moved game management into own class serverside
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89
Game Server/Classes/System/GameManager.py
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89
Game Server/Classes/System/GameManager.py
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@ -0,0 +1,89 @@
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import socket
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from Classes.Game.Player import Player
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class GameManager:
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__players:dict
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__playingPlayer:Player
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__state:str
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__round:str
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def __init__(self):
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self.__players = {}
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self.__playingPlayer = None
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self.__state = "waiting"
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self.__round = "none"
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pass
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# game round management
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# this section manages the flow of rounds this should inherit itself
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# =============================================================================
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# this function iterates all
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def progressRound(self):
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# phases
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# - playerPrep => playing player switches, gets a mana point and gets verified
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if self.__playingPlayer != None:
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for player in self.__players:
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if self.__playingPlayer != player:
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self.__playingPlayer = player
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else:
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self.__playingPlayer = next(iter(self.__players))
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# - playerDraw => player draws a card
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# - playerPlay => player can place cards and active effects
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# - playerEnd => player ends his turn and the code reiterates with the remaining player
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pass
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# game state management
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# this section mostly only used by the networking and event handling classes
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# other parts should never need to interface with this unless really required
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# =============================================================================
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def startGame(self):
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self.__state = "running"
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print("game starts")
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for userAddr in self.__users.keys():
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try:
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user = self.__serverWorld.getPlayers[userAddr]
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user.addMana(1000)
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user.adjustHP(1000)
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payload = {
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"event":"startgame",
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"mana": user.getMana(),
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"hp": user.getHP()
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}
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self.send(payload, userAddr)
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except Exception as e:
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print(f"failed to start game due to error: {e}")
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break
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# handles notifying all players that the game starts
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pass
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def stopGame(self):
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# handles notifying all players that the game stops
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# handles stoping the game itself and notifies server to stop itself
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pass
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# player management
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# the network manager will create a player instance
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# =============================================================
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# gets all player known to the game manager and returns them
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def getPlayers(self) -> dict:
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return self.__players
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# creates a player and handles counting all players and if conditions met starting the game
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# returns the new dict in which the new player now is added
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def addPlayers(self, player:Player, socket:socket, clientAddr) -> dict:
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self.__players[clientAddr] = {
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player: player,
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socket:socket
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}
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# counts participating players and starts the game if enough have joined
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if len(self.__players) == 2:
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self.startGame()
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return self.__players
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