mirror of
https://github.com/solero/houdini.git
synced 2024-11-12 13:48:20 +00:00
commit
438d083602
@ -1,3 +1,5 @@
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from random import uniform
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from houdini.data import db, AbstractDataCollection
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from houdini.data import db, AbstractDataCollection
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@ -79,7 +81,6 @@ class MancalaLogic:
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self.current_player = 2 if self.current_player == 1 else 1
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self.current_player = 2 if self.current_player == 1 else 1
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return 'f'
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return 'f'
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def is_position_win(self):
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def is_position_win(self):
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if sum(self.board[0:6]) == 0 or sum(self.board[7:-1]) == 0:
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if sum(self.board[0:6]) == 0 or sum(self.board[7:-1]) == 0:
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if sum(self.board[0:6]) > sum(self.board[7:-1]):
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if sum(self.board[0:6]) > sum(self.board[7:-1]):
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@ -104,6 +105,138 @@ class MancalaLogic:
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return ','.join(map(str, self.board))
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return ','.join(map(str, self.board))
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class TreasureHuntLogic:
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def __init__(self):
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self.map_width = 10
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self.map_height = 10
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self.coins_hidden = 0
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self.gems_hidden = 0
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self.turns = 12
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self.gem_value = 25
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self.coin_value = 1
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self.gem_locations = []
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self.treasure_map = []
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self.coins_found = 0
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self.gems_found = 0
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self.emerald_found = 0
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self.dig_record_names = []
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self.dig_record_directions = []
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self.dig_record_numbers = []
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self.emerald = 0
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self.current_player = 1
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self.generate_map()
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def generate_map(self):
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for row in range(self.map_height):
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self.treasure_map.append([])
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for column in range(self.map_width):
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self.treasure_map[row].append([self.generate_treasure(row, column), 0])
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def generate_treasure(self, row, column):
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treasure_type = [
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('None', 0, 60), ('Coin', 1, 40), ('Gem', 2, 1), ('Emerald', 4, 0.5)
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]
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if self.get_gem_by_piece(row, column):
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return 3
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if row + 1 == self.map_height or column + 1 == self.map_width:
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treasure_type = treasure_type[:2]
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total = sum(weight for name, value, weight in treasure_type)
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r, i = uniform(0, total), 0
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for name, value, weight in treasure_type:
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if i + weight >= r:
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self.coins_hidden += 1 if value == 1 else self.coins_hidden
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if value > 1:
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self.gems_hidden += 1
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self.gem_locations.append(str(row) + ',' + str(column))
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if self.emerald:
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return 2
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if value == 4 and not self.emerald:
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self.emerald = 1
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return value
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i += weight
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def get_gem_by_piece(self, row, column):
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for delta_row, delta_col in [(0, -1), (-1, -1), (-1, 0)]:
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if row > 0 and column > 0:
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treasure, digs = self.treasure_map[row + delta_row][column + delta_col]
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if treasure == 2 or treasure == 4:
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return row + delta_row, column + delta_col
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return False
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def is_gem_uncovered(self, row, column):
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for delta_row, delta_col in [(0, 1), (1, 1), (1, 0)]:
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treasure, digs = self.treasure_map[row + delta_row][column + delta_col]
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if digs != 2:
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return False
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return True
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def make_move(self, movie, direction, spade):
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if direction == 'right':
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row = self.treasure_map[spade]
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for column, tiles in enumerate(row):
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self.dig(spade, column)
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elif direction == 'down':
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for row, columns in enumerate(self.treasure_map):
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self.dig(row, spade)
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self.turns -= 1
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self.dig_record_names.append(movie)
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self.dig_record_directions.append(direction)
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self.dig_record_numbers.append(spade)
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def dig(self, row, column):
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self.treasure_map[row][column][1] += 1
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treasure, digs = self.treasure_map[row][column]
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if digs == 2:
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if treasure == 1:
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self.coins_found += 1
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elif treasure == 2 or treasure == 4:
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if not self.is_gem_uncovered(row, column):
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return
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self.gems_found += 1
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elif treasure == 3:
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treasure_row, treasure_col = self.get_gem_by_piece(row, column)
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if not self.is_gem_uncovered(treasure_row, treasure_col):
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return
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self.gems_found += 1
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if treasure == 4:
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self.emerald_found = 1
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def determine_winnings(self):
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total = self.coins_found * self.coin_value
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total += self.gems_found * self.gem_value
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total += self.emerald_found * self.gem_value * 3
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return total
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def is_valid_move(self, movie, direction, spade):
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test_movie = direction + 'button' + str(spade) + '_mc'
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if test_movie == movie and direction in ['down', 'right'] and 0 <= spade <= 9:
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if direction == 'right':
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row = self.treasure_map[spade]
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for column, tiles in enumerate(row):
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treasure, digs = self.treasure_map[spade][column]
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if digs == 2:
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return False
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elif direction == 'down':
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for row, columns in enumerate(self.treasure_map):
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treasure, digs = self.treasure_map[row][spade]
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if digs == 2:
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return False
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return True
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return False
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def get_string(self):
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treasure_map = ','.join(str(item) for row in self.treasure_map for item, digs in row)
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gem_locations = ','.join(self.gem_locations)
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game_array = [self.map_width, self.map_height, self.coins_hidden, self.gems_hidden, self.turns,
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self.gem_value, self.coin_value, gem_locations, treasure_map]
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if self.dig_record_numbers:
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game_array += [self.coins_found, self.gems_found, self.emerald_found]
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game_array += [','.join(self.dig_record_names), ','.join(self.dig_record_directions),
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','.join(map(str, self.dig_record_numbers))]
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return '%'.join(map(str, game_array))
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def stealth_mod_filter(stealth_mod_id):
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def stealth_mod_filter(stealth_mod_id):
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def f(p):
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def f(p):
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return not p.stealth_moderator or p.id == stealth_mod_id
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return not p.stealth_moderator or p.id == stealth_mod_id
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@ -277,7 +410,7 @@ class RoomTable(db.Model):
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GameClassMapping = {
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GameClassMapping = {
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'four': ConnectFourLogic,
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'four': ConnectFourLogic,
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'mancala': MancalaLogic,
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'mancala': MancalaLogic,
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'treasure': str
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'treasure': TreasureHuntLogic
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}
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}
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def __init__(self, *args, **kwargs):
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def __init__(self, *args, **kwargs):
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@ -20,10 +20,36 @@ async def handle_join_game(p):
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await p.table.send_xt('uz', seat_id, p.safe_name)
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await p.table.send_xt('uz', seat_id, p.safe_name)
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if len(p.table.penguins) == 2:
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if len(p.table.penguins) == 2:
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await p.table.send_xt('sz', 0) # Todo: Is this 0 needed?
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await p.table.send_xt('sz', 0)
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@handlers.handler(XTPacket('zm', ext='z'))
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@handlers.handler(XTPacket('zm', ext='z'))
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@table_handler(MancalaLogic)
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@table_handler(MancalaLogic)
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async def handle_send_move(p, hollow: int):
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async def handle_send_move(p, move: int):
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pass # Todo
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seat_id = p.table.get_seat_id(p)
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is_player = seat_id < 2
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game_ready = len(p.table.penguins) > 1
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if is_player and game_ready:
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hollow, = map(int, move)
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current_player = p.table.penguins[p.table.logic.current_player - 1]
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if current_player != p: return
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if not p.table.logic.is_valid_move(hollow): return
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move_result = p.table.logic.place_stone(hollow)
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await p.table.send_xt('zm', seat_id, hollow, move_result)
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opponent = p.table.penguins[1 if p.table.logic.current_player == 1 else 0]
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if p.table.logic.is_position_win():
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await p.add_coins(10)
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await opponent.add_coins(5)
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await p.table.reset()
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return
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elif p.table.logic.is_position_tie():
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await p.add_coins(5)
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await opponent.add_coins(5)
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await p.table.reset()
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return
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p.table.logic.current_player = 2 if p.table.logic.current_player == 1 else 1
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