view frontends/src/tools/games.py @ 2144:1d3f73e065e1

core, jp: component handling + client handling refactoring: - SàT can now handle components - plugin have now a "modes" key in PLUGIN_INFO where they declare if they can be used with clients and or components. They default to be client only. - components are really similar to clients, but with some changes in behaviour: * component has "entry point", which is a special plugin with a componentStart method, which is called just after component is connected * trigger end with a different suffixes (e.g. profileConnected vs profileConnectedComponent), so a plugin which manage both clients and components can have different workflow * for clients, only triggers of plugins handling client mode are launched * for components, only triggers of plugins needed in dependencies are launched. They all must handle component mode. * component have a sendHistory attribute (False by default) which can be set to True to allow saving sent messages into history * for convenience, "client" is still used in method even if it can now be a component * a new "component" boolean attribute tells if we have a component or a client * components have to add themselve Message protocol * roster and presence protocols are not added for components * component default port is 5347 (which is Prosody's default port) - asyncCreateProfile has been renamed for profileCreate, both to follow new naming convention and to prepare the transition to fully asynchronous bridge - createProfile has a new "component" attribute. When used to create a component, it must be set to a component entry point - jp: added --component argument to profile/create - disconnect bridge method is now asynchronous, this way frontends can know when disconnection is finished - new PI_* constants for PLUGIN_INFO values (not used everywhere yet) - client/component connection workflow has been moved to their classes instead of being a host methods - host.messageSend is now client.sendMessage, and former client.sendMessage is now client.sendMessageData. - identities are now handled in client.identities list, so it can be updated dynamically by plugins (in the future, frontends should be able to update them too through bridge) - profileConnecting* profileConnected* profileDisconnected* and getHandler now all use client instead of profile
author Goffi <goffi@goffi.org>
date Sun, 12 Feb 2017 17:55:43 +0100
parents 2daf7b4c6756
children 8b37a62336c3
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#!/usr/bin/env python2
# -*- coding: utf-8 -*-

# SAT: a jabber client
# Copyright (C) 2009-2016 Jérôme Poisson (goffi@goffi.org)

# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Affero General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.

# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
# GNU Affero General Public License for more details.

# You should have received a copy of the GNU Affero General Public License
# along with this program.  If not, see <http://www.gnu.org/licenses/>.

"""This library help manage general games (e.g. card games) and it is shared by the frontends"""

SUITS_ORDER = ['pique', 'coeur', 'trefle', 'carreau', 'atout']  # I have switched the usual order 'trefle' and 'carreau' because card are more easy to see if suit colour change (black, red, black, red)
VALUES_ORDER = [str(i) for i in xrange(1, 11)] + ["valet", "cavalier", "dame", "roi"]


class TarotCard(object):
    """This class is used to represent a car logically"""

    def __init__(self, tuple_card):
        """@param tuple_card: tuple (suit, value)"""
        self.suit, self.value = tuple_card
        self.bout = self.suit == "atout" and self.value in ["1", "21", "excuse"]
        if self.bout or self.value == "roi":
            self.points = 4.5
        elif self.value == "dame":
            self.points = 3.5
        elif self.value == "cavalier":
            self.points = 2.5
        elif self.value == "valet":
            self.points = 1.5
        else:
            self.points = 0.5

    def get_tuple(self):
        return (self.suit, self.value)

    @staticmethod
    def from_tuples(tuple_list):
        result = []
        for card_tuple in tuple_list:
            result.append(TarotCard(card_tuple))
        return result

    def __cmp__(self, other):
        if other is None:
            return 1
        if self.suit != other.suit:
            idx1 = SUITS_ORDER.index(self.suit)
            idx2 = SUITS_ORDER.index(other.suit)
            return idx1.__cmp__(idx2)
        if self.suit == 'atout':
            if self.value == other.value == 'excuse':
                return 0
            if self.value == 'excuse':
                return -1
            if other.value == 'excuse':
                return 1
            return int(self.value).__cmp__(int(other.value))
        # at this point we have the same suit which is not 'atout'
        idx1 = VALUES_ORDER.index(self.value)
        idx2 = VALUES_ORDER.index(other.value)
        return idx1.__cmp__(idx2)

    def __str__(self):
        return "[%s,%s]" % (self.suit, self.value)


# These symbols are diplayed by Libervia next to the player's nicknames
SYMBOLS = {"Radiocol": [u"♬"], "Tarot": [u"♠", u"♣", u"♥", u"♦"]}