#!/usr/bin/python3 from picotui.context import Context from picotui.screen import Screen from time import sleep import os import json import logging from widgets import * from state import Table, Hand from metro_holografix.cardtypes import * import state logging.basicConfig(level=logging.DEBUG, filename='/tmp/game.log', filemode='a', format='%(levelname)s - %(message)s') logging.info("START") action = '' exit = False ID = "YOU" class FrameFactory: titles = ['0x10', '0x11', '0x12', '0x13', '0x14', '0x15', '0x16', '0x17', '0x18', '0x19', '0x1A', '0x1B', '0x1D', '0x1E', '0x1F', '0x20', '0x21', '0x22', '0x23', '0x24', '0x25', '0x26', '0x27', '0x28', '0x29', '0x2A', '0x2B', '0x2D', '0x2E', '0x2F', '0x30' '0x31', '0x32', '0x33', '0x34', '0x35', '0x36', '0x37', '0x00'] # more than enough def __init__(self, d): self.np = 13 self.d = d self.widgets = [] self.x = 1 + self.np self.y = 1 self.titlen = 0 self.hand = None self.maxwidth = 0 def constrainAllWidgets(self, callerId): cc = self.widgets[callerId].choice if id != -1 else self.hand.choice # check hand first if callerId != -1 and self.hand.choice > 1 and cc > 1: self.hand.choice = 1 self.hand.redraw() return # check other widgets for w in self.widgets: if w.id != callerId and w.choice != 1: if w.choice == 0 and cc == 0: w.choice = 1 w.redraw() return elif w.choice > 1 and cc > 1: w.choice = 1 w.redraw() return else: pass def newFrame(self, cards): # can handle 9 frames per row assert type(cards) is list, type(cards) h = 2 + len(cards) # height ? self.maxwidth = h if h > self.maxwidth else self.maxwidth title = self.titles[self.titlen] w = WCardRadioButton(cards, len(self.widgets), self.constrainAllWidgets) self.d.add(self.x, self.y, WColoredFrame(12, h, title)) self.d.add(self.x+1, self.y+1, w) self.widgets.append(w) self.advance() def advance(self): self.x += self.np self.titlen+=1 if self.x > self.np * 9: # second row self.y += self.maxwidth self.x = 1 + self.np # first column for hand def emptyFrame(self): title = self.titles[-1] w = WCardRadioButton(['', ''], len(self.widgets), self.constrainAllWidgets) self.d.add(self.x, self.y, WColoredFrame(12, 4, title)) self.d.add(self.x+1, self.y+1, w) self.widgets.append(w) self.advance() def newHandFrame(self, cards): assert type(cards) is list, type(cards) h = 27 # height ? self.d.add(1, 1, WColoredFrame(12, h, 'HAND: '+str(len(cards)-2), blue)) coloredCards = [f'{Fore.BLUE}'+cards[0]] + cards[1:-1] + [cards[-1]+f'{Style.RESET_ALL}'] w = WCardRadioButton(coloredCards, -1, self.constrainAllWidgets, isHand=True) self.d.add(2, 2, w) self.hand = w def getChoices(self): def make_card(w): s = w.items[w.choice][1] if s == ' ': s = w.items[1][1]; assert w.choice == 2 v = w.items[w.choice][-3] ve = 13 if v == 'K' else 12 if v == 'Q' else 11 if v == 'J' else 10 if v == '0' else int(v) se = 'Pikes' if s == '♠' else 'Hearts' if s == '♥' else 'Tiles' if s == '♦' else 'Clovers' return Card(se, ve) src = (None, None); dst = None; card = None if self.widgets[0].choice == 0: dst = 'Empty' if self.hand.choice > 1: src = 'Hand', self.hand.choice-2 for i, w in enumerate(self.widgets[1:]): if w.choice == 0: assert dst != 'Empty' logging.debug(f'{w.items} , {i}: {w.choice}') dst = i elif w.choice > 1: assert src[0] != 'Hand' logging.debug(f'{w.items} , {i}: {w.choice}') src = i, w.choice-2 card = make_card(w) return src, dst, card def makeButtons(dialog, stats): buttonSend = WColoredButton(7, "SND", C_RED) dialog.add(108, 28, buttonSend) buttonSend.finish_dialog = ACTION_OK def btnSend(w): global action; action = "SEND" buttonSend.on_click = btnSend buttonRst = WColoredButton(7, "RST", C_RED) dialog.add(100, 28, buttonRst) buttonRst.finish_dialog = ACTION_OK def btnReset(w): global action; action = "RESET" buttonRst.on_click = btnReset buttonMov = WColoredButton(7, "MOV", C_BLUE) dialog.add(92, 28, buttonMov) buttonMov.finish_dialog = ACTION_OK def btnMove(w): global action; action = "MOVE" buttonMov.on_click = btnMove buttonDraw = WColoredButton(7, "DRW", C_RED) dialog.add(84, 28, buttonDraw) buttonDraw.finish_dialog = ACTION_OK def btnDraw(w): global action; action = "DRAW" buttonDraw.on_click = btnDraw buttonStats = WColoredButton(13, stats, C_BLACK) dialog.add(15, 28, buttonStats) buttonAbort = WColoredButton(13, f'{Fore.BLACK}'+" ABRT "+f'{Style.RESET_ALL}', C_WHITE) dialog.add(4, 28, buttonAbort) buttonAbort.finish_dialog = ACTION_OK def doExit(w): global action ; action = "EXIT" buttonAbort.on_click = doExit buttonback = WColoredButton(7, " BAK ", C_MAGENTA) dialog.add(76, 28, buttonback) buttonback.finish_dialog = ACTION_OK def doBack(w): global action ; action = "BACK" buttonback.on_click = doBack def wrong_play(): from sys import stdout os.system('clear') print(f'{Fore.RED}'+'Wrong play. Retry...'+f'{Style.RESET_ALL}') sleep(2) def spawn_and_wait(tstr, difficulty): import sys from subprocess import PIPE, Popen from animation.octopus import animate r, w = os.pipe() pid = os.fork() if pid == 0: # child os.close(r) res = Popen(["../hosaka/_build/default/main.exe", str(difficulty)], stdout=PIPE, stdin=PIPE) out, err = res.communicate(tstr.encode('utf-8')) print(out, err) res.stdin.close() w = os.fdopen(w, 'w') w.write(out.decode('utf-8')) sys.exit() else: os.close(w) p = os.waitpid(pid, os.WNOHANG) while p == (0, 0): animate(10) p = os.waitpid(pid, os.WNOHANG) r = os.fdopen(r) output = r.read() return output def validate_auto_play(otable, ohand, nl): # nl is a nested list of taggedcards, but without type # must reconstruct def make_cards(l): return Card(*l) pp = [] for ts in nl: pp.append(TaggedCards([make_cards(cl) for cl in ts])) hand = Hand([c for cards in [p.cards for p in pp if p.tag == 'NonValido'] for c in cards]) table = Table([p for p in pp if p.tag == 'Valido']) assert len(table.cards) == 0 or table.is_valid() assert len(otable.flatten()) + len(ohand.cards) == len(hand.cards) + len(table.flatten()) if otable.equality(table) == True: return 'DRAW' else: return table, hand def dispatchMove(game, src, dst, to_move): if src[0] is None or src[1] is None or dst is None: return else: table, hand = game.last() t, h = None, None if src[0] == 'Hand' and dst == 'Empty': t, h = state.fromHandToEmpty(table, hand, src[1]) elif src[0] == 'Hand' and type(dst) is int: t, h = state.fromHandToTable(table, hand, src[1], dst) elif type(src[0]) is int and dst == 'Empty': t, h = state.fromTableToEmpty(table, hand, src, to_move) elif type(src[0]) is int and type(dst) is int: t, h = state.fromTableToTable(table, hand, src, dst, to_move) else: assert False assert t is not None and h is not None logging.info(f"MOVE ({game.nrounds}): {game.cur_player} = {src}:{dst}") return game.advance(t, h) def make_auto_move(original, game, difficulty): table, hand = game.last() tstr = state.toJson(table, hand) output = spawn_and_wait(tstr, difficulty) res = validate_auto_play(table, hand, json.loads(output)) if type(res) is str: logging.info(f"BOT-DRAW ({game.nrounds}): {game.cur_player} = {game.last()}") game.draw() elif type(res) is tuple: logging.info(f"BOT-MOVE ({game.nrounds}): {game.cur_player} = {res}") game.advance(*res) game.done() else: assert False, type(res) game.next_turn() def main(difficulty, dbg=False): global exit, action dbgCnt = 0 game = state.State(ID, ["PVR", ID]) # game = state.State([ID, "bot1"]) game.next_turn() while not exit and not game.hasEnded: while game.cur_player != ID: make_auto_move(game.last()[0], game, difficulty) if game.hasEnded == True: break if dbgCnt >= 3: dbgCnt = 0 from IPython import embed as fuck fuck() with Context(): table, hand = game.last() Screen.attr_color(C_WHITE, C_GREEN) Screen.cls() Screen.attr_reset() dialog = Dialog(1, 1, 120, 30) f = FrameFactory(dialog) stats = f' Round: {game.nrounds} - ' if game.hasEnded: stats += f'Winner: {game.winner}' else: for idp, h in game.players.items(): stats += f'{idp}: {len(h.cards)}, ' stats = stats[:-2] + ' ' # remove last comma makeButtons(dialog, stats) #### FRAMES #### f.emptyFrame() for cards in table.widget_repr(): f.newFrame(cards) f.newHandFrame(hand.widget_repr()) dialog.redraw() res = dialog.loop() if res == 1001 or res == 9: # or res == KEY_END or res == KEY_ESC: # 1001 is exit? # 9 is ctrl-c exit = True elif game.hasEnded: pass else: if action == 'EXIT': exit = True elif action == 'MOVE' or res == KEY_ENTER or res == b'm': # TODO: transition effect src, dst, ccard = f.getChoices() logging.debug(ccard) dispatchMove(game, src, dst, ccard) elif action == 'DRAW' or res == b'd': logging.info(f"DRAW ({game.nrounds}): {game.cur_player} = {game.last()}") game.draw() game.next_turn() elif action == 'RESET': while game.size() > 1: game.backtrack() logging.info(f"RESET ({game.nrounds}): {game.cur_player}") elif action == 'SEND' or res == b's': try: th = game.last() pl = game.cur_player game.done() logging.info(f"DONE ({game.nrounds}): {pl}' = {th}") game.next_turn() except state.WrongMoveException as e: wrong_play() logging.info(f"WRONGPLAY ({game.nrounds}): {game.cur_player} = {game.last()}") elif action == 'BACK': game.backtrack() logging.info(f"BACK ({game.nrounds}): {game.cur_player}") elif res == b'p' and dbg == True: dbgCnt += 1 else: pass if game.hasEnded: print(f'{Fore.RED}' + "Game has ended, player '" + game.winner + "' has won"+f'{Style.RESET_ALL}') else: s = input(f'{Fore.MAGENTA}Do you want to save the game? (y/n)\n') while s.lower() not in ['y', 'yes', 'n', 'no']: s = input(f"{Fore.MAGENTA}Please write 'y' or 'n'\n") print(f'{Style.RESET_ALL}') if s.lower() == 'y' or s.lower() == 'yes': game.dump() if __name__ == '__main__': from sys import argv print(argv[1]) diff = argv[1] dbg = 'DEBUG' in argv if diff == 'easy': main(7, dbg) elif diff == 'medium': main(14, dbg) elif diff == 'hard': main(21, dbg) else: try: diff = int(diff) except: print('Wrong argument for difficulty') main(int(diff), dbg) print('cli interface') print('initial screen')