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Move all minigame logic to its own module
This commit is contained in:
parent
2c911aa856
commit
9bd7bada62
@ -1,242 +1,11 @@
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from random import uniform
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from houdini.games.sled import SledRacingLogic
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from houdini.games.four import ConnectFourLogic
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from houdini.games.mancala import MancalaLogic
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from houdini.games.treasure import TreasureHuntLogic
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from houdini.data import db, AbstractDataCollection
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class ConnectFourLogic:
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def __init__(self):
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self.current_player = 1
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self.board = [[0 for _ in range(6)] for _ in range(7)]
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def place_chip(self, col, row):
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self.board[col][row] = self.current_player
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def is_position_win(self, col, row):
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for delta_row, delta_col in [(1, 0), (0, 1), (1, 1), (1, -1)]:
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streak = 1
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for delta in (1, -1):
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delta_row *= delta
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delta_col *= delta
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next_row = row + delta_row
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next_col = col + delta_col
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while 0 <= next_row < 6 and 0 <= next_col < 7:
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if self.board[next_col][next_row] == self.current_player:
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streak += 1
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else:
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break
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if streak == 4:
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return True
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next_row += delta_row
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next_col += delta_col
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return False
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def is_valid_move(self, col, row):
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if 0 <= row <= 5 and 0 <= col <= 6:
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if row == 5 or (self.board[col][row] == 0 and self.board[col][row + 1]):
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return True
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return False
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def is_board_full(self):
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for col in self.board:
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if not col[0]:
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return False
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return True
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def get_string(self):
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return ','.join(str(item) for row in self.board for item in row)
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class MancalaLogic:
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def __init__(self):
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self.current_player = 1
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self.board = [4, 4, 4, 4, 4, 4, 0, 4, 4, 4, 4, 4, 4, 0]
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def place_stone(self, hollow):
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capture = False
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hand = self.board[hollow]
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self.board[hollow] = 0
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while hand > 0:
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hollow += 1 if hollow + 1 < len(self.board) else 0
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myMancala, opponentMancala = (6, 13) if self.current_player == 1 else (13, 6)
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if hollow == opponentMancala: continue
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oppositeHollow = 12 - hollow
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if hand == 1 and self.board[hollow] == 0:
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if (self.current_player == 1 and hollow in range(0, 6)) or (self.current_player == 2 and hollow in range(7, 13)):
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self.board[myMancala] += self.board[oppositeHollow] + 1
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self.board[oppositeHollow] = 0
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capture = True
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break
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self.board[hollow] += 1
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hand -= 1
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if (self.current_player == 1 and hollow != 6) or (self.current_player == 2 and hollow != 13):
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return 'c' if capture else str()
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else:
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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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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]) > sum(self.board[7:-1]):
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return self.current_player == 1
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return self.current_player == 2
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return False
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def is_position_tie(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]) == sum(self.board[7:-1]):
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return True
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return False
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def is_valid_move(self, hollow):
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if self.current_player == 1 and hollow not in range(0, 6):
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return False
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elif self.current_player == 2 and hollow not in range(7, 13):
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return False
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return True
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def get_string(self):
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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 f(p):
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return not p.stealth_moderator or p.id == stealth_mod_id
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49
houdini/games/__init__.py
Normal file
49
houdini/games/__init__.py
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@ -0,0 +1,49 @@
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from abc import ABC
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from abc import abstractmethod
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class ITable(ABC):
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"""
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All table game logic classes must implement this interface.
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"""
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@abstractmethod
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def make_move(self, *args):
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"""Tells logic a move has been made."""
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@abstractmethod
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def is_valid_move(self, *args):
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"""Returns true if the move is valid."""
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@abstractmethod
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def get_string(self):
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"""Returns string representation of the game."""
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class IWaddle(ABC):
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"""
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All waddle game logic classes must implement this interface.
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"""
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@property
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@abstractmethod
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def __room_id__(self):
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"""External ID of waddle game room."""
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def __init__(self, waddle):
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self.penguins = list(waddle.penguins)
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self.seats = waddle.seats
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async def start(self):
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room_id = type(self).__room_id__
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for penguin in self.penguins:
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penguin.waddle = self
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await penguin.join_room(penguin.server.rooms[room_id])
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async def remove_penguin(self, p):
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self.penguins.remove(p)
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p.waddle = None
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async def send_xt(self, *data):
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for penguin in self.penguins:
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await penguin.send_xt(*data)
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45
houdini/games/four.py
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45
houdini/games/four.py
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from houdini.games import ITable
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class ConnectFourLogic(ITable):
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def __init__(self):
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self.current_player = 1
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self.board = [[0 for _ in range(6)] for _ in range(7)]
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def make_move(self, col, row):
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self.board[col][row] = self.current_player
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def is_valid_move(self, col, row):
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if 0 <= row <= 5 and 0 <= col <= 6:
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if row == 5 or (self.board[col][row] == 0 and self.board[col][row + 1]):
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return True
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return False
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def get_string(self):
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return ','.join(str(item) for row in self.board for item in row)
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def is_position_win(self, col, row):
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for delta_row, delta_col in [(1, 0), (0, 1), (1, 1), (1, -1)]:
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streak = 1
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for delta in (1, -1):
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delta_row *= delta
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delta_col *= delta
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next_row = row + delta_row
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next_col = col + delta_col
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while 0 <= next_row < 6 and 0 <= next_col < 7:
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if self.board[next_col][next_row] == self.current_player:
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streak += 1
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else:
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break
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if streak == 4:
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return True
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next_row += delta_row
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next_col += delta_col
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return False
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def is_board_full(self):
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for col in self.board:
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if not col[0]:
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return False
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return True
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63
houdini/games/mancala.py
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63
houdini/games/mancala.py
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from houdini.games import ITable
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class MancalaLogic(ITable):
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def __init__(self):
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self.current_player = 1
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self.board = [
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4, 4, 4, 4, 4, 4, 0,
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4, 4, 4, 4, 4, 4, 0
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]
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def make_move(self, hollow):
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capture = False
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hand = self.board[hollow]
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self.board[hollow] = 0
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while hand > 0:
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hollow = (hollow + 1) % len(self.board)
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my_mancala, opponent_mancala = (6, 13) if self.current_player == 1 else (13, 6)
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if hollow == opponent_mancala:
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continue
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opposite_hollow = 12 - hollow
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if hand == 1 and self.board[hollow] == 0:
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if (self.current_player == 1 and hollow in range(0, 6)) or (self.current_player == 2 and hollow in range(7, 13)):
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self.board[my_mancala] += self.board[opposite_hollow] + 1
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self.board[opposite_hollow] = 0
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capture = True
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break
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self.board[hollow] += 1
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hand -= 1
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if (self.current_player == 1 and hollow != 6) or (self.current_player == 2 and hollow != 13):
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return 'c' if capture else str()
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else:
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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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def is_valid_move(self, hollow):
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if self.current_player == 1 and hollow not in range(0, 6):
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return False
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elif self.current_player == 2 and hollow not in range(7, 13):
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return False
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return True
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def get_string(self):
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return ','.join(map(str, self.board))
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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]) > sum(self.board[7:-1]):
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return self.current_player == 1
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return self.current_player == 2
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return False
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def is_position_tie(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]) == sum(self.board[7:-1]):
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return True
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return False
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19
houdini/games/sled.py
Normal file
19
houdini/games/sled.py
Normal file
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from houdini.games import IWaddle
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class SledRacingLogic(IWaddle):
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__room_id__ = 999
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def __init__(self, waddle):
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super().__init__(waddle)
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self.payouts = [20, 10, 5, 5]
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async def remove_penguin(self, p):
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await super().remove_penguin(p)
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await self.send_xt('uz', self.seats, *(f'{penguin.safe_name}|{penguin.color}|'
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f'{penguin.hand}|{penguin.safe_name}' for penguin in self.penguins))
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def get_payout(self):
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return self.payouts.pop(0)
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129
houdini/games/treasure.py
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129
houdini/games/treasure.py
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from houdini.games import ITable
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import random
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class TreasureHuntLogic(ITable):
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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 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)
|
||||
self.dig_record_directions.append(direction)
|
||||
self.dig_record_numbers.append(spade)
|
||||
|
||||
def is_valid_move(self, movie, direction, spade):
|
||||
test_movie = direction + 'button' + str(spade) + '_mc'
|
||||
if test_movie == movie and direction in ['down', 'right'] and 0 <= spade <= 9:
|
||||
if direction == 'right':
|
||||
row = self.treasure_map[spade]
|
||||
for column, tiles in enumerate(row):
|
||||
treasure, digs = self.treasure_map[spade][column]
|
||||
if digs == 2:
|
||||
return False
|
||||
elif direction == 'down':
|
||||
for row, columns in enumerate(self.treasure_map):
|
||||
treasure, digs = self.treasure_map[row][spade]
|
||||
if digs == 2:
|
||||
return False
|
||||
return True
|
||||
return False
|
||||
|
||||
def get_string(self):
|
||||
treasure_map = ','.join(str(item) for row in self.treasure_map for item, digs in row)
|
||||
gem_locations = ','.join(self.gem_locations)
|
||||
game_array = [self.map_width, self.map_height, self.coins_hidden, self.gems_hidden, self.turns,
|
||||
self.gem_value, self.coin_value, gem_locations, treasure_map]
|
||||
if self.dig_record_numbers:
|
||||
game_array += [self.coins_found, self.gems_found, self.emerald_found]
|
||||
game_array += [','.join(self.dig_record_names), ','.join(self.dig_record_directions),
|
||||
','.join(map(str, self.dig_record_numbers))]
|
||||
return '%'.join(map(str, game_array))
|
||||
|
||||
def generate_map(self):
|
||||
for row in range(self.map_height):
|
||||
self.treasure_map.append([])
|
||||
for column in range(self.map_width):
|
||||
self.treasure_map[row].append([self.generate_treasure(row, column), 0])
|
||||
|
||||
def generate_treasure(self, row, column):
|
||||
treasure_type = [('None', 0), ('Coin', 1), ('Gem', 2), ('Emerald', 4)]
|
||||
if self.get_gem_by_piece(row, column):
|
||||
return 3
|
||||
if row + 1 == self.map_height or column + 1 == self.map_width:
|
||||
treasure_type = treasure_type[:2]
|
||||
name, value = random.choices(treasure_type, weights=[60, 40, 1, 0.5][:len(treasure_type)])[0]
|
||||
self.coins_hidden += 1 if value == 1 else self.coins_hidden
|
||||
if value > 1:
|
||||
self.gems_hidden += 1
|
||||
self.gem_locations.append(str(row) + ',' + str(column))
|
||||
if self.emerald:
|
||||
return 2
|
||||
if value == 4 and not self.emerald:
|
||||
self.emerald = 1
|
||||
return value
|
||||
|
||||
def get_gem_by_piece(self, row, column):
|
||||
for delta_row, delta_col in [(0, -1), (-1, -1), (-1, 0)]:
|
||||
if row > 0 and column > 0:
|
||||
treasure, digs = self.treasure_map[row + delta_row][column + delta_col]
|
||||
if treasure == 2 or treasure == 4:
|
||||
return row + delta_row, column + delta_col
|
||||
return False
|
||||
|
||||
def is_gem_uncovered(self, row, column):
|
||||
for delta_row, delta_col in [(0, 1), (1, 1), (1, 0)]:
|
||||
treasure, digs = self.treasure_map[row + delta_row][column + delta_col]
|
||||
if digs != 2:
|
||||
return False
|
||||
return True
|
||||
|
||||
def dig(self, row, column):
|
||||
self.treasure_map[row][column][1] += 1
|
||||
treasure, digs = self.treasure_map[row][column]
|
||||
if digs == 2:
|
||||
if treasure == 1:
|
||||
self.coins_found += 1
|
||||
elif treasure == 2 or treasure == 4:
|
||||
if not self.is_gem_uncovered(row, column):
|
||||
return
|
||||
self.gems_found += 1
|
||||
elif treasure == 3:
|
||||
treasure_row, treasure_col = self.get_gem_by_piece(row, column)
|
||||
if not self.is_gem_uncovered(treasure_row, treasure_col):
|
||||
return
|
||||
self.gems_found += 1
|
||||
if treasure == 4:
|
||||
self.emerald_found = 1
|
||||
|
||||
def determine_winnings(self):
|
||||
total = self.coins_found * self.coin_value
|
||||
total += self.gems_found * self.gem_value
|
||||
total += self.emerald_found * self.gem_value * 3
|
||||
return total
|
@ -1,7 +1,7 @@
|
||||
from houdini import handlers
|
||||
from houdini.handlers import XTPacket
|
||||
from houdini.handlers.games.table import table_handler
|
||||
from houdini.data.room import ConnectFourLogic
|
||||
from houdini.games.four import ConnectFourLogic
|
||||
|
||||
|
||||
@handlers.handler(XTPacket('gz', ext='z'))
|
||||
@ -37,7 +37,7 @@ async def handle_send_move(p, col: int, row: int):
|
||||
if not p.table.logic.is_valid_move(col, row):
|
||||
return
|
||||
await p.table.send_xt('zm', p.table.logic.current_player - 1, col, row)
|
||||
p.table.logic.place_chip(col, row)
|
||||
p.table.logic.make_move(col, row)
|
||||
opponent = p.table.penguins[1 if p.table.logic.current_player == 1 else 0]
|
||||
if p.table.logic.is_position_win(col, row):
|
||||
await p.add_coins(10)
|
||||
|
@ -1,7 +1,7 @@
|
||||
from houdini import handlers
|
||||
from houdini.handlers import XTPacket
|
||||
from houdini.handlers.games.table import table_handler
|
||||
from houdini.data.room import MancalaLogic
|
||||
from houdini.games.mancala import MancalaLogic
|
||||
|
||||
|
||||
@handlers.handler(XTPacket('gz', ext='z'))
|
||||
@ -39,7 +39,7 @@ async def handle_send_move(p, hollow: int):
|
||||
if not p.table.logic.is_valid_move(hollow):
|
||||
return
|
||||
|
||||
move_result = p.table.logic.place_stone(hollow)
|
||||
move_result = p.table.logic.make_move(hollow)
|
||||
await p.table.send_xt('zm', seat_id, hollow, move_result)
|
||||
opponent = p.table.penguins[1 if p.table.logic.current_player == 1 else 0]
|
||||
|
||||
|
@ -1,7 +1,7 @@
|
||||
from houdini import handlers
|
||||
from houdini.handlers import XTPacket
|
||||
from houdini.handlers.games.table import table_handler
|
||||
from houdini.data.room import TreasureHuntLogic
|
||||
from houdini.games.treasure import TreasureHuntLogic
|
||||
|
||||
|
||||
@handlers.handler(XTPacket('gz', ext='z'))
|
||||
|
Loading…
Reference in New Issue
Block a user