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Copy pathT.E.D. alpha 0.1.py
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T.E.D. alpha 0.1.py
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#Projet d'ISN
from tkinter import *
from random import randint
from math import floor
from tkinter.messagebox import *
import socket
import threading
import json
from vector import Vector
tile_y_size = 32
tile_x_size = 32
outside_tile = tile(tile_type(False, None, None, None), None, None, self.canvas, 0)
class game:
def __init__(self, world_map):
self.world_map = world_map
class game_map:
def __init__(self, map_file, canvas):
self.canvas = canvas
with open("map.json",mode='r')as map_json:
map_list = json.load(map_json)
self.t_types = [tile_type(t[0], t[1], t[2], t[3]) fo t in map_list[0]]
self.world_map = [[tile(self.t_types[tile[0]], x * tile_x_size + 1, y * tile_y_size + 1, self.canvas, tile[1]) for x, tile in enumerate(col)] for y, col in enumerate(map_list[1])]
self.x_size = len(self.world_map[0])
self.y_size = len(self.world_map)
def tile_get(self, x, y):
if x < 0 || x >= self.x_size || y < 0 || y >= self.y_size:
return outside_tile
return self.world_map[x][y]
class tile_type:
def __init__(self, filename, iswalkable, health_var, mana_var):
self.iswalkable = iswalkable
self.health_var = health_var
self.mana_var = mana_var
self.texture= PhotoImage(file=filename)
class renderable:
def __init__(self, x, y, sprite, canvas, shown = False):
self.sprite = sprite
self.x = x
self.y = y
self.canvas = canvas
self.render = None
if shown:
self.show()
def show(self):
if !self.is_rendered():
self.render = self.canvas.create_image(self.x, self.y, image=self.sprite, anchor = "nw")
def hide(self):
if self.is_rendered():
self.canvas.delete(self.render)
def is_rendered(self):
return self.render != None
def move(self, **pos):
self.x, self.y = pos.get("x", self.xpos), pos.get("y", self.ypos)
if self.is_rendered():
self.canvas.coord(self.render, self.x, self.y)
class tile(renderable):
def __init__(self, t_type, x, y, canvas, availability):
self.t_type = t_type
renderable.__init__(x, y, self.t_type.texture, canvas, True)
self.availability = availability
class player:
def __init__(self, world_map, class_file, x = 0, y = 0):
with open(class_file,mode='r')as class_json:
class_list = json.load(class_json)
self.x, self.y = x, y
slf.render = renderable(x *, 0, PhotoImage(file=class_list[0]), world_map.canvas)
self.hp = basic_stat(*(class_list[1][0:3]))
self.energy = basic_stat(*(class_list[2][0:3]))
self.movement = basic_stat("movement", class_list[3][1], class_list[3][1])
self.defence, self.initiative = class_list[3][0], class_list[3][2]
self.attack_list = [attack(None, *attack_list) for attack_list in class_list[4]]
def
class attack:
def __init__(self, name, damage, cost, hit_range):
self.name = name
self.cost = cost
self.damage = damage
self.hit_range = hit_range
def in_range(self, p1, p2):
return ((p1.xpos - p2.xpos) ** 2) + ((p1.yxpos - p2.ypos) ** 2) <= self.hit_range
def hit(self, p1, p2):
if self.in_range(p1, p2) and p1.energy.spend(self.cost):
p2.hp -= self.damage
return True
return False
class stat:
def __init__(self, init_value, **kwargs):
self.value = init_value
self.name = kwargs.get("name", None)
self.min = kwargs.get("min", None)
self.max = kwargs.get("max", None)
self.change_rate = kwargs.get("change_rate", 0)
self.add(0)
def add(self, change):
self.value += change
if self.min != None and self.value < self.min:
self.value = self.min
else if self.max != None and self.value > self.max:
self.value = self.max
def __iadd__(self, change):
self.add(change)
return self
def __isub__(self, change):
self.sub(change)
return self
def sub(self, change):
self.add(-change)
def update(self):
self.add(self.change_rate)
def __pos__(self):
self.upate()
def spend(self, change):
if (self.min == None or self + change >= self.min) and (self.max == None or self + change<= self.max):
self += change
return True
return False
def is_min(self):
return self.value == 0
def is_max(self):
return self.max != None and self.value == self.max
def __eq__(self, other):
return (isinstance(other, stat) and self.value == other.value) or self.value == other
def basic_stat(stat_name, init, change):
return stat(init, min = 0, name = stat_name, min = 0, max = init, change_rate = change)
def deplacement(target,x,y):
#print(type(gvalue[4][target][7]),gvalue[4][target][7])
gvalue[2].coords(gvalue[4][target][7],x*32,y*32)
#fenhg.update()
gvalue[4][target][1][3]+=gvalue[1][0][gvalue[1][1][x][y][0]][2]
gvalue[4][target][2][3]+=gvalue[1][0][gvalue[1][1][x][y][0]][3]
statupdate()
def dep_bas(target):
success=False
if gvalue[4][target][5][1]!=20:
if gvalue[1][0][gvalue[1][1][gvalue[4][target][5][0]][gvalue[4][target][5][1]+1][0]][1] and (gvalue[4][target][5][0],gvalue[4][target][5][1]+1)!=(gvalue[4][(target-1)**2][5][0],gvalue[4][(target-1)**2][5][1]):
gvalue[4][target][5][1]+=1
deplacement(target,gvalue[4][target][5][0],gvalue[4][target][5][1])
success=True
return success
def dep_haut(target):
success=False
if gvalue[4][target][5][1]!=0:
if gvalue[1][0][gvalue[1][1][gvalue[4][target][5][0]][gvalue[4][target][5][1]-1][0]][1] and (gvalue[4][target][5][0],gvalue[4][target][5][1]-1)!=(gvalue[4][(target-1)**2][5][0],gvalue[4][(target-1)**2][5][1]):
gvalue[4][target][5][1]+=-1
deplacement(target,gvalue[4][target][5][0],gvalue[4][target][5][1])
success=True
return success
def dep_gauche(target):
success=False
if gvalue[4][target][5][0]!=0:
if gvalue[1][0][gvalue[1][1][gvalue[4][target][5][0]-1][gvalue[4][target][5][1]][0]][1] and (gvalue[4][target][5][0]-1,gvalue[4][target][5][1])!=(gvalue[4][(target-1)**2][5][0],gvalue[4][(target-1)**2][5][1]):
gvalue[4][target][5][0]+=-1
deplacement(target,gvalue[4][target][5][0],gvalue[4][target][5][1])
success=True
return success
def dep_droite(target):
success=False
if gvalue[4][target][5][0]!=39:
if gvalue[1][0][gvalue[1][1][gvalue[4][target][5][0]+1][gvalue[4][target][5][1]][0]][1] and (gvalue[4][target][5][0]+1,gvalue[4][target][5][1])!=(gvalue[4][(target-1)**2][5][0],gvalue[4][(target-1)**2][5][1]):
gvalue[4][target][5][0]+=1
deplacement(target,gvalue[4][target][5][0],gvalue[4][target][5][1])
success=True
return success
def skill(user,target,cost,attack):
gvalue[4][user][2][3]+=cost
if attack<=0:
if gvalue[4][target][3][0]<=-attack:
attack+=gvalue[4][target][3][0]
else:
attack=0
gvalue[4][target][1][3]+=attack
statupdate()
def endturn(target):
gvalue[4][target][1][3]+=gvalue[4][target][1][2]
gvalue[4][target][2][3]+=gvalue[4][target][2][2]
gvalue[4][target][3][3]=gvalue[4][target][3][1]
statupdate()
def no_attack_input_treatment(action,user,user_turn):
if action=="up" or action=="down" or action=="right" or action=="left":
if gvalue[4][user][3][3]!=0:
if action=="up":
if dep_haut(user):
print_if_true("déplacement effectué",user_turn)
gvalue[4][user][3][3]+=-1
else:
print_if_true("déplacement impossible",user_turn)
if action=="down":
if dep_bas(user):
print_if_true("déplacement effectué",user_turn)
gvalue[4][user][3][3]+=-1
else:
print_if_true("déplacement impossible",user_turn)
if action=="right":
if dep_droite(user):
print_if_true("déplacement effectué",user_turn)
gvalue[4][user][3][3]+=-1
else:
print_if_true("déplacement impossible",user_turn)
if action=="left":
if dep_gauche(user):
print_if_true("déplacement effectué",user_turn)
gvalue[4][user][3][3]+=-1
else:
print_if_true("déplacement impossible",user_turn)
else:
print_if_true("vous avez dépensé tous vos points de mouvements",user_turn)
if action=="surrender":
print_if_true("vous avez abandonné",user_turn)
gvalue[5]=True
if gvalue[0]==2:
gvalue[6]=2-user
if action=="end":
endturn(user)
print("fin de tour")
gvalue[5]=True
def print_if_true(txt,printingorder):
if printingorder:
print(txt)
def classloading(server_file,client_file):
with open(server_file,mode='r')as server_class:
gvalue[4][0]=json.load(server_class)
with open(client_file,mode='r')as client_class:
gvalue[4][1]=json.load(client_class)
def statupdate():
for k in range (2):
for i in range (1,3):
if gvalue[4][k][i][3]>=gvalue[4][k][i][1]:
gvalue[4][k][i][3]=gvalue[4][k][i][1]
elif gvalue[4][k][i][3]<=0:
gvalue[4][k][i][3]=0
if gvalue[0]==2 and i==1:
gvalue[6]=2-k
gvalue[3][0][2]=(gvalue[4][gvalue[0]-2][1][3])/gvalue[4][gvalue[0]-2][1][1]
gvalue[3][1][2]=(gvalue[4][gvalue[0]-2][2][3])/gvalue[4][gvalue[0]-2][2][1]
gvalue[3][0][3]=gvalue[4][gvalue[0]-2][1][0]," : ",floor(gvalue[3][0][2]*100),"percents"
gvalue[3][1][3]=gvalue[4][gvalue[0]-2][2][0]," : ",floor(gvalue[3][1][2]*100),"percents"
gvalue[2].coords(gvalue[3][0][0],32,32*21.5,32+320*gvalue[3][0][2],32*22.25)
gvalue[2].coords(gvalue[3][1][0],32,32*22.75,32+320*gvalue[3][1][2],32*23.5)
gvalue[2].itemconfig(gvalue[3][0][1], text=gvalue[3][0][3])
gvalue[2].itemconfig(gvalue[3][1][1], text=gvalue[3][1][3])
fenhg.update
def close():
if askyesno("Quit","Do you really want to quit the game ?"):
fen.destroy()
def hostgame():
global c
gvalue[0]=2
s = socket.socket()
host = socket.gethostbyname(socket.gethostname())
print(host)
port = 52860
s.bind((host, port))
s.listen(5)
c, addr = s.accept()
fen.destroy()
server_file=input("donnez le nom du fichier de votre personnage")
client_file=c.recv(64)
client_file=client_file.decode()
c.send(bytes(server_file,encoding='utf-8'))
classloading(server_file,client_file)
fenhg=Tk()
gvalue[2] = Canvas(fenhg,height = 32*25,width = 32*40,bg="ivory")
for casetype in gvalue[1][0]:
casetype[4]=PhotoImage(file=casetype[0])
for k in range (2):
gvalue[4][k][6]=PhotoImage(file=gvalue[4][k][0])
for k in range (40):
for i in range(21):
gvalue[2].create_image(32*k,32*i,image=gvalue[1][0][gvalue[1][1][k][i][0]][4],anchor='nw')
for k in range (22):
gvalue[2].create_line(0,k*32,32*40,k*32) #lignes horizontales
for k in range (40):
gvalue[2].create_line(k*32,0,k*32,32*21) #lignes verticales
gvalue[3][0][3]=gvalue[4][gvalue[0]-2][1][0]," : ",floor(gvalue[3][0][2]*100),"percents"
gvalue[3][1][3]=gvalue[4][gvalue[0]-2][2][0]," : ",floor(gvalue[3][1][2]*100),"percents"
gvalue[2].create_rectangle(32,32*21.5,352,32*22.25) #Barre
gvalue[3][0][0]=gvalue[2].create_rectangle(32,32*21.5,32+320*gvalue[3][0][2],32*22.25,fill="red") #de
gvalue[3][0][1]=gvalue[2].create_text(192,32*21.875,text=gvalue[3][0][3],font="Arial 14 italic",fill="black") #vie
gvalue[2].create_rectangle(32,32*22.75,352,32*23.5) #Barre
gvalue[3][1][0]=gvalue[2].create_rectangle(32,32*22.75,32+320*gvalue[3][1][2],32*23.5,fill="blue") #de
gvalue[3][1][1]=gvalue[2].create_text(192,32*23.15,text=gvalue[3][1][3],font="Arial 14 italic",fill="black") #mana
gvalue[2].grid()
not_done=True
while not_done:
x,y=randint(0,39),randint(0,20)
if gvalue[1][1][x][y][1]==1:
gvalue[4][0][5][0],gvalue[4][0][5][1]=x,y
not_done=False
for k in range(2):
posclient=c.recv(16)
gvalue[4][1][5][k]=int.from_bytes(posclient, byteorder='big')
x=x.to_bytes(16, byteorder="big")
y=y.to_bytes(16, byteorder="big")
c.send(x)
c.send(y)
for k in range(2):
gvalue[4][k][7]=gvalue[2].create_image(32*gvalue[4][k][5][0],32*gvalue[4][k][5][1],image=gvalue[4][k][6],anchor='nw')
global fenhg
thread_play=threading.Thread(target=play_server).start()
fenhg.mainloop()
def clientgame():
global s
gvalue[0]=3
s = socket.socket()
host = input("Host IP : ")
port = 52860
s.connect((host, port))
fen.destroy()
client_file=input("donnez le nom du fichier de votre personnage")
s.send(bytes(client_file,encoding='utf-8'))
server_file=s.recv(64)
server_file=server_file.decode()
classloading(server_file,client_file)
fenhg=Tk()
gvalue[2] = Canvas(fenhg,height = 32*25,width = 32*40,bg="ivory")
for casetype in gvalue[1][0]:
casetype[4]=PhotoImage(file=casetype[0])
for k in range (2):
gvalue[4][k][6]=PhotoImage(file=gvalue[4][k][0])
for k in range (40):
for i in range(21):
gvalue[2].create_image(32*k,32*i,image=gvalue[1][0][gvalue[1][1][k][i][0]][4],anchor='nw')
for k in range (22):
gvalue[2].create_line(0,k*32,32*40,k*32) #lignes horizontales
for k in range (40):
gvalue[2].create_line(k*32,0,k*32,32*21) #lignes verticales
gvalue[3][0][3]=gvalue[4][gvalue[0]-2][1][0]," : ",floor(gvalue[3][0][2]*100),"percents"
gvalue[3][1][3]=gvalue[4][gvalue[0]-2][2][0]," : ",floor(gvalue[3][1][2]*100),"percents"
gvalue[2].create_rectangle(32,32*21.5,352,32*22.25) #Barre
gvalue[3][0][0]=gvalue[2].create_rectangle(32,32*21.5,32+320*gvalue[3][0][2],32*22.25,fill="red") #de
gvalue[3][0][1]=gvalue[2].create_text(192,32*21.875,text=gvalue[3][0][3],font="Arial 14 italic",fill="black") #vie
gvalue[2].create_rectangle(32,32*22.75,352,32*23.5) #Barre
gvalue[3][1][0]=gvalue[2].create_rectangle(32,32*22.75,32+320*gvalue[3][1][2],32*23.5,fill="blue") #de
gvalue[3][1][1]=gvalue[2].create_text(192,32*23.15,text=gvalue[3][1][3],font="Arial 14 italic",fill="black") #mana
gvalue[2].grid()
not_done=True
while not_done:
x,y=randint(0,39),randint(0,20)
if gvalue[1][1][x][y][1]==2:
gvalue[4][1][5][0],gvalue[4][1][5][1]=x,y
not_done=False
x=x.to_bytes(16, byteorder="big")
y=y.to_bytes(16, byteorder="big")
s.send(x)
s.send(y)
for k in range(2):
posclient=s.recv(16)
gvalue[4][0][5][k]=int.from_bytes(posclient, byteorder='big')
for k in range(2):
gvalue[4][k][7]=gvalue[2].create_image(32*gvalue[4][k][5][0],32*gvalue[4][k][5][1],image=gvalue[4][k][6],anchor='nw')
global fenhg
thread_play=threading.Thread(target=play_client).start()
fenhg.mainloop()
def play_server():
global c
server_playing=False
if gvalue[4][0][3][2]>=gvalue[4][1][3][2]:
server_playing=True
while gvalue[6]==0:
if server_playing:
gvalue[5]=False
c.send(bytes("serverturn",encoding='utf-8'))
while not gvalue[5]:
action=input("action : ")
c.send(bytes(action,encoding='utf-8'))
try:
action=int(action)
curattstats=gvalue[4][0][4][action]
except:
no_attack_input_treatment(action,0,True)
else:
if -curattstats[1]<=gvalue[4][0][2][3]:
print("coût : ",-curattstats[1]," ,dégats : ",-curattstats[0]," ,portée : ",curattstats[2])
target=input("self/ennemy/cancel : ")
c.send(bytes(target,encoding='utf-8'))
if target=="self":
skill(0,0,curattstats[1],curattstats[0])
print("action effectué")
if target=="ennemy":
if ((curattstats[2])**2)>=((gvalue[4][0][5][0]-gvalue[4][1][5][0])**2+(gvalue[4][0][5][1]-gvalue[4][1][5][1])**2):
skill(0,1,curattstats[1],curattstats[0])
print("action effectué")
else:
print("vous êtes trop loin")
else:
print("il ne reste plus assez de",gvalue[4][0][2][0])
if gvalue[6]==0:
server_playing=False
if not server_playing:
gvalue[5]=False
c.send(bytes("clientturn",encoding='utf-8'))
while not gvalue[5]:
action=c.recv(1024)
action=action.decode()
try:
action=int(action)
curattstats=gvalue[4][1][4][action]
except:
no_attack_input_treatment(action,1,False)
c.send(bytes(action,encoding='utf-8'))
else:
target=c.recv(1024)
target=target.decode()
c.send(bytes(target,encoding='utf-8'))
if target=="self":
skill(1,1,curattstats[1],curattstats[0])
print("l'ennemi a effectué une action")
if target=="ennemy":
if ((curattstats[2])**2)>=((gvalue[4][0][5][0]-gvalue[4][1][5][0])**2+(gvalue[4][0][5][1]-gvalue[4][1][5][1])**2):
skill(1,0,curattstats[1],curattstats[0])
print("l'ennemi a effectué une action")
server_playing=True
if gvalue[6]==1:
c.send(bytes("serverwin",encoding='utf-8'))
showerror('Victoire', "Vous avez gagné, appuyez sur ok pour quitter")
if gvalue[6]==2:
c.send(bytes("clientwin",encoding='utf-8'))
showerror('Défaite', "Vous avez perdu, appuyez sur ok pour quitter")
fenhg.destroy()
start()
def play_client():
global s
#gvalue[14]=gvalue[2].create_rectangle(0,0,32,32,fill = "blue")
while gvalue[6]==0:
turn=s.recv(128)
turn=turn.decode()
if turn=="serverturn":
gvalue[5]=False
while not gvalue[5]:
action=s.recv(1024)
action=action.decode()
try:
action=int(action)
curattstats=gvalue[4][0][4][action]
except:
no_attack_input_treatment(action,0,False)
else:
target=s.recv(1024)
target=target.decode()
if target=="self":
skill(0,0,curattstats[1],curattstats[0])
print("l'ennemi a effectué une action")
if target=="ennemy":
if ((curattstats[2])**2)>=((gvalue[4][0][5][0]-gvalue[4][1][5][0])**2+(gvalue[4][0][5][1]-gvalue[4][1][5][1])**2):
skill(0,1,curattstats[1],curattstats[0])
print("l'ennemi a effectué une action")
if turn=="clientturn":
gvalue[5]=False
while not gvalue[5]:
action=input("action : ")
s.send(bytes(action,encoding='utf-8'))
try:
action=int(action)
curattstats=gvalue[4][1][4][action]
except:
action=s.recv(1024)
action=action.decode()
no_attack_input_treatment(action,1,False)
else:
if -curattstats[1]<=gvalue[4][1][2][3]:
print("coût : ",-curattstats[1]," ,dégats : ",-curattstats[0]," ,portée : ",curattstats[2])
target=input("self/ennemy/cancel : ")
s.send(bytes(target,encoding='utf-8'))
target=s.recv(1024)
target=target.decode()
if target=="self":
skill(1,1,curattstats[1],curattstats[0])
print("action effectué")
if target=="ennemy":
if ((curattstats[2])**2)>=((gvalue[4][0][5][0]-gvalue[4][1][5][0])**2+(gvalue[4][0][5][1]-gvalue[4][1][5][1])**2):
skill(1,0,curattstats[1],curattstats[0])
print("action effectué")
else:
print("vous êtes trop loin")
else:
print("il ne reste plus assez de",gvalue[4][1][2][0])
if turn=="serverwin":
gvalue[6]=1
showerror('Défaite', "Vous avez perdu, appuyez sur ok pour quitter")
if turn=="clientwin":
gvalue[6]=2
showerror('Victoire', "Vous avez gagné, appuyez sur ok pour quitter")
fenhg.destroy()
start()
def start():
fen=Tk()
global fen
hostbutton = Button(fen, text="HOST",command=hostgame).grid()
clientbutton=Button(fen, text="CLIENT",command=clientgame).grid()
quitbutton = Button(fen, text="QUIT GAME",command=close).grid()
fen.mainloop()
gvalue=[0,0,0,[[0,0,1,0],[0,0,1,0]],[0,0],False,0] #voir txt
with open("map.json",mode='r')as map_list:
gvalue[1]=json.load(map_list)
start()