import asyncio import websockets def calculate_move(opponent_move, board): if opponent_move is not None: print(f"Opponent played column {opponent_move}") # TODO: Use the board variable to see and set the current state of the board # TODO: Implement your move calculation logic here instead return 0 async def gameloop(socket): board = [[None] * 6 for _ in range(7)] while True: # While game is active, continually anticipate messages message = (await socket.recv()).split(':') # Receive message from server match message[0]: case 'CONNECT': await socket.send('READY') case 'GAME': if message[1] == 'START': if message[2] == '1': col = calculate_move(None, board) # 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 if (message[1] == 'WINS') | (message[1] == 'LOSS') | (message[1] == 'DRAW') | (message[1] == 'TERMINATED'): # Game has ended print(message[0]+":"+message[1]) board = [[None] * 6 for _ in range(7)] await socket.send('READY') case 'OPPONENT': # Opponent has gone; calculate next move col = calculate_move(message[1], board) # Give your function your opponent's move await socket.send(f'PLAY:{col}') # Send your move to the sever case 'ERROR': print(f"{message[0]}: {':'.join(message[1:])}") await socket.close() async def join_server(username): async with websockets.connect(f'wss://connect4.abunchofknowitalls.com', ping_interval=30, ping_timeout=30) 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))