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Game.py
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from enum import Enum
from typing import Dict
from time import sleep
from random import randint
from num2words import num2words
from Output import Output
from Map import GenMap
from Data import Pending
from Player import Player
class State(Enum):
UNSTARTED = 0
STARTED = 1
PENDING = 2
EVENT = 3
END = 4
ERROR = -1
class Not:
def __init__(self, state: State):
self.state = state
def available_in_states(*states):
def decorator(func):
def state_check(*args, **kwargs):
for state in states:
if isinstance(state, State):
if args[0].state == state:
return func(*args, **kwargs)
elif isinstance(state, Not):
if args[0].state != state.state:
return func(*args, **kwargs)
else:
raise ValueError("require_game_state only accept argument of type State or Not")
return state_check
return decorator
class Game:
def __init__(self, groupid, out: Output):
self.Map = GenMap()
self.id = groupid
self.ids = {}
self.players = []
self.state = State.UNSTARTED
self.now_player_no = -1
self.out = out
def now_player(self) -> Player:
return self.players[self.now_player_no]
@available_in_states(State.UNSTARTED)
def on_start(self):
self.start()
@available_in_states(Not(State.UNSTARTED))
def on_map(self):
self.out.send_map()
@available_in_states(Not(State.UNSTARTED))
def on_pos(self, uid):
self.out.send_pos(self.ids[uid].name, self.ids[uid].pos)
@available_in_states(State.PENDING)
def on_jizz(self, uid, moves = None):
if self.now_player().id == uid:
self.move(self.now_player(), moves)
@available_in_states(State.EVENT)
def on_upgrade(self, uid, item, time):
if self.now_player().id == uid and \
self.now_player().pending == Pending.BLACKSMITH:
self.now_player().upgrade(item, self.out, time)
@available_in_states(State.EVENT)
def on_buy(self, uid, item_no):
if self.now_player().id == uid and self.now_player().pending == Pending.SHOP:
self.now_player().purchase(item_no, self.out)
@available_in_states(Not(State.UNSTARTED))
def on_mystat(self, uid):
self.show_player(uid, self.ids[uid])
@available_in_states(State.EVENT)
def on_end(self, uid):
if self.now_player().id == uid and self.now_player().pending != Pending.CHANGE:
self.end()
@available_in_states(Not(State.UNSTARTED))
def on_help(self):
self.out.send_help()
@available_in_states(Not(State.UNSTARTED))
def on_show_potion(self, uid):
self.out.send_potion(uid, self.ids[uid].name, self.ids[uid].potions)
@available_in_states(State.PENDING)
def on_drink(self, uid, potion_index):
if self.now_player().id == uid:
self.drink(self.now_player(), potion_index)
def on_join(self, uid, name, username):
if self.state == State.UNSTARTED:
if uid not in self.ids:
self.players.append(Player(uid, name, username))
self.ids.update({uid : self.players[-1]})
self.out.send_welcome(name)
if len(self.players) == 4:
self.start()
else:
if len(self.players) < 4 and uid not in self.ids:
self.players.append(Player(uid, name, username))
self.ids.update({uid : self.players[-1]})
self.out.send_welcome(name)
@available_in_states(Not(State.UNSTARTED))
def on_change(self, uid):
self.out.send_change(self.id, self.ids[uid].name, uid, self.ids[uid].unused_weapons + self.ids[uid].unused_armors)
@available_in_states(Not(State.UNSTARTED))
def on_retire(self, uid):
if self.ids[uid].pending != Pending.RETIRE:
self.out.send_retire_confirm(self.ids[uid].name)
self.ids[uid].pending = Pending.RETIRE
else:
self.out.send_retire(self.ids[uid].name)
idx = self.players.index(self.ids[uid])
self.players.pop(idx)
del self.ids[uid]
if len(self.players) == 0:
self.endgame()
return
if idx < self.now_player_no:
self.now_player_no -= 1
elif idx == self.now_player_no:
self.next_player()
@available_in_states(Not(State.UNSTARTED))
def on_show_stat(self, uid):
self.out.send_stat(self.id, uid)
stat_ids[uid] = self
def passage(self, *args, **kwargs):
self.out.direct_from_in(self, *args, **kwargs)
def request_change(self, uid, item_name, identifier):
changed = self.ids[uid].change2(item_name)
if changed:
print("change called")
self.out.change_succeed(self.ids[uid].name, changed, identifier)
else:
print("change failed")
def request_end(self, uid):
if self.state == State.EVENT and self.now_player().id == uid:
self.end()
def get_players(self):
return self.players
def request_show_player(self, uid, show_player_id):
self.show_player(uid, self.ids[show_player_id])
def show_player(self, uid, entity):
print('showing')
print(entity)
self.out.stat_player(uid, entity)
def show_monster(self, uid, name, monster_data):
self.out.stat_monster(uid, name, monster_data)
def start(self):
if len(self.players) == 0:
return
self.state = State.STARTED
self.out.send_start_game()
self.next_player()
def end(self):
sleep(2) # sleep 3 sec for reduce loding
self.now_player().on_hand.clear()
self.next_player()
def next_player(self):
self.now_player_no = (self.now_player_no + 1) % len(self.players)
self.state = State.PENDING
self.out.send_player_turn_start(self.now_player())
def move(self, player, moved):
self.state = State.EVENT
if not isinstance(moved, int):
moved = randint(1, 4)
self.out.send_jizz_result(player.name, num2words(moved))
player.move(moved)
for other_player in self.players:
if other_player is not player:
if other_player.pos == player.pos:
player.meet(other_player, self.out)
if self.Map[player.pos] is not None:
meet = player.meet(self.Map[player.pos], self.out, True)
if isinstance(meet, str):
self.endgame()
elif meet:
self.end()
else:
self.end()
def drink(self, player, i):
self.out.send_heal_result(player, player.potions[i], player.potions[i].drink(player))
player.potions.pop(i)
def endgame(self):
self.out.send_end_game()
game_stat_ids = [k for k,v in stat_ids.items() if v == self]
for k in game_stat_ids:
del stat_ids[k]
self.__init__(self.id, self.out)
#user_id -> the game they're questing
stat_ids: Dict[int, Game] = dict()