misc: cleanup debug
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@@ -2,13 +2,12 @@ import asyncio
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import websockets
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async def calculate_move(opponent_move, board):
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def calculate_move(opponent_move, board):
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if opponent_move is not None:
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print(f"Opponent played column {opponent_move}")
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# TODO: Use the board variable to see and set the current state of the board
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# TODO: Implement your move calculation logic here instead
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# Use the board variable to see and set the current state of the board
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loop = asyncio.get_running_loop()
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return int(await loop.run_in_executor(None, input, "Column: "))
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return 0
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async def gameloop(socket):
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@@ -23,7 +22,7 @@ async def gameloop(socket):
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case 'GAME':
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if message[1] == 'START':
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if message[2] == '1':
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col = await calculate_move(None, board) # calculate_move is some arbitrary function you have created to figure out the next move
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col = calculate_move(None, board) # calculate_move is some arbitrary function you have created to figure out the next move
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await socket.send(f'PLAY:{col}') # Send your move to the sever
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if (message[1] == 'WINS') | (message[1] == 'LOSS') | (message[1] == 'DRAW') | (message[1] == 'TERMINATED'): # Game has ended
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print(message[0]+":"+message[1])
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@@ -31,12 +30,12 @@ async def gameloop(socket):
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await socket.send('READY')
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case 'OPPONENT': # Opponent has gone; calculate next move
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col = await calculate_move(message[1], board) # Give your function your opponent's move
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col = calculate_move(message[1], board) # Give your function your opponent's move
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await socket.send(f'PLAY:{col}') # Send your move to the sever
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case 'ERROR':
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print(f"{message[0]}: {':'.join(message[1:])}")
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await socket.close()
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async def join_server(username):
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@@ -516,10 +516,7 @@ async fn handle_connection(
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}
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// TODO: Start tournaments
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else if text == "PING" {
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let _ = send(&tx, "PONG");
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}
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else {
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let _ = send(&tx, "ERROR:UNKNOWN");
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}
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