fix: python client not reconginizng end conditions

This commit is contained in:
2025-11-18 17:33:20 -05:00
Unverified
parent 8d8a3ab3a5
commit e22583ef98
2 changed files with 39 additions and 35 deletions

View File

@@ -1,4 +1,4 @@
FROM rust:1.91.1 as build
FROM rust:1.91.1 AS build
RUN rustup target add x86_64-unknown-linux-musl && \
apt update && \

View File

@@ -2,11 +2,13 @@ import asyncio
import websockets
from enum import Enum
class Slot(Enum):
NONE = 0
RED = 1
BLUE = 2
def calculate_move(opponent_move, board, our_color, opponent_color):
if opponent_move is not None:
print(f"Opponent played column {opponent_move}")
@@ -14,13 +16,13 @@ def calculate_move(opponent_move, board, our_color, opponent_color):
# Use the board variable to see and set the current state of the board
return int(input("Column: "))
async def gameloop(socket):
board = [[Slot.NONE] * 5 for _ in range(6)]
our_color = Slot.NONE
opponent_color = Slot.NONE
while True: # While game is active, continually anticipate messages
message = (await socket.recv()).split(':') # Receive message from server
print(f"Received message: {message}")
match message[0]:
case 'CONNECT':
@@ -31,23 +33,23 @@ async def gameloop (socket):
if message[2] == '1':
our_color = Slot.RED
opponent_color = Slot.BLUE
col = calculate_move(None, board, our_color, opponent_color) # calculate_move is some arbitrary function you have created to figure out the next move
col = calculate_move(None, board, our_color,
opponent_color) # calculate_move is some arbitrary function you have created to figure out the next move
await socket.send(f'PLAY:{col}') # Send your move to the sever
else:
our_color = Slot.BLUE
opponent_color = Slot.RED
case 'OPPONENT': # Opponent has gone; calculate next move
col = calculate_move(message[1], board, our_color, opponent_color) # Give your function your opponent's move
await socket.send(f'PLAY:{col}') # Send your move to the sever
case 'WIN' | 'LOSS' | 'DRAW' | 'TERMINATED': # Game has ended
if (message[1] == 'WINS') | (message[1] == 'LOSS') | (message[1] == 'DRAW') | (message[1] == 'TERMINATED'): # Game has ended
print(message[0])
board = [[Slot.NONE] * 5 for _ in range(6)]
our_color = None
opponent_color = None
await socket.send('READY')
case 'OPPONENT': # Opponent has gone; calculate next move
col = calculate_move(message[1], board, our_color, opponent_color) # Give your function your opponent's move
await socket.send(f'PLAY:{col}') # Send your move to the sever
case 'KICK':
print("You have been kicked from the game")
break
@@ -58,11 +60,13 @@ async def gameloop (socket):
await socket.close()
async def join_server(username):
async with websockets.connect(f'wss://connect4.abunchofknowitalls.com') as socket: # Establish websocket connection
await socket.send(f'CONNECT:{username}')
await gameloop(socket)
if __name__ == '__main__': # Program entrypoint
username = input("Enter username: ")
asyncio.run(join_server(username))