Exemplo n.º 1
0
class TestCaseSTEAMWORKS(unittest.TestCase):
    def setUp(self):
        self.steam = STEAMWORKS()
        self.steam.initialize()

    def test_populated(self):
        for interface in ['Apps', 'Friends', 'Matchmaking', 'Music', 'Screenshots', 'Users', 'UserStats', 'Utils', \
                          'Workshop']:
            self.assertTrue((hasattr(self.steam, interface)
                             and getattr(self.steam, interface) is not None))
Exemplo n.º 2
0
class TestCaseInterfaces(unittest.TestCase):
    def setUp(self):
        self.steam = STEAMWORKS()
        self.steam.initialize()

    def test_app_id(self):
        self.assertEqual(self.steam.Utils.GetAppID(), 480)

    def test_app_owner(self):
        self.assertEqual(self.steam.Apps.GetAppOwner(), self.steam.Users.GetSteamID())
Exemplo n.º 3
0
"""
Declare "steamworks" variable and create new instance of the STEAMWORKS class

Depending on failure type this will throw one of following exceptions:
- UnsupportedPlatformException: Platform (sys.platform) not in native supported platforms ['linux', 'linux2', 'darwin', 'win32']
- MissingSteamworksLibraryException: SteamworksPy.* not found in working directory
- FileNotFoundError: steam_appid.txt not found in working directory
OR
Any OS native exception in case of library loading issues
"""
steamworks = STEAMWORKS()

"""
Initialize STEAMWORKS API. This method requires Steam to be running and a user to be logged in.

Depending on failure type this will throw one of following exceptions:
- SteamNotLoadedException: STEAMWORKS class has not yet been loaded
- SteamNotRunningException: Steam is not running
- SteamConnectionException: The API connection to Steam could not be established 
- GenericSteamException: A generic exception occured (retry when encountering this)
"""
steamworks.initialize() # This method has to be called in order for the wrapper to become functional!

"""
Execute two basic calls from the SteamUsers interface to retrieve SteamID from logged in user and Steam profile level 
"""
my_steam64 = steamworks.Users.GetSteamID()
my_steam_level = steamworks.Users.GetPlayerSteamLevel()

print(f'Logged on as {my_steam64}, level: {my_steam_level}')
Exemplo n.º 4
0
class FlowState:
    #the version of the save data format
    VERSION = "1.0.0"

    #asset keys
    ASSET_MGP_GATE = "asset MGP gate"
    ASSET_MGP_GATE_DOUBLE = "asset MGP gate double"
    ASSET_MGP_GATE_LARGE = "asset MGP gate large"
    ASSET_MGP_GATE_HANGING_LARGE = "asset MGP gate hanging large"
    ASSET_MGP_GATE_HIGH_LARGE = "asset MGP gate high large"
    ASSET_MGP_GATE_DOUBLE_LARGE = "asset MGP gate double large"
    ASSET_MGP_LADDER_LARGE = "asset MGP ladder large"
    ASSET_MGP_GATE_ANGLED_DIVE_LARGE = "asset MGP gate angled dive large"
    ASSET_MGP_GATE_DIVE_LARGE = "asset MGP gate dive large"
    ASSET_MGP_HURDLE = "asset MGP hurdle"
    ASSET_MGP_HURDLE_LARGE = "asset MGP hurdle large"
    ASSET_MGP_FLAG = "asset MGP flag"
    ASSET_MGP_POLE = "asset pole"
    ASSET_LUMENIER_GATE_LARGE = "asset lumenier gate large"
    ASSET_TABLE = "asset table"
    ASSET_LAUNCH_PAD = "asset launch pad"
    ASSET_CONE = "asset cone"
    ASSET_START_FINISH = "asset start finish"
    ASSET_CHECKPOINT = "asset checkpoint square"
    ASSET_CONCRETE_BLOCK = "asset concrete block"
    ASSET_PINE_TREE_TALL = "asset pine tree 12m"
    ASSET_POP_UP_GATE = "asset pop-up gate"
    ASSETS = [
        ASSET_MGP_GATE, ASSET_MGP_GATE_DOUBLE, ASSET_MGP_GATE_LARGE,
        ASSET_MGP_GATE_HANGING_LARGE, ASSET_MGP_GATE_HIGH_LARGE,
        ASSET_MGP_GATE_DOUBLE_LARGE, ASSET_MGP_LADDER_LARGE,
        ASSET_MGP_GATE_ANGLED_DIVE_LARGE, ASSET_MGP_GATE_DIVE_LARGE,
        ASSET_MGP_HURDLE, ASSET_MGP_HURDLE_LARGE, ASSET_MGP_FLAG,
        ASSET_MGP_POLE, ASSET_LUMENIER_GATE_LARGE, ASSET_TABLE,
        ASSET_LAUNCH_PAD, ASSET_CONE, ASSET_CONCRETE_BLOCK,
        ASSET_PINE_TREE_TALL, ASSET_CHECKPOINT
    ]

    #asset metadata types
    METADATA_GATE = {"id": -1}
    STATIC_METADATA = ["id"]
    METADATA_CHECKPOINT = {"id": -1, "checkpoint order": 1, "lap timer": False}

    #game modes
    GAME_MODE_EDITOR = 0
    GAME_MODE_SINGLE_PLAYER = 1
    GAME_MODE_MULTIPLAYER = 2
    GAME_MODE_TEAM_RACE = 3

    #view modes
    VIEW_MODE_MENU = 0
    VIEW_MODE_PLAY = 1

    #log levels
    LOG_LEVEL_DEBUG = 0
    LOG_LEVEL_INFO = 1
    LOG_LEVEL_ERROR = 2

    #map load stages
    MAP_LOAD_STAGE_NONE = -1
    MAP_LOAD_STAGE_LOADING = 0
    MAP_LOAD_STAGE_DONE = 1

    LOG_LEVEL = LOG_LEVEL_INFO

    DEFAULT_RACE_FORMAT_PRIORITY = [
        RaceFormat.FORMAT_MOST_LAPS, RaceFormat.FORMAT_FIRST_TO_LAPS,
        RaceFormat.FORMAT_FASTEST_CONSECUTIVE
    ]

    def __init__(self):
        self.__logFile = os.path.join(
            str(logic.expandPath("//")),
            "flowstate.log")  #remove once propper logging is implemented
        os.chdir(str(logic.expandPath(
            "//")))  #this is needed so that steamworks can load the DLLs
        self.log("FlowState.init()")
        self._version = self.VERSION
        self._timeLimit = 120
        self._lapLimit = 10
        self._consecutiveLaps = 3
        self._countdownTime = 5
        self._checkpoints = []
        self._selectedMap = "unspecified map"
        self._player = None  #needs to be implemented
        self._HUDController = None  #needs to be implemented
        self._gameMode = self.GAME_MODE_SINGLE_PLAYER
        self._mapEditor = None

        self._networkClient = None
        self._notification = {"Text": ""}
        self._viewMode = self.VIEW_MODE_MENU
        self._isFirstRun = True
        self.mapLoadStage = self.MAP_LOAD_STAGE_LOADING
        self.sceneHistory = []
        self.track = {
            "launchPads": [],
            "startFinishPlane": None,
            "countdownTime": 3,
            "checkpoints": [],
            "nextCheckpoint": 0,
            "lastCheckpoint": 0
        }
        self.trackState = TrackState(self)
        self._serverIP = "localhost"
        self._serverPort = 50001
        self.lastId = 0

        self._rfEnvironment = RFEnvironment(self)
        self._droneSettings = DroneSettings(self)
        self._radioSettings = RadioSettings(self)
        self._graphicsSettings = GraphicsSettings(self)
        self._networkClient = None
        self.menuButtonColor = [0.3, 0.3, 0.3, 0.6]
        formatPriority = self.DEFAULT_RACE_FORMAT_PRIORITY
        self._raceState = RaceState(self,
                                    formatPriority,
                                    timeLimit=self._timeLimit,
                                    lapLimit=self._lapLimit,
                                    consecutiveLapCount=self._consecutiveLaps)
        self.shouldReset = False
        self._defaultPlayerChannel = 0

        try:
            self.steamworks = STEAMWORKS()
            self.steamworks.initialize()
        except Exception as e:
            self.error("unable to connect to steam. Is it running?")
            self.steamworks = None
        self._playerName = self.updatePlayerName()
        self.log("logged in as " + str(self._playerName))

    def getInitialVTXChannel(self):
        return self._defaultPlayerChannel

    def setInitialVTXChannel(self, channel):
        self._defaultPlayerChannel = channel

    #eventually we should implement propper logging
    def debug(self, output):
        output = str(output)
        if (self.LOG_LEVEL <= self.LOG_LEVEL_DEBUG):
            print("DEBUG: " + output)

    def log(self, output):
        output = str(output)  #let's make sure that output is actually a string
        if (self.LOG_LEVEL <= self.LOG_LEVEL_INFO):
            print("LOG: " + output)  #let's print it to the console
        with open(self.__logFile,
                  'a+') as saveFile:  #let's write it to the log file
            saveFile.write(str(output) + "\n")
            saveFile.close()

    def error(self, output):
        output = str(output)

        if (self.LOG_LEVEL <= self.LOG_LEVEL_ERROR):
            print("ERROR: " + output)
        traceback.print_exc()
        with open(self.__logFile, 'a+') as saveFile:
            saveFile.write(str(output) + "\n")
            saveFile.close()

    def loadSaveSettings(self):
        saveDict = logic.globalDict
        #first let's determin if this is the first time the game is being booted
        self._isFirstRun = (logic.globalDict == {})
        if (self._isFirstRun):  #let's handle the first boot
            self.log("FlowState.loadSaveSettings: this is our first boot")

            droneSettings = {}
            radioSettings = {}
            graphicsSettings = {}

        else:  #let's handle a returning user
            self.log("FlowState.loadSaveSettings: this isn't our first boot")

            #Let's load graphics settings
            profileIndex = 0  #saveDict['currentProfile'] #let's get the index of the last user we were using
            profiles = saveDict['profiles']  #
            profile = profiles[profileIndex]

            #let's get the various settings for the profile
            droneSettings = profile['droneSettings']
            radioSettings = profile['radioSettings']
            graphicsSettings = profile['graphicsSettings']

        #read in the graphics settings
        self._graphicsSettings = GraphicsSettings(self, **graphicsSettings)

        #read in the drone settings
        self._droneSettings = DroneSettings(self, **droneSettings)

        #read in the radio settings
        self._radioSettings = RadioSettings(self, **radioSettings)

        if (self._isFirstRun):  #if this is our first run, create a save file
            self.saveSettings()

    def saveSettings(self):
        self.debug("FlowState.saveSettings()")
        #let's serialized versions of each of our settings
        serializedDroneSettings = self._droneSettings.getSerializedSettings()
        serializedRadioSettings = self._radioSettings.getSerializedSettings()
        serializedGraphicsSettings = self._graphicsSettings.getSerializedSettings(
        )

        #let's define the structure for our save data
        saveData = {}
        saveData['version'] = self._version
        saveData['currentProfile'] = 0
        saveData['profiles'] = [{
            "droneSettings": serializedDroneSettings,
            "radioSettings": serializedRadioSettings,
            "graphicsSettings": serializedGraphicsSettings
        }]
        logic.globalDict = saveData
        logic.saveGlobalDict()  #save the file to the disk

    def setEasyDefaults(self):
        #change the settings to something more appropriate for newbs
        self._droneSettings.setEasyDefaults()
        self._radioSettings.setEasyDefaults()

    def resetGameState(self):
        history = copy.deepcopy(self.sceneHistory)
        self.__init__()
        self.sceneHistory = history  #we don't typically want the scene history to be reset
        self.loadSaveSettings()

    def getRaceState(self):
        return self._raceState

    def resetRaceState(self):
        self.debug("FlowState.resetRaceState()")
        #formatPriority = self.DEFAULT_RACE_FORMAT_PRIORITY #[RaceFormat.FORMAT_FIRST_TO_LAPS,RaceFormat.FORMAT_FASTEST_CONSECUTIVE,RaceFormat.FORMAT_MOST_LAPS]
        raceFormat = copy.deepcopy(self._raceState.getRaceFormat())
        newRaceState = RaceState(self, raceFormat.formatPriority,
                                 raceFormat.timeLimit, raceFormat.lapLimit,
                                 raceFormat.consecutiveLapCount)
        self._raceState = newRaceState

    def getRFEnvironment(self):
        return self._rfEnvironment

    def addRFEmitter(self, emitter):
        self._rfEnvironment.addEmitter(emitter)

    def removeRFEmitter(self, emitter):
        self._rfEnvironment.removeEmitter(emitter)

    def addRFReceiver(self, receiver):
        self._rfEnvironment.addReceiver(receiver)

    def removeRFReceiver(self, receiver):
        self._rfEnvironment.removeReceiver(receiver)

    def updateRFEnvironment(self, noiseFloor):
        self._rfEnvironment.update(noiseFloor)

    def resetRFEnvironment(self):
        self._rfEnvironment = RFEnvironment(self)

    def addMetadata(self, asset):
        self.log("FlowState.addMetadata(" + str(asset) + ")")
        asset['metadata'] = {}
        if 'gate' in asset.name:
            asset['metadata'] = copy.deepcopy(self.METADATA_GATE)

        if 'checkpoint' in asset.name:
            asset['metadata'] = copy.deepcopy(self.METADATA_CHECKPOINT)
        asset['metadata']['id'] = self.getNewID()

    def getNewID(self):
        self.lastId += 1
        return self.lastId

    def getTimeLimit(self):
        return self._timeLimit

    def setTimeLimit(self, timeLimit):
        self._timeLimit = timeLimit

    def getCheckpoints(self):
        return self._checkpoints

    def setCheckpoints(self, checkpoints):
        self._checkpoints = checkpoints

    def getSelectedMap(self):
        return self._selectedMap

    def getSelectedMapName(self):
        mapName = self._selectedMap
        mapName = os.path.splitext(mapName)[0]  #get rid of the file type
        return mapName

    def selectMap(self, selectedMap):
        self._selectedMap = selectedMap

    def getPlayer(self):
        return self._player

    def updatePlayerName(self):
        updatedPlayerName = DEFAULT_PLAYER_NAME
        if (self.steamworks != None):
            updatedPlayerName = self.steamworks.Friends.GetPlayerName().decode(
                'UTF-8')
        self._playerName = updatedPlayerName
        return self._playerName

    def getPlayerName(self):
        return self._playerName

    def setPlayer(self, player):
        self._player = player

    def getHUDController(self):
        return self._HUDController

    def setHUDController(self, HUDController):
        self._HUDController = HUDController

    def getGameMode(self):
        return self._gameMode

    def setGameMode(self, gameMode):
        self.log("setting game mode " + str(gameMode))
        self._gameMode = gameMode

    def getMapEditor(self):
        return self._mapEditor

    def setMapEditor(self, mapEditor):
        self._mapEditor = mapEditor

    def getServerIp(self):
        return self._serverIp

    def setServerIp(self, serverIp):
        self._serverIp = serverIp

    def getServerPort(self):
        return self._serverPort

    def setServerPort(self, serverPort):
        self._serverPort = int(serverPort)

    def getNetworkClient(self):
        return self._networkClient

    def setNetworkClient(self, networkClient):
        self._networkClient = networkClient

    def getNotification(self):
        return self._notification

    def setNotification(self, notification):
        self._notification = notification

    def getViewMode(self):
        return self._viewMode

    def setViewMode(self, viewMode):
        print("FlowState.setViewMode(" + str(viewMode) + ")")
        if viewMode == self.VIEW_MODE_MENU:
            render.showMouse(1)
        if viewMode == self.VIEW_MODE_PLAY:
            render.showMouse(0)
        self._viewMode = viewMode

    def isFirstRun(self):
        return self._isFirstRun

    def getDroneSettings(self):
        return self._droneSettings

    def getRadioSettings(self):
        return self._radioSettings

    def getGraphicsSettings(self):
        return self._graphicsSettings

    def getNetworkClient(self):
        return self._networkClient

    def setNetworkClient(self, client):
        self._networkClient = client

    def getServerIP(self):
        return self._serverIP

    def setServerIP(self, ip):
        self._serverIP = ip
Exemplo n.º 5
0
import os
import sys
import time

if sys.version_info >= (3, 8):
    os.add_dll_directory(os.getcwd())  # Required since Python 3.8

from steamworks import STEAMWORKS  # Import main STEAMWORKS class
"""
In this example, we'll set up a basic achievement. We'll assume your game is Spacewar. 
Initialise Steamworks as seen in the basic example first. 
"""
steamworks = STEAMWORKS()

steamworks.initialize()
"""
The Interstellar achievement needs stats. Get those as seen in the stats example first. 
"""
if (steamworks.UserStats.RequestCurrentStats() == True):
    print('Stats successfully retrieved!')
else:
    print('Failed to get stats. Shutting down.')
    exit(0)
"""
Now that that's done, we can get the stats we want. 
"""

distance_travelled = steamworks.UserStats.GetStatFloat('FeetTravelled')
won_games = steamworks.UserStats.GetStatInt('NumWins')
"""