Files
connect4-moderator-server/example_client.py

62 lines
2.1 KiB
Python

import asyncio
import websockets
from enum import Enum
class Slot(Enum):
NONE = 0
RED = 1
BLUE = 2
# Global board state (6 columns x 5 rows)
board = [[Slot.NONE] * 5 for _ in range(6)]
our_color = None
opponent_color = None
def calculate_move(opponent_move):
if opponent_move is not None:
print(f"Opponent played column {opponent_move}")
# TODO: Implement your move calculation logic here instead
# Use the board variable to see and set the current state of the board
return int(input("Column: "))
async def gameloop (socket):
while socket.open: # While game is active, continually anticipate messages
message = (await socket.recv()).split(':') # Receive message from server
match message[0]:
case 'CONNECT:ACK':
await socket.send('READY')
case 'GAMESTART': # Game has started
if message[1] == '1':
our_color = Slot.RED
opponent_color = Slot.BLUE
col = calculate_move(None) # 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]) # 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
print(message[0])
board = [[Slot.NONE] * 5 for _ in range(6)]
our_color = None
opponent_color = None
case 'ERROR':
print(f"Error: {':'.join(message[1:])}")
exit()
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))