229 lines
6.8 KiB
Python
229 lines
6.8 KiB
Python
from picotui.context import Context
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from picotui.screen import Screen
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from time import sleep
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import os
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from widgets import *
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import state
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action = ''
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exit = False
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ID = "tui"
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game = state.State([ID, "bot1"])
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class FrameFactory:
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titles = ['0x10', '0x11', '0x12', '0x13', '0x14', '0x15', '0x16', '0x17',
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'0x18', '0x19', '0x1A', '0x1B', '0x1D', '0x1E', '0x1F', '0x20',
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'0x21', '0x22', '0x23', '0x24', '0x25', '0x26', '0x27',
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'0x28', '0x29', '0x2A', '0x2B', '0x2D', '0x2E', '0x2F', '0x30'
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'0x31', '0x32', '0x33', '0x34', '0x35', '0x36', '0x37', '0x00'] # more than enough
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def __init__(self, d):
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self.np = 13
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self.d = d
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self.widgets = []
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self.x = 1 + self.np
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self.y = 1
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self.titlen = 0
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self.hand = None
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self.maxwidth = 0
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def constrainAllWidgets(self, callerId):
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cc = self.widgets[callerId].choice if id != -1 else self.hand.choice
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# check hand first
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if callerId != -1 and self.hand.choice > 1 and cc > 1:
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self.hand.choice = 1
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self.hand.redraw()
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return
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# check other widgets
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for w in self.widgets:
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if w.id != callerId and w.choice != 1:
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if w.choice == 0 and cc == 0:
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w.choice = 1
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w.redraw()
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return
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elif w.choice > 1 and cc > 1:
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w.choice = 1
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w.redraw()
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return
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else:
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pass
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def newFrame(self, cards):
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# can handle 9 frames per row
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assert type(cards) is list, type(cards)
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h = 2 + len(cards) # height ?
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self.maxwidth = h if h > self.maxwidth else self.maxwidth
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title = self.titles[self.titlen]
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w = WCardRadioButton(cards, len(self.widgets), self.constrainAllWidgets)
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self.d.add(self.x, self.y, WColoredFrame(12, h, title))
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self.d.add(self.x+1, self.y+1, w)
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self.widgets.append(w)
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self.advance()
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def advance(self):
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self.x += self.np
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self.titlen+=1
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if self.x > self.np * 9:
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# second row
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self.y += self.maxwidth
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self.x = 1 + self.np # first column for hand
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def emptyFrame(self):
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title = self.titles[-1]
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w = WCardRadioButton(['', ''], len(self.widgets), self.constrainAllWidgets)
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self.d.add(self.x, self.y, WColoredFrame(12, 4, title))
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self.d.add(self.x+1, self.y+1, w)
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self.widgets.append(w)
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self.advance()
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def newHandFrame(self, cards):
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assert type(cards) is list, type(cards)
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h = 27 # height ?
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self.d.add(1, 1, WColoredFrame(12, h, 'HAND: '+str(len(cards)), blue))
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coloredCards = [f'{Fore.BLUE}'+cards[0]] + cards[1:-1] + [cards[-1]+f'{Style.RESET_ALL}']
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w = WCardRadioButton(coloredCards, -1, self.constrainAllWidgets, isHand=True)
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self.d.add(2, 2, w)
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self.hand = w
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def getChoices(self):
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src = (None, None); dst = None
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if self.widgets[0].choice == 0:
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dst = 'Empty'
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if self.hand.choice > 1:
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src = 'Hand', self.hand.choice-2
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for i, w in enumerate(self.widgets[1:]):
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if w.choice == 0:
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assert dst != 'Empty'
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dst = i
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elif w.choice > 1:
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assert src[0] != 'Hand'
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src = i, w.choice-2
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return src, dst
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def makeButtons(d):
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buttonSend = WColoredButton(7, "SND", C_RED)
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dialog.add(108, 28, buttonSend)
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buttonSend.finish_dialog = ACTION_OK
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def btnSend(w):
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global action; action = "SEND"
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buttonSend.on_click = btnSend
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buttonRst = WColoredButton(7, "RST", C_RED)
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dialog.add(100, 28, buttonRst)
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buttonRst.finish_dialog = ACTION_OK
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def btnReset(w):
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global action; action = "RESET"
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buttonRst.on_click = btnReset
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buttonMov = WColoredButton(7, "MOV", C_BLUE)
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dialog.add(92, 28, buttonMov)
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buttonMov.finish_dialog = ACTION_OK
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def btnMove(w):
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global action; action = "MOVE"
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buttonMov.on_click = btnMove
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buttonDraw = WColoredButton(7, "DRW", C_RED)
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dialog.add(84, 28, buttonDraw)
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buttonDraw.finish_dialog = ACTION_OK
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def btnDraw(w):
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global action; action = "DRAW"
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buttonDraw.on_click = btnDraw
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buttonAbort = WColoredButton(13, f'{Fore.BLACK}'+" ABRT "+f'{Style.RESET_ALL}', C_WHITE)
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dialog.add(4, 28, buttonAbort)
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buttonAbort.finish_dialog = ACTION_OK
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def doExit(w):
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global action ; action = "EXIT"
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buttonAbort.on_click = doExit
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buttonback = WColoredButton(7, " BAK ", C_MAGENTA)
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dialog.add(76, 28, buttonback)
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buttonback.finish_dialog = ACTION_OK
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def doBack(w):
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global action ; action = "BACK"
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buttonback.on_click = doBack
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def wrong_play():
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from sys import stdout
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os.system('clear')
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print(f'{Fore.RED}'+'Wrong play. Retry...'+f'{Style.RESET_ALL}')
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sleep(2)
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def make_auto_move():
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import sys
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from animation.octopus import animate
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pid = os.fork()
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if pid == 0:
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# child
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os.system('sleep 1')
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os.system('echo DRAW')
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sys.exit()
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else:
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p = os.waitpid(pid, os.WNOHANG)
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while p == (0, 0):
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animate(10)
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p = os.waitpid(pid, os.WNOHANG)
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game.draw()
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game.next_turn()
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game.next_turn()
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while not exit:
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while game.cur_player != ID:
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make_auto_move()
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table, hand = game.last()
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with Context():
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Screen.attr_color(C_WHITE, C_GREEN)
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Screen.cls()
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Screen.attr_reset()
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dialog = Dialog(1, 1, 120, 30)
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f = FrameFactory(dialog)
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makeButtons(dialog)
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#### FRAMES ####
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f.emptyFrame()
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for cards in table.widget_repr():
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f.newFrame(cards)
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f.newHandFrame(hand.widget_repr())
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dialog.redraw()
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res = dialog.loop()
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if res == 1001 or res == 9: # or res == KEY_END or res == KEY_ESC: # 1001 is exit? # 9 is ctrl-c
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exit = True
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else:
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if action == 'EXIT':
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exit = True
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elif action == 'MOVE':
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# TODO: transition effect
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game.advance(*f.getChoices()) # get them from next
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elif action == 'DRAW':
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game.draw()
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game.next_turn()
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elif action == 'RESET':
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while game.size() > 1:
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game.backtrack()
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elif action == 'SEND':
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try:
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game.done()
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game.next_turn()
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except state.WrongMoveException as e:
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wrong_play()
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elif action == 'BACK':
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game.backtrack()
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else:
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assert False
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