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#!/usr/bin/env python3
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import argparse
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import sys
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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.balance_util
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import blup.frame
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import blup.output
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import random
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import threading
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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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PlayerEvent = enum.Enum('PlayerEvent', ['ROTATE', 'DROP', 'MOVE_LEFT',
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'MOVE_RIGHT', 'QUIT'])
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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_event(self):
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return None
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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.__evt = None
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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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self.controls = {
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pygame.K_a: PlayerEvent.MOVE_LEFT,
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pygame.K_d: PlayerEvent.MOVE_RIGHT,
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pygame.K_w: PlayerEvent.ROTATE,
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pygame.K_s: PlayerEvent.DROP,
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pygame.K_ESCAPE: PlayerEvent.QUIT,
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}
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#self.controls = {
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# pygame.K_LEFT: PlayerEvent.MOVE_LEFT,
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# pygame.K_RIGHT: PlayerEvent.MOVE_RIGHT,
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# pygame.K_UP: PlayerEvent.ROTATE,
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# pygame.K_DOWN: PlayerEvent.DROP,
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# pygame.K_ESCAPE: PlayerEvent.QUIT,
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#}
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def get_event(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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return self.controls.get(event.key, None)
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return None
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class BalanceTtrsPlayer(TtrsPlayer, threading.Thread):
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def __init__(self, playground, balance_util):
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self.playground = playground
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self.balance_util = balance_util
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self.evt = None
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self.lastevt = None
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threading.Thread.__init__(self, daemon=True)
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self.start()
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def run(self):
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self.running = True
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evt = None
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oldevt = None
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lastchange = 0
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while self.running:
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THRESHOLD = 40
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direction = self.balance_util.get_4dir(THRESHOLD)
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if direction == blup.balance_util.Direction.QUIT:
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self.evt = PlayerEvent.QUIT
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elif direction == blup.balance_util.Direction.LEFT:
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evt = PlayerEvent.MOVE_LEFT
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elif direction == blup.balance_util.Direction.RIGHT:
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evt = PlayerEvent.MOVE_RIGHT
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elif direction == blup.balance_util.Direction.UP:
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evt = PlayerEvent.ROTATE
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elif direction == blup.balance_util.Direction.DOWN:
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evt = PlayerEvent.DROP
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else:
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evt = None
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#print('player_id=%d xbal=%d ybal=%d' % (self.player_id, xbal, ybal))
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MIN_TIMES = {
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PlayerEvent.MOVE_LEFT: 0.1,
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PlayerEvent.MOVE_RIGHT: 0.1,
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PlayerEvent.ROTATE: 0.1,
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PlayerEvent.DROP: 0.3,
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}
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if evt != oldevt:
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lastchange = time.time()
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oldevt = evt
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if time.time() - lastchange < MIN_TIMES.get(evt, 0):
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#print('player_id=%d debounce %s' % (self.player_id, evt))
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continue
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if evt == PlayerEvent.ROTATE:
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if self.lastevt != PlayerEvent.ROTATE:
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self.evt = evt
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else:
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self.evt = evt
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self.lastevt = evt
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#print('player_id=%d event=%s' % (self.player_id, self.evt))
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def get_event(self):
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print('player_id=%d event=%s' % (self.balance_util.player_id, self.evt))
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evt = self.evt
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self.evt = None
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return evt
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class TtrsGame(threading.Thread):
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def __init__(self, playground, player, rnd=None):
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self.playground = playground
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self.player = player
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if rnd is None:
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self.rnd = random.Random()
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else:
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self.rnd = rnd
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self.running = False
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self.tick_callbacks = []
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threading.Thread.__init__(self, daemon=True)
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def add_tick_callback(self, cb):
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self.tick_callbacks.append(cb)
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def __call_callbacks(self):
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for cb in self.tick_callbacks:
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cb(self)
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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 = 1
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DROP_BARRIER = 4
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ticks = 0
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lastfall = 0
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lastmove = 0
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dropping = False
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top_row = { Point(x, -1) for x in range(self.playground.height) }
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while self.running:
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self.__call_callbacks()
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time.sleep(TICK_TIME)
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ticks += 1
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evt = self.player.get_event()
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if evt == PlayerEvent.QUIT:
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time.sleep(3)
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if self.player.get_event() == PlayerEvent.QUIT:
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self.running = False
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break
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if not self.playground.block_points.isdisjoint(top_row):
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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 = self.rnd.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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to_delete = set()
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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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to_delete.add(Block(b.pos, (255, 255, 255)))
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self.playground.blocks.remove(b)
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for i in range(2):
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for b in to_delete:
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self.playground.blocks.add(b)
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self.__call_callbacks()
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time.sleep(0.2)
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for b in to_delete:
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self.playground.blocks.remove(b)
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self.__call_callbacks()
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|
|
|
time.sleep(0.2)
|
|
|
|
|
|
|
|
to_add = set()
|
|
|
|
for b in list(self.playground.blocks):
|
|
|
|
o = len(list(filter(lambda y: y > b.pos.y, to_remove)))
|
|
|
|
if o > 0:
|
|
|
|
self.playground.blocks.remove(b)
|
|
|
|
newb = Block(b.pos + Point(0, o), b.color)
|
|
|
|
to_add.add(newb)
|
|
|
|
self.playground.blocks.update(to_add)
|
|
|
|
|
|
|
|
drop = evt == PlayerEvent.DROP and mino.pos.y > DROP_BARRIER
|
|
|
|
if ticks - lastfall >= FALL_INTERVAL or drop:
|
|
|
|
lastfall = ticks
|
|
|
|
try:
|
|
|
|
mino.move(Point(0, 1))
|
|
|
|
except InvalidMoveError:
|
|
|
|
self.playground.blocks.update(mino.blocks)
|
|
|
|
mino = None
|
|
|
|
self.playground.minos = set()
|
|
|
|
continue
|
|
|
|
|
|
|
|
if ticks - lastmove >= MOVE_INTERVAL:
|
|
|
|
try:
|
|
|
|
if evt == PlayerEvent.MOVE_LEFT:
|
|
|
|
mino.move(Point(-1, 0))
|
|
|
|
lastmove = ticks
|
|
|
|
elif evt == PlayerEvent.MOVE_RIGHT:
|
|
|
|
mino.move(Point(1, 0))
|
|
|
|
lastmove = ticks
|
|
|
|
except InvalidMoveError:
|
|
|
|
pass
|
|
|
|
|
|
|
|
if evt == PlayerEvent.ROTATE:
|
|
|
|
try:
|
|
|
|
mino.rotate()
|
|
|
|
except InvalidMoveError:
|
|
|
|
pass
|
|
|
|
|
|
|
|
|
|
|
|
def repaint(pg):
|
|
|
|
pg.paint(frame, 0, 0)
|
|
|
|
out.sendFrame(frame)
|
|
|
|
|
|
|
|
class GamePlaygroundPainter():
|
|
|
|
def __init__(self, output, dimension):
|
|
|
|
self.output = output
|
|
|
|
self.games = {}
|
|
|
|
self.frame = blup.frame.Frame(dimension)
|
|
|
|
bgcolor = (100, 100, 100)
|
|
|
|
for x in range(dimension.width):
|
|
|
|
for y in range(dimension.height):
|
|
|
|
self.frame.setPixel(x, y, bgcolor)
|
|
|
|
|
|
|
|
def add_game(self, game, xpos, ypos):
|
|
|
|
game.add_tick_callback(self.repaint)
|
|
|
|
self.games[game] = (xpos, ypos)
|
|
|
|
|
|
|
|
def repaint(self, game):
|
|
|
|
xpos, ypos = self.games[game]
|
|
|
|
game.playground.paint(self.frame, xpos, ypos)
|
|
|
|
self.output.sendFrame(self.frame)
|
|
|
|
|
|
|
|
if __name__ == '__main__':
|
|
|
|
parser = argparse.ArgumentParser(description='Blinkenbunt Tetris!')
|
|
|
|
parser.add_argument('--players', dest='players', type=int, default=1,
|
|
|
|
help='number of players')
|
|
|
|
parser.add_argument('--pygame', dest='pygame', action='store_true',
|
|
|
|
help='use pygame as input')
|
|
|
|
parser.add_argument('--balance', dest='balance', type=str,
|
|
|
|
metavar='HOST:PORT', help='use balance input')
|
|
|
|
parser.add_argument('--out', dest='out', type=str, metavar='OUTPUT',
|
|
|
|
default='e3blp', help='blup output specification')
|
|
|
|
args = parser.parse_args()
|
|
|
|
|
|
|
|
if args.balance is None and not args.pygame:
|
|
|
|
print('please specify an input method', file=sys.stderr)
|
|
|
|
sys.exit(1)
|
|
|
|
|
|
|
|
if args.pygame and args.players == 2:
|
|
|
|
print('pygame input does only support one player', file=sys.stderr)
|
|
|
|
sys.exit(1)
|
|
|
|
|
|
|
|
w = 22
|
|
|
|
h = 16
|
|
|
|
|
|
|
|
out = blup.output.getOutput(args.out)
|
|
|
|
dim = blup.frame.FrameDimension(w, h, 256, 3)
|
|
|
|
painter = GamePlaygroundPainter(out, dim)
|
|
|
|
|
|
|
|
seed = random.random()
|
|
|
|
games = []
|
|
|
|
sock = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
|
|
|
|
host, port = args.balance.split(':')
|
|
|
|
try:
|
|
|
|
sock.connect((host, int(port)))
|
|
|
|
except ConnectionRefusedError:
|
|
|
|
print('could not connect to balance server', file=sys.stderr)
|
|
|
|
sys.exit(1)
|
|
|
|
|
|
|
|
def start_game(player_id, xpos):
|
|
|
|
pg = Playground(10, 16)
|
|
|
|
balance_util = blup.balance_util.BalanceUtil(sock, player_id)
|
|
|
|
if args.pygame:
|
|
|
|
player = TestTtrsPlayer(pg)
|
|
|
|
elif args.balance is not None:
|
|
|
|
player = BalanceTtrsPlayer(pg, balance_util)
|
|
|
|
rnd = random.Random(seed)
|
|
|
|
game = TtrsGame(pg, player, rnd)
|
|
|
|
painter.add_game(game, xpos, 0)
|
|
|
|
game.start()
|
|
|
|
games.append(game)
|
|
|
|
|
|
|
|
if args.players == 1:
|
|
|
|
start_game(0, 6)
|
|
|
|
elif args.players == 2:
|
|
|
|
start_game(0, 0)
|
|
|
|
start_game(1, 12)
|
|
|
|
|
|
|
|
for game in games:
|
|
|
|
game.join()
|
|
|
|
|
|
|
|
|