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Connect four logic
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commit
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@ -1,6 +1,52 @@
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from houdini.data import db, AbstractDataCollection
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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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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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@ -172,13 +218,16 @@ class RoomTable(db.Model):
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game = db.Column(db.String(20), nullable=False)
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game = db.Column(db.String(20), nullable=False)
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GameClassMapping = {
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GameClassMapping = {
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'four': ConnectFourLogic,
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'mancala': str,
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'treasure': str
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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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super().__init__(*args, **kwargs)
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super().__init__(*args, **kwargs)
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self.penguins = []
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self.penguins = []
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self.room = None
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self.room = None
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self.logic = None
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async def add(self, p):
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async def add(self, p):
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self.penguins.append(p)
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self.penguins.append(p)
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@ -195,13 +244,14 @@ class RoomTable(db.Model):
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self.penguins.remove(p)
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self.penguins.remove(p)
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await p.send_xt("lt")
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await p.send_xt("lt")
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await p.room.send_xt("ut", self.id, len(self.penguins))
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await self.room.send_xt("ut", self.id, len(self.penguins))
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p.table = None
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p.table = None
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async def reset(self):
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async def reset(self):
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for penguin in self.penguins:
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for penguin in self.penguins:
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penguin.table = None
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penguin.table = None
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self.logic = type(self.logic)()
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self.penguins = []
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self.penguins = []
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await self.room.send_xt("ut", self.id, 0)
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await self.room.send_xt("ut", self.id, 0)
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@ -213,11 +263,11 @@ class RoomTable(db.Model):
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return str()
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return str()
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elif len(self.penguins) == 1:
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elif len(self.penguins) == 1:
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player_one, = self.penguins
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player_one, = self.penguins
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return "%".join([player_one.nickname, str(), self.game.get_string()])
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return "%".join([player_one.safe_name, str(), self.logic.get_string()])
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player_one, player_two = self.penguins[:2]
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player_one, player_two = self.penguins[:2]
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if len(self.penguins) == 2:
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if len(self.penguins) == 2:
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return "%".join([player_one.nickname, player_two.nickname, self.game.get_string()])
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return "%".join([player_one.safe_name, player_two.safe_name, self.logic.get_string()])
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return "%".join([player_one.nickname, player_two.nickname, self.game.get_string(), "1"])
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return "%".join([player_one.safe_name, player_two.safe_name, self.logic.get_string(), "1"])
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async def send_xt(self, *data):
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async def send_xt(self, *data):
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for penguin in self.penguins:
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for penguin in self.penguins:
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@ -244,12 +294,12 @@ class RoomWaddle(db.Model):
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async def add(self, p):
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async def add(self, p):
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if not self.penguins:
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if not self.penguins:
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self.penguins = [None] * self.Seats
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self.penguins = [None] * self.seats
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seat_id = self.penguins.index(None)
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seat_id = self.penguins.index(None)
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self.penguins[seat_id] = p
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self.penguins[seat_id] = p
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await p.send_xt("jw", seat_id)
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await p.send_xt("jw", seat_id)
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await p.room.send_xt("uw", self.id, seat_id, p.Nickname)
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await p.room.send_xt("uw", self.id, seat_id, p.safe_name)
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p.waddle = self
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p.waddle = self
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@ -259,7 +309,7 @@ class RoomWaddle(db.Model):
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async def remove(self, p):
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async def remove(self, p):
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seat_id = self.get_seat_id(p)
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seat_id = self.get_seat_id(p)
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self.penguins[seat_id] = None
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self.penguins[seat_id] = None
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await self.room.send_xt("uw", self.id, seat_id)
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await p.room.send_xt("uw", self.id, seat_id)
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p.waddle = None
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p.waddle = None
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@ -292,10 +342,12 @@ class RoomCollection(AbstractDataCollection):
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async with db.transaction():
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async with db.transaction():
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async for table in RoomTable.query.gino.iterate():
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async for table in RoomTable.query.gino.iterate():
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self[table.room_id].tables[table.id] = table
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self[table.room_id].tables[table.id] = table
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table.room = self[table.room_id]
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table.logic = RoomTable.GameClassMapping[table.game]()
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async def setup_waddles(self):
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async def setup_waddles(self):
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async with db.transaction():
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async with db.transaction():
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async for waddle in RoomWaddle.query.gino.iterate():
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async for waddle in RoomWaddle.query.gino.iterate():
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self[waddle.room_id].waddles[waddle.id] = waddle
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self[waddle.room_id].waddles[waddle.id] = waddle
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waddle.room = self[waddle.room_id]
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@ -0,0 +1,54 @@
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from houdini import handlers
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from houdini.handlers import XTPacket
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from houdini.handlers.games.table import table_handler
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from houdini.data.room import ConnectFourLogic
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@handlers.handler(XTPacket('gz', ext='z'))
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@table_handler(ConnectFourLogic)
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async def handle_get_game(p):
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await p.send_xt('gz', p.table.get_string())
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@handlers.handler(XTPacket('jz', ext='z'))
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@table_handler(ConnectFourLogic)
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async def handle_join_game(p):
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game_full = len(p.table.penguins) > 2
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if not game_full:
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seat_id = p.table.get_seat_id(p)
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await p.send_xt('jz', seat_id)
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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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await p.table.send_xt('sz')
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@handlers.handler(XTPacket('zm', ext='z'))
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@table_handler(ConnectFourLogic)
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async def handle_send_move(p, col: int, row: int):
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try:
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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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current_player = p.table.penguins[p.table.logic.current_player - 1]
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if current_player != p:
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return
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if not p.table.logic.is_valid_move(col, row):
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return
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await p.table.send_xt('zm', p.table.logic.current_player - 1, col, row)
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p.table.logic.place_chip(col, row)
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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(col, row):
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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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if p.table.logic.is_board_full():
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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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except (KeyError, ValueError):
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p.logger.warn(f'Invalid connect four move made by {p}')
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