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controller.py
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controller.py
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import sys, uuid
import acquire_model, concierge, randomClient
#from network import AcquireServer, DEFAULTPORT
from PyQt5.QtCore import pyqtSlot, QTimer, QCoreApplication
class Controller(randomClient.RandomClient):
def __init__(self):
# self.game = acquire_model.Acquire()
self.name = 'Control'
# super().__init__(port)
super().__init__()
# @pyqtSlot()
def parse_message(self, m):
# print("Controller.parse_message received: " + m)
clientid, command, parameter = m.split(';')
# print("Controller clientid: " + clientid)
# print("Controller command: " + command)
# print("Controller parameter: " + parameter)
if command == "REGISTER":
self.process_register(clientid, parameter)
elif command == "KILL":
print("Server: in disconnect()")
self.outgoing_message_q.put('DISCONNECT;')
self.gameDone = True
QCoreApplication.quit()
elif command == "BEGIN":
if len(self.game.players) < 3:
self.outgoing_message_q.put("ERROR;" + parameter + ";CAN'T START - NOT ENOUGH PLAYERS;")
else:
self.outgoing_message_q.put('BEGIN;;;')
self.gameState = 'PLACESTARTERS'
self.outgoing_message_q.put(self.build_request(self.starterPlayer),'PLACESTARTER')
elif command == "PLACESTARTER":
if self.gameState != 'PLACESTARTERS':
self.outgoing_message_q.put("ERROR;" + parameter + ";NOT STARTER PHASE;")
elif clientid != self.get_id_of_name(self.game.players[self.starterPlayer].name):
self.outgoing_message_q.put("ERROR;" + parameter + ";PLAYER ID != NAME;")
elif parameter not in self.game.players[self.starterPlayer].hand:
self.outgoing_message_q.put("ERROR;" + parameter + ";YOU DON'T HAVE THAT TILE;")
else:
self.game.placeStarter(parameter)
self.game.players[self.starterPlayer].hand.remove(tile)
self.game.players[self.starterPlayer].lastPlay = tile
self.outgoing_message_q.put("PLAY;" + self.get_name_of_id(clientid)
+ ";PLACESTARTER" + parameter)
self.starterPlayer += 1
if self.starterPlayer >= len(self.game.players):
start = self.determineStartingPlayer()
self.game.currentPlayerNumber = start
self.outgoing_message_q.put("INFO;" + self.game.players[start].name + ";STARTS")
self.build_request(start, 'PLACETILE')
self.game.gameState = 'DONE'
self.outgoing_message_q.put('DISCONNECT;;')
def process_register(self, clientid, parameter):
if len(self.game.players) > 6:
self.outgoing_message_q.put("ERROR;" + parameter + ";CAN'T JOIN - GAME IS FULL;")
# elif self.game.gameState != "SETUP":
# self.outgoing_message_q.put("ERROR;" + parameter + ";CAN'T JOIN - GAME HAS STARTED;")
# elif parameter in self.game.players:
# self.outgoing_message_q.put("ERROR;" + parameter + ";NAME UNAVAILABLE;")
# elif self.get_name_of_id(clientid) != None:
# self.outgoing_message_q.put("ERROR;" + parameter + ";PLAYER ALREADY NAMED;")
else:
# print("SERVER: REGISTER VALID, PROCESSING")
self.outgoing_message_q.put("REGISTER;" + parameter)
self.send_private_message('PRIVATE;;', parameter)
# QTimer.singleShot(250, self.main)
def build_request(self, player_num, request_type):
message = 'REQUEST;'
message += self.game.players[player_num].name
messsage += ';' + request_type + ';'
return message
def get_name_of_id(self, clientid):
for client in self.clients:
if client.client_id == clientid:
return client.name
sys.exit("Error: (get_name_of_id) uuid does not match any client")
def get_id_of_name(self, name):
for client in self.clients:
if client.name == name:
return client.client_id
sys.exit("Error: (get_id_of_name) name does not match any client")
def set_name_of_id(self, clientid, name):
for client in self.clients:
if client.client_id == clientid:
client.name = name
def liquidate(self):
for corp in self.game.corporations:
if self.game.corporations[corp].isActive():
self.rewardPrimaries(corp)
for player in self.game.players:
if player.stock[corp] > 0:
reward = player.stock[corp] * self.game.corporations[corp].price()
player.money += reward
self.pb.updatePlayerMoney(player)
if self.debug:
print(player.name, "recieves $", reward, "for shares in ", corp)
def liquidateMergerStock(self, player, corp, largestCorp):
for player in self.game.getMergerPlayers():
result = ""
while(player.stock[corp] > 0 and result != "Keep"):
actions = ["Sell","Sell All"]
if player.stock[corp] > 1 and self.game.corporations[largestCorp].shares_available > 0:
actions.append("Trade All")
actions.append("Trade")
actions.append("Keep")
if player.playerType == "Human":
result = self.chooseMergerStockAction(player, corp, largestCorp, actions)
else:
result = self.game.aiChooseMergerStockAction(actions)
self.resolveMergerAction(player, corp, largestCorp, result)
def pickCorp(self,player,tile):
corp = None
corps = self.game.inactiveCorps()
if(player.playerType == 'Human'):
available = {}
for c in corps:
available[c] = self.game.corporations[c].price()
corp = self.chooseNewCorp(available)
else:
corp = self.game.aiChooseCorp(corps)
return corp
def pickMerger(self, player, corps):
if self.game.getCurrentPlayer().playerType == "Human":
return self.chooseMerger(corps)
else:
return self.game.aiChooseMerger(corps)
def pickStock(self):
player = self.game.getCurrentPlayer()
for idx in range(1,4):
available = {}
for corp in self.game.corporations:
if (self.game.corporations[corp].isActive() and
self.game.corporations[corp].shares_available > 0 and
self.game.corporations[corp].price() <= player.money):
available[corp] = self.game.corporations[corp].price()
if len(available) > 0:
if player.playerType == 'Human':
stock = self.chooseStock(available, idx)
else:
stock = self.game.aiChooseStock(available)
self.game.playerBoughtStock(player,stock)
self.pb.updatePlayerMoney(player)
self.pb.updatePlayerStock(player)
def playTile(self):
player = self.game.getCurrentPlayer()
tile = self.chooseTile(player)
outcome = self.game.evaluatePlay(tile)
if outcome == "Regular":
self.game.placeTile(tile)
self.changeTileColor(tile, 'None')
elif outcome == "NewCorp":
newcorp = self.pickCorp(player,tile)
self.game.setActive(newcorp,player,tile)
self.pb.updatePlayerStock(player) #gui related
self.changeGroupColor(newcorp)
elif outcome == "Addon":
self.game.placeTile(tile)
self.changeGroupColor(self.game.adjoiningCorps(tile)[0])
elif outcome == "Merger":
self.resolveMerger(player, tile)
self.game.placeTile(tile)
self.changeGroupColor(self.game.adjoiningCorps(tile)[0])
player.lastPlacement = tile
player.hand.remove(tile)
player.hand.append(self.game.tiles.pop())
player.hand.sort()
def oldMainLoop(self):
self.setup()
while(not self.game.gameOver()):
if self.debug:
print(str(self.game))
self.playTile()
self.pickStock()
if self.game.endGameConditionsMet():
self.offerGameOver()
self.game.advanceCurrentPlayer()
self.liquidate()
def offerGameOver(self):
player = self.game.getCurrentPlayer()
if player.playerType == "Human":
result = self.chooseGameOver()
else:
result = self.game.aiChooseGameOver()
if result:
if self.gui: self.announceGameOver(self.game.getCurrentPlayer().name)
self.game.setGameOver()
def resolveMerger(self, player, tile):
mergingCorps = self.game.adjoiningCorps(tile)
largestCorps = self.game.getLargestCorps(tile)
largestCorp = None
# for bigcorp in largestCorps:
# mergingCorps.remove(bigcorp)
if self.debug:
print(str(mergingCorps), "will be merged.")
print(str(largestCorps), "are the largest corporations")
if len(largestCorps) == 1:
largestCorp = largestCorps[0]
else:
largestCorp = self.pickMerger(player, largestCorps)
mergingCorps.remove(largestCorp)
for corp in mergingCorps:
self.rewardPrimaries(corp)
self.liquidateMergerStock(player, corp, largestCorp)
self.game.addGrouptoGroup(self.game.corporations[corp].groupIndex,
self.game.corporations[largestCorp].groupIndex)
self.game.corporations[corp].setActive(False)
self.game.addTiletoCorp(tile, largestCorp)
def resolveMergerAction(self, player, corp, largestCorp, result):
if result == "Trade":
player.stock[corp] -= 2
player.stock[largestCorp] += 1
self.game.corporations[corp].shares_available +=2
self.game.corporations[largestCorp].shares_available -=1
elif result == "Sell":
player.stock[corp] -= 1
self.game.corporations[corp].shares_available += 1
player.money += self.game.corporations[corp].price()
elif result == "Trade All":
while player.stock[corp] >= 2 and player.stock[largestCorp] >= 1:
player.stock[corp] -= 2
player.stock[largestCorp] += 1
self.game.corporations[corp].shares_available +=2
self.game.corporations[largestCorp].shares_available -=1
elif result == "Sell All":
while player.stock[corp] >= 1:
player.stock[corp] -= 1
self.game.corporations[corp].shares_available += 1
player.money += self.game.corporations[corp].price()
def rewardPrimaries(self, corp):
primaries = self.game.primaryHolders(corp)
secondaries = []
if len(primaries) == 1:
secondaries = self.game.secondaryHolders(corp)
if len(secondaries) == 0:
primary_bonus = self.game.corporations[corp].price() * 15 // len(primaries)
else:
primary_bonus = self.game.corporations[corp].price() * 10 // len(primaries)
if primary_bonus % 100 > 0:
primary_bonus = primary_bonus - (primary_bonus % 100) + 100
for player in primaries:
player.money += primary_bonus
self.pb.updatePlayerMoney(player)
if self.debug:
print(player.name, "is a primary holder of ", corp, "and recieves $", str(primary_bonus))
if len(secondaries) > 0:
secondary_bonus = self.game.corporations[corp].price() * 5 // len(secondaries)
if secondary_bonus % 100 > 0:
secondary_bonus = secondary_bonus - (secondary_bonus % 100) + 100
for player in secondaries:
player.money += secondary_bonus
self.pb.updatePlayerMoney(player)
if self.debug:
print(player.name, "is a secondary holder of", corp, "and recieves $", str(secondary_bonus))
def setup(self):
players = self.setPlayers()
self.game = acquire_model.Acquire(players)
self.addPlayers(self.game.players)
starters = self.game.setStarters()
for tile in starters:
self.changeTileColor(tile, 'None')
self.game.fillHands()