Octopus_Carnival/ono_sendai/prova.py
2019-08-19 00:12:42 +02:00

229 lines
6.8 KiB
Python

from picotui.context import Context
from picotui.screen import Screen
from time import sleep
import os
from widgets import *
import state
action = ''
exit = False
ID = "tui"
game = state.State([ID, "bot1"])
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)), 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):
src = (None, None); dst = 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'
dst = i
elif w.choice > 1:
assert src[0] != 'Hand'
src = i, w.choice-2
return src, dst
def makeButtons(d):
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
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 make_auto_move():
import sys
from animation.octopus import animate
pid = os.fork()
if pid == 0:
# child
os.system('sleep 1')
os.system('echo DRAW')
sys.exit()
else:
p = os.waitpid(pid, os.WNOHANG)
while p == (0, 0):
animate(10)
p = os.waitpid(pid, os.WNOHANG)
game.draw()
game.next_turn()
game.next_turn()
while not exit:
while game.cur_player != ID:
make_auto_move()
table, hand = game.last()
with Context():
Screen.attr_color(C_WHITE, C_GREEN)
Screen.cls()
Screen.attr_reset()
dialog = Dialog(1, 1, 120, 30)
f = FrameFactory(dialog)
makeButtons(dialog)
#### 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
else:
if action == 'EXIT':
exit = True
elif action == 'MOVE':
# TODO: transition effect
game.advance(*f.getChoices()) # get them from next
elif action == 'DRAW':
game.draw()
game.next_turn()
elif action == 'RESET':
while game.size() > 1:
game.backtrack()
elif action == 'SEND':
try:
game.done()
game.next_turn()
except state.WrongMoveException as e:
wrong_play()
elif action == 'BACK':
game.backtrack()
else:
assert False