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Sourcecode: castle-combat version File versions  Download package


import pygame
from pygame.locals import *
from Numeric import *
from twisted.spread import pb

import common
import random
from game import game

class BasePlayer:

      repeat_threshold = 0.6 # has to be a multiple of repeat_interval
      repeat_interval = 0.12
      directions = ('up', 'down', 'left', 'right')
      movement = {
            'up': (0, -1),
            'down': (0, 1),
            'left': (-1, 0),
            'right': (1, 0),

      def __init__(self):
            def repeat_func(dir):
                  looping_call = getattr(self, dir + '_repeat')
                  if looping_call.count == 0:
                        # ignore first call (I don't use LoopingCall.start's now=False arguement to allow usage of old twisted releases)
                  if looping_call.interval != self.repeat_interval:
                        # switch from repeat_threshold to repeat_interval
                        looping_call.interval = self.repeat_interval

            from twisted.internet.task import LoopingCall
            for dir in self.directions:
                  setattr(self, dir + '_repeat', LoopingCall(repeat_func, dir))

      def init(self):
            # clear key repeat status
            for dir in self.directions:
                  looping_call = getattr(self, dir + '_repeat')
                  if looping_call.running:

      def call(self, command, *args, **kwargs):
            if game.server:
                  self.player.remote_call(command, *args, **kwargs)
                  self.player.remote_ref.callRemote("call", command, *args, **kwargs)

      def handle_build_or_place_event(self, event, buttons, pos):
            keys = self.player.config.keys
            if (event.type == KEYDOWN):
                  for dir in self.directions:
                        if event.key == getattr(keys, dir):
                              looping_call = getattr(self, dir + '_repeat')
                              if not looping_call.running:
                  if event.key == keys.button[0]:
                  elif event.key == keys.button[1]:
            if (event.type == KEYUP):
                  for dir in self.directions:
                        if event.key == getattr(keys, dir):
                              looping_call = getattr(self, dir + '_repeat')
                              if looping_call.running:

class Player:

      colors = (Color('red'), Color('green'), Color('blue'), Color('yellow'), Color('brown'), Color('cyan'), Color('black'), Color('white'))
      names = ("Red Player", "Green Player", "Blue Player", "Yellow Player", "Brown Player", "Cyan Player", "Black Player", "White Player")

      wall_pic = common.load_image('wall.png')
      ground_pic = common.load_image('ground.png', alpha=True)

      def __init__(self, player_id):
            self.connected = False # for server only
            self.alive = True
            self.secured = zeros(common.field_size)
            self.local = False
            self.ai = False
            #self.center = common.field_size / 2

            import buildplayer
            import placeplayer
            import battleplayer
            import selectplayer
            self.build_player = buildplayer.BuildPlayerServer(self)
            self.place_player = placeplayer.PlacePlayerServer(self)
            self.battle_player = battleplayer.BattlePlayerServer(self)
            self.select_player = selectplayer.SelectPlayerServer(self)
      def set_player_id(self, id):
            self._player_id = id
            self.name = self.names[id]
            self.color = self.colors[id]
            self.wall_pic = common.colorize(self.wall_pic, self.color)
            self.ground_pic = common.colorize(self.ground_pic, self.color)
      def get_player_id(self):
            return self._player_id
      player_id = property(get_player_id, set_player_id)
      def set_config(self, config):
            self.config = config
      def __repr__(self):
            return self.name
      def init_phase(self, phase):
            self.phase_player = eval('self.' + phase + '_player')

      def get_center(self):
            return self.get_center_and_field_count()[0]
      def get_center_and_field_count(self):
            xsum = ysum = counter = 0
            for x in range(common.field_size[0]):
                  for y in range(common.field_size[1]):
                        if self.secured[x][y]:
                              xsum += x
                              ysum += y
                              counter += 1

            if counter > 0:
                  self.center = [xsum / counter, ysum / counter]

            return self.center[:], counter

#     def castles():
#           def fset(self):
#                 raise NotImplementedError
#           def fget(self):
#                 from field import Castle
#                 return [castle for castle in Castle.instances if castle.player == self]
#           return locals()
#     castles = property(**castles())
      def die(self):
            self.alive = False
            self.handle_event = self.handle_movement = self.draw_cursor = lambda *args:None

#     def remote_call(self, command, *args):
            """Execute a player action on all Clients
            This function gets called on the server whenever a player wishes to execute an action.
            The server tries to execute the action, and sends it to all clients if successful.
            assert game.server, "remote_call may only be called on the server!"
#           from server import ClientAvatar
#           try:
#                 eval('self.phase_player.remote_' + command)(*args)
#                 #for client in game.server.clients:
#                       #client.remote_players[self.player_id].callRemote(command, *args)
#                 #for o in self.observers:
#                 #     player.callRemote(command, *args)
#                 for ai in game.server.ai_players:
#                       from twisted.internet import reactor
#                       reactor.callLater(0, lambda: ai.act_on_player_event(command, self))
#                 print command, 'succeeded for player', self.player_id
#           except common.ActionNotPossible:
#                 if self.ai:
#                       from twisted.internet import reactor
#                       reactor.callLater(0, lambda: self.ai.failed_event(command))
#                 print command, 'failed for player', self.player_id          

      # delegations to phase_player
      def draw_cursor(self, *args, **kwargs):
            self.phase_player.draw_cursor(*args, **kwargs)
      def handle_event(self, *args, **kwargs):
            self.phase_player.handle_event(*args, **kwargs)
      def handle_movement(self, *args, **kwargs):
            self.phase_player.handle_movement(*args, **kwargs)

#     def remote_put_block(self, *args, **kwargs):
#           self.phase_player.remote_put_block(*args, **kwargs)
#     def remote_move(self, *args, **kwargs):
#           self.phase_player.remote_move(*args, **kwargs)
#     def remote_rotate_block(self, *args, **kwargs):
#           self.phase_player.remote_draw_cursor(*args, **kwargs)
#     def remote_generate_block(self, *args, **kwargs):
#           self.phase_player.remote_draw_cursor(*args, **kwargs)
#     def remote_place_cannon(self, *args, **kwargs):
#           self.phase_player.remote_place_cannon(*args, **kwargs)
#     def remote_change_type(self, *args, **kwargs):
#           self.phase_player.remote_change_type(*args, **kwargs)
#     def remote_set_movement(self, *args, **kwargs):
#           self.phase_player.remote_set_movement(*args, **kwargs)
#     def remote_shoot(self, *args, **kwargs):
#           self.phase_player.remote_shoot(*args, **kwargs)
#     def remote_draw_cursor(self, *args, **kwargs):
#           self.phase_player.remote_draw_cursor(*args, **kwargs)
#     def remote_draw_cursor(self, *args, **kwargs):
#           self.phase_player.remote_draw_cursor(*args, **kwargs)

      #def select_castle(self, *args, **kwargs):
      #     self.phase_player.select_castle(*args, **kwargs)

class PlayerCacheable(Player, pb.Cacheable, pb.Referenceable):
      def __init__(self, *args, **kwargs):
            Player.__init__(self, *args, **kwargs)
            self.observers = []
      def getStateToCacheAndObserveFor(self, perspective, observer):
            state = self.__dict__.copy()
            for key in ('observers', 'secured', 'wall_pic', 'ground_pic'):
                  del state[key]
            state['local'] = False
            state['remote_ref'] = pb.AsReferenceable(self)
            return state 
      #remoteMessageReceived = pb.Referenceable.remoteMessageReceived(self, *args, **kwargs)
      #def remote_select_castle(self, *args, **kwargs):
      #     self.select_castle(*args, **kwargs)

class PlayerRemoteCache(Player, pb.RemoteCache):
      def __init__(self):
      def setCopyableState(self, state):
            self.__dict__ = state
            self.secured = zeros(common.field_size)

            import buildplayer
            import placeplayer
            import battleplayer
            import selectplayer
            #self.build_player = buildplayer.BuildPlayer(self)
            #self.place_player = placeplayer.PlacePlayer(self)
            #self.battle_player = battleplayer.BattlePlayer(self)
            #self.select_player = selectplayer.SelectPlayer(self)
#     def callRemote(self, *args, **kwargs):
#           self.remote_ref.callRemote(*args, **kwargs)

      #def select_castle(self, *args, **kwargs):
      #     self.remote_ref.callRemote('select_castle', *args, **kwargs)

pb.setUnjellyableForClass('player.PlayerCacheable', PlayerRemoteCache)

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