mirror of
https://github.com/solero/houdini.git
synced 2024-11-09 20:58:20 +00:00
Fix potential cyclic import issue & move minigame logic into handler module
This commit is contained in:
parent
4b88edbc4d
commit
dd291ab5b3
@ -36,6 +36,56 @@ class _AbstractManager(dict):
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"""Loads entries from module"""
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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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def get_seat_id(self, p):
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return self.penguins.index(p)
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class PenguinStringCompiler(OrderedDict):
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def __init__(self, *args, **kwargs):
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@ -194,12 +194,6 @@ class RoomTable(db.Model):
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nullable=False)
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game = db.Column(db.String(20), nullable=False)
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GameClassMapping = {
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'four': ConnectFourLogic,
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'mancala': MancalaLogic,
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'treasure': TreasureHuntLogic
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}
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def __init__(self, *args, **kwargs):
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super().__init__(*args, **kwargs)
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self.penguins = []
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@ -267,9 +261,8 @@ class RoomWaddle(db.Model):
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seats = db.Column(db.SmallInteger, nullable=False, server_default=db.text("2"))
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game = db.Column(db.String(20), nullable=False)
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GameClassMapping = {
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def __init__(self, *args, **kwargs):
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self.temporary = kwargs.pop('temporary', False)
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}
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self.penguins = []
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self.logic = None
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self.room = None
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@ -288,7 +281,7 @@ class RoomWaddle(db.Model):
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p.waddle = self
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if self.penguins.count(None) == 0:
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game_instance = RoomWaddle.GameClassMapping[self.game](self)
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game_instance = self.logic(self)
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await game_instance.start()
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await self.reset()
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@ -330,16 +323,3 @@ class RoomCollection(AbstractDataCollection):
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@property
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def spawn_rooms(self):
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return [room for room in self.values() if room.spawn]
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async def setup_tables(self):
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async with db.transaction():
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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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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 with db.transaction():
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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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waddle.room = self[waddle.room_id]
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@ -1,49 +0,0 @@
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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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@ -1,45 +0,0 @@
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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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@ -1,63 +0,0 @@
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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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@ -1,19 +0,0 @@
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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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@ -1,129 +0,0 @@
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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)
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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 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 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 = [('None', 0), ('Coin', 1), ('Gem', 2), ('Emerald', 4)]
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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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name, value = random.choices(treasure_type, weights=[60, 40, 1, 0.5][:len(treasure_type)])[0]
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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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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 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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@ -2,16 +2,58 @@ from houdini import ITable, handlers
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from houdini.handlers import XTPacket
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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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@handlers.handler(XTPacket('gz', ext='z'))
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@table_handler(ConnectFourLogic)
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@handlers.table(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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@handlers.table(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:
|
||||
@ -24,7 +66,7 @@ async def handle_join_game(p):
|
||||
|
||||
|
||||
@handlers.handler(XTPacket('zm', ext='z'))
|
||||
@table_handler(ConnectFourLogic)
|
||||
@handlers.table(ConnectFourLogic)
|
||||
async def handle_send_move(p, col: int, row: int):
|
||||
try:
|
||||
seat_id = p.table.get_seat_id(p)
|
||||
|
@ -2,16 +2,76 @@ from houdini import ITable, handlers
|
||||
from houdini.handlers import XTPacket
|
||||
|
||||
|
||||
class MancalaLogic(ITable):
|
||||
|
||||
def __init__(self):
|
||||
self.current_player = 1
|
||||
self.board = [
|
||||
4, 4, 4, 4, 4, 4, 0,
|
||||
4, 4, 4, 4, 4, 4, 0
|
||||
]
|
||||
|
||||
def make_move(self, hollow):
|
||||
capture = False
|
||||
hand = self.board[hollow]
|
||||
self.board[hollow] = 0
|
||||
|
||||
while hand > 0:
|
||||
hollow = (hollow + 1) % len(self.board)
|
||||
my_mancala, opponent_mancala = (6, 13) if self.current_player == 1 else (13, 6)
|
||||
|
||||
if hollow == opponent_mancala:
|
||||
continue
|
||||
opposite_hollow = 12 - hollow
|
||||
|
||||
if hand == 1 and self.board[hollow] == 0:
|
||||
if (self.current_player == 1 and hollow in range(0, 6)) or (self.current_player == 2 and hollow in range(7, 13)):
|
||||
self.board[my_mancala] += self.board[opposite_hollow] + 1
|
||||
self.board[opposite_hollow] = 0
|
||||
capture = True
|
||||
break
|
||||
|
||||
self.board[hollow] += 1
|
||||
hand -= 1
|
||||
|
||||
if (self.current_player == 1 and hollow != 6) or (self.current_player == 2 and hollow != 13):
|
||||
return 'c' if capture else str()
|
||||
else:
|
||||
self.current_player = 2 if self.current_player == 1 else 1
|
||||
return 'f'
|
||||
|
||||
def is_valid_move(self, hollow):
|
||||
if self.current_player == 1 and hollow not in range(0, 6):
|
||||
return False
|
||||
elif self.current_player == 2 and hollow not in range(7, 13):
|
||||
return False
|
||||
return True
|
||||
|
||||
def get_string(self):
|
||||
return ','.join(map(str, self.board))
|
||||
|
||||
def is_position_win(self):
|
||||
if sum(self.board[0:6]) == 0 or sum(self.board[7:-1]) == 0:
|
||||
if sum(self.board[0:6]) > sum(self.board[7:-1]):
|
||||
return self.current_player == 1
|
||||
return self.current_player == 2
|
||||
return False
|
||||
|
||||
def is_position_tie(self):
|
||||
if sum(self.board[0:6]) == 0 or sum(self.board[7:-1]) == 0:
|
||||
if sum(self.board[0:6]) == sum(self.board[7:-1]):
|
||||
return True
|
||||
return False
|
||||
|
||||
|
||||
@handlers.handler(XTPacket('gz', ext='z'))
|
||||
@table_handler(MancalaLogic)
|
||||
@handlers.table(MancalaLogic)
|
||||
async def handle_get_game(p):
|
||||
await p.send_xt('gz', p.table.get_string())
|
||||
|
||||
|
||||
@handlers.handler(XTPacket('jz', ext='z'))
|
||||
@table_handler(MancalaLogic)
|
||||
@handlers.table(MancalaLogic)
|
||||
async def handle_join_game(p):
|
||||
game_full = len(p.table.penguins) > 2
|
||||
if not game_full:
|
||||
@ -24,7 +84,7 @@ async def handle_join_game(p):
|
||||
|
||||
|
||||
@handlers.handler(XTPacket('zm', ext='z'))
|
||||
@table_handler(MancalaLogic)
|
||||
@handlers.table(MancalaLogic)
|
||||
async def handle_send_move(p, hollow: int):
|
||||
try:
|
||||
seat_id = p.table.get_seat_id(p)
|
||||
|
@ -2,23 +2,39 @@ from houdini import IWaddle, handlers
|
||||
from houdini.handlers import XTPacket
|
||||
|
||||
|
||||
class SledRacingLogic(IWaddle):
|
||||
|
||||
room_id = 999
|
||||
|
||||
def __init__(self, waddle):
|
||||
super().__init__(waddle)
|
||||
|
||||
self.payouts = [20, 10, 5, 5]
|
||||
|
||||
async def remove_penguin(self, p):
|
||||
await super().remove_penguin(p)
|
||||
await self.send_xt('uz', self.seats, *(f'{penguin.safe_name}|{penguin.color}|'
|
||||
f'{penguin.hand}|{penguin.safe_name}' for penguin in self.penguins))
|
||||
|
||||
def get_payout(self):
|
||||
return self.payouts.pop(0)
|
||||
|
||||
|
||||
@handlers.handler(XTPacket('jz', ext='z'))
|
||||
@waddle_handler(SledRacingLogic)
|
||||
@handlers.waddle(SledRacingLogic)
|
||||
async def handle_join_game(p):
|
||||
await p.send_xt('uz', p.waddle.seats, *(f'{penguin.safe_name}|{penguin.color}|'
|
||||
f'{penguin.hand or 0}|{penguin.nickname}' for penguin in p.waddle.penguins))
|
||||
|
||||
|
||||
@handlers.handler(XTPacket('zm', ext='z'))
|
||||
@waddle_handler(SledRacingLogic)
|
||||
@handlers.waddle(SledRacingLogic)
|
||||
async def handle_send_move(p, player_id: int, x: float, y: float, time: float):
|
||||
await p.waddle.send_xt('zm', player_id, x, y, time)
|
||||
|
||||
|
||||
@handlers.handler(XTPacket('zo', ext='z'))
|
||||
@waddle_handler(SledRacingLogic)
|
||||
@handlers.waddle(SledRacingLogic)
|
||||
async def handle_game_over(p):
|
||||
coins = p.waddle.get_payout()
|
||||
await p.add_coins(coins)
|
||||
|
@ -4,10 +4,134 @@ from houdini import ITable, handlers
|
||||
from houdini.handlers import XTPacket
|
||||
|
||||
|
||||
class TreasureHuntLogic(ITable):
|
||||
|
||||
def __init__(self):
|
||||
self.map_width = 10
|
||||
self.map_height = 10
|
||||
self.coins_hidden = 0
|
||||
self.gems_hidden = 0
|
||||
self.turns = 12
|
||||
self.gem_value = 25
|
||||
self.coin_value = 1
|
||||
self.gem_locations = []
|
||||
self.treasure_map = []
|
||||
self.coins_found = 0
|
||||
self.gems_found = 0
|
||||
self.emerald_found = 0
|
||||
self.dig_record_names = []
|
||||
self.dig_record_directions = []
|
||||
self.dig_record_numbers = []
|
||||
self.emerald = 0
|
||||
self.current_player = 1
|
||||
self.generate_map()
|
||||
|
||||
def make_move(self, movie, direction, spade):
|
||||
if direction == 'right':
|
||||
row = self.treasure_map[spade]
|
||||
for column, tiles in enumerate(row):
|
||||
self.dig(spade, column)
|
||||
elif direction == 'down':
|
||||
for row, columns in enumerate(self.treasure_map):
|
||||
self.dig(row, spade)
|
||||
self.turns -= 1
|
||||
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
|
||||
|
||||
|
||||
@handlers.handler(XTPacket('gz', ext='z'))
|
||||
@table_handler(TreasureHuntLogic)
|
||||
@handlers.table(TreasureHuntLogic)
|
||||
async def handle_get_game(p):
|
||||
if len(p.table.penguins) == 2:
|
||||
player_one = p.table.penguins[0]
|
||||
@ -17,7 +141,7 @@ async def handle_get_game(p):
|
||||
|
||||
|
||||
@handlers.handler(XTPacket('jz', ext='z'))
|
||||
@table_handler(TreasureHuntLogic)
|
||||
@handlers.table(TreasureHuntLogic)
|
||||
async def handle_join_game(p):
|
||||
game_full = len(p.table.penguins) > 2
|
||||
if not game_full:
|
||||
@ -29,7 +153,7 @@ async def handle_join_game(p):
|
||||
|
||||
|
||||
@handlers.handler(XTPacket('zm', ext='z'))
|
||||
@table_handler(TreasureHuntLogic)
|
||||
@handlers.table(TreasureHuntLogic)
|
||||
async def handle_send_move(p, movie: str, direction: str, spade: int):
|
||||
try:
|
||||
seat_id = p.table.get_seat_id(p)
|
||||
|
@ -19,18 +19,48 @@ from houdini.handlers.games.ninja.water import CardJitsuWaterLogic, WaterSenseiL
|
||||
from houdini.handlers.games.sled import SledRacingLogic
|
||||
from houdini.handlers.games.treasure import TreasureHuntLogic
|
||||
|
||||
import random
|
||||
import time
|
||||
import pytz
|
||||
import hashlib
|
||||
from datetime import date, datetime
|
||||
TableLogicMapping = {
|
||||
'four': ConnectFourLogic,
|
||||
'mancala': MancalaLogic,
|
||||
'treasure': TreasureHuntLogic
|
||||
}
|
||||
|
||||
|
||||
WaddleLogicMapping = {
|
||||
'sled': SledRacingLogic,
|
||||
|
||||
'card': CardJitsuLogic,
|
||||
'sensei': SenseiLogic,
|
||||
|
||||
'water': CardJitsuWaterLogic,
|
||||
'watersensei': WaterSenseiLogic,
|
||||
|
||||
'fire': CardJitsuFireLogic,
|
||||
'firesensei': FireSenseiLogic
|
||||
}
|
||||
|
||||
|
||||
async def setup_tables(room_collection):
|
||||
async with db.transaction():
|
||||
async for table in RoomTable.query.gino.iterate():
|
||||
room_collection[table.room_id].tables[table.id] = table
|
||||
table.room = room_collection[table.room_id]
|
||||
table.logic = TableLogicMapping[table.game]()
|
||||
|
||||
|
||||
async def setup_waddles(room_collection):
|
||||
async with db.transaction():
|
||||
async for waddle in RoomWaddle.query.gino.iterate():
|
||||
room_collection[waddle.room_id].waddles[waddle.id] = waddle
|
||||
waddle.room = room_collection[waddle.room_id]
|
||||
waddle.logic = WaddleLogicMapping[waddle.game]
|
||||
|
||||
|
||||
@handlers.boot
|
||||
async def rooms_load(server):
|
||||
server.rooms = await RoomCollection.get_collection()
|
||||
await server.rooms.setup_tables()
|
||||
await server.rooms.setup_waddles()
|
||||
await setup_tables(server.rooms)
|
||||
await setup_waddles(server.rooms)
|
||||
server.logger.info(f'Loaded {len(server.rooms)} rooms ({len(server.rooms.spawn_rooms)} spawn)')
|
||||
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user