def server_message(message, username): if username is None: if riskengine.currentplayer and not hasattr(riskengine.currentplayer,"connection"): username = riskengine.currentplayer.name else: for pl in riskengine.players.values(): if not hasattr(pl, "connection") and not pl.ai: username = pl.name break if username is None: username = "******" sendall("message", message, username) riskgui.show_status_message(username + ": " + message)
def server_message(message, username): if username is None: if riskengine.currentplayer and not hasattr(riskengine.currentplayer, "connection"): username = riskengine.currentplayer.name else: for pl in riskengine.players.values(): if not hasattr(pl, "connection") and not pl.ai: username = pl.name break if username is None: username = "******" sendall("message", message, username) riskgui.show_status_message(username + ": " + message)
def client_receive_message(mess, sock): """Run when the client receives a message.""" global clplayer, am_client print >>riskengine.verbosefile, mess, "client received" parts = splitparms(mess) if parts[0] == "draw_army" or parts[0] == "draw_territory": terr = riskengine.territories[parts[1]] terr.armies = int(parts[2]) terr.player = riskengine.players[parts[3]] if parts[0] == "draw_army": riskgui.drawarmy(terr) else: riskgui.drawterritory(terr, int(parts[4])) if parts[0] == "set_armies": riskgui.set_armies(int(parts[1])) if parts[0] == "won_game": riskgui.won_game(parts[1]) if parts[0] == "playersturn": riskgui.playersturn(parts[1]) if parts[0] == "set_status": riskgui.set_status(parts[1]) if parts[0] == "newplayer": riskgui.net_newplayer(parts[1]) if parts[0] == "removeplayer": riskgui.removeplayer(parts[1]) if parts[0] == "relistplayers": riskgui.relistplayers([riskengine.players[p] for p in parts[1:]]) if parts[0] == "set_phase": riskengine.setphase(parts[1]) if parts[0] == "add_card": riskengine.players[parts[3]].cards.append(riskengine.Card(parts[2], parts[1])) if parts[0] == "remove_card": foundcard = 0 for n in riskengine.players[parts[3]].cards: if n.territory == parts[2]: riskengine.players[parts[3]].cards.remove(n) foundcard = 1 break if foundcard == 0: print >>riskengine.verbosefile, "Couldn't find card" print >>riskengine.verbosefile, "players' cards:", riskengine.players[parts[3]].cards #riskengine.players[parts[3]].cards.remove(riskengine.card(parts[2], parts[1])) if parts[0] == "message": riskgui.set_status(parts[2] + " sent message: " + parts[1]) if parts[0] == "leaving": riskgui.show_status_message("The server has left.") serv_sock.close() am_client = 0
def client_receive_message(mess, sock): """Run when the client receives a message.""" global clplayer, am_client print >>riskengine.verbosefile, mess, "client received" parts = splitparms(mess) if parts[0] == "draw_army" or parts[0] == "draw_territory": terr = riskengine.territories[parts[1]] terr.armies = int(parts[2]) terr.player = riskengine.players[parts[3]] if parts[0] == "draw_army": riskgui.drawarmy(terr) else: riskgui.drawterritory(terr, int(parts[4])) if parts[0] == "set_armies": riskgui.set_armies(int(parts[1])) if parts[0] == "won_game": riskgui.won_game(parts[1]) if parts[0] == "playersturn": riskgui.playersturn(parts[1]) if parts[0] == "set_status": riskgui.set_status(parts[1]) if parts[0] == "newplayer": riskgui.net_newplayer(parts[1]) if parts[0] == "removeplayer": riskgui.removeplayer(parts[1]) if parts[0] == "relistplayers": riskgui.relistplayers([riskengine.players[p] for p in parts[1:]]) if parts[0] == "set_phase": riskengine.setphase(parts[1]) if parts[0] == "add_card": riskengine.players[parts[3]].cards.append(riskengine.Card(parts[2], parts[1])) if parts[0] == "remove_card": foundcard = 0 for n in riskengine.players[parts[3]].cards: if n.territory == parts[2]: riskengine.players[parts[3]].cards.remove(n) foundcard = 1 break if foundcard == 0: print >>riskengine.verbosefile, "Couldn't find card" print >>riskengine.verbosefile, "players' cards:", riskengine.players[parts[3]].cards # riskengine.players[parts[3]].cards.remove(riskengine.card(parts[2], parts[1])) if parts[0] == "message": riskgui.set_status(parts[2] + " sent message: " + parts[1]) if parts[0] == "leaving": riskgui.show_status_message("The server has left.") serv_sock.close() am_client = 0
def startgame(): """Start off the game.""" global playerorder, currentplayer if risknetwork.am_client: riskgui.show_status_message("You aren't the server; you can't do that.") return False if phase != "Pregame": return False if len(players) < 2: riskgui.set_status("Not enough players") return False if len(players) > 7: riskgui.set_status("Too many players - 7 maximum") return False setphase("Preposition") createcards() for pl in players.values(): pl.freeArmies = 45 - 5 * len(players) playerorder = players.values()[:] random.shuffle(playerorder) currentplayer = playerorder[0] riskgui.relistplayers(playerorder) riskgui.playersturn(currentplayer.name) riskgui.set_armies(currentplayer.freeArmies) while currentplayer.ai is not None and currentplayer.freeArmies > 0: currentplayer.ai.run_preplace(currentplayer) rotateplayers() riskgui.set_armies(currentplayer.freeArmies) if currentplayer.ai is not None: resetturn() nextturn() return True
def startgame(): """Start off the game.""" global playerorder, currentplayer if risknetwork.am_client: riskgui.show_status_message( "You aren't the server; you can't do that.") return False if phase != "Pregame": return False if len(players) < 2: riskgui.set_status("Not enough players") return False if len(players) > 7: riskgui.set_status("Too many players - 7 maximum") return False setphase("Preposition") createcards() for pl in players.values(): pl.freeArmies = 45 - 5 * len(players) playerorder = players.values()[:] random.shuffle(playerorder) currentplayer = playerorder[0] riskgui.relistplayers(playerorder) riskgui.playersturn(currentplayer.name) riskgui.set_armies(currentplayer.freeArmies) while currentplayer.ai is not None and currentplayer.freeArmies > 0: currentplayer.ai.run_preplace(currentplayer) rotateplayers() riskgui.set_armies(currentplayer.freeArmies) if currentplayer.ai is not None: resetturn() nextturn() return True