fixed a bunch of shit
This commit is contained in:
37
Game Server/Classes/Objects/Player.py
Normal file
37
Game Server/Classes/Objects/Player.py
Normal file
@ -0,0 +1,37 @@
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import random
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class Player:
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__id:int
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__hp:int
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__name:str
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__handCards:list
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def __init__(self, name:str, hp:int=1000):
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self.__hp = hp
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self.__name = name
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self.__handCards = []
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self.__id = random.randint(3, 99999)
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def getName(self) -> str:
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return self.__name
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def getHP(self) -> int:
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return self.__hp
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def adjustHP(self, hp:int) -> int:
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self.__hp = self.__hp + hp
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def getID(self) -> int:
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return self.__id
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def getHand(self) -> list:
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return self.__handCards
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def AddToHand(self, card) -> list:
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self.__handCards.append(card)
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return self.__handCards
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def removeFromHand(self, pos:int) -> list:
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self.__handCards.remove(pos)
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return self.__handCards
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@ -1,5 +1,5 @@
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import json
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from Classes.Objects.Player import Player
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class Player:
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__queue:list
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@ -29,8 +29,8 @@ class Player:
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self.__users.append(user)
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def createUser(self, user:json):
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if self.getUser(user["id"]) == None:
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self.__users.append(user)
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if self.getUser(user["username"]) == None:
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self.__users.append(Player(user["username"]))
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def removeUser(self, user:int):
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self.__users.remove(user)
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@ -9,12 +9,13 @@ class Server:
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__udpPort:str
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__tcpSocket:socket
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__udpSocket:socket
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__clientThread:threading.Thread
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__TCPclientThread:threading.Thread
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__UDPclientThread:threading.Thread
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def __init__(self, address:str, tcpPort:str, udpPort:str):
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self.__address = address
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self.__tcpPort = tcpPort
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self.__udpPort = tcpPort
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self.__udpPort = udpPort
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self.__tcpSocket = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
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self.__udpSocket = socket.socket(socket.AF_INET, socket.SOCK_DGRAM)
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@ -34,15 +35,15 @@ class Server:
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while True:
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# accept incoming connection
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# TODO: validate this connection is a valid game connection
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client_tcpSocket, client_tcpAddress = self.__tcpSocket.accept()
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clientTcpSocket, clientTcpAddress = self.__tcpSocket.accept()
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# create network thread for connection
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self.__TCPclientThread = threading.Thread(target=self.handleTCPConnection, args=(client_tcpSocket, client_tcpAddress))
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self.__TCPclientThread.start()
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self.__TCPClientThread = threading.Thread(target=self.handleTCPConnection, args=(clientTcpSocket, clientTcpAddress))
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self.__TCPClientThread.start()
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client_udpSocket, client_udpAddress = self.__udpSocket.accept()
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self.__UDPclientThread = threading.Thread(target=self.handleUDPConnection, args=(client_udpSocket, client_udpAddress))
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self.__UDPclientThread.start()
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clientUdpSocket, clientUdpAddress = self.__udpSocket.accept()
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self.__UDPClientThread = threading.Thread(target=self.handleUDPConnection, args=(clientUdpSocket, clientUdpAddress))
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self.__UDPClientThread.start()
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# handles ticking the game loop server side converting data and passing of to the event handler
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@ -104,6 +105,16 @@ class Server:
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pass
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def handleUDPEvents(self, event):
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if event["event"] == "gameAction":
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# pass of to own handler function which handles game logic
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pass
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if event["event"] == "placeCard":
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pass
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elif event["event"] == "removeCard":
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pass
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elif event["event"] == "attackCard":
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pass
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elif event["event"] == "attackPlayer":
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pass
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elif event["event"] == "activateeffectCard":
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pass
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elif event["event"] == "activatemonstereffect":
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pass
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