Add player choosing
This commit is contained in:
28
GameState.py
28
GameState.py
@@ -1,24 +1,42 @@
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import logging
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import config
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from lamps.LampGroup import PLAYER_LAMPS
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from lamps.Lamp import CREDIT
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from itertools import cycle
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class GameState:
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def __init__(self, players, highscore, specialDisplay, dummyPlayer, currentPlayerID = 0):
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players = None
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credits = config.BALLS_PER_GAME
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isPlaying = False
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def __init__(self, playerStateFactory, highscore, specialDisplay, currentPlayerID = 0):
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CREDIT.activate()
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self.players = cycle(players)
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self.dummyPlayer = dummyPlayer
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self.playerStateFactory = playerStateFactory
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#self.players = cycle(players)
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self.dummyPlayer = playerStateFactory.createDummyPlayerState()
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self._currentPlayer = dummyPlayer
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self.gameStateID = currentPlayerID
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self.highscore = highscore
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self.credits = 3
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self.specialDisplay = specialDisplay
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self.specialDisplay.printCredits(self.credits)
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self.isPlaying = False
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def nextPlayer(self):
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self.currentPlayer = next(self.players)
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def startGame(self, playerCount):
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self.isPlaying = True
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self.createPlayers(playerCount)
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self.nextPlayer()
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def createPlayers(self, playerCount):
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players = []
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for i in range(playerCount):
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player = self.playerStateFactory.createPlayerState(i)
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players.append(player)
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self.players = cycle(players)
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@property
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def currentPlayer(self):
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@@ -6,6 +6,7 @@ ORANGE_SPECIAL_BANK_OPTIONS = Enum("ORANGE_SPECIAL_BANK_OPTIONS", ["BOTH", "ONE"
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BONUS_TIME_ALGORITHM_OPTIONS = Enum("BONUS_TIME_ALGORITHM_OPTIONS", ["ALWAYS", "RANDOM"])
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# Game Config
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MAX_PLAYERS = 4
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## Network Config
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SOCKET_PATH = '/tmp' #os.environ["XDG_RUNTIME_DIR"] if os.environ["XDG_RUNTIME_DIR"] else '/tmp'
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INPUT_SOCKET_NAME = "/S.flippR_driver.in"
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@@ -30,3 +31,4 @@ MAX_NETWORK_RETRIES = 10
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NETWORK_SLEEP_TIME_SECONDS = 0.1
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BANK_SLEEP_TIME = 0.1
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BONUS_SLEEP_TIME = 0.1
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PLAYER_CHOOSE_INTERVAL = 3
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@@ -1,10 +1,20 @@
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from Event import Event
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from events.StartBallEvent import StartBallEvent
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from solenoids.OutHoleSolenoid import OutHoleSolenoid
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from solenoids.MainFlipper import MainFlipper
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from threading import Timer
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import config
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from lamps.LampGroup import PLAYER_LAMPS
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class StartGameEvent(Event):
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def __init__(self, gameState):
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isPlayerChoosing = True
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playerCount = 1
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timer = None
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def __init__(self, gameState, startBallEvent):
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self.startBallEvent = startBallEvent
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self.gameState = gameState
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self.flipper = MainFlipper()
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self.outHoleSolenoid = OutHoleSolenoid()
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@@ -15,8 +25,23 @@ class StartGameEvent(Event):
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return
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super().trigger(target)
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self.flipper.activate()
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self.gameState.nextPlayer()
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if not self.isPlayerChoosing:
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self.timer = Timer(interval=config.PLAYER_CHOOSE_INTERVAL, function=self.player_choose_ended)
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self.timer.start()
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return
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self.outHoleSolenoid.trigger()
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if self.playerCount == config.MAX_PLAYERS:
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PLAYER_LAMPS.deactivate()
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PLAYER_LAMPS.activateNext()
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self.playerCount = 1
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return
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PLAYER_LAMPS.activate_one(self.playerCount)
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self.playerCount += 1
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def player_choose_ended(self):
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self.timer = None
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PLAYER_LAMPS.deactivate()
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self.gameState.startGame(self.playerCount)
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StartBallEvent().trigger(None)
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@@ -19,32 +19,21 @@ class GameFactory:
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self.playerCount = len(displayNames)
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self.gameStateFactory = PlayerStateFactory(self.specialDisplay)
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self.targets = TargetFactory.createAllTargets()
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banks = [self.targets['Left Bank'], self.targets['Right Bank'], self.targets['Top Bank']]
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self.playerStateFactory = PlayerStateFactory(self.specialDisplay, banks, self.displayFactory)
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def createGame(self):
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targets = TargetFactory.createAllTargets()
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inputHandler = InputHandler(targets)
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inputHandler = InputHandler(self.targets)
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banks = [targets['Left Bank'], targets['Right Bank'], targets['Top Bank']]
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players = self.createPlayers(banks)
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dummyPlayer = self.gameStateFactory.createDummyPlayerState()
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gameState = GameState(self.playerStateFactory, self.getHighScore(), self.specialDisplay, players[0].id)
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gameState = GameState(players, self.getHighScore(), self.specialDisplay, dummyPlayer, players[0].id)
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eventFactory = EventFactory(targets, gameState)
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eventFactory = EventFactory(self.targets, gameState)
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events = eventFactory.allEvents()
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return Game(inputHandler, gameState, events)
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def createPlayers(self, banks):
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players = []
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for id in range(1, self.playerCount):
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display = self.displayFactory.createPlayerDisplay(id)
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player = self.gameStateFactory.createPlayerState(display, id, banks)
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players.append(player)
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return players
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def getHighScore(self): # todo
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return 0
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return 0
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@@ -3,11 +3,14 @@ from PlayerState import PlayerState
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from displays.DummyDisplay import DummyDisplay
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class PlayerStateFactory:
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def __init__(self, specialDisplay):
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def __init__(self, specialDisplay, banks, displayFactory):
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self.specialDisplay = specialDisplay
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self.banks = banks
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self.displayFactory = displayFactory
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def createPlayerState(self, display, id, banks):
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return PlayerState(display, self.specialDisplay, id, BALLS_PER_GAME, banks)
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def createPlayerState(self, id):
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display = self.displayFactory.createPlayerDisplay(id)
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return PlayerState(display, self.specialDisplay, id, BALLS_PER_GAME, self.banks)
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def createDummyPlayerState(self):
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display = DummyDisplay()
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@@ -19,6 +19,9 @@ class LampGroup:
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for lamp in self.lamps:
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lamp.deactivate()
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def activate_one(self, id):
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self.lamps[id].activate()
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def activateNext(self):
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self.lamps[self.currentLampPtr].activate()
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