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server.py
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"""
Copy fyglet/fonts folder to root
SPEC
____
hiddenimports=['engineio.async_drivers.eventlet', 'eventlet.hubs.epolls', 'eventlet.hubs.kqueue',
'eventlet.hubs.selects', 'dns.dnssec', 'dns.e164', 'dns.edns', 'dns.entropy', 'dns.exception',
'dns.flags', 'dns.grange', 'dns.hash', 'dns.inet', 'dns.ipv4', 'dns.ipv6', 'dns.message', 'dns.name',
'dns.namedict', 'dns.node', 'dns.opcode', 'dns.query', 'dns.rcode', 'dns.rdata', 'dns.rdataclass',
'dns.rdataset', 'dns.rdatatype', 'dns.renderer', 'dns.resolver', 'dns.reversename', 'dns.rrset',
'dns.set', 'dns.tokenizer', 'dns.tsig', 'dns.tsigkeyring', 'dns.ttl', 'dns.update', 'dns.version',
'dns.wiredata', 'dns.zone']
"""
import eventlet
from socket import gethostname, gethostbyname
import socketio
from random import shuffle
import pyfiglet
from colorama import init, Fore, Style
#########################################################################################################################
init(convert=True)
result = pyfiglet.figlet_format("Ready or Not")
print(Fore.CYAN + result)
#########################################################################################################################
# Cop:0 Thief:1
pos = {0:[(330,110), (380,110) ], 1:[(680,110), (730,110)]}
# Loot items
items = {
'item': ['W', 'C', 'PA', 'PH', 'J', 'M', 'L', 'B'],
'pos': [(770, 430), (970, 435), (225, 640), (125, 455), (395, 690), (255, 480), (575, 770), (480, 580)]
}
# Number of medicines remaining
meds_count = 8
# State to determine game end. (winner)
team_state = {'jailed_count': [0, 0], 'items_count': [0, 0]}
# Players in game
players = {}
# Game Mode: {2: Solo, 4: Duo}
gameMode = int(input('Choose Mode [2-Solo, 4-Duo]: '))
#########################################################################################################################
sio = socketio.Server()
app = socketio.WSGIApp(sio)
# When player is connected
@sio.event
def connect(sid, environ):
print(Fore.WHITE + 'Connection request recieved.')
# When any player disconenct from server:
# notify others about leaving with (player_id, ids of items he had [for dropping])
@sio.event
def disconnect(sid):
global players
global meds_count
global team_state
sio.emit('status', [sid, 0, players[sid]['items']], skip_sid=sid) # notify others
sio.emit('disconnect', to=sid) # terminate connection
print(Fore.RED + 'Player disconnected: ' + Fore.WHITE + players[sid]["name"])
del players[sid] # remove data
# If it was the last player, then reset game data
if not players:
meds_count = 8
team_state = {'jailed_count': [0, 0], 'items_count': [0, 0]}
print(Fore.WHITE + 'Game Ended.')
print(Fore.MAGENTA + '-' * 60)
# When player says he is ready to play
@sio.event
def ready(sid):
global players
global items
players[sid]['status'] = 2
sio.emit('status', [sid, 2, []]) # notify all players
print(Fore.GREEN + 'Player Ready: ' + Fore.WHITE + players[sid]["name"])
# If every player is ready, then signal players to start game
if list(map(lambda p:p['status'],players.values())).count(2) == gameMode:
shuffle(items['item'])
shuffle(items['pos'])
data = [1] # status: [0: stop, 1: start]
data.append(tuple(zip(items['item'], items['pos']))) # loot items
sio.emit('gameState', data)
print(Fore.WHITE + 'Game Started.')
# Player Movement
@sio.event
def move(sid, data):
sio.emit('move', data)
# Toggling lights
@sio.event
def light(sid, flag):
sio.emit('light', flag)
# When player try to take medicines
@sio.event
def meds(sid):
global meds_count
global players
if meds_count == 0: # Nothing left
status = 0
sio.emit('meds', [sid, status], to=sid)
else:
meds_count -= 1
status = meds_count
players[sid]['life'] = 1
sio.emit('meds', [sid, status])
# When player pickup or drop items.
# status: [0: drop, 1: pickup]
@sio.event
def item(sid, data):
global players
global team_state
items = data[1]
status = data[2]
if status == 0: # drop
item_id, is_loot = items[0]
players[sid]['items'].remove(item_id)
if is_loot == 1: # if lootable item, update game state
team_state['items_count'][players[sid]['team']] -= 1
data.append(team_state['items_count']) # send loot count also
sio.emit('item', data)
else: # pickup
for item in items:
item_id, is_loot = item
players[sid]['items'].append(item_id)
if is_loot == 1:
team_state['items_count'][players[sid]['team']] += 1
data.append(team_state['items_count'])
sio.emit('item', data)
winner_team = check_for_winner() # checking for game end
if winner_team != -1:
sio.emit('gameState', [0, winner_team])
print(Fore.WHITE + 'Game Ended.')
print(Fore.MAGENTA + '-' * 60)
# Open/clode door
@sio.event
def door(sid, data):
sio.emit('door', data)
# Player escaped from jail
@sio.event
def escape(sid):
global players
global team_state
players[sid]['jailed'] = False
players[sid]['life'] = 1
team_state['jailed_count'][players[sid]['team']] -= 1 # update game state
sio.emit('jail', [0, sid, 0, 0]) # notify all players (status, player_id, position, items)
# Whenever a player attacks, update life
# if knocked down, send to jail
@sio.event
def attack(sid, data):
global players
global team_state
if not players[sid]['jailed']:
pid, pos, damage = data
if pid in players: # not left
players[pid]['life'] = max(0, round(players[pid]['life'] - damage, 1))
if players[pid]['life'] == 0: # Got knocked down
sio.emit('jail', [1, pid, pos, players[pid]['items']]) # send to jail
players[pid]['jailed'] = True
team_state['jailed_count'][players[pid]['team']] += 1 # update game state
winner_team = check_for_winner() # checking for game end
if winner_team != -1:
sio.emit('gameState', [0, winner_team])
else:
sio.emit('attack', [pid, players[pid]['life']])
@sio.event
def join(sid, data):
global players
name, team = data
players[sid] = {
'id': sid,
'name': name,
'team': team,
'pos': pos[0][0],
'status': 1,
'life': 1,
'items': [],
'jailed': False
}
player = tuple(players[sid].values())[:4]
data = [player, tuple(map(lambda id:tuple(players[id].values())[:4], filter(lambda id: id != sid, players)))]
sio.emit('init', data, to=sid) #send player's and other players data to joined player
sio.emit('newPlr', [player], skip_sid=sid) #broadcast new player data
print(Fore.GREEN + 'Player Joined: ' + Fore.WHITE + name)
#########################################################################################################################
# checks for the winner
# if winner found, then return winning team.
def check_for_winner():
global team_state
winner_team = -1
loot_target = gameMode * 2
jail_target = gameMode // 2
if loot_target in team_state['items_count']:
winner_team = team_state['items_count'].index(loot_target)
elif jail_target in team_state['jailed_count']:
winner_team = (team_state['jailed_count'].index(jail_target) + 1) % 2
return winner_team
#########################################################################################################################
if __name__ == '__main__':
print()
print(Fore.YELLOW + f"( SERVER IP: { gethostbyname(gethostname()) } )".center(60, '_'))
print()
eventlet.wsgi.server(eventlet.listen(('', 5000)), app, log_output=False)