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game.py
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game.py
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from random import randint, choice
import json
import settings
from player import Player
from datatypes import Char, Draw
class Game:
def __init__(self):
self._last_id = 0
self._colors = []
self._players = {}
self._top_scores = []
self._world = []
self.running = False
self.create_world()
self.read_top_scores()
def create_world(self):
for y in range(0, settings.FIELD_SIZE_Y):
self._world.append([Char(" ", 0)] * settings.FIELD_SIZE_X)
def reset_world(self):
for y in range(0, settings.FIELD_SIZE_Y):
for x in range(0, settings.FIELD_SIZE_X):
if self._world[y][x].char != " ":
self._world[y][x] = Char(" ", 0)
self.send_all("reset_world")
def new_player(self, name, ws):
self._last_id += 1
player_id = self._last_id
self.send_personal(ws, "handshake", name, player_id)
self.send_personal(ws, "world", self._world)
self.send_personal(ws, *self.top_scores_msg())
for p in self._players.values():
if p.alive:
self.send_personal(ws, "p_joined", p._id, p.name, p.color, p.score)
player = Player(player_id, name, ws)
self._players[player_id] = player
return player
def join(self, player):
if player.alive:
return
if self.count_alive_players() == settings.MAX_PLAYERS:
self.send_personal(player.ws, "error", "Maximum players reached")
return
# pick a color
if not len(self._colors):
# color 0 is reserved for interface and stones
self._colors = list(range(1, settings.NUM_COLORS + 1))
color = choice(self._colors)
self._colors.remove(color)
# init snake
player.new_snake(color)
# notify all about new player
self.send_all("p_joined", player._id, player.name, color, 0)
def game_over(self, player):
player.alive = False
self.send_all("p_gameover", player._id)
self._colors.append(player.color)
self.calc_top_scores(player)
self.send_all(*self.top_scores_msg())
render = player.render_game_over()
if not self.count_alive_players():
render += self.render_text(" >>> GAME OVER <<< ",
randint(1, settings.NUM_COLORS))
self.store_top_scores()
return render
def calc_top_scores(self, player):
if not player.score:
return
ts_dict = dict(self._top_scores)
if player.score <= ts_dict.get(player.name, 0):
return
ts_dict[player.name] = player.score
self._top_scores = sorted(ts_dict.items(), key=lambda x: -x[1])
self._top_scores = self._top_scores[:settings.MAX_TOP_SCORES]
def top_scores_msg(self):
top_scores = [(t[0], t[1], randint(1, settings.NUM_COLORS))
for t in self._top_scores]
return ("top_scores", top_scores)
def read_top_scores(self):
try:
f = open("top_scores.txt", "r+")
content = f.read()
if content:
self._top_scores = json.loads(content)
else:
self._top_scores = []
f.close()
except FileNotFoundError:
pass
def store_top_scores(self):
f = open("top_scores.txt", "w")
f.write(json.dumps(self._top_scores))
f.close()
def player_disconnected(self, player):
player.ws = None
if player.alive:
render = self.game_over(player)
self.apply_render(render)
del self._players[player._id]
del player
def count_alive_players(self):
return sum([int(p.alive) for p in self._players.values()])
def next_frame(self):
messages = []
render_all = []
for p_id, p in self._players.items():
if not p.alive:
continue
# check if snake already exists
if len(p.snake):
# check next position's content
pos = p.next_position()
# check bounds
if pos.x < 0 or pos.x >= settings.FIELD_SIZE_X or\
pos.y < 0 or pos.y >= settings.FIELD_SIZE_Y:
render_all += self.game_over(p)
continue
char = self._world[pos.y][pos.x].char
grow = 0
if char.isdigit():
# start growing next turn in case we eaten a digit
grow = int(char)
p.score += grow
messages.append(["p_score", p_id, p.score])
elif char != " ":
render_all += self.game_over(p)
continue
render_all += p.render_move()
p.grow += grow
# spawn digits proportionally to the number of snakes
render_all += self.spawn_digit()
else:
# newborn snake
render_all += p.render_new_snake()
# and it's birthday present
render_all += self.spawn_digit(right_now=True)
render_all += self.spawn_stone()
# send all render messages
self.apply_render(render_all)
# send additional messages
if messages:
self.send_all_multi(messages)
def _get_spawn_place(self):
x = None
y = None
for i in range(0,2):
x = randint(0, settings.FIELD_SIZE_X - 1)
y = randint(0, settings.FIELD_SIZE_Y - 1)
if self._world[y][x].char == " ":
break
return x, y
def spawn_digit(self, right_now=False):
render = []
if right_now or\
randint(1, 100) <= settings.DIGIT_SPAWN_RATE:
x, y = self._get_spawn_place()
if x and y:
char = str(randint(1,9))
color = randint(1, settings.NUM_COLORS)
render += [Draw(x, y, char, color)]
return render
def spawn_stone(self, right_now=False):
render = []
if right_now or\
randint(1, 100) <= settings.STONE_SPAWN_RATE:
x, y = self._get_spawn_place()
if x and y:
render += [Draw(x, y, '#', 0)]
return render
def apply_render(self, render):
messages = []
for draw in render:
# apply to local
self._world[draw.y][draw.x] = Char(draw.char, draw.color)
# send messages
messages.append(["render"] + list(draw))
self.send_all_multi(messages)
def render_text(self, text, color):
# render in the center of play field
posy = int(settings.FIELD_SIZE_Y / 2)
posx = int(settings.FIELD_SIZE_X / 2 - len(text)/2)
render = []
for i in range(0, len(text)):
render.append(Draw(posx + i, posy, text[i], color))
return render
def send_personal(self, ws, *args):
msg = json.dumps([args])
ws.send_str(msg)
def send_all(self, *args):
self.send_all_multi([args])
def send_all_multi(self, commands):
msg = json.dumps(commands)
for player in self._players.values():
if player.ws:
player.ws.send_str(msg)