added tcg game from previous project
This commit is contained in:
parent
daf0c2ed20
commit
4ff9591f92
BIN
Assets/Arenas/default.png
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Assets/Arenas/default.png
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Assets/Cards/Arena/field.png
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Assets/Cards/Arena/field.png
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Assets/Cards/MonsterCards/testmonstercard/card.json
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Assets/Cards/MonsterCards/testmonstercard/card.json
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{
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"id": 1,
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"name": "Test Monster",
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"image": "Assets/Cards/testmonstercard/cards.png",
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"description": "can attack other monsters",
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"costs": 30,
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"defense": 40,
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"attacks":[
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{
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"id": 1,
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"name":"test attack",
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"description": "can attack another Monster",
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"damage": 80
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},
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{
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"id": 2,
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"name":"test attack",
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"description": "can attack another Monster",
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"damage": 80
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}
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]
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}
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BIN
Assets/Cards/MonsterCards/testmonstercard/card.png
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Assets/Cards/MonsterCards/testmonstercard/card.png
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BIN
Assets/Cards/SpeelCards/testspellcard/artworkjson.png
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Assets/Cards/SpeelCards/testspellcard/artworkjson.png
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Assets/Cards/SpeelCards/testspellcard/testspellcard.json
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Assets/Cards/SpeelCards/testspellcard/testspellcard.json
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{
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"name": "testspell",
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"image":"Assets/Cards/testspelltcard/artwork.png",
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"costs": 30,
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"description":"this is a test spell card"
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}
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BIN
Assets/Cards/TrapCards/testtrapcard/artworkjson.png
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Assets/Cards/TrapCards/testtrapcard/artworkjson.png
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Assets/Cards/TrapCards/testtrapcard/testtrapcard.json
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Assets/Cards/TrapCards/testtrapcard/testtrapcard.json
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{
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"name": "testtrap",
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"image":"Assets/Cards/testtrapcard/artwork.png",
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"costs": 30,
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"description":"this is a test tryp card"
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}
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57
Classes/Game/Player.py
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57
Classes/Game/Player.py
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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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__mana:int
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__name:str
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__handCards:list
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__deck:list
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def __init__(self, name:str, deck:list, hp:int=1000, mana:int=0):
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self.__hp = hp
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self.__mana = mana
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self.__name = name
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self.__handCards = []
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self.__deck = deck
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self.__id = random.randint(3, 99999)
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def shuffleDeck(self):
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self.__deck = random.shuffle(self.__deck)
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def getDeck(self) -> list:
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return self.__deck
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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 getMana(self) -> int:
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return self.__mana
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def addMana(self, amount) -> int:
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self.__mana + amount
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return self.__mana
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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 setHand(self, hand:list):
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self.__handCards = hand
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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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153
Classes/System/GameManager.py
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153
Classes/System/GameManager.py
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import json
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import socket
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import time
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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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__cards:list
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def __init__(self, logger):
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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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self.logger = logger
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self.__cards = []
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pass
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def getLogger(self):
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return self.logger
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# card management
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def spawnCard(self, card, owner, x, y):
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# self.logger.info("spawning card")
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self.__cards.append(card)
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payload = {
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"event":"PlacedCard",
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"owner": owner,
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"card": card,
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"x": x,
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"y": y,
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}
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for userAddr in self.__players.keys():
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try:
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self.logger.info(f"send to client {self.__players[userAddr]['player'].getID() != owner}")
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if self.__players[userAddr]["player"].getID() != owner:
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self.__players[userAddr]["socket"].send(json.dumps(payload).encode())
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except:
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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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players = list(self.__players.values())
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print("game starts")
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self.logger.info("game manager is starting the game")
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for userAddr, player_data in self.__players.items():
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try:
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user = self.__players[userAddr]["player"]
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user.addMana(1000)
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user.adjustHP(1000)
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user.shuffleDeck()
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cards = self.__players[userAddr]["deck"]
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user.setHand(cards[:5])
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# iterates until the enemy player is not anymore equal to current player
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enemy = next(player_data["player"] for player_data in players if player_data["player"] != user)
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payload = {
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"event": "startgame",
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"player": {
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"mana": user.getMana(),
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"hp": user.getHP(),
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"hand": user.getHand()
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},
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"enemy": {
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"id": enemy.getID(),
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"name": enemy.getName(),
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"hp": enemy.getHP(),
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},
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}
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print(f"user {player_data["socket"]}")
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player_data["socket"].send(json.dumps(payload).encode())
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except Exception as e:
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self.logger.error(f"failed to start game due to error: {e}")
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pass
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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, deck) -> dict:
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self.logger.info(f"creating user with id: {player.getID}")
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self.__players[clientAddr] = {
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"player": player,
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"deck": deck,
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"socket":socket
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}
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self.logger.info(f"new length of user dictionary: {len(self.__players)}")
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payload = {
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"event":"loginresponse",
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"status": "success",
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"id": player.getID(),
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"name": player.getName()
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}
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socket.send(json.dumps(payload).encode())
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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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time.sleep(1)
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self.logger.info("2 players have join game starts")
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self.startGame()
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return self.__players
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18
Classes/System/Logger.py
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18
Classes/System/Logger.py
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import logging
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class Logger:
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def __init__(self, filename):
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logging.basicConfig(filename=filename,
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filemode='a',
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format='%(asctime)s,%(msecs)d %(name)s %(levelname)s %(message)s',
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datefmt='%H:%M:%S',
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level=logging.DEBUG)
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def info(self, message):
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print(message)
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logging.info(message)
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def error(self, message):
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print(message)
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logging.error(message)
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32
Classes/System/Network/EventHandler.py
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32
Classes/System/Network/EventHandler.py
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import socket
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from Classes.Game.Player import Player
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from Classes.System.GameManager import GameManager
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from Classes.System.World import World
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class TCPEventHandler:
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__tcpSocket:socket
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def __init__(self, socket:socket):
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self.__tcpSocket = socket
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# handles passing of event data to the right functions
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def handleTCPEvents(self, event, gameManager:GameManager, address):
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gameManager.getLogger().info(f"incommingevent {event}")
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if event["event"] == "placecard":
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gameManager.spawnCard(event["card"], event["user"], event["x"], event["y"])
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pass
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elif event["event"] == "MoveCard":
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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"] == "ActivateMonsterCard":
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pass
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pass
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137
Classes/System/Network/NetworkManger.py
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137
Classes/System/Network/NetworkManger.py
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import json
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import signal
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import socket
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import sys
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import threading
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from Classes.Game.Player import Player
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from Classes.System.GameManager import GameManager
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from Classes.System.Network.EventHandler import TCPEventHandler
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from Classes.System.World import World
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class NetworkManager:
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class TCP:
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__Addr:str
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__Port:str
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__BufferSize:int = 1024
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__tcpSocket:socket
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__eventHandler: dict
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__users: dict
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__TCPClientThread:threading.Thread
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__gameManager:GameManager
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def __init__(self, Addr:str, Port:str, gameManager:GameManager):
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gameManager.getLogger().info("starting up network manager")
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self.running = True
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self.__Addr = Addr
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self.__Port = int(Port)
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self.__gameManager = gameManager
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self.__eventHandler = {}
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gameManager.getLogger().info("starting up tcp server")
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self.__tcpSocket = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
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self.__tcpSocket.bind((self.__Addr, self.__Port))
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self.__tcpSocket.listen()
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gameManager.getLogger().info("starting up thread for client socket accepting")
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self.__TCPClientThread = threading.Thread(target=self.accept_connections)
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self.__TCPClientThread.daemon = True
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self.__TCPClientThread.start()
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|
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def accept_connections(self):
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while self.running:
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try:
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client_tcp_socket, client_address = self.__tcpSocket.accept()
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self.__gameManager.getLogger().info(f"Connected with {client_address}")
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self.__gameManager.getPlayers()[client_address] = client_tcp_socket
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self.__eventHandler[client_address] = TCPEventHandler(client_tcp_socket)
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|
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client_handler_thread = threading.Thread(
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target=self.receive,
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args=(client_tcp_socket, client_address)
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)
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|
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self.__gameManager.getLogger().info(f"starting client handler thread for client at address {client_address}")
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|
client_handler_thread.daemon = True
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|
client_handler_thread.start()
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|
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|
except Exception as e:
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self.__gameManager.getLogger().error(f"tcp socket failed to accept connection due to error: {e}")
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|
pass
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client_handler_thread.join()
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|
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|
def receive(self, client_socket, client_address):
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|
while self.running:
|
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|
try:
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||||||
|
data = client_socket.recv(self.__BufferSize)
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|
if not data:
|
||||||
|
self.__gameManager.getLogger().info(f"Connection with {client_address} closed.")
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|
break
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|
|
||||||
|
try:
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|
|
||||||
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message = data.decode()
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||||||
|
messageJson = json.loads(message)
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||||||
|
self.__gameManager.getLogger().info(f"decoded message {messageJson}")
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||||||
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user = messageJson.get("user")
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||||||
|
self.__gameManager.getLogger().info(f"user in message {user}")
|
||||||
|
|
||||||
|
except Exception as ex:
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||||||
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self.__gameManager.getLogger().info(f"decoding incoming packet failed due to exception: {ex}")
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||||||
|
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# creates a user and counts how many currently are connected to the server
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||||||
|
# if enough users for a round are connected the server has to start the game
|
||||||
|
if user not in self.__gameManager.getPlayers():
|
||||||
|
if messageJson["event"] == "login":
|
||||||
|
self.__gameManager.getLogger().info("user logging in")
|
||||||
|
self.__gameManager.getLogger().info("task passed off to gameManager")
|
||||||
|
user = self.__gameManager.addPlayers(Player(messageJson["username"], messageJson["deck"]), client_socket, client_address, messageJson["deck"])
|
||||||
|
self.__gameManager.getLogger().info(f"connected users {len(self.__gameManager.getPlayers())}")
|
||||||
|
|
||||||
|
self.__gameManager.getLogger().info(f"confirming login for user")
|
||||||
|
|
||||||
|
self.__eventHandler[client_address].handleTCPEvents(messageJson, self.__gameManager, client_address)
|
||||||
|
self.__gameManager.getLogger().info(f"Received message from {client_address}: {message}")
|
||||||
|
|
||||||
|
except socket.error as e:
|
||||||
|
|
||||||
|
if e.errno == 10054:
|
||||||
|
self.__gameManager.getLogger().error(f"Connection with {client_address} forcibly closed by remote host.")
|
||||||
|
self.__gameManager.getPlayers()[client_address] = None
|
||||||
|
break
|
||||||
|
|
||||||
|
self.__gameManager.getLogger().error(f"Socket error receiving data from {client_address}: {e}")
|
||||||
|
|
||||||
|
except json.JSONDecodeError as e:
|
||||||
|
self.__gameManager.getLogger().error(f"JSON decoding error receiving data from {client_address}: {e}")
|
||||||
|
|
||||||
|
# except Exception as e:
|
||||||
|
# self.__gameManager.getLogger().error(f"UknownError receiving data from {client_address} due to error: {e}")
|
||||||
|
|
||||||
|
def broadcast(self, payload:dict):
|
||||||
|
for user in self.__gameManager.getPlayers().values():
|
||||||
|
user["socket"].send(json.dumps(payload).encode())
|
||||||
|
|
||||||
|
def send(self, payload: dict, user: str):
|
||||||
|
players = self.__gameManager.getPlayers()
|
||||||
|
|
||||||
|
if user in players and "socket" in players[user]:
|
||||||
|
players[user]["socket"].send(json.dumps(payload).encode())
|
||||||
|
else:
|
||||||
|
self.__gameManager.getLogger().error(f"user '{user}' or socket was not found 'socket' failed to send data.")
|
||||||
|
|
||||||
|
def stop(self):
|
||||||
|
self.__TCPClientThread.join() # Wait for the thread to finish before exiting
|
||||||
|
|
||||||
|
tcp: TCP
|
||||||
|
# udp: UDP
|
||||||
|
|
||||||
|
def __init__(self, Addr:str, TCPPort:str, UDPPort:str, gameManager:GameManager):
|
||||||
|
self.tcp = self.TCP(Addr, TCPPort, gameManager)
|
||||||
|
signal.signal(signal.SIGINT, self.handle_interrupt) # Register the signal handler
|
||||||
|
|
||||||
|
def handle_interrupt(self, signum, frame):
|
||||||
|
self.__gameManager.getLogger().info("Received keyboard interrupt. Stopping the server.")
|
||||||
|
self.tcp().stop()
|
||||||
|
sys.exit(0)
|
23
Classes/System/PlayerManager.py
Normal file
23
Classes/System/PlayerManager.py
Normal file
@ -0,0 +1,23 @@
|
|||||||
|
import json
|
||||||
|
class Player:
|
||||||
|
|
||||||
|
def createUser(self, user:json):
|
||||||
|
self.__users.append(user)
|
||||||
|
|
||||||
|
def createUser(self, user:json):
|
||||||
|
if self.getUser(user["username"]) == None:
|
||||||
|
self.__users.append(Player(user["username"]))
|
||||||
|
|
||||||
|
def removeUser(self, user:int):
|
||||||
|
self.__users.remove(user)
|
||||||
|
|
||||||
|
def removeUser(self, user:str):
|
||||||
|
self.__users.remove(user)
|
||||||
|
|
||||||
|
def getUsers(self) -> list:
|
||||||
|
return self.__users
|
||||||
|
|
||||||
|
def getUser(self, user:int):
|
||||||
|
for user in self.__users:
|
||||||
|
if int(user["id"]) == user:
|
||||||
|
return user
|
34
Classes/System/QueueManager.py
Normal file
34
Classes/System/QueueManager.py
Normal file
@ -0,0 +1,34 @@
|
|||||||
|
|
||||||
|
|
||||||
|
from Classes.Game.Player import Player
|
||||||
|
|
||||||
|
|
||||||
|
class QueueManager:
|
||||||
|
__queue:list
|
||||||
|
|
||||||
|
def __init__(self):
|
||||||
|
self.__queue = []
|
||||||
|
|
||||||
|
def getQueue(self) -> list:
|
||||||
|
return self.__queue
|
||||||
|
|
||||||
|
def addToQueue(self, user) -> list:
|
||||||
|
if self.isInQueue(user["id"]):
|
||||||
|
self.__queue.append(user)
|
||||||
|
return self.__queue
|
||||||
|
|
||||||
|
def removeFromQueue(self, player:Player) -> list:
|
||||||
|
self.__queue.remove(player)
|
||||||
|
return self.__queue
|
||||||
|
|
||||||
|
def isInQueue(self, user:int) -> bool:
|
||||||
|
for user in self.__queue:
|
||||||
|
if int(user["id"]) == user:
|
||||||
|
return True
|
||||||
|
return False
|
||||||
|
|
||||||
|
def isInQueue(self, user:str) -> bool:
|
||||||
|
for user in self.__queue:
|
||||||
|
if user["username"] == user:
|
||||||
|
return True
|
||||||
|
return False
|
40
Classes/System/Server.py
Normal file
40
Classes/System/Server.py
Normal file
@ -0,0 +1,40 @@
|
|||||||
|
import json
|
||||||
|
import socket
|
||||||
|
import threading
|
||||||
|
from Classes.System.GameManager import GameManager
|
||||||
|
|
||||||
|
from Classes.System.Network.NetworkManger import NetworkManager
|
||||||
|
from Classes.System.PlayerManager import Player
|
||||||
|
from Classes.System.World import World
|
||||||
|
from Classes.System.Logger import Logger
|
||||||
|
|
||||||
|
class Server:
|
||||||
|
|
||||||
|
__address:str
|
||||||
|
__tcpPort:str
|
||||||
|
__udpPort:str
|
||||||
|
__world:World
|
||||||
|
__gameManager:GameManager
|
||||||
|
|
||||||
|
networkManager:NetworkManager
|
||||||
|
|
||||||
|
def __init__(self, address:str, tcpPort:str, udpPort:str, logger:Logger):
|
||||||
|
self.__address = address
|
||||||
|
self.__tcpPort = tcpPort
|
||||||
|
self.__udpPort = udpPort
|
||||||
|
self.__world = World()
|
||||||
|
self.logger = logger
|
||||||
|
|
||||||
|
self.logger.info("starting up game manager")
|
||||||
|
self.__gameManager = GameManager(logger)
|
||||||
|
|
||||||
|
self.logger.info("preparing to start server")
|
||||||
|
self.startServer(self.__gameManager)
|
||||||
|
|
||||||
|
# handles starting the server and assigning socket values to the local reference
|
||||||
|
def startServer(self, gameManager:GameManager):
|
||||||
|
self.logger.info("starting up network manager")
|
||||||
|
self.__networkManager = NetworkManager(self.__address, self.__tcpPort, self.__udpPort, gameManager)
|
||||||
|
|
||||||
|
def getNetworkManager(self) -> NetworkManager:
|
||||||
|
return self.__networkManager
|
6
Classes/System/Utils/Path.py
Normal file
6
Classes/System/Utils/Path.py
Normal file
@ -0,0 +1,6 @@
|
|||||||
|
import os
|
||||||
|
|
||||||
|
|
||||||
|
class PathUtil:
|
||||||
|
def getAbsolutePathTo(notAbsolutPath:str) -> str:
|
||||||
|
return os.path.abspath("OLD_Server/" + notAbsolutPath)
|
11
Classes/System/Utils/StringUtils.py
Normal file
11
Classes/System/Utils/StringUtils.py
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
import random
|
||||||
|
import string
|
||||||
|
|
||||||
|
|
||||||
|
class StringUtils:
|
||||||
|
def get_random_string(length) -> str:
|
||||||
|
# choose from all lowercase letter
|
||||||
|
letters = string.ascii_lowercase
|
||||||
|
result_str = ''.join(random.choice(letters) for i in range(length))
|
||||||
|
print("Random string of length", length, "is:", result_str)
|
||||||
|
return result_str
|
20
Classes/System/World.py
Normal file
20
Classes/System/World.py
Normal file
@ -0,0 +1,20 @@
|
|||||||
|
import socket
|
||||||
|
from Classes.Game.Player import Player
|
||||||
|
|
||||||
|
|
||||||
|
class World:
|
||||||
|
__players:dict
|
||||||
|
|
||||||
|
def __init__(self):
|
||||||
|
self.__players = {}
|
||||||
|
|
||||||
|
def getPlayers(self) -> list:
|
||||||
|
return self.__players
|
||||||
|
|
||||||
|
def addPlayers(self, player:Player, socket:socket, clientAddr) -> list:
|
||||||
|
self.__players[clientAddr] = {
|
||||||
|
player: player,
|
||||||
|
socket:socket
|
||||||
|
}
|
||||||
|
|
||||||
|
return self.__players
|
31
index.py
Normal file
31
index.py
Normal file
@ -0,0 +1,31 @@
|
|||||||
|
import logging
|
||||||
|
import os
|
||||||
|
import random
|
||||||
|
import string
|
||||||
|
import sys
|
||||||
|
|
||||||
|
from Classes.System.Server import Server
|
||||||
|
from Classes.System.Logger import Logger
|
||||||
|
from Classes.System.Utils.Path import PathUtil
|
||||||
|
|
||||||
|
def get_random_string(length) -> str:
|
||||||
|
# choose from all lowercase letter
|
||||||
|
letters = string.ascii_lowercase
|
||||||
|
result_str = ''.join(random.choice(letters) for i in range(length))
|
||||||
|
print("Random string of length", length, "is:", result_str)
|
||||||
|
return result_str
|
||||||
|
|
||||||
|
def main():
|
||||||
|
# retrieves host data from environment
|
||||||
|
HOST = "127.0.0.1"
|
||||||
|
TCPPORT = "54322"
|
||||||
|
UDPPORT = "54323"
|
||||||
|
|
||||||
|
logger = Logger(PathUtil.getAbsolutePathTo("log/"+get_random_string(8)+".log"))
|
||||||
|
logger.info("starting up server")
|
||||||
|
server = Server(HOST, TCPPORT, UDPPORT, logging)
|
||||||
|
server.getNetworkManager().tcp.stop()
|
||||||
|
sys.exit(0)
|
||||||
|
|
||||||
|
if __name__ == "__main__":
|
||||||
|
main()
|
42
server logic notes.md
Normal file
42
server logic notes.md
Normal file
@ -0,0 +1,42 @@
|
|||||||
|
# validation for placing cards:
|
||||||
|
- is the game still running
|
||||||
|
- is it the players turn
|
||||||
|
- does the card exist
|
||||||
|
- does the player have that card in his deck
|
||||||
|
- does the player have this card in his hand
|
||||||
|
- is the type of card allowed in that type of field
|
||||||
|
- is the field already blocked by another card
|
||||||
|
|
||||||
|
# validation for attacking another player
|
||||||
|
- is the game still running
|
||||||
|
- is it the players turn
|
||||||
|
- does the card exist
|
||||||
|
- does the player have that card in his deck
|
||||||
|
- is that card played
|
||||||
|
- does the enemy have remaining monster cards on his side
|
||||||
|
- if yes a direct attack would only be possible if a effect allows it
|
||||||
|
- can this card attack
|
||||||
|
- is the card of correct type
|
||||||
|
- is it blocked by effects (will be implemented after card effects are implemented)
|
||||||
|
|
||||||
|
# player death management (win condition)
|
||||||
|
- does a players hp go to 0?
|
||||||
|
- make the other player the winner
|
||||||
|
- if an effect affects the playing player card priority comes first
|
||||||
|
|
||||||
|
# handle a player leaving
|
||||||
|
- check if game still runs
|
||||||
|
- make remaining player win if yes
|
||||||
|
|
||||||
|
# turn management
|
||||||
|
- server keeps track of each turn
|
||||||
|
- whos turn is it
|
||||||
|
- what turn state is currently active
|
||||||
|
- draw state
|
||||||
|
- place state
|
||||||
|
- is the player trying to do actions not allowed in the given state
|
||||||
|
|
||||||
|
# drawing cards:
|
||||||
|
- ensure the player only can have 7 cards
|
||||||
|
- if limit exceeds the player payes lifepoints and drops a card
|
||||||
|
- ensure the drawn card for sure still can be in the players deck
|
Loading…
x
Reference in New Issue
Block a user