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authority.py
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authority.py
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import random
from uuid import UUID
import bson
import zmq
from pyre import Pyre
from pygame.time import Clock
from level import SaveLevel, Place
from tile import TileType
RESETTIME = 5
class AuthorityPlayerManager():
def __init__(self):
self.players = {}
def set(self, players):
newPlayers = {}
for uuid in players:
str_uuid = str(uuid)
random.seed(str_uuid)
newPlayers[str_uuid] = self.players.get(str_uuid, Player(uuid))
self.players = newPlayers
def get(self, uuid):
return self.players[str(uuid)]
class Player():
def __init__(self, uuid):
self.uuid = uuid
self.x, self.y = (None, None)
def set_position(self, position):
self.x = position['x']
self.y = position['y']
class Authority():
def __init__(self):
self.node = Pyre("GAME_AUTH")
self.node.set_header("AUTHORITY", "TRUE")
self.node.start()
self.node.join("world:position")
self.node.join("ctf:teams")
self.node.join("ctf:dropflag")
self.node.join("ctf:gotflag")
self.node.join("ctf:scores")
self.node.join("ctf:status")
self.poller = zmq.Poller()
self.poller.register(self.node.socket(), zmq.POLLIN)
self.players = AuthorityPlayerManager()
self.teams = {
"blue": [],
"red": []
}
self.level = SaveLevel('./assets/maps/CAPFLAG MAP NAT')
red_spawn_pos = self.level.get_place(Place.RED_SPAWN)
blue_spawn_pos = self.level.get_place(Place.BLUE_SPAWN)
self.flags = {
"blue": {
"x": blue_spawn_pos[0],
"y": blue_spawn_pos[1],
"owner": '',
},
"red": {
"x": red_spawn_pos[0],
"y": red_spawn_pos[1],
"owner":'',
}
}
self.scores = {
"red": 0,
"blue": 0
}
self.serve()
def set_teams(self):
blue_players = self.teams["blue"]
red_players = self.teams["red"]
# Check for removed players in RED
for i, playerUUID in enumerate(red_players):
if playerUUID not in self.players.players.keys():
red_players.pop(i)
# Check for removed players in BLUE
for i, playerUUID in enumerate(blue_players):
if playerUUID not in self.players.players.keys():
blue_players.pop(i)
# Add new players
for playerUUID, player in self.players.players.items():
if not (playerUUID in blue_players or playerUUID in red_players):
if len(blue_players) > len(red_players):
red_players.append(playerUUID)
else:
blue_players.append(playerUUID)
print("Teams: " + "RED: " + ','.join(red_players) + " | BLUE: " + ','.join(blue_players))
self.node.shout("ctf:teams", bson.dumps(self.teams))
def set_flags(self, flag_info):
return
def update_flags(self):
self.node.shout("ctf:flags", bson.dumps(self.flags))
def get_team_from_uuid(self, uuid):
place = None
if str(uuid) in self.teams['red']:
place = Place.RED_SPAWN
elif str(uuid) in self.teams['blue']:
place = Place.BLUE_SPAWN
return place
def serve(self):
clock = Clock()
while True:
clock.tick(60)
# check network
events = self.get_events()
if events:
try:
for event in events:
# Update the teams on JOIN and EXIT
if event.type == 'JOIN':
if event.group == 'ctf:dropflag':
for team, flag in self.flags.items():
if flag['owner'] == '':
self.node.shout('ctf:dropflag', bson.dumps({
'x': flag['x'],
'y': flag['y'],
'team': team
}));
elif event.group == 'ctf:gotflag':
for team, flag in self.flags.items():
if flag['owner'] != '':
self.node.shout('ctf:gotflag', bson.dumps({
'uuid': flag['owner'],
'team': team
}));
elif event.group == 'ctf:teams':
self.players.set(self.node.peers())
self.set_teams()
place = self.get_team_from_uuid(event.peer_uuid)
pos = self.level.get_place(place)
self.node.whisper(event.peer_uuid, bson.dumps({
'type': 'teleport',
'x': pos[0],
'y': pos[1]
}));
elif event.group == 'ctf:scores':
self.node.shout('ctf:scores', bson.dumps(self.scores))
elif event.type == 'EXIT':
for team, flag in self.flags.items():
if flag['owner'] == str(event.peer_uuid):
# flag owner is leaving, drop
player = self.players.get(event.peer_uuid)
flag['x'] = player.x
flag['y'] = player.y
flag['owner'] = ''
self.node.shout('ctf:dropflag', bson.dumps({
'x': flag['x'],
'y': flag['y'],
'team': team
}));
self.players.set(self.node.peers())
self.set_teams()
elif event.type == 'SHOUT':
if event.group == "world:position":
new_position = bson.loads(event.msg[0])
network_player = self.players.get(event.peer_uuid)
network_player.set_position(new_position)
# check if flag has been captured
for team, flag in self.flags.items():
if flag['owner'] != str(event.peer_uuid):
continue
tile = self.level.get_tile(new_position['x'], new_position['y'])
if tile == TileType.RED_BLOCK and team == 'blue':
self.scores['red'] += 1
spawn = Place.BLUE_SPAWN
elif tile == TileType.BLUE_BLOCK and team == 'red':
self.scores['blue'] += 1
spawn = Place.RED_SPAWN
else:
continue
# reset the flag back to spawn
position = self.level.get_place(spawn)
flag['x'] = position[0]
flag['y'] = position[1]
flag['owner'] = ''
self.node.shout('ctf:dropflag', bson.dumps({
'x': flag['x'],
'y': flag['y'],
'team': team
}))
# broadcast the update scores
self.node.shout('ctf:scores', bson.dumps(self.scores))
for winning_team, score in self.scores.items():
if score < 10:
continue
self.node.shout('ctf:status', bson.dumps({
'status': winning_team.title() + ' wins!'
}))
for team, uuids in self.teams.items():
# reset scores
self.scores[team] = 0
spawn = Place.RED_SPAWN if team == 'red' else Place.BLUE_SPAWN
pos = self.level.get_place(spawn)
# reset flag
self.flags[team]['x'], self.flags[team]['y'] = pos
self.flags[team]['owner'] = ''
self.node.shout('ctf:dropflag', bson.dumps({
'x': self.flags[team]['x'],
'y': self.flags[team]['y'],
'team': team
}))
# reset players to spawn
for uuid in uuids:
self.node.whisper(UUID(uuid), bson.dumps({
'type': 'die'
}))
self.node.shout('ctf:scores', bson.dumps(self.scores))
if event.group == 'ctf:gotflags':
flag_info = bson.loads(event.msg[0])
self.set_flags(flag_info)
elif event.type == 'WHISPER':
msg = bson.loads(event.msg[0])
network_player = self.players.get(event.peer_uuid)
if msg['type'] == 'death_report':
player = self.players.get(event.peer_uuid)
previously_owned_flag = None
if self.flags['blue']['owner'] == str(event.peer_uuid):
previously_owned_flag = 'blue'
elif self.flags['red']['owner'] == str(event.peer_uuid):
previously_owned_flag = 'red'
if previously_owned_flag:
flag = self.flags[previously_owned_flag]
flag['owner'] = ''
flag['x'] = player.x
flag['y'] = player.y
self.node.shout('ctf:dropflag', bson.dumps({
'x': player.x,
'y': player.y,
'team': previously_owned_flag
}))
place = self.get_team_from_uuid(event.peer_uuid)
pos = self.level.get_place(place)
self.node.whisper(event.peer_uuid, bson.dumps({
'type': 'teleport',
'x': pos[0],
'y': pos[1]
}))
player.x = pos[0]
player.y = pos[1]
except Exception as e:
print(e)
import traceback
print(traceback.format_exc())
pass
for team, flag in self.flags.items():
if flag["owner"] != '': continue
for uuid, player in self.players.players.items():
if flag['x'] == player.x and flag['y'] == player.y:
team_place = self.get_team_from_uuid(uuid)
pos = self.level.get_place(team_place)
if team == 'red' and team_place == Place.RED_SPAWN or team == 'blue' and team_place == Place.BLUE_SPAWN:
if player.x == pos[0] and player.y == pos[1]:
continue
self.flags[team]['x'] = pos[0]
self.flags[team]['y'] = pos[1]
self.node.shout('ctf:dropflag', bson.dumps({
'x': pos[0],
'y': pos[1],
'team': team
}));
else:
flag["owner"] = uuid
self.node.shout('ctf:gotflag', bson.dumps({
'uuid': uuid,
'team': team
}))
break
def poll(self):
return dict(self.poller.poll(0))
def peers(self):
return self.node.peers()
def stop(self):
self.node.stop()
def get_events(self):
changes = self.poll()
if self.node.socket() in changes and changes[self.node.socket()] == zmq.POLLIN:
events = self.node.recent_events()
return events
authority = Authority()