Exemplo n.º 1
0
 def __init__(self, number, title, command, server_log):
     PlayerInfo.__init__(self, number)
     self.steps = 0
     self.total_step_time = 0
     self.max_step_time = 0
     self.title = title
     self.msg = ''
     self.server_log = server_log
     self.points = []
     self.process = Popen(command, shell=True, stdin=PIPE, stdout=PIPE,
             stderr=PIPE)
     self.stderr_reader = StreamReader(self.process.stderr)
     self.stderr_reader.start()
Exemplo n.º 2
0
    def move(self, x0, y0, x1, y1):
        """Add logging to moving."""
        PlayerInfo.move(self, x0, y0, x1, y1)

        if self.points:
            if self.points[-1] != (x1, y1):
                self.points.append((x1, y1))
        else:
            if (x0, y0) == (x1, y1):
                self.points = [(x1, y1)]
            else:
                self.points = [(x0, y0), (x1, y1)]

        self.log('New coordinates: {} {} {} {}'.format(x0, y0, x1, y1))
Exemplo n.º 3
0
    def move(self, x0, y0, x1, y1):
        """Add logging to moving."""
        PlayerInfo.move(self, x0, y0, x1, y1)

        if self.points:
            if self.points[-1] != (x1, y1):
                self.points.append((x1, y1))
        else:
            if (x0, y0) == (x1, y1):
                self.points = [(x1, y1)]
            else:
                self.points = [(x0, y0), (x1, y1)]

        self.log('New coordinates: {} {} {} {}'.format(x0, y0, x1, y1))
Exemplo n.º 4
0
 def __init__(self, number, title, command, server_log):
     PlayerInfo.__init__(self, number)
     self.steps = 0
     self.total_step_time = 0
     self.max_step_time = 0
     self.title = title
     self.msg = ''
     self.server_log = server_log
     self.points = []
     self.process = Popen(command,
                          shell=True,
                          stdin=PIPE,
                          stdout=PIPE,
                          stderr=PIPE)
     self.stderr_reader = StreamReader(self.process.stderr)
     self.stderr_reader.start()
Exemplo n.º 5
0
def getTeamInfo(team_info, formatText=formatHTML):
    '''takes team information and generates a team object'''
    #Put player names in array
    player_names = team_info.find_elements_by_class_name(
        "champion-nameplate-name")
    player_names = list(map(formatText, player_names))

    #Extract team information
    result_raw = team_info.find_element_by_class_name("game-conclusion")
    gold_raw = team_info.find_element_by_class_name("gold")
    kills_raw = team_info.find_element_by_class_name("kills")
    towers_raw = team_info.find_element_by_class_name("tower-kills")
    inhibs_raw = team_info.find_element_by_class_name("inhibitor-kills")
    barons_raw = team_info.find_element_by_class_name("baron-kills")
    dragons_raw = team_info.find_element_by_class_name("dragon-kills")
    rift_herald_raw = team_info.find_element_by_class_name("rift-herald-kills")

    result = formatText(result_raw) == "VICTORY"
    gold = float(formatText(gold_raw).strip("k")) * 1000
    kills = float(formatText(kills_raw))
    towers = int(formatText(towers_raw))
    inhibs = int(formatText(inhibs_raw))
    barons = int(formatText(barons_raw))
    dragons = int(formatText(dragons_raw))
    rift_herald = int(formatText(rift_herald_raw))

    team_name = player_names[0].split(" ")[0]
    team = Team(team_name, result, gold, kills, towers, inhibs, barons,
                dragons, rift_herald)

    #Extract player names
    players = []
    for player in player_names:
        #removes teamname from name
        name = " ".join(player.split(" ")[1:])
        players.append(PlayerInfo(name))

    team.players = players

    return team
Exemplo n.º 6
0
    def handle_input(self):
        self.players_count, self.my_number = self.read_numbers()

        for i in xrange(self.players_count):
            x0, y0, x1, y1 = self.read_numbers()

            if i not in self.players:
                self.players[i] = PlayerInfo(i)
                if x0 != -1:
                    self.grid.put(x0, y0, self.grid.body_of(i))
            else:
                # replace old head with body
                old_head = self.players[i].head
                self.grid.put(old_head[0], old_head[1], self.grid.body_of(i))

            player = self.players[i]
            player.move(x0, y0, x1, y1)

            if player.is_alive:
                self.grid.put(x1, y1, self.grid.head_of(i))
            else:
                self.remove_player(i)
Exemplo n.º 7
0
def run_game_stage_play():
        topScorer = True
        server_communicate = True
        client_player_info =[]
        hitLoadButton = HitLoadButton(playerLog[5], playerLog[6])

        # Ready to connect to server
        net = Network()
        print("receiving: ", net.init_info)

        # if no connection to server
        if not net.init_info:
            draw_no_connection()
            server_communicate = False
            game_stage = "name"

        if server_communicate == True:

            # initial info from server: game ID, player_ID, pos_x, pos_y, icon_num
            init_player_info = split_init_info(net.init_info)
            game_ID = int(init_player_info[0])
            pygame.display.set_caption("Connected to Room "+ str(game_ID))
            client_player_ID = int(init_player_info[1])
            pos_x = int(init_player_info[2])
            pos_y = int(init_player_info[3])
            icon_num = int(init_player_info[4])
            icon_info = getIcon(icon_num)

            # create client Player object
            client_player = Player(client_player_ID, nameButton.name, pos_x, pos_y, icon_info[0], icon_info[1], icon_num,[], 0, int(playerLog[4]), playerLog[5], playerLog[6])

            # create client PlayerInfo object
            client_player_info = PlayerInfo(client_player,[])
            run = True


            # check keyboard & mouse actions
            hitType = "NONE"
            hitBool = 1
            rapid_hit = False
            while run:
                obtained_potion_IDs=[]
                clock.tick(SCREEN_UPDATE_CLOCK_TICK_GAME)

                # getting the new screen dimensions
                update_display_dimensions(pygame.display)


                # sending the new player list from server while sending the updated player
                if client_player_info.health <= 0:
                    game_stage = "game_over"
                    run = False
                else:
                    try:
                        net.send(client_player_info)
                    except:
                        draw_no_connection()
                        game_stage = "stat_info"
                        run = False
                        net.close()
                        break

                    # receiving the new player list info from server
                    try:
                        game = net.receive()
                    except:
                        draw_no_connection()
                        game_stage = "game_over"
                        net.close()
                        run = False
                        break

                    playerInfoList = game.playerInfoList
                    if not playerInfoList:
                        draw_no_connection()
                        game_stage = "game_over"
                        run = False
                        break

                    # updating the current player
                    for info in playerInfoList:

                        if info.id == client_player_ID:
                            client_player.copy(info)

                    players = []
                    players.append(client_player)

                    for info in playerInfoList:

                        if info.id != client_player_ID:
                           icon_info = getIcon(info.icon_num)
                           other_player = Player(info.id, info.name, info.x, info.y, icon_info[0], icon_info[1], icon_num, info.hitList, info.score, info.health, PUNCH_WAIT, KICK_WAIT)
                           players.append(other_player)


                    events = pygame.event.get()
                    for event in events:
                        if event.type == pygame.QUIT:
                            run = False
                            game_stage = "closing"
                            net.close()
                            break

                        # checking mouse clicks for updating sound buttons & sounds
                        if event.type == pygame.MOUSEBUTTONDOWN:
                            mx, my = pygame.mouse.get_pos()
                            SoundButtons.mouseAction(mx, my)
                            exitGameButton.mouseAction(mx, my)
                            leaveRoomButton.mouseAction(mx,my)
                            if exitGameButton.clicked:
                                net.close()
                                game_stage = "closing"
                                run = False
                            if leaveRoomButton.clicked:
                                net.close()
                                game_stage = "game_over"
                                leaveRoomButton.clicked = False
                                run = False

                        # checking keyboard inputs for hitting
                        if event.type == pygame.KEYDOWN:
                            if event.key == pygame.K_a:
                                hitType = "PUNCH"
                            if event.key == pygame.K_s:
                                hitType = "KICK"
                        if event.type == pygame.KEYUP:
                            if event.key == pygame.K_a:
                                hitBool = 1
                            if event.key == pygame.K_s:
                                hitBool = 1
                            if event.key == pygame.K_w:
                                topScorer = not topScorer


                    if hitBool == 0:
                        hitType = "NONE"


                    # updating player location : keyboard input checks are done inside the function
                    client_player.move(MOVE_TIME_WAIT, FRAMED_WIN_DIMENSIONS[0], FRAMED_WIN_DIMENSIONS[1], FRAME_WIDTH, PLAYER_ICON_WIDTH, ZERO_DIVIDE_THRESHOLD)

                    # check if player gets any potion
                    client_rect = client_player.getPlayerRect()
                    for potion in game.potionList:
                        potion_rect = health_potion_img.get_rect(topleft=potion[1])
                        getPotion = client_rect.colliderect(potion_rect)
                        if getPotion:
                            obtained_potion_IDs.append(potion[2])
                            if potion[0] == "health":
                                client_player.health += 3
                            if potion[0] == "rapid":
                                start_counter = time.perf_counter()
                                rapid_hit = True

                    if rapid_hit == True:
                        if time.perf_counter()-start_counter > 10:
                            rapid_hit = False
                            client_player.minPunchWait = PUNCH_WAIT
                            client_player.minKickWait = KICK_WAIT
                            hitLoadButton.punchWait = PUNCH_WAIT
                            hitLoadButton.kickWait = KICK_WAIT
                        else:
                            client_player.minPunchWait = PUNCH_WAIT/2
                            client_player.minKickWait = KICK_WAIT/2
                            hitLoadButton.punchWait = PUNCH_WAIT/2
                            hitLoadButton.kickWait = KICK_WAIT/2


                    # reset the hit list of client player & get the hit_info: (did_player_hit, the Rect object of hitting)
                    client_player.resetHitList()
                    hit_info = client_player.hit(hitType, game_sound_mixer, hit_try_music, punch_img, kick_img, PUNCH_ICON_WIDTH,
                                                 KICK_ICON_WIDTH, PLAYER_ICON_WIDTH, ZERO_DIVIDE_THRESHOLD)
                    if hit_info[0] == "YES":
                        hit_rect = hit_info[1]

                    #update hit load buttons
                    hitLoadButton.lastHitTime = client_player.lastHitTime
                    hitLoadButton.updateHitLoad(time.perf_counter())


                    # update player health if other players hit matches the client ID
                    # update the hit list of the client (other player IDs & damage performed )
                    # based on collision check of client hit Rect & other player icon Rect object
                    for player in players:
                        check_id = player.getID()
                        if check_id != client_player_ID:
                            # check if the client player is hit by other players & update the health points
                            for hits in player.getHitList():
                                if hits[0] == client_player_ID:
                                    game_sound_mixer.Channel(2).play(game_sound_mixer.Sound(hit_success_music))
                                    client_player.health -= hits[1]


                            # check if the client player manage to hit other players & update the client players hit list & sounds
                            if hit_info[0] == "YES":
                                check_rect = player.getPlayerRect()
                                hit_success = hit_rect.colliderect(check_rect)
                                if hit_success == 1:
                                    game_sound_mixer.Channel(2).play(game_sound_mixer.Sound(hit_success_music))
                                    client_player.updateHitList(check_id, client_player.getDamage(hitType))
                                    client_player.score += 1

                    draw_stage_play(players, client_player_ID, topScorer, hitLoadButton, game.potionList)
                    hitType = "NONE"
                    client_player_info = PlayerInfo(client_player, obtained_potion_IDs)

                    # adjust the background and hit sounds
                    if SoundButtons.bg_sound == False:
                        game_sound_mixer.Channel(0).set_volume(0)
                    elif SoundButtons.bg_sound == True:
                        game_sound_mixer.Channel(0).set_volume(BG_SOUND_LEVEL)

                    if SoundButtons.kick_sound == False:
                        game_sound_mixer.Channel(1).set_volume(0)
                        game_sound_mixer.Channel(2).set_volume(0)
                    elif SoundButtons.kick_sound == True:
                        game_sound_mixer.Channel(1).set_volume(HIT_SOUND_LEVEL)
                        game_sound_mixer.Channel(2).set_volume(HIT_SOUND_LEVEL)

        return (game_stage, client_player_info)
Exemplo n.º 8
0
def run_game_stage_play():
    score = 0
    gainCoin = 0
    playerLogChange = False
    newBestScore = False
    newLevelGain = False
    game_stage = "game_over"
    topScorer = True
    player_condition = True
    server_communicate = True
    client_player_info = []

    hitLoadButton = HitLoadButton(inits.playerLog["PunchWait"],
                                  inits.playerLog["KickWait"],
                                  inits.playerLog["Health"])

    # Ready to connect to server
    net = Network()

    # if no connection to server
    if net.connection == False:
        drawings.draw_no_connection()
        server_communicate = False
        game_stage = "name"
    else:
        init_player_info = pickle.loads(net.init_info)
        print("Received Initial Player Info: ", init_player_info)

    if server_communicate == True:

        # initial info from server: game ID, player_ID, pos_x, pos_y, icon_num
        init_player_info = submodules.split_init_info(init_player_info)
        game_ID = int(init_player_info[0])
        inits.gameDisp.set_caption("Connected to Room " + str(game_ID))
        client_player_ID = int(init_player_info[1])
        pos_x = int(init_player_info[2])
        pos_y = int(init_player_info[3])
        icon_num = int(init_player_info[4])
        icon_info = submodules.getIcon(icon_num)

        # create client Player object
        posInfo = [pos_x, pos_y, 0, 0]
        hitInfo = [False, "right", (0, 0), [], 0, "NONE"]
        client_player = Player(
            client_player_ID, inits.nameButton.name, posInfo, icon_info[0],
            icon_info[1], icon_num, hitInfo, 0, inits.playerLog["Health"],
            inits.playerLog["PunchWait"], inits.playerLog["KickWait"],
            inits.playerLog["PunchDamage"], inits.playerLog["KickDamage"])

        # create client PlayerInfo object
        client_player_info = PlayerInfo(client_player, [])
        run = True

        # check keyboard & mouse actions
        hitType = "NONE"
        hitBool = 1
        rapid_hit = False
        rx_time = time.perf_counter()
        while run:

            obtained_potion_IDs = []
            #inits.clock.tick(settings.SCREEN_UPDATE_CLOCK_TICK_GAME)

            # getting the new screen dimensions
            submodules.update_display_dimensions(inits.gameDisp)

            # sending the new player list from server while sending the updated player
            if client_player_info.health <= 0:
                game_stage = "game_over"
                run = False
                break
            else:
                """try:
                    net.send(client_player_info)
                except:
                    print("sending not successful")
                    drawings.draw_no_connection()
                    game_stage = "name"
                    run = False
                    net.close()
                    break"""
                net.send(client_player_info)
                if net.connection == False:
                    print("sending not successful")
                    drawings.draw_no_connection()
                    game_stage = "name"
                    run = False
                    net.close()
                    break

                # receiving the new player list info from server
                data = net.receive()
                if net.connection == True:
                    game_data = pickle.loads(data)
                else:
                    print("receiving not successful")
                    drawings.draw_no_connection()
                    game_stage = "name"
                    run = False
                    net.close()
                    break
                """"if data[0] == True:
                    game_data = pickle.loads(data[1])
                else:
                    print("receiving not successful")
                    drawings.draw_no_connection()
                    game_stage = "name"
                    run = False
                    net.close()
                    break"""
                """try:
                    game_data = pickle.loads(data)
                except:
                    print("unknown error")"""

                game_IDX = game_data.game_ID
                playerInfoList = game_data.playerInfoList
                potionList = game_data.potionList

                if game_IDX < 0:
                    drawings.draw_no_connection()
                    game_stage = "name"
                    run = False
                    playerLogChange = False
                    net.close()
                    break
                else:
                    playerLogChange = True
                    # updating the current player
                    for info in playerInfoList:
                        if info.id == client_player_ID:
                            client_player.copy(info)

                    players = []
                    players.append(client_player)

                    for info in playerInfoList:
                        if info.id != client_player_ID:
                            icon_info = submodules.getIcon(info.icon_num)
                            op_posInfo = [
                                info.x, info.y, info.vel_x, info.vel_y
                            ]
                            op_hitInfo = [
                                info.hitDisp, info.hit_img_orientation,
                                info.hit_img_center, info.hitList,
                                info.hitRotAngle, info.hitType
                            ]
                            other_player = Player(info.id, info.name,
                                                  op_posInfo, icon_info[0],
                                                  info.orientation, icon_num,
                                                  op_hitInfo, info.score,
                                                  info.health, 0, 0, 0, 0)
                            players.append(other_player)

                    events = inits.pygame.event.get()
                    for event in events:
                        if event.type == inits.pygame.QUIT:
                            run = False
                            game_stage = "closing"
                            net.close()
                            break

                        # checking mouse clicks for updating sound buttons & sounds
                        if event.type == inits.pygame.MOUSEBUTTONDOWN:
                            mx, my = inits.pygame.mouse.get_pos()
                            inits.SoundButtons.mouseAction(mx, my)
                            inits.exitGameButton.mouseAction(mx, my)
                            inits.leaveRoomButton.mouseAction(mx, my)
                            if inits.exitGameButton.clicked:
                                net.close()
                                game_stage = "closing"
                                run = False
                            if inits.leaveRoomButton.clicked:
                                net.close()
                                game_stage = "game_over"
                                inits.leaveRoomButton.clicked = False
                                run = False

                        # checking keyboard inputs for hitting
                        if event.type == inits.pygame.KEYDOWN:
                            if event.key == inits.pygame.K_a:
                                hitType = "PUNCH"
                            if event.key == inits.pygame.K_s:
                                hitType = "KICK"
                        if event.type == inits.pygame.KEYUP:
                            if event.key == inits.pygame.K_a:
                                hitBool = 1
                            if event.key == inits.pygame.K_s:
                                hitBool = 1
                            if event.key == inits.pygame.K_w:
                                topScorer = not topScorer
                            if event.key == inits.pygame.K_q:
                                player_condition = not player_condition

                    if hitBool == 0:
                        hitType = "NONE"

                    # updating player location : keyboard input checks are done inside the function
                    client_player.move(settings.MOVE_TIME_WAIT,
                                       settings.WIN_DIM, settings.ICON_DIM[0],
                                       settings.ZERO_THR)

                    # check if player gets any potion
                    client_rect = client_player.getPlayerRect()
                    for potion in potionList:
                        potion_rect = inits.health_potion_img.get_rect(
                            topleft=potion[1])
                        getPotion = client_rect.colliderect(potion_rect)
                        if getPotion:
                            obtained_potion_IDs.append(potion[2])
                            if potion[0] == "health":
                                client_player.health = min(
                                    client_player.health + 3,
                                    inits.playerLog["Health"])
                                hitLoadButton.health_rem = client_player.health
                            if potion[0] == "rapid":
                                start_counter = time.perf_counter()
                                rapid_hit = True

                    if rapid_hit == True:
                        if time.perf_counter() - start_counter > 15:
                            rapid_hit = False
                            client_player.minPunchWait = inits.playerLog[
                                "PunchWait"]
                            client_player.minKickWait = inits.playerLog[
                                "KickWait"]
                            hitLoadButton.punchWait = inits.playerLog[
                                "PunchWait"]
                            hitLoadButton.kickWait = inits.playerLog[
                                "KickWait"]
                        else:
                            client_player.minPunchWait = 1
                            client_player.minKickWait = 2
                            hitLoadButton.punchWait = 1
                            hitLoadButton.kickWait = 2

                    # reset the hit list of client player & get the hit_info: (did_player_hit, the Rect object of hitting)
                    client_player.resetHitList()
                    hit_info = client_player.hit(
                        hitType, inits.game_sound_mixer,
                        settings.hit_try_music, inits.punch_img,
                        inits.kick_img, settings.ICON_DIM[2],
                        settings.ICON_DIM[4], settings.ICON_DIM[0],
                        settings.ZERO_THR)
                    if hit_info[0] == "YES":
                        hit_rect = hit_info[1]

                    # update hit load buttons
                    hitLoadButton.lastHitTime = client_player.lastHitTime
                    hitLoadButton.updateHitLoad(time.perf_counter())

                    # update player health if other players hit matches the client ID
                    # update the hit list of the client (other player IDs & damage performed )
                    # based on collision check of client hit Rect & other player icon Rect object
                    for player in players:
                        check_id = player.id
                        if check_id != client_player_ID:
                            # check if the client player is hit by other players & update the health points
                            for hits in player.getHitList():
                                if hits[0] == client_player_ID:
                                    inits.game_sound_mixer.Channel(2).play(
                                        inits.game_sound_mixer.Sound(
                                            settings.hit_success_music))
                                    if client_player.health - hits[1] <= 0:
                                        client_player.KO = True
                                        inits.game_sound_mixer.Channel(3).play(
                                            inits.game_sound_mixer.Sound(
                                                settings.ko_music))

                                    client_player.health = max(
                                        0, client_player.health - hits[1])
                                    hitLoadButton.health_rem = client_player.health

                            # check if the client player manage to hit other players & update the client players hit list & sounds
                            if hit_info[0] == "YES":
                                check_rect = player.getPlayerRect()
                                hit_success = hit_rect.colliderect(check_rect)
                                if hit_success == 1:
                                    inits.game_sound_mixer.Channel(2).play(
                                        inits.game_sound_mixer.Sound(
                                            settings.hit_success_music))
                                    client_player.updateHitList(
                                        check_id,
                                        client_player.getDamage(hitType))
                                    client_player.score += client_player.getDamage(
                                        hitType)
                                    if client_player.getDamage(
                                            hitType) > player.health:
                                        client_player.KO = True
                                        inits.game_sound_mixer.Channel(3).play(
                                            inits.game_sound_mixer.Sound(
                                                settings.ko_music))

                    drawings.draw_stage_play(players, client_player_ID,
                                             topScorer, hitLoadButton,
                                             potionList, player_condition)
                    hitType = "NONE"
                    client_player_info = PlayerInfo(client_player,
                                                    obtained_potion_IDs)

                    # adjust the background and hit sounds
                    routines.sound_set_routine()

    if playerLogChange:
        score = round(client_player_info.score)
        gainCoin = submodules.calculateGold(score)
        inits.playerLog["Coins"] = gainCoin + inits.playerLog["Coins"]
        if score > inits.playerLog["BestScore"]:
            newBestScore = True
            inits.playerLog["BestScore"] = score
        if score > settings.LEVEL_PTS[inits.playerLog["Level"]]:
            inits.playerLog["Level"] += 1
            newLevelGain = True

    output = [game_stage, gainCoin, newBestScore, newLevelGain, score]
    return output
Exemplo n.º 9
0
 def __init__(self, config: GameConfig, players: List[Player]):
     self.config = config
     self.state = State(config)
     self.players = [
         PlayerInfo(i, player) for i, player in enumerate(players)
     ]
Exemplo n.º 10
0
		return maxPot - info.pot		
			
						



#========================================
#	TESTS
#========================================
if __name__ == '__main__':

	#UNIT TESTS
	print "Testing constructors."
	
	player1 = PlayerInfo(0, "John", True, True, 100, 10, [card.Card("H", "3"), card.Card("S", "2")], False, False)			
	player2 = PlayerInfo(1, "Susy", True, True, 100, 5, [card.Card("?", "?"), card.Card("?", "?")], True, False)
	player3 = PlayerInfo(2, "Hamm", True, True, 100, 0, [card.Card("?", "?"), card.Card("?", "?")], False, False)
	player4 = PlayerInfo(3, "Gunn", True, True, 100, 0, [card.Card("?", "?"), card.Card("?", "?")], False, True)
	
	infos = [player1, player2, player3, player4]
	
	state = State(infos, [])	
	
	assert state.isValid()
	
	#Here the ids aren't unique
	player1 = PlayerInfo(0, "John", True, True, 100, 10, [card.Card("H", "3"), card.Card("S", "2")], False, False)			
	player2 = PlayerInfo(0, "Susy", True, True, 100, 5, [card.Card("?", "?"), card.Card("?", "?")], True, False)
	player3 = PlayerInfo(2, "Hamm", True, True, 100, 0, [card.Card("?", "?"), card.Card("?", "?")], False, False)
	player4 = PlayerInfo(3, "Gunn", True, True, 100, 0, [card.Card("?", "?"), card.Card("?", "?")], False, True)