feat: example client in python
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62
example_client.py
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62
example_client.py
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import asyncio
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import websockets
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from enum import Enum
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class Slot(Enum):
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NONE = 0
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RED = 1
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BLUE = 2
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# Global board state (6 columns x 5 rows)
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board = [[Slot.NONE] * 5 for _ in range(6)]
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our_color = None
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opponent_color = None
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def calculate_move(opponent_move):
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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: 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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return int(input("Column: "))
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async def gameloop (socket):
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while socket.open: # While game is active, continually anticipate messages
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message = (await socket.recv()).split(':') # Receive message from server
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match message[0]:
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case 'CONNECT:ACK':
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await socket.send('READY')
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case 'GAMESTART': # Game has started
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if message[1] == '1':
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our_color = Slot.RED
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opponent_color = Slot.BLUE
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col = calculate_move(None) # 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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else:
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our_color = Slot.BLUE
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opponent_color = Slot.RED
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case 'OPPONENT': # Opponent has gone; calculate next move
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col = calculate_move(message[1]) # 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 'WIN' | 'LOSS' | 'DRAW' | 'TERMINATED': # Game has ended
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print(message[0])
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board = [[Slot.NONE] * 5 for _ in range(6)]
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our_color = None
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opponent_color = None
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case 'ERROR':
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print(f"Error: {':'.join(message[1:])}")
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exit()
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async def join_server(username):
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async with websockets.connect(f'wss://connect4.abunchofknowitalls.com') as socket: # Establish websocket connection
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await socket.send(f'CONNECT:{username}')
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await gameloop(socket)
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if __name__ == '__main__': # Program entrypoint
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username = input("Enter username: ")
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asyncio.run(join_server(username))
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