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#!/usr/bin/env python3
import argparse
import sys
import socket
import struct
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import time
import enum
import math
import collections
import blup.balance_util
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import blup.frame
import blup.output
import random
import threading
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class InvalidMoveError(Exception):
pass
class Point(collections.namedtuple('Point', ['x', 'y'])):
__slots__ = ()
def __add__(self, other):
return Point(self.x + other.x, self.y + other.y)
def floored(self):
return Point(math.floor(self.x), math.floor(self.y))
Block = collections.namedtuple('Block', ['pos', 'color'])
class Tetrimino():
def __init__(self, shape, playground, pos):
self.shape = shape
self.playground = playground
self.pos = pos
@property
def width(self):
x = list(map(lambda s: s.pos.x, self.shape))
return max(x) - min(x)
@property
def height(self):
y = list(map(lambda s: s.pos.y, self.shape))
return max(y) - min(y)
@property
def blocks(self):
ret = { Block((self.pos + b.pos).floored(), b.color) for b in
self.shape }
return ret
def __calc_points(self, pos=None, shape=None):
if pos is None:
pos = self.pos
if shape is None:
shape = self.shape
return { (pos + b.pos).floored() for b in shape }
@property
def points(self):
return self.__calc_points()
def __check_collision(self, newpoints):
#if not self.playground.contains_points(newpoints):
# raise InvalidMoveError('out of playground bounds')
#print(self.playground.block_points)
#print(self.playground.blocks)
#print('new', newpoints)
for newp in newpoints:
if ( newp.x >= self.playground.width or newp.x < 0 or
newp.y >= self.playground.height):
raise InvalidMoveError('out of playground bounds')
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if not self.playground.block_points.isdisjoint(newpoints):
raise InvalidMoveError('new position already occupied')
other_mino_points = self.playground.mino_points - self.points
if not other_mino_points.isdisjoint(newpoints):
raise InvalidMoveError('other Tetrimino at new position')
def rotate(self, ccw=False):
if ccw:
transform = lambda s: Block(Point(s.pos.y, -s.pos.x), s.color)
else:
transform = lambda s: Block(Point(-s.pos.y, s.pos.x), s.color)
newshape = set(map(transform, self.shape))
newpoints = self.__calc_points(shape=newshape)
self.__check_collision(newpoints)
self.shape = newshape
def move(self, m):
newpos = self.pos + m
newpoints = self.__calc_points(pos=newpos)
self.__check_collision(newpoints)
self.pos = newpos
class TetriL(Tetrimino):
def __init__(self, playground, pos):
color = (255,165,0)
points = [(-1, 1), (-1, 0), (0, 0), (1, 0)]
shape = { Block(Point(x, y), color) for (x, y) in points }
Tetrimino.__init__(self, shape, playground, pos)
class TetriJ(Tetrimino):
def __init__(self, playground, pos):
color = (0,0,255)
points = [(-1, 0), (0, 0), (1, 0), (1, 1)]
shape = { Block(Point(x, y), color) for (x, y) in points }
Tetrimino.__init__(self, shape, playground, pos)
class TetriI(Tetrimino):
def __init__(self, playground, pos):
color = (0,255,255)
points = {(1.5, -0.5), (0.5, -0.5), (-0.5, -0.5), (-1.5, -0.5)}
shape = { Block(Point(x, y), color) for (x, y) in points }
Tetrimino.__init__(self, shape, playground, pos)
class TetriO(Tetrimino):
def __init__(self, playground, pos):
color = (255,255,0)
points = {(-0.5, -0.5), (-0.5, 0.5), (0.5, -0.5), (0.5, 0.5)}
shape = { Block(Point(x, y), color) for (x, y) in points }
Tetrimino.__init__(self, shape, playground, pos)
class TetriS(Tetrimino):
def __init__(self, playground, pos):
color = (128,255,0)
points = {(-1, 0), (0, 0), (0, -1), (1, -1)}
shape = { Block(Point(x, y), color) for (x, y) in points }
Tetrimino.__init__(self, shape, playground, pos)
class TetriZ(Tetrimino):
def __init__(self, playground, pos):
color = (255,0,0)
points = {(-1, 0), (0, 0), (0, 1), (1, 1)}
shape = { Block(Point(x, y), color) for (x, y) in points }
Tetrimino.__init__(self, shape, playground, pos)
class TetriT(Tetrimino):
def __init__(self, playground, pos):
color = (128,0,128)
points = {(-1, 0), (0, 0), (1, 0), (0, 1)}
shape = { Block(Point(x, y), color) for (x, y) in points }
Tetrimino.__init__(self, shape, playground, pos)
class Playground():
def __init__(self, width=10, height=22):
self.width = width
self.height = height
self.blocks = set()
self.minos = set()
@property
def block_points(self):
return set([ b.pos for b in self.blocks ])
@property
def mino_points(self):
return set.union(set(), *[ m.points for m in self.minos ])
def contains_points(self, points):
for p in points:
if p.x >= self.width or p.y >= self.height or p.x < 0 or p.y < 0:
return False
return True
def paint(self, frame, xpos, ypos):
for x in range(self.width):
for y in range(self.height):
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 ]):
if not self.contains_points([b.pos]):
# don't draw blocks outside the playground area
continue
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frame.setPixel(xpos + int(b.pos.x), ypos + int(b.pos.y), b.color)
PlayerEvent = enum.Enum('PlayerEvent', ['ROTATE', 'DROP', 'MOVE_LEFT',
'MOVE_RIGHT', 'QUIT'])
class TtrsPlayer():
def __init__(self, playground):
pass
def get_event(self):
return None
class TestTtrsPlayer(TtrsPlayer):
def __init__(self, playground):
self.playground = playground
self.__evt = None
import pygame
self.__pygame = pygame
self.screen = pygame.display.set_mode((100, 100))
pygame.display.update()
self.controls = {
pygame.K_a: PlayerEvent.MOVE_LEFT,
pygame.K_d: PlayerEvent.MOVE_RIGHT,
pygame.K_w: PlayerEvent.ROTATE,
pygame.K_s: PlayerEvent.DROP,
pygame.K_ESCAPE: PlayerEvent.QUIT,
}
#self.controls = {
# pygame.K_LEFT: PlayerEvent.MOVE_LEFT,
# pygame.K_RIGHT: PlayerEvent.MOVE_RIGHT,
# pygame.K_UP: PlayerEvent.ROTATE,
# pygame.K_DOWN: PlayerEvent.DROP,
# pygame.K_ESCAPE: PlayerEvent.QUIT,
#}
def get_event(self):
pygame = self.__pygame
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
return self.controls.get(event.key, None)
return None
class BalanceTtrsPlayer(TtrsPlayer, threading.Thread):
def __init__(self, playground, balance_util):
self.playground = playground
self.balance_util = balance_util
self.evt = None
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self.lastevt = None
threading.Thread.__init__(self, daemon=True)
self.start()
def run(self):
self.running = True
evt = None
oldevt = None
lastchange = 0
while self.running:
THRESHOLD = 40
direction = self.balance_util.get_4dir(THRESHOLD)
if direction == blup.balance_util.Direction.QUIT:
self.evt = PlayerEvent.QUIT
elif direction == blup.balance_util.Direction.LEFT:
evt = PlayerEvent.MOVE_LEFT
elif direction == blup.balance_util.Direction.RIGHT:
evt = PlayerEvent.MOVE_RIGHT
elif direction == blup.balance_util.Direction.UP:
evt = PlayerEvent.ROTATE
elif direction == blup.balance_util.Direction.DOWN:
evt = PlayerEvent.DROP
else:
evt = None
#print('player_id=%d xbal=%d ybal=%d' % (self.player_id, xbal, ybal))
MIN_TIMES = {
PlayerEvent.MOVE_LEFT: 0.1,
PlayerEvent.MOVE_RIGHT: 0.1,
PlayerEvent.ROTATE: 0.1,
PlayerEvent.DROP: 0.3,
}
if evt != oldevt:
lastchange = time.time()
oldevt = evt
if time.time() - lastchange < MIN_TIMES.get(evt, 0):
#print('player_id=%d debounce %s' % (self.player_id, evt))
continue
if evt == PlayerEvent.ROTATE:
if self.lastevt != PlayerEvent.ROTATE:
self.evt = evt
else:
self.evt = evt
self.lastevt = evt
#print('player_id=%d event=%s' % (self.player_id, self.evt))
def get_event(self):
print('player_id=%d event=%s' % (self.balance_util.player_id, self.evt))
evt = self.evt
self.evt = None
return evt
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class TtrsGame(threading.Thread):
def __init__(self, playground, player, rnd=None):
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self.playground = playground
self.player = player
if rnd is None:
self.rnd = random.Random()
else:
self.rnd = rnd
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self.running = False
self.tick_callbacks = []
threading.Thread.__init__(self, daemon=True)
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def add_tick_callback(self, cb):
self.tick_callbacks.append(cb)
def __call_callbacks(self):
for cb in self.tick_callbacks:
cb(self)
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def run(self):
self.running = True
spawnpos = Point(self.playground.width // 2, -1)
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mino = None
TICK_TIME = 0.1
FALL_INTERVAL = 5
MOVE_INTERVAL = 1
DROP_BARRIER = 4
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ticks = 0
lastfall = 0
lastmove = 0
dropping = False
top_row = { Point(x, -1) for x in range(self.playground.height) }
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while self.running:
self.__call_callbacks()
time.sleep(TICK_TIME)
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ticks += 1
evt = self.player.get_event()
if evt == PlayerEvent.QUIT:
time.sleep(3)
if self.player.get_event() == PlayerEvent.QUIT:
self.running = False
break
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if not self.playground.block_points.isdisjoint(top_row):
self.running = False
break
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if mino is None:
newminocls = self.rnd.choice(Tetrimino.__subclasses__())
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mino = newminocls(self.playground, spawnpos)
self.playground.minos = {mino}
#print(mino.pos)
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to_remove = set()
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for y in range(self.playground.height):
row = { Point(x, y) for x in range(self.playground.width) }
if row.issubset(self.playground.block_points):
to_remove.add(y)
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if len(to_remove) > 0:
to_delete = set()
for b in list(self.playground.blocks):
if b.pos.y in to_remove:
to_delete.add(Block(b.pos, (255, 255, 255)))
self.playground.blocks.remove(b)
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for i in range(2):
for b in to_delete:
self.playground.blocks.add(b)
self.__call_callbacks()
time.sleep(0.2)
for b in to_delete:
self.playground.blocks.remove(b)
self.__call_callbacks()
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)
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drop = evt == PlayerEvent.DROP and mino.pos.y > DROP_BARRIER
if ticks - lastfall >= FALL_INTERVAL or drop:
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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:
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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
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except InvalidMoveError:
pass
if evt == PlayerEvent.ROTATE:
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try:
mino.rotate()
except InvalidMoveError:
pass
def repaint(pg):
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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)
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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)
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w = 22
h = 16
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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()
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