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#!/usr/bin/env python3
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import socket
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import struct
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import time
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import enum
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import math
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import collections
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import blup.frame
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import blup.output
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import random
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class InvalidMoveError(Exception):
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pass
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class Point(collections.namedtuple('Point', ['x', 'y'])):
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__slots__ = ()
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def __add__(self, other):
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return Point(self.x + other.x, self.y + other.y)
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def floored(self):
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return Point(math.floor(self.x), math.floor(self.y))
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Block = collections.namedtuple('Block', ['pos', 'color'])
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class Tetrimino():
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def __init__(self, shape, playground, pos):
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self.shape = shape
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self.playground = playground
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self.pos = pos
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@property
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def width(self):
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x = list(map(lambda s: s.pos.x, self.shape))
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return max(x) - min(x)
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@property
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def height(self):
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y = list(map(lambda s: s.pos.y, self.shape))
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return max(y) - min(y)
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@property
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def blocks(self):
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ret = { Block((self.pos + b.pos).floored(), b.color) for b in
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self.shape }
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return ret
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def __calc_points(self, pos=None, shape=None):
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if pos is None:
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pos = self.pos
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if shape is None:
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shape = self.shape
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return { (pos + b.pos).floored() for b in shape }
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@property
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def points(self):
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return self.__calc_points()
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def __check_collision(self, newpoints):
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#if not self.playground.contains_points(newpoints):
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# raise InvalidMoveError('out of playground bounds')
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#print(self.playground.block_points)
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#print(self.playground.blocks)
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#print('new', newpoints)
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for newp in newpoints:
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if ( newp.x >= self.playground.width or newp.x < 0 or
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newp.y >= self.playground.height):
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raise InvalidMoveError('out of playground bounds')
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if not self.playground.block_points.isdisjoint(newpoints):
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raise InvalidMoveError('new position already occupied')
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other_mino_points = self.playground.mino_points - self.points
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if not other_mino_points.isdisjoint(newpoints):
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raise InvalidMoveError('other Tetrimino at new position')
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def rotate(self, ccw=False):
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if ccw:
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transform = lambda s: Block(Point(s.pos.y, -s.pos.x), s.color)
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else:
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transform = lambda s: Block(Point(-s.pos.y, s.pos.x), s.color)
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newshape = set(map(transform, self.shape))
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newpoints = self.__calc_points(shape=newshape)
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self.__check_collision(newpoints)
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self.shape = newshape
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def move(self, m):
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newpos = self.pos + m
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newpoints = self.__calc_points(pos=newpos)
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self.__check_collision(newpoints)
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self.pos = newpos
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class TetriL(Tetrimino):
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def __init__(self, playground, pos):
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color = (255,165,0)
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points = [(-1, 1), (-1, 0), (0, 0), (1, 0)]
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shape = { Block(Point(x, y), color) for (x, y) in points }
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Tetrimino.__init__(self, shape, playground, pos)
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class TetriJ(Tetrimino):
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def __init__(self, playground, pos):
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color = (0,0,255)
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points = [(-1, 0), (0, 0), (1, 0), (1, 1)]
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shape = { Block(Point(x, y), color) for (x, y) in points }
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Tetrimino.__init__(self, shape, playground, pos)
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class TetriI(Tetrimino):
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def __init__(self, playground, pos):
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color = (0,255,255)
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points = {(1.5, -0.5), (0.5, -0.5), (-0.5, -0.5), (-1.5, -0.5)}
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shape = { Block(Point(x, y), color) for (x, y) in points }
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Tetrimino.__init__(self, shape, playground, pos)
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class TetriO(Tetrimino):
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def __init__(self, playground, pos):
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color = (255,255,0)
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points = {(-0.5, -0.5), (-0.5, 0.5), (0.5, -0.5), (0.5, 0.5)}
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shape = { Block(Point(x, y), color) for (x, y) in points }
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Tetrimino.__init__(self, shape, playground, pos)
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class TetriS(Tetrimino):
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def __init__(self, playground, pos):
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color = (128,255,0)
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points = {(-1, 0), (0, 0), (0, -1), (1, -1)}
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shape = { Block(Point(x, y), color) for (x, y) in points }
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Tetrimino.__init__(self, shape, playground, pos)
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class TetriZ(Tetrimino):
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def __init__(self, playground, pos):
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color = (255,0,0)
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points = {(-1, 0), (0, 0), (0, 1), (1, 1)}
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shape = { Block(Point(x, y), color) for (x, y) in points }
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Tetrimino.__init__(self, shape, playground, pos)
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class TetriT(Tetrimino):
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def __init__(self, playground, pos):
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color = (128,0,128)
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points = {(-1, 0), (0, 0), (1, 0), (0, 1)}
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shape = { Block(Point(x, y), color) for (x, y) in points }
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Tetrimino.__init__(self, shape, playground, pos)
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class Playground():
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def __init__(self, width=10, height=22):
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self.width = width
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self.height = height
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self.blocks = set()
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self.minos = set()
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@property
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def block_points(self):
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return set([ b.pos for b in self.blocks ])
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@property
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def mino_points(self):
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return set.union(set(), *[ m.points for m in self.minos ])
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def contains_points(self, points):
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for p in points:
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if p.x >= self.width or p.y >= self.height or p.x < 0 or p.y < 0:
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return False
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return True
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def paint(self, frame, xpos, ypos):
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for x in range(self.width):
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for y in range(self.height):
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frame.setPixel(xpos + x, ypos + y, (0, 0, 0))
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for b in set.union(self.blocks, *[ m.blocks for m in self.minos ]):
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if not self.contains_points([b.pos]):
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# don't draw blocks outside the playground area
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continue
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frame.setPixel(xpos + int(b.pos.x), ypos + int(b.pos.y), b.color)
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class TtrsPlayer():
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def __init__(self, playground):
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pass
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def get_move(self, minopos):
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return 0
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def get_drop(self):
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return False
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def get_rotate(self):
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return False
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def get_quit(self):
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return False
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class TestTtrsPlayer(TtrsPlayer):
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def __init__(self, playground):
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self.playground = playground
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self.__move = 0
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self.__drop = False
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self.__rotate = False
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self.__quit = False
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import pygame
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self.__pygame = pygame
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self.screen = pygame.display.set_mode((100, 100))
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pygame.display.update()
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def __process_events(self):
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pygame = self.__pygame
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for event in pygame.event.get():
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_a:
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self.__move = -1
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elif event.key == pygame.K_d:
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self.__move = 1
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elif event.key == pygame.K_w:
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self.__rotate = True
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elif event.key == pygame.K_s:
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self.__drop = True
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elif event.key == pygame.K_ESCAPE:
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self.__quit = True
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elif event.type == pygame.KEYUP:
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if event.key == pygame.K_a or event.key == pygame.K_d:
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self.__move = 0
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elif event.key == pygame.K_w:
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self.__rotate = False
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elif event.key == pygame.K_s:
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self.__drop = False
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def get_move(self, minopos):
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self.__process_events()
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return self.__move
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def get_drop(self):
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self.__process_events()
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return self.__drop
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def get_rotate(self):
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self.__process_events()
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return self.__rotate
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def get_quit(self):
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self.__process_events()
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return self.__quit
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def reset_rotate(self):
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pass
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class BalanceTtrsPlayer(TtrsPlayer):
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def __init__(self, playground, addr, player_id):
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self.playground = playground
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self.player_id = player_id
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self.sock = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
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self.sock.connect(addr)
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def __update_balance(self):
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self.sock.send(b'a')
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data = self.sock.recv(4)
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p1x, p1y, p2x, p2y = struct.unpack('bbbb', data)
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if self.player_id == 0:
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self.xbal = p1x
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self.ybal = p1y
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elif self.player_id == 1:
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self.xbal = p2x
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self.ybal = p2y
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def reset_rotate(self):
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self.__rotate_reset = True
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self.__rotate = False
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def get_move(self, minopos):
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self.__update_balance()
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#if p1x > 40:
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# self.__move = 1
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#elif p1x < -40:
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# self.__move = -1
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#elif p1x > -20 and p1x < 20:
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# self.__move = 0
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MAX_Y_AMPLITUDE = 65
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bal = self.xbal
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normbal = (bal + MAX_Y_AMPLITUDE) / (2 * MAX_Y_AMPLITUDE)
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px = round(normbal * (self.playground.width - 1))
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print('player %d balance=%d pos=%d' % (self.player_id, bal, px))
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if minopos.x > px:
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return -1
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elif minopos.x < px:
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return 1
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else:
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return 0
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def get_drop(self):
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self.__update_balance()
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return (self.ybal < -50)
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def get_rotate(self):
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self.__update_balance()
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if self.ybal > 50 and not self.__rotate_reset:
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return True
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elif self.ybal < 35:
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self.__rotate_reset = False
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return False
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def get_quit(self):
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self.__update_balance()
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return (self.xbal == -128 or self.ybal == -128)
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class TtrsGame():
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def __init__(self, playground, player):
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self.playground = playground
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self.player = player
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self.running = False
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self.tick_callbacks = []
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def add_tick_callback(self, cb):
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self.tick_callbacks.append(cb)
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def run(self):
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self.running = True
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spawnpos = Point(self.playground.width // 2, -1)
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mino = None
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TICK_TIME = 0.1
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FALL_INTERVAL = 5
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MOVE_INTERVAL = 2
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ticks = 0
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lastfall = 0
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lastmove = 0
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while self.running:
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for cb in self.tick_callbacks:
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cb()
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time.sleep(TICK_TIME)
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ticks += 1
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if self.player.get_quit():
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self.running = False
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break
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if mino is None:
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newminocls = random.choice(Tetrimino.__subclasses__())
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mino = newminocls(self.playground, spawnpos)
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self.playground.minos = {mino}
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#print(mino.pos)
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to_remove = set()
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for y in range(self.playground.height):
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row = { Point(x, y) for x in range(self.playground.width) }
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if row.issubset(self.playground.block_points):
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to_remove.add(y)
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if len(to_remove) > 0:
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for b in list(self.playground.blocks):
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if b.pos.y in to_remove:
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self.playground.blocks.remove(b)
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to_add = set()
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for b in list(self.playground.blocks):
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o = len(list(filter(lambda y: y > b.pos.y, to_remove)))
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if o > 0:
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self.playground.blocks.remove(b)
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newb = Block(b.pos + Point(0, o), b.color)
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to_add.add(newb)
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self.playground.blocks.update(to_add)
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if ticks - lastfall >= FALL_INTERVAL or self.player.get_drop():
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lastfall = ticks
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try:
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mino.move(Point(0, 1))
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except InvalidMoveError:
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self.playground.blocks.update(mino.blocks)
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mino = None
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self.playground.minos = set()
|
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|
|
continue
|
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|
|
|
|
|
move = self.player.get_move(mino.pos)
|
|
|
|
if ticks - lastmove >= MOVE_INTERVAL and move != 0:
|
|
|
|
lastmove = ticks
|
|
|
|
try:
|
|
|
|
mino.move(Point(move, 0))
|
|
|
|
except InvalidMoveError:
|
|
|
|
pass
|
|
|
|
|
|
|
|
if self.player.get_rotate():
|
|
|
|
try:
|
|
|
|
mino.rotate()
|
|
|
|
self.player.reset_rotate()
|
|
|
|
except InvalidMoveError:
|
|
|
|
pass
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
if __name__ == '__main__':
|
|
|
|
w = 22
|
|
|
|
h = 16
|
|
|
|
|
|
|
|
dim = blup.frame.FrameDimension(w, h, 256, 3)
|
|
|
|
frame = blup.frame.Frame(dim)
|
|
|
|
out = blup.output.getOutput('e3blp:blinkenbunt:2342')
|
|
|
|
|
|
|
|
pg = Playground(10, 16)
|
|
|
|
pg.paint(frame, 0, 0)
|
|
|
|
out.sendFrame(frame)
|
|
|
|
time.sleep(0.5)
|
|
|
|
|
|
|
|
def repaint():
|
|
|
|
pg.paint(frame, 0, 0)
|
|
|
|
out.sendFrame(frame)
|
|
|
|
|
|
|
|
#player = TestTtrsPlayer(pg)
|
|
|
|
player = BalanceTtrsPlayer(pg, ('blinkenbunt', 4711), 0)
|
|
|
|
game = TtrsGame(pg, player)
|
|
|
|
game.add_tick_callback(repaint)
|
|
|
|
game.run()
|
|
|
|
|
|
|
|
#t = TetriL(pg, Point(2, 2))
|
|
|
|
#pg.minos.add(t)
|
|
|
|
#pg.paint(frame, 0, 0)
|
|
|
|
#out.sendFrame(frame)
|
|
|
|
#time.sleep(0.5)
|
|
|
|
|
|
|
|
#for i in range(10):
|
|
|
|
# t.rotate(ccw=(i>=5))
|
|
|
|
# pg.paint(frame, 0, 0)
|
|
|
|
# out.sendFrame(frame)
|
|
|
|
# time.sleep(0.1)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|