """rotate winds, exchange seats. If finished, update database"""
        self.rotated += 1
        self.notRotated = 0
        if self.rotated == 4:
            if not self.finished():
                self.roundsFinished += 1
            self.rotated = 0
            self.roundHandCount = 0
        if self.finished():
            endtime = datetime.datetime.now().replace(microsecond=0).isoformat()
            with Transaction():
                Query('UPDATE game set endtime = "%s" where id = %d' % \
                    (endtime, self.gameid))
        elif not self.belongsToPlayer():
            # the game server already told us the new placement and winds
            winds = [player.wind for player in self.players]
            winds = winds[3:] + winds[0:3]
            for idx, newWind in enumerate(winds):
                self.players[idx].wind = newWind
            if self.roundsFinished % 4 and self.rotated == 0:
                # exchange seats between rounds
                self.__exchangeSeats()

    def debug(self, msg, btIndent=None, prevHandId=False):
        """prepend game id"""
        if self.belongsToRobotPlayer():
            prefix = 'R'
        elif self.belongsToHumanPlayer():
            prefix = 'C'
        elif self.belongsToGameServer():
            prefix = 'S'
        else:
            logDebug(msg, btIndent=btIndent)
            return
        logDebug('%s%s: %s' % (prefix, self._prevHandId if prevHandId else self.handId(), msg),
            withGamePrefix=False, btIndent=btIndent)

    @staticmethod
    def __getNames(record):
        """get name ids from record
        and return the names"""
        names = []
        for idx in range(4):
            nameid = record[idx]
            try:
                name = Players.allNames[nameid]
            except KeyError:
                name = m18n('Player %1 not known', nameid)
            names.append(name)
        return names

    @classmethod
    def loadFromDB(cls, gameid, client=None):
        """load game by game id and return a new Game instance"""
        Internal.logPrefix = 'S' if Internal.isServer else 'C'
        qGame = Query("select p0,p1,p2,p3,ruleset,seed from game where id = %d" % gameid)
        if not qGame.records:
            return None
        rulesetId = qGame.records[0][4] or 1
        ruleset = Ruleset.cached(rulesetId)
        Players.load() # we want to make sure we have the current definitions
        game = cls(Game.__getNames(qGame.records[0]), ruleset, gameid=gameid,
                client=client, wantedGame=qGame.records[0][5])
        qLastHand = Query("select hand,rotated from score where game=%d and hand="
            "(select max(hand) from score where game=%d)" % (gameid, gameid))
        if qLastHand.records:
            (game.handctr, game.rotated) = qLastHand.records[0]

        qScores = Query("select player, wind, balance, won, prevailing from score "
            "where game=%d and hand=%d" % (gameid, game.handctr))
        # default value. If the server saved a score entry but our client did not,
        # we get no record here. Should we try to fix this or exclude such a game from
        # the list of resumable games?
        prevailing = 'E'
        for record in qScores.records:
            playerid = record[0]
            wind = str(record[1])
            player = game.players.byId(playerid)
            if not player:
                logError(
                'game %d inconsistent: player %d missing in game table' % \
                    (gameid, playerid))
            else:
                player.getsPayment(record[2])
                player.wind = wind
            if record[3]:
                game.winner = player
            prevailing = record[4]
        game.roundsFinished = WINDS.index(prevailing)
        game.handctr += 1
        game.notRotated += 1
        game.maybeRotateWinds()
        game.sortPlayers()
        game.wall.decorate()
        return game

    def finished(self):
        """The game is over after minRounds completed rounds"""
        if self.ruleset:
            # while initialising Game, ruleset might be None
            return self.roundsFinished >= self.ruleset.minRounds

    def __payHand(self):
        """pay the scores"""
        # pylint: disable=R0912
        # too many branches
        winner = self.__winner
        if winner:
            winner.wonCount += 1
            guilty = winner.usedDangerousFrom
            if guilty:
                payAction = self.ruleset.findUniqueOption('payforall')
            if guilty and payAction:
                if Debug.dangerousGame:
                    self.debug('%s: winner %s. %s pays for all' % \
                                (self.handId(), winner, guilty))
                guilty.hand.usedRules.append((payAction, None))
                score = winner.handTotal
                score = score * 6 if winner.wind == 'E' else score * 4
                guilty.getsPayment(-score)
                winner.getsPayment(score)
                return

        for player1 in self.players:
            if Debug.explain:
                if not self.belongsToRobotPlayer():
                    self.debug('%s: %s' % (player1, player1.hand.string))
                    for line in player1.hand.explain():
                        self.debug('   %s' % (line))
            for player2 in self.players:
                if id(player1) != id(player2):
                    if player1.wind == 'E' or player2.wind == 'E':
                        efactor = 2
                    else:
                        efactor = 1
                    if player2 != winner:
                        player1.getsPayment(player1.handTotal * efactor)
                    if player1 != winner:
                        player1.getsPayment(-player2.handTotal * efactor)

    def lastMoves(self, only=None, without=None, withoutNotifications=False):
        """filters and yields the moves in reversed order"""
        for idx in range(len(self.moves)-1, -1, -1):
            move = self.moves[idx]
            if withoutNotifications and move.notifying:
                continue
            if only:
                if move.message in only:
                    yield move
            elif without:
                if move.message not in without:
                    yield move
            else:
                yield move

    def throwDices(self):
        """sets random living and kongBox
        sets divideAt: an index for the wall break"""
        if self.belongsToGameServer():
            self.wall.tiles.sort(key=tileKey)
            self.randomGenerator.shuffle(self.wall.tiles)
        breakWall = self.randomGenerator.randrange(4)
        sideLength = len(self.wall.tiles) // 4
        # use the sum of four dices to find the divide
        self.divideAt = breakWall * sideLength + \
            sum(self.randomGenerator.randrange(1, 7) for idx in range(4))
        if self.divideAt % 2 == 1:
            self.divideAt -= 1
        self.divideAt %= len(self.wall.tiles)

    def dangerousFor(self, forPlayer, tile):
        """returns a list of explaining texts if discarding tile
        would be Dangerous game for forPlayer. One text for each
        reason - there might be more than one"""
        if isinstance(tile, Tile):
            tile = tile.element
        tile = tile.lower()
        result = []
        for dang, txt in self.dangerousTiles:
            if tile in dang:
                result.append(txt)
        for player in forPlayer.others():
            for dang, txt in player.dangerousTiles:
                if tile in dang:
                    result.append(txt)
        return result

    def computeDangerous(self, playerChanged=None):
        """recompute gamewide dangerous tiles. Either for playerChanged or for all players"""
        self.dangerousTiles = list()
        if playerChanged:
            playerChanged.findDangerousTiles()
        else:
            for player in self.players:
                player.findDangerousTiles()
        self._endWallDangerous()

    def _endWallDangerous(self):
        """if end of living wall is reached, declare all invisible tiles as dangerous"""
        if len(self.wall.living) <=5:
            allTiles = [x for x in defaultdict.keys(elements.occurrence) if x[0] not in 'fy']
            # see http://www.logilab.org/ticket/23986
            invisibleTiles = set(x for x in allTiles if x not in self.visibleTiles)
            msg = m18n('Short living wall: Tile is invisible, hence dangerous')
            self.dangerousTiles = list(x for x in self.dangerousTiles if x[1] != msg)
            self.dangerousTiles.append((invisibleTiles, msg))

    def appendMove(self, player, command, kwargs):
        """append a Move object to self.moves"""
        self.moves.append(Move(player, command, kwargs))
Exemplo n.º 26
0
    def __init__(self, names, ruleset, gameid=None, wantedGame=None, shouldSave=True, client=None):
        """a new game instance. May be shown on a field, comes from database if gameid is set

        Game.lastDiscard is the tile last discarded by any player. It is reset to None when a
        player gets a tile from the living end of the wall or after he claimed a discard.
        """
        # pylint: disable=R0915
        # pylint we need more than 50 statements
        self.players = Players() # if we fail later on in init, at least we can still close the program
        self._client = None
        self.client = client
        self.rotated = 0
        self.notRotated = 0 # counts hands since last rotation
        self.ruleset = None
        self.roundsFinished = 0
        self._currentHandId = None
        self._prevHandId = None
        self.seed = 0
        self.randomGenerator = CountingRandom(self)
        if self.isScoringGame():
            self.wantedGame = str(wantedGame)
            self.seed = wantedGame
        else:
            self.wantedGame = wantedGame
            _ = int(wantedGame.split('/')[0]) if wantedGame else 0
            self.seed = _ or int(self.randomGenerator.random() * 10**9)
        self.shouldSave = shouldSave
        self.__setHandSeed()
        self.activePlayer = None
        self.__winner = None
        self.moves = []
        self.myself = None   # the player using this client instance for talking to the server
        self.gameid = gameid
        self.playOpen = False
        self.autoPlay = False
        self.handctr = 0
        self.roundHandCount = 0
        self.handDiscardCount = 0
        self.divideAt = None
        self.lastDiscard = None # always uppercase
        self.visibleTiles = IntDict()
        self.discardedTiles = IntDict(self.visibleTiles) # tile names are always lowercase
        self.dangerousTiles = list()
        self.csvTags = []
        self._setGameId()
        self.__useRuleset(ruleset)
        # shift rules taken from the OEMC 2005 rules
        # 2nd round: S and W shift, E and N shift
        self.shiftRules = 'SWEN,SE,WE'
        field = Internal.field
        if field:
            field.game = self
            field.startingGame = False
            field.showWall()  # sets self.wall
        else:
            self.wall = Wall(self)
        self.assignPlayers(names)
        if self.belongsToGameServer():
            self.__shufflePlayers()
        if not self.isScoringGame() and '/' in self.wantedGame:
            roundsFinished, rotations, notRotated = self.__scanGameOption(self.wantedGame)
            for _ in range(roundsFinished * 4 + rotations):
                self.rotateWinds()
            self.notRotated = notRotated
        if self.shouldSave:
            self.saveNewGame()
        if field:
            self.__initVisiblePlayers()
            field.updateGUI()
            self.wall.decorate()
Exemplo n.º 27
0
Arquivo: game.py Projeto: KDE/kajongg
class Game(object):

    """the game without GUI"""
    # pylint: disable=too-many-instance-attributes
    playerClass = Player
    wallClass = Wall

    def __init__(self, names, ruleset, gameid=None,
                 wantedGame=None, client=None):
        """a new game instance. May be shown on a field, comes from database
        if gameid is set.

        Game.lastDiscard is the tile last discarded by any player. It is
        reset to None when a player gets a tile from the living end of the
        wall or after he claimed a discard.
        """
        # pylint: disable=too-many-statements
        assert self.__class__ != Game, 'Do not directly instantiate Game'
        for wind, name in names:
            assert isinstance(wind, Wind), 'Game.__init__ expects Wind objects'
            assert isinstance(name, (str, unicode)), 'Game.__init__: name must be string and not {}'.format(type(name))
        self.players = Players()
        # if we fail later on in init, at least we can still close the program
        self.myself = None
        # the player using this client instance for talking to the server
        self.__shouldSave = False
        self._client = None
        self.client = client
        self.rotated = 0
        self.notRotated = 0  # counts hands since last rotation
        self.ruleset = None
        self.roundsFinished = 0
        self._currentHandId = None
        self._prevHandId = None
        self.randomGenerator = CountingRandom(self)
        self.wantedGame = wantedGame
        self._setHandSeed()
        self.activePlayer = None
        self.__winner = None
        self.moves = []
        self.gameid = gameid
        self.playOpen = False
        self.autoPlay = False
        self.handctr = 0
        self.roundHandCount = 0
        self.handDiscardCount = 0
        self.divideAt = None
        self.__lastDiscard = None  # always uppercase
        self.visibleTiles = IntDict()
        self.discardedTiles = IntDict(self.visibleTiles)
        # tile names are always lowercase
        self.dangerousTiles = list()
        self.csvTags = []
        self._setGameId()
        self.__useRuleset(ruleset)
        # shift rules taken from the OEMC 2005 rules
        # 2nd round: S and W shift, E and N shift
        self.shiftRules = 'SWEN,SE,WE'
        self.wall = self.wallClass(self)
        self.assignPlayers(names)
        if self.belongsToGameServer():
            self.__shufflePlayers()
        self._scanGameOption()
        for player in self.players:
            player.clearHand()

    @property
    def shouldSave(self):
        """as a property"""
        return self.__shouldSave

    @shouldSave.setter
    def shouldSave(self, value):
        """if activated, save start time"""
        if value and not self.__shouldSave:
            self.saveStartTime()
        self.__shouldSave = value

    @property
    def handId(self):
        """current position in game"""
        result = HandId(self)
        if result != self._currentHandId:
            self._prevHandId = self._currentHandId
            self._currentHandId = result
        return result

    @property
    def client(self):
        """hide weakref"""
        if self._client:
            return self._client()

    @client.setter
    def client(self, value):
        """hide weakref"""
        if value:
            self._client = weakref.ref(value)
        else:
            self._client = None

    def clearHand(self):
        """empty all data"""
        if self.moves:
            for move in self.moves:
                del move
        self.moves = []
        for player in self.players:
            player.clearHand()
        self.__winner = None
        self.__activePlayer = None
        self.prevActivePlayer = None
        self.dangerousTiles = list()
        self.discardedTiles.clear()
        assert self.visibleTiles.count() == 0

    def _scanGameOption(self):
        """this is only done for PlayingGame"""
        pass

    @property
    def lastDiscard(self):
        """hide weakref"""
        return self.__lastDiscard

    @lastDiscard.setter
    def lastDiscard(self, value):
        """hide weakref"""
        self.__lastDiscard = value
        if value is not None:
            assert isinstance(value, Tile), value
            if value.isExposed:
                raise Exception('lastDiscard is exposed:%s' % value)

    @property
    def winner(self):
        """the name of the game server this game is attached to"""
        return self.__winner

    @property
    def roundWind(self):
        """the round wind for Hand"""
        return Wind.all[self.roundsFinished % 4]

    @winner.setter
    def winner(self, value):
        """the name of the game server this game is attached to"""
        if self.__winner != value:
            if self.__winner:
                self.__winner.invalidateHand()
            self.__winner = value
            if value:
                value.invalidateHand()

    def addCsvTag(self, tag, forAllPlayers=False):
        """tag will be written to tag field in csv row"""
        if forAllPlayers or self.belongsToHumanPlayer():
            self.csvTags.append('%s/%s' %
                                (tag, self.handId.prompt(withSeed=False)))

    def isFirstHand(self):
        """as the name says"""
        return self.roundHandCount == 0 and self.roundsFinished == 0

    def _setGameId(self):
        """virtual"""
        assert not self  # we want it to fail, and quieten pylint

    def close(self):
        """log off from the server and return a Deferred"""
        self.wall = None
        self.lastDiscard = None

    def playerByName(self, playerName):
        """return None or the matching player"""
        if playerName is None:
            return None
        for myPlayer in self.players:
            if myPlayer.name == playerName:
                return myPlayer
        logException('Move references unknown player %s' % playerName)

    def losers(self):
        """the 3 or 4 losers: All players without the winner"""
        return list([x for x in self.players if x is not self.__winner])

    def belongsToRobotPlayer(self):
        """does this game instance belong to a robot player?"""
        return self.client and self.client.isRobotClient()

    def belongsToHumanPlayer(self):
        """does this game instance belong to a human player?"""
        return self.client and self.client.isHumanClient()

    def belongsToGameServer(self):
        """does this game instance belong to the game server?"""
        return self.client and self.client.isServerClient()

    @staticmethod
    def isScoringGame():
        """are we scoring a manual game?"""
        return False

    def belongsToPlayer(self):
        """does this game instance belong to a player
        (as opposed to the game server)?"""
        return self.belongsToRobotPlayer() or self.belongsToHumanPlayer()

    def assignPlayers(self, playerNames):
        """
        The server tells us the seating order and player names.

        @param playerNames: A list of 4 tuples. Each tuple holds wind and name.
        @type playerNames: The tuple contents must be C{unicode}
        @todo: Can we pass L{Players} instead of that tuple list?
        """
        if not self.players:
            self.players = Players(self.playerClass(
                self, playerNames[x][1]) for x in range(4))
        for wind, name in playerNames:
            self.players.byName(name).wind = wind
        if self.client and self.client.name:
            self.myself = self.players.byName(self.client.name)
        self.sortPlayers()

    def __shufflePlayers(self):
        """assign random seats to the players and assign winds"""
        self.players.sort(key=lambda x: x.name)
        self.randomGenerator.shuffle(self.players)
        for player, wind in zip(self.players, Wind.all4):
            player.wind = wind

    def __exchangeSeats(self):
        """execute seat exchanges according to the rules"""
        winds = list(x for x in self.shiftRules.split(',')[(self.roundsFinished - 1) % 4])
        players = list(self.players[Wind(x)] for x in winds)
        pairs = list(players[x:x + 2] for x in range(0, len(winds), 2))
        for playerA, playerB in self._mustExchangeSeats(pairs):
            playerA.wind, playerB.wind = playerB.wind, playerA.wind

    def _mustExchangeSeats(self, pairs):
        """filter: which player pairs should really swap places?"""
        # pylint: disable=no-self-use
        return pairs

    def sortPlayers(self):
        """sort by wind order. Place ourself at bottom (idx=0)"""
        self.players.sort(key=lambda x: x.wind)
        self.activePlayer = self.players[East]
        if Internal.scene:
            if self.belongsToHumanPlayer():
                while self.players[0] != self.myself:
                    self.players = Players(self.players[1:] + self.players[:1])
                for idx, player in enumerate(self.players):
                    player.front = self.wall[idx]

    @staticmethod
    def _newGameId():
        """write a new entry in the game table
        and returns the game id of that new entry"""
        return Query("insert into game(seed) values(0)").cursor.lastrowid

    def saveStartTime(self):
        """save starttime for this game"""
        starttime = datetime.datetime.now().replace(microsecond=0).isoformat()
        args = list([starttime, self.seed, int(self.autoPlay),
                     self.ruleset.rulesetId])
        args.extend([p.nameid for p in self.players])
        args.append(self.gameid)
        Query("update game set starttime=?,seed=?,autoplay=?,"
              "ruleset=?,p0=?,p1=?,p2=?,p3=? where id=?", tuple(args))

    def __useRuleset(self, ruleset):
        """use a copy of ruleset for this game, reusing an existing copy"""
        self.ruleset = ruleset
        self.ruleset.load()
        if Internal.db:
            # only if we have a DB open. False in scoringtest.py
            query = Query(
                'select id from ruleset where id>0 and hash=?',
                (self.ruleset.hash,))
            if query.records:
                # reuse that ruleset
                self.ruleset.rulesetId = query.records[0][0]
            else:
                # generate a new ruleset
                self.ruleset.save()

    @property
    def seed(self):  # TODO: move this to PlayingGame
        """extract it from wantedGame. Set wantedGame if empty."""
        if not self.wantedGame:
            self.wantedGame = str(int(self.randomGenerator.random() * 10 ** 9))
        return int(self.wantedGame.split('/')[0])

    def _setHandSeed(self):  # TODO: move this to PlayingGame
        """set seed to a reproducable value, independent of what happend
        in previous hands/rounds.
        This makes it easier to reproduce game situations
        in later hands without having to exactly replay all previous hands"""
        seedFactor = ((self.roundsFinished + 1) * 10000
                      + self.rotated * 1000
                      + self.notRotated * 100)
        self.randomGenerator.seed(self.seed * seedFactor)

    def prepareHand(self):
        """prepare a game hand"""
        self.clearHand()
        if self.finished():
            if Options.rounds:
                self.close().addCallback(Internal.mainWindow.close)
            else:
                self.close()

    def initHand(self):
        """directly before starting"""
        self.dangerousTiles = list()
        self.discardedTiles.clear()
        assert self.visibleTiles.count() == 0
        if Internal.scene:
            # TODO: why not self.scene?
            Internal.scene.prepareHand()
        self._setHandSeed()

    def saveHand(self):
        """save hand to database,
        update score table and balance in status line"""
        self.__payHand()
        self._saveScores()
        self.handctr += 1
        self.notRotated += 1
        self.roundHandCount += 1
        self.handDiscardCount = 0

    def _saveScores(self):
        """save computed values to database,
        update score table and balance in status line"""
        scoretime = datetime.datetime.now().replace(microsecond=0).isoformat()
        logMessage = u''
        for player in self.players:
            if player.hand:
                manualrules = '||'.join(x.rule.name
                                        for x in player.hand.usedRules)
            else:
                manualrules = m18n('Score computed manually')
            Query(
                "INSERT INTO SCORE "
                "(game,hand,data,manualrules,player,scoretime,won,prevailing,"
                "wind,points,payments, balance,rotated,notrotated) "
                "VALUES(%d,%d,?,?,%d,'%s',%d,'%s','%s',%d,%d,%d,%d,%d)" %
                (self.gameid, self.handctr, player.nameid,
                 scoretime, int(player == self.__winner),
                 self.roundWind.char, player.wind,
                 player.handTotal, player.payment, player.balance,
                 self.rotated, self.notRotated),
                (player.hand.string, manualrules))
            logMessage += u'{player:<12} {hand:>4} {total:>5} {won} | '.format(
                player=unicode(player)[:12], hand=player.handTotal,
                total=player.balance,
                won='WON' if player == self.winner else '   ')
            for usedRule in player.hand.usedRules:
                rule = usedRule.rule
                if rule.score.limits:
                    self.addCsvTag(rule.name.replace(' ', ''))
        if Debug.scores:
            self.debug(logMessage)

    def maybeRotateWinds(self):
        """rules which make winds rotate"""
        result = list(x for x in self.ruleset.filterRules('rotate')
                      if x.rotate(self))
        if result:
            if Debug.explain:
                if not self.belongsToRobotPlayer():
                    self.debug(u','.join(x.name for x in result), prevHandId=True)
            self.rotateWinds()
        return bool(result)

    def rotateWinds(self):
        """rotate winds, exchange seats. If finished, update database"""
        self.rotated += 1
        self.notRotated = 0
        if self.rotated == 4:
            self.roundsFinished += 1
            self.rotated = 0
            self.roundHandCount = 0
        if self.finished():
            endtime = datetime.datetime.now().replace(
                microsecond=0).isoformat()
            with Internal.db as transaction:
                transaction.execute(
                    'UPDATE game set endtime = "%s" where id = %d' %
                    (endtime, self.gameid))
        elif not self.belongsToPlayer():
            # the game server already told us the new placement and winds
            winds = [player.wind for player in self.players]
            winds = winds[3:] + winds[0:3]
            for idx, newWind in enumerate(winds):
                self.players[idx].wind = newWind
            if self.roundsFinished % 4 and self.rotated == 0:
                # exchange seats between rounds
                self.__exchangeSeats()

    def debug(self, msg, btIndent=None, prevHandId=False):
        """
        Log a debug message.

        @param msg: The message.
        @type msg: A string.
        @param btIndent: If given, message is indented by
        depth(backtrace)-btIndent
        @type btIndent: C{int}
        @param prevHandId: If True, do not use current handId but previous
        @type prevHandId: C{bool}
        """
        if self.belongsToRobotPlayer():
            prefix = u'R'
        elif self.belongsToHumanPlayer():
            prefix = u'C'
        elif self.belongsToGameServer():
            prefix = u'S'
        else:
            logDebug(msg, btIndent=btIndent)
            return
        handId = self._prevHandId if prevHandId else self.handId
        handId = unicodeString(handId.prompt(withMoveCount=True))
        logDebug(
            u'%s%s: %s' % (prefix, handId, unicodeString(msg)),
            withGamePrefix=False,
            btIndent=btIndent)

    @staticmethod
    def __getName(playerid):
        """get name for playerid
        """
        try:
            return Players.allNames[playerid]
        except KeyError:
            return m18n('Player %1 not known', playerid)

    @classmethod
    def loadFromDB(cls, gameid, client=None):
        """load game by game id and return a new Game instance"""
        Internal.logPrefix = 'S' if Internal.isServer else 'C'
        records = Query(
            "select p0,p1,p2,p3,ruleset,seed from game where id = ?",
            (gameid,)).records
        if not records:
            return None
        qGameRecord = records[0]
        rulesetId = qGameRecord[4] or 1
        ruleset = Ruleset.cached(rulesetId)
        Players.load()  # we want to make sure we have the current definitions
        records = Query(
            "select hand,rotated from score where game=? and hand="
            "(select max(hand) from score where game=?)",
            (gameid, gameid)).records
        if records:
            qLastHandRecord = records[0]
        else:
            qLastHandRecord = tuple([0, 0])
        qScoreRecords = Query(
            "select player, wind, balance, won, prevailing from score "
            "where game=? and hand=?",
            (gameid, qLastHandRecord[0])).records
        if not qScoreRecords:
            # this should normally not happen
            qScoreRecords = list([
                tuple([qGameRecord[wind], wind.char, 0, False, East.char])
                for wind in Wind.all4])
        if len(qScoreRecords) != 4:
            logError(u'game %d inconsistent: There should be exactly '
                     '4 score records for the last hand' % gameid)

        # after loading SQL, prepare values.

        # default value. If the server saved a score entry but our client
        # did not, we get no record here. Should we try to fix this or
        # exclude such a game from the list of resumable games?
        if len(set(x[4] for x in qScoreRecords)) != 1:
            logError(u'game %d inconsistent: All score records for the same '
                     'hand must have the same prevailing wind' % gameid)

        players = list(tuple([Wind(x[1]), Game.__getName(x[0])])
                       for x in qScoreRecords)

        # create the game instance.
        game = cls(players, ruleset, gameid=gameid, client=client,
                   wantedGame=qGameRecord[5])
        game.handctr, game.rotated = qLastHandRecord

        for record in qScoreRecords:
            playerid = record[0]
            player = game.players.byId(playerid)
            if not player:
                logError(
                    u'game %d inconsistent: player %d missing in game table' %
                    (gameid, playerid))
            else:
                player.getsPayment(record[2])
            if record[3]:
                game.winner = player
        game.roundsFinished = Wind(qScoreRecords[0][4]).__index__()
        game.handctr += 1
        game.notRotated += 1
        game.maybeRotateWinds()
        game.sortPlayers()
        game.wall.decorate()
        return game

    def finished(self):
        """The game is over after minRounds completed rounds. Also,
        check if we reached the second handId defined by --game.
        If we did, the game is over too"""
        last = HandId(self, self.wantedGame, 1)
        if self.handId > last:
            return True
        if Options.rounds:
            return self.roundsFinished >= Options.rounds
        elif self.ruleset:
            # while initialising Game, ruleset might be None
            return self.roundsFinished >= self.ruleset.minRounds

    def __payHand(self):
        """pay the scores"""
        # pylint: disable=too-many-branches
        # too many branches
        winner = self.__winner
        if winner:
            winner.wonCount += 1
            guilty = winner.usedDangerousFrom
            if guilty:
                payAction = self.ruleset.findUniqueOption('payforall')
            if guilty and payAction:
                if Debug.dangerousGame:
                    self.debug('%s: winner %s. %s pays for all' %
                               (self.handId, winner, guilty))
                guilty.hand.usedRules.append((payAction, None))
                score = winner.handTotal
                score = score * 6 if winner.wind == East else score * 4
                guilty.getsPayment(-score)
                winner.getsPayment(score)
                return

        for player1 in self.players:
            if Debug.explain:
                if not self.belongsToRobotPlayer():
                    self.debug('%s: %s' % (player1, player1.hand.string))
                    for line in player1.hand.explain():
                        self.debug('   %s' % (line))
            for player2 in self.players:
                if id(player1) != id(player2):
                    if player1.wind == East or player2.wind == East:
                        efactor = 2
                    else:
                        efactor = 1
                    if player2 != winner:
                        player1.getsPayment(player1.handTotal * efactor)
                    if player1 != winner:
                        player1.getsPayment(-player2.handTotal * efactor)

    def lastMoves(self, only=None, without=None, withoutNotifications=False):
        """filters and yields the moves in reversed order"""
        for idx in range(len(self.moves) - 1, -1, -1):
            move = self.moves[idx]
            if withoutNotifications and move.notifying:
                continue
            if only:
                if move.message in only:
                    yield move
            elif without:
                if move.message not in without:
                    yield move
            else:
                yield move

    def throwDices(self):
        """sets random living and kongBox
        sets divideAt: an index for the wall break"""
        breakWall = self.randomGenerator.randrange(4)
        sideLength = len(self.wall.tiles) // 4
        # use the sum of four dices to find the divide
        self.divideAt = breakWall * sideLength + \
            sum(self.randomGenerator.randrange(1, 7) for idx in range(4))
        if self.divideAt % 2 == 1:
            self.divideAt -= 1
        self.divideAt %= len(self.wall.tiles)