TP03
This commit is contained in:
123
P1.py
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123
P1.py
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#!/usr/bin/env python3
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# -*- coding: utf-8 -*-
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"""
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ASCII animations playground
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Usage: python ascii_anim.py
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Press Ctrl+C to quit an animation.
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"""
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import os
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import sys
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import time
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import shutil
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import math
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def clear():
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# Clear terminal in a cross-platform way
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os.system('cls' if os.name == 'nt' else 'clear')
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def spinner(text="Chargement", delay=0.08, rounds=80):
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frames = ['|', '/', '-', '\\']
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for i in range(rounds):
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sys.stdout.write(f"\r{frames[i % len(frames)]} {text} ")
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sys.stdout.flush()
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time.sleep(delay)
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print()
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def marquee(text="Hello ASCII!", speed=0.05, loops=3):
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cols = shutil.get_terminal_size((80, 20)).columns
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padding = " " * cols
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s = padding + text + padding
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for _ in range(loops):
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for i in range(len(text) + cols):
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window = s[i:i+cols]
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sys.stdout.write("\r" + window)
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sys.stdout.flush()
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time.sleep(speed)
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print()
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def bouncing(text="BOUNCE", speed=0.03, loops=6):
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cols = max(20, shutil.get_terminal_size((80, 20)).columns - len(text))
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pos = 0
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direction = 1
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start = time.time()
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steps = int(loops * (cols * 2))
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for _ in range(steps):
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sys.stdout.write("\r" + " " * pos + text)
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sys.stdout.flush()
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pos += direction
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if pos >= cols or pos <= 0:
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direction *= -1
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time.sleep(speed)
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print()
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def wave(text="~wave~", amplitude=3, wavelength=4, speed=0.08, cycles=6):
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cols = shutil.get_terminal_size((80, 20)).columns
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base_x = 0
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for t in range(int(cycles * (wavelength * 4))):
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line = [" "] * cols
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for i, ch in enumerate(text):
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x = (i + base_x) % cols
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y_offset = int(amplitude * math.sin((i + t) / wavelength))
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# create a vertical effect by shifting with newlines — simple 1-line version:
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# we emulate vertical movement by offsetting with spaces (approx)
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pos = x
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line[pos] = ch
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sys.stdout.write("\r" + "".join(line))
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sys.stdout.flush()
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base_x += 1
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time.sleep(speed)
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print()
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def typing(text="Ceci est une animation de typing...", speed=0.04):
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for ch in text:
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sys.stdout.write(ch)
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sys.stdout.flush()
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time.sleep(speed)
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print()
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def demo_all():
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try:
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clear()
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print("Demo ASCII animations — Ctrl+C pour quitter\n")
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print("1) Spinner")
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spinner("Traitement...", delay=0.06, rounds=60)
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print("\n2) Marquee")
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marquee(">>> Salut ! Ceci est une annonce en défilement <<<", speed=0.03, loops=4)
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print("\n3) Bouncing")
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bouncing(" <3 ", speed=0.01, loops=8)
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print("\n4) Wave (approx.)")
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wave("WAVEEE", amplitude=2, wavelength=3, speed=0.04, cycles=5)
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print("\n5) Typing")
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typing("Voilà — animation typing terminée !", speed=0.03)
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except KeyboardInterrupt:
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print("\nInterrompu. À bientôt!")
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if __name__ == "__main__":
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try:
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clear()
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print("Choisis une animation :")
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print(" 1) Spinner")
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print(" 2) Marquee (défilement)")
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print(" 3) Bouncing")
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print(" 4) Wave (approx.)")
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print(" 5) Typing")
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print(" 0) Demo toutes")
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choice = input("Numéro > ").strip()
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clear()
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if choice == "1":
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spinner("Chargement...", delay=0.06, rounds=1000)
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elif choice == "2":
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marquee(">>> Salut ! Ceci est une annonce en défilement <<<", speed=0.03, loops=999)
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elif choice == "3":
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bouncing(" <3 ", speed=0.02, loops=999)
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elif choice == "4":
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wave("WAVEEE", amplitude=2, wavelength=3, speed=0.05, cycles=999)
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elif choice == "5":
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while True:
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typing("Tape... (Ctrl+C pour sortir)", speed=0.03)
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time.sleep(0.8)
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else:
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demo_all()
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except KeyboardInterrupt:
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print("\nBye 👋")
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34
P2.py
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34
P2.py
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import os
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import time
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frames = [
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r"""
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o
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/|\
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/ \
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""",
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r"""
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\o/
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/ \
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""",
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r"""
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o/
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/|
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/ \
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""",
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r"""
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\o
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/ \
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"""
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]
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def clear():
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os.system('cls' if os.name == 'nt' else 'clear')
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while True:
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for frame in frames:
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clear()
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print(frame)
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time.sleep(0.2)
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39
P3.py
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39
P3.py
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import cv2
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import os
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import time
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# Ensemble de caractères par intensité
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ASCII_CHARS = "@%#*+=-:. "
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def resize_frame(frame, new_width=120):
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height, width = frame.shape
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ratio = height / width / 1.65 # correction pour terminal
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new_height = int(new_width * ratio)
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resized = cv2.resize(frame, (new_width, new_height))
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return resized
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def gray_to_ascii(gray_frame):
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ascii_frame = ""
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for row in gray_frame:
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for pixel in row:
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ascii_frame += ASCII_CHARS[pixel // 25]
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ascii_frame += "\n"
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return ascii_frame
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def play_video(path):
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cap = cv2.VideoCapture(path)
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while cap.isOpened():
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ret, frame = cap.read()
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if not ret:
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break
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gray = cv2.cvtColor(frame, cv2.COLOR_BGR2GRAY)
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resized = resize_frame(gray)
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ascii_frame = gray_to_ascii(resized)
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os.system("cls" if os.name == "nt" else "clear")
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print(ascii_frame)
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time.sleep(0.03) # ~30 FPS
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cap.release()
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if __name__ == "__main__":
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play_video("media1.mp4") # remplace par ton fichier
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147
P4.py
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147
P4.py
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#!/usr/bin/env python3
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# -*- coding: utf-8 -*-
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"""
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Connect Four (Puissance 4) — jeu console pour 2 joueurs
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Usage: python connect4.py
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Auteur: généré par ChatGPT pour Le J
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"""
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import os
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import time
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ROWS = 6
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COLS = 7
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EMPTY = "."
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# Symbols for players
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PLAYER_SYMBOLS = ["X", "O"]
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def clear():
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os.system("cls" if os.name == "nt" else "clear")
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def make_board():
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return [[EMPTY for _ in range(COLS)] for _ in range(ROWS)]
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def print_board(board):
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clear()
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# header with column numbers
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print(" " + " ".join(str(i+1) for i in range(COLS)))
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for row in board:
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print(" |" + "|".join(row) + "|")
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print("-" * (COLS * 2 + 3))
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def is_valid_col(board, col):
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return 0 <= col < COLS and board[0][col] == EMPTY
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def drop_piece(board, col, symbol, animate=True):
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# find the lowest empty row
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for r in range(ROWS-1, -1, -1):
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if board[r][col] == EMPTY:
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if animate:
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# small drop animation (textual)
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for step in range(r+1):
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# draw a temporary board with the piece at current step
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temp = [row[:] for row in board]
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temp[step][col] = symbol
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print_board(temp)
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time.sleep(0.03)
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# final position
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board[r][col] = symbol
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return r, col
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return None
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def check_direction(board, start_r, start_c, dr, dc, symbol):
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count = 0
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r, c = start_r, start_c
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# go backwards
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while 0 <= r < ROWS and 0 <= c < COLS and board[r][c] == symbol:
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count += 1
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r -= dr
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c -= dc
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# go forward (excluding start)
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r, c = start_r + dr, start_c + dc
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while 0 <= r < ROWS and 0 <= c < COLS and board[r][c] == symbol:
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count += 1
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r += dr
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c += dc
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return count
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def is_winner(board, r, c, symbol):
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# check horizontal (0,1), vertical (1,0), diag up-right (1,1), diag down-right (1,-1)
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directions = [(0,1), (1,0), (1,1), (1,-1)]
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for dr, dc in directions:
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if check_direction(board, r, c, dr, dc, symbol) >= 4:
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return True
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return False
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def board_full(board):
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return all(cell != EMPTY for cell in board[0])
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def ask_column(player):
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while True:
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choice = input(f"Joueur {player+1} ({PLAYER_SYMBOLS[player]}), choisis une colonne (1-{COLS}) ou 'q' pour quitter: ").strip()
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if choice.lower() == 'q':
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return "q"
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if not choice.isdigit():
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print("Entrée invalide — entre un numéro.")
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continue
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col = int(choice) - 1
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if col < 0 or col >= COLS:
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print(f"Choisis une colonne entre 1 et {COLS}.")
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continue
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return col
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def main():
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print("=== Connect Four (Puissance 4) — 2 joueurs ===")
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print("Règles rapides : place ton jeton dans une colonne ; il tombe tout en bas ou sur le dernier jeton.")
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print("Le premier qui aligne 4 jetons de suite (horizontale, verticale ou diagonale) gagne.")
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print("Appuie sur Entrée pour commencer...")
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input()
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while True:
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board = make_board()
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current = 0 # joueur 0 commence
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winner = None
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print_board(board)
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while True:
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col = ask_column(current)
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if col == "q":
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print("Partie quittée. À plus !")
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return
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if not is_valid_col(board, col):
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print("Colonne pleine ou invalide, choisis-en une autre.")
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time.sleep(0.7)
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continue
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# drop piece (with animation)
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r, c = drop_piece(board, col, PLAYER_SYMBOLS[current], animate=True)
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print_board(board)
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# check win
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if is_winner(board, r, c, PLAYER_SYMBOLS[current]):
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winner = current
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break
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# check draw
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if board_full(board):
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break
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# next player
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current = 1 - current
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if winner is not None:
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print(f"🎉 Joueur {winner+1} ({PLAYER_SYMBOLS[winner]}) a gagné ! Bravo !")
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else:
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print("Match nul — le tableau est plein.")
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# play again?
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again = input("Rejouer ? (o/n) : ").strip().lower()
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if again not in ("o", "oui", "y", "yes"):
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print("Merci d'avoir joué — à la prochaine !")
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break
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if __name__ == "__main__":
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try:
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main()
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except KeyboardInterrupt:
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print("\nInterrompu — bye !")
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299
battleship_client.py
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299
battleship_client.py
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@@ -0,0 +1,299 @@
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#!/usr/bin/env python3
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# -*- coding: utf-8 -*-
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"""
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Bataille Navale - Client LAN
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Se connecte au serveur, place les bateaux (manuel ou aléatoire), puis joue.
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"""
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import socket
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import json
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import argparse
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import threading
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import random
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import os
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import time
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ROWS = 10
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COLS = 10
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SHIPS_DEF = {
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"Carrier": 5,
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"Battleship": 4,
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"Cruiser": 3,
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"Submarine": 3,
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"Destroyer": 2
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}
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def clear():
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os.system("cls" if os.name == "nt" else "clear")
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def send_line(conn, data):
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conn.sendall((json.dumps(data) + "\n").encode())
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def recv_loop(conn, handler):
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f = conn.makefile(mode="r", encoding="utf-8")
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try:
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while True:
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line = f.readline()
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if not line:
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break
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data = json.loads(line.strip())
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handler(data)
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except Exception as e:
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print("Connection closed.", e)
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finally:
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try:
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f.close()
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except:
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pass
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class ClientGame:
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def __init__(self, host, port):
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self.sock = socket.create_connection((host, port))
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self.lock = threading.Lock()
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self.player_idx = None
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self.my_board = [["." for _ in range(COLS)] for _ in range(ROWS)]
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self.enemy_board = [["." for _ in range(COLS)] for _ in range(ROWS)] # track hits/misses
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self.ships = {} # name -> list of [r,c]
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self.turn = None
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self.running = True
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threading.Thread(target=recv_loop, args=(self.sock, self.on_message), daemon=True).start()
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def on_message(self, data):
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t = data.get("type")
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if t == "welcome":
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self.player_idx = data.get("player_idx")
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print(f"[INFO] {data.get('msg')}")
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elif t == "start_place":
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print("[INFO] Place tes bateaux.")
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self.place_phase()
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elif t == "placed_ok":
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print("[INFO] Placement reçu par le serveur. En attente de l'adversaire...")
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elif t == "start_game":
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print("[INFO] Partie démarrée !")
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# draw boards then wait for turn messages
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self.draw_boards()
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elif t == "turn":
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self.turn = data.get("current")
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if self.turn == self.player_idx:
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print("\nC'est ton tour !")
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self.player_turn()
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else:
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print("\nTour de l'adversaire, attends...")
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elif t == "result":
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res = data.get("res")
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r = data.get("r"); c = data.get("c")
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if res == "miss":
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print(f"Ton tir en ({r},{c}) a manqué.")
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self.enemy_board[r][c] = "o"
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elif res == "hit":
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print(f"Ton tir en ({r},{c}) a touché un navire !")
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self.enemy_board[r][c] = "X"
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elif res == "sunk":
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ship = data.get("ship")
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print(f"Tu as coulé le navire {ship} !")
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self.enemy_board[r][c] = "X"
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self.draw_boards()
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elif t == "update":
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shot = data.get("opponent_shot")
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r = shot.get("r"); c = shot.get("c"); res = shot.get("res")
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if res == "miss":
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print(f"L'adversaire a tiré en ({r},{c}) : manqué.")
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self.my_board[r][c] = "o"
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else:
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print(f"L'adversaire a tiré en ({r},{c}) : {res.upper()} !")
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self.my_board[r][c] = "X"
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self.draw_boards()
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elif t == "end":
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winner = data.get("winner")
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reason = data.get("reason")
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if winner == self.player_idx:
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print("\n🎉 Tu as gagné !", reason)
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else:
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print("\n😢 Tu as perdu.", reason)
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self.running = False
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print("Partie terminée. Ferme le client (Ctrl+C) ou attend la fermeture.")
|
||||
elif t == "info":
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print("[INFO]", data.get("msg"))
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elif t == "error":
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print("[ERROR]", data.get("msg"))
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else:
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print("[MSG]", data)
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def draw_boards(self):
|
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clear()
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print("Ton plateau:\t\t\tPlateau adversaire (tes tirs)")
|
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header = " " + " ".join(str(i) for i in range(COLS))
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print(header + "\t\t" + header)
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for r in range(ROWS):
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left = str(r) + " " + " ".join(self.my_board[r])
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right = str(r) + " " + " ".join(self.enemy_board[r])
|
||||
print(left + "\t\t" + right)
|
||||
print()
|
||||
|
||||
def place_phase(self):
|
||||
# ask player if manual or random
|
||||
while True:
|
||||
choice = input("Placement manuel (m) ou aléatoire (a) ? [m/a] ").strip().lower()
|
||||
if choice in ("m", "a"):
|
||||
break
|
||||
if choice == "a":
|
||||
self.ships = self.random_place()
|
||||
self.apply_ships_to_board()
|
||||
send_line(self.sock, {"type": "place", "ships": self.ships})
|
||||
print("Placement aléatoire envoyé.")
|
||||
return
|
||||
# manual placement
|
||||
print("Instructions: entre des positions sous la forme r,c (ex: 3,5).")
|
||||
print("Tu dois placer les navires suivants (nom : taille):")
|
||||
for name, size in SHIPS_DEF.items():
|
||||
print(f" - {name} : {size}")
|
||||
placed = {}
|
||||
for name, size in SHIPS_DEF.items():
|
||||
while True:
|
||||
print("\nTon plateau actuel:")
|
||||
self.draw_boards_single()
|
||||
print(f"Place {name} (taille {size}). Tu dois entrer {size} positions consécutives en ligne ou colonne.")
|
||||
s = input(f"Positions séparées par espace (ex: 2,3 2,4 2,5 ...): ").strip()
|
||||
try:
|
||||
parts = s.split()
|
||||
coords = []
|
||||
for p in parts:
|
||||
rr, cc = map(int, p.split(","))
|
||||
coords.append([rr, cc])
|
||||
# basic validation: count & contiguous
|
||||
if len(coords) != size:
|
||||
print("Mauvais nombre de positions.")
|
||||
continue
|
||||
# bounds
|
||||
bad = False
|
||||
for rr, cc in coords:
|
||||
if not (0 <= rr < ROWS and 0 <= cc < COLS):
|
||||
bad = True; break
|
||||
if bad:
|
||||
print("Position hors limites.")
|
||||
continue
|
||||
rows = [p[0] for p in coords]; cols = [p[1] for p in coords]
|
||||
if not (len(set(rows)) == 1 or len(set(cols)) == 1):
|
||||
print("Les coordonnées doivent être alignées sur une ligne ou une colonne.")
|
||||
continue
|
||||
if len(set(rows)) == 1:
|
||||
sorted_cols = sorted(cols)
|
||||
if sorted_cols != list(range(min(cols), max(cols)+1)):
|
||||
print("Les colonnes doivent être consécutives.")
|
||||
continue
|
||||
else:
|
||||
sorted_rows = sorted(rows)
|
||||
if sorted_rows != list(range(min(rows), max(rows)+1)):
|
||||
print("Les lignes doivent être consécutives.")
|
||||
continue
|
||||
# check overlap
|
||||
overlap = False
|
||||
for rr, cc in coords:
|
||||
if self.my_board[rr][cc] != ".":
|
||||
overlap = True; break
|
||||
if overlap:
|
||||
print("Chevauchement avec un navire déjà placé.")
|
||||
continue
|
||||
# ok
|
||||
placed[name] = coords
|
||||
for rr, cc in coords:
|
||||
self.my_board[rr][cc] = name[0] # mark with first letter
|
||||
break
|
||||
except Exception as e:
|
||||
print("Erreur de format:", e)
|
||||
continue
|
||||
self.ships = placed
|
||||
send_line(self.sock, {"type": "place", "ships": self.ships})
|
||||
print("Placement envoyé au serveur. En attente de l'adversaire...")
|
||||
|
||||
def draw_boards_single(self):
|
||||
header = " " + " ".join(str(i) for i in range(COLS))
|
||||
print(header)
|
||||
for r in range(ROWS):
|
||||
left = str(r) + " " + " ".join(self.my_board[r])
|
||||
print(left)
|
||||
print()
|
||||
|
||||
def random_place(self):
|
||||
board = [["." for _ in range(COLS)] for _ in range(ROWS)]
|
||||
ships = {}
|
||||
for name, size in SHIPS_DEF.items():
|
||||
placed = False
|
||||
attempts = 0
|
||||
while not placed and attempts < 200:
|
||||
attempts += 1
|
||||
dir = random.choice(["H", "V"])
|
||||
if dir == "H":
|
||||
r = random.randrange(0, ROWS)
|
||||
c = random.randrange(0, COLS - size + 1)
|
||||
coords = [[r, c + i] for i in range(size)]
|
||||
else:
|
||||
r = random.randrange(0, ROWS - size + 1)
|
||||
c = random.randrange(0, COLS)
|
||||
coords = [[r + i, c] for i in range(size)]
|
||||
# check overlap
|
||||
ok = True
|
||||
for rr, cc in coords:
|
||||
if board[rr][cc] != ".":
|
||||
ok = False; break
|
||||
if ok:
|
||||
for rr, cc in coords:
|
||||
board[rr][cc] = name[0]
|
||||
ships[name] = coords
|
||||
placed = True
|
||||
if not placed:
|
||||
raise RuntimeError("Impossible de placer tous les navires aléatoirement")
|
||||
self.my_board = board
|
||||
return ships
|
||||
|
||||
def player_turn(self):
|
||||
# ask for coordinates to shoot
|
||||
self.draw_boards()
|
||||
while True:
|
||||
s = input("Tire en (r,c) ou 'q' pour abandonner: ").strip()
|
||||
if s.lower() == "q":
|
||||
send_line(self.sock, {"type": "forfeit"})
|
||||
print("Tu as abandonné.")
|
||||
self.running = False
|
||||
return
|
||||
try:
|
||||
r, c = map(int, s.split(","))
|
||||
if not (0 <= r < ROWS and 0 <= c < COLS):
|
||||
print("Hors limites.")
|
||||
continue
|
||||
# check local memory if already shot
|
||||
if self.enemy_board[r][c] != ".":
|
||||
print("Tu as déjà tiré à cet endroit.")
|
||||
continue
|
||||
send_line(self.sock, {"type": "shot", "r": r, "c": c})
|
||||
break
|
||||
except Exception as e:
|
||||
print("Format invalide. Ex: 3,4")
|
||||
continue
|
||||
|
||||
def close(self):
|
||||
try:
|
||||
self.sock.close()
|
||||
except:
|
||||
pass
|
||||
|
||||
if __name__ == "__main__":
|
||||
parser = argparse.ArgumentParser()
|
||||
parser.add_argument("--host", default="127.0.0.1")
|
||||
parser.add_argument("--port", type=int, default=5000)
|
||||
args = parser.parse_args()
|
||||
|
||||
print(f"Connexion au serveur {args.host}:{args.port} ...")
|
||||
try:
|
||||
game = ClientGame(args.host, args.port)
|
||||
except Exception as e:
|
||||
print("Impossible de se connecter:", e)
|
||||
raise SystemExit(1)
|
||||
|
||||
try:
|
||||
while game.running:
|
||||
time.sleep(0.3)
|
||||
except KeyboardInterrupt:
|
||||
print("Fermeture client.")
|
||||
finally:
|
||||
game.close()
|
||||
261
battleship_server.py
Normal file
261
battleship_server.py
Normal file
@@ -0,0 +1,261 @@
|
||||
#!/usr/bin/env python3
|
||||
# -*- coding: utf-8 -*-
|
||||
"""
|
||||
Bataille Navale - Serveur LAN (arbitre)
|
||||
Lance le serveur, attend 2 clients, échange messages JSON ligne par ligne.
|
||||
"""
|
||||
|
||||
import socket
|
||||
import threading
|
||||
import json
|
||||
import time
|
||||
|
||||
HOST = "0.0.0.0"
|
||||
PORT = 5000
|
||||
|
||||
# Board constants
|
||||
ROWS = 10
|
||||
COLS = 10
|
||||
SHIPS_DEF = {
|
||||
"Carrier": 5,
|
||||
"Battleship": 4,
|
||||
"Cruiser": 3,
|
||||
"Submarine": 3,
|
||||
"Destroyer": 2
|
||||
}
|
||||
|
||||
# Helper: send JSON line
|
||||
def send_line(conn, data):
|
||||
try:
|
||||
conn.sendall((json.dumps(data) + "\n").encode())
|
||||
except Exception as e:
|
||||
print("Send error:", e)
|
||||
|
||||
# Helper: read JSON line from file-like socket
|
||||
def recv_line(f):
|
||||
line = f.readline()
|
||||
if not line:
|
||||
return None
|
||||
return json.loads(line.strip())
|
||||
|
||||
class Player:
|
||||
def __init__(self, conn, addr, idx):
|
||||
self.conn = conn
|
||||
self.f = conn.makefile(mode="r", encoding="utf-8")
|
||||
self.addr = addr
|
||||
self.idx = idx
|
||||
self.ready = False
|
||||
self.board_ships = None # dict of ship_id -> list of (r,c)
|
||||
self.hits_received = set() # positions hit by opponent
|
||||
|
||||
def close(self):
|
||||
try:
|
||||
self.f.close()
|
||||
except:
|
||||
pass
|
||||
try:
|
||||
self.conn.close()
|
||||
except:
|
||||
pass
|
||||
|
||||
class GameServer:
|
||||
def __init__(self, host, port):
|
||||
self.sock = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
|
||||
self.sock.bind((host, port))
|
||||
self.sock.listen(4)
|
||||
print(f"[SERVER] Listening on {host}:{port}")
|
||||
self.players = []
|
||||
self.lock = threading.Lock()
|
||||
self.turn = 0 # player index whose turn it is
|
||||
|
||||
def accept_players(self):
|
||||
while len(self.players) < 2:
|
||||
conn, addr = self.sock.accept()
|
||||
with self.lock:
|
||||
idx = len(self.players)
|
||||
player = Player(conn, addr, idx)
|
||||
self.players.append(player)
|
||||
print(f"[SERVER] Player {idx+1} connected from {addr}")
|
||||
threading.Thread(target=self.handle_player, args=(player,), daemon=True).start()
|
||||
|
||||
# when two players connected start handshake
|
||||
self.broadcast({"type": "info", "msg": "2 players connected. Place your ships."})
|
||||
# ask for placements
|
||||
self.broadcast({"type": "start_place", "ships": SHIPS_DEF})
|
||||
|
||||
def broadcast(self, data):
|
||||
with self.lock:
|
||||
for p in list(self.players):
|
||||
try:
|
||||
send_line(p.conn, data)
|
||||
except:
|
||||
pass
|
||||
|
||||
def handle_player(self, player):
|
||||
try:
|
||||
send_line(player.conn, {"type": "welcome", "player_idx": player.idx, "msg": f"You are player {player.idx+1}"})
|
||||
while True:
|
||||
data = recv_line(player.f)
|
||||
if data is None:
|
||||
print(f"[SERVER] Player {player.idx+1} disconnected")
|
||||
break
|
||||
self.process_message(player, data)
|
||||
except Exception as e:
|
||||
print("Player handler error:", e)
|
||||
finally:
|
||||
player.close()
|
||||
|
||||
def process_message(self, player, data):
|
||||
t = data.get("type")
|
||||
if t == "place":
|
||||
# expects 'ships': {name: [[r,c],...], ...}
|
||||
ships = data.get("ships")
|
||||
if not self.validate_placement(ships):
|
||||
send_line(player.conn, {"type": "error", "msg": "Invalid placement"})
|
||||
return
|
||||
player.board_ships = ships
|
||||
player.ready = True
|
||||
send_line(player.conn, {"type": "placed_ok"})
|
||||
print(f"[SERVER] Player {player.idx+1} placed ships")
|
||||
# If both ready, start game
|
||||
if all(p.ready for p in self.players) and len(self.players) >= 2:
|
||||
time.sleep(0.2)
|
||||
self.start_game()
|
||||
elif t == "shot":
|
||||
# only process if both ready
|
||||
if not all(p.ready for p in self.players):
|
||||
send_line(player.conn, {"type": "error", "msg": "Both players not ready"})
|
||||
return
|
||||
if player.idx != self.turn:
|
||||
send_line(player.conn, {"type": "error", "msg": "Not your turn"})
|
||||
return
|
||||
r = data.get("r")
|
||||
c = data.get("c")
|
||||
self.handle_shot(player.idx, r, c)
|
||||
elif t == "forfeit":
|
||||
# opponent wins
|
||||
winner = 1 - player.idx
|
||||
self.end_game(winner, reason=f"Player {player.idx+1} forfeited")
|
||||
else:
|
||||
send_line(player.conn, {"type": "error", "msg": "Unknown message type"})
|
||||
|
||||
def validate_placement(self, ships):
|
||||
# ships is a dict name->list of [r,c]
|
||||
if not isinstance(ships, dict):
|
||||
return False
|
||||
occupied = set()
|
||||
for name, coords in ships.items():
|
||||
if name not in SHIPS_DEF:
|
||||
return False
|
||||
if not isinstance(coords, list) or len(coords) != SHIPS_DEF[name]:
|
||||
return False
|
||||
# each coord valid and not overlapping, must form straight contiguous line
|
||||
rows = [p[0] for p in coords]
|
||||
cols = [p[1] for p in coords]
|
||||
if any(not (0 <= rr < ROWS and 0 <= cc < COLS) for rr, cc in coords):
|
||||
return False
|
||||
# contiguous line check: either same row or same col
|
||||
if not (len(set(rows)) == 1 or len(set(cols)) == 1):
|
||||
return False
|
||||
# ensure consecutive
|
||||
if len(set(rows)) == 1:
|
||||
sorted_cols = sorted(cols)
|
||||
if sorted_cols != list(range(min(cols), max(cols)+1)):
|
||||
return False
|
||||
else:
|
||||
sorted_rows = sorted(rows)
|
||||
if sorted_rows != list(range(min(rows), max(rows)+1)):
|
||||
return False
|
||||
for p in coords:
|
||||
if tuple(p) in occupied:
|
||||
return False
|
||||
occupied.add(tuple(p))
|
||||
return True
|
||||
|
||||
def start_game(self):
|
||||
# tell players game starts and whose turn
|
||||
self.turn = 0
|
||||
for p in self.players:
|
||||
send_line(p.conn, {"type": "start_game", "your_idx": p.idx})
|
||||
self.notify_turn()
|
||||
|
||||
def notify_turn(self):
|
||||
# notify both players whose turn it is
|
||||
for p in self.players:
|
||||
send_line(p.conn, {"type": "turn", "current": self.turn})
|
||||
|
||||
def handle_shot(self, shooter_idx, r, c):
|
||||
shooter = self.players[shooter_idx]
|
||||
target = self.players[1 - shooter_idx]
|
||||
pos = (r, c)
|
||||
# check bounds
|
||||
if not (0 <= r < ROWS and 0 <= c < COLS):
|
||||
send_line(shooter.conn, {"type": "error", "msg": "Shot out of bounds"})
|
||||
return
|
||||
# if already shot there? check by looking at hits_received of target
|
||||
if pos in target.hits_received:
|
||||
send_line(shooter.conn, {"type": "error", "msg": "Position already shot"})
|
||||
return
|
||||
# mark hit
|
||||
target.hits_received.add(pos)
|
||||
# determine result
|
||||
hit_ship = None
|
||||
for name, coords in target.board_ships.items():
|
||||
coords_t = [tuple(p) for p in coords]
|
||||
if pos in coords_t:
|
||||
hit_ship = name
|
||||
break
|
||||
if hit_ship is None:
|
||||
# miss
|
||||
send_line(shooter.conn, {"type": "result", "res": "miss", "r": r, "c": c})
|
||||
send_line(target.conn, {"type": "update", "opponent_shot": {"r": r, "c": c, "res": "miss"}})
|
||||
# switch turn
|
||||
self.turn = 1 - self.turn
|
||||
self.notify_turn()
|
||||
else:
|
||||
# check if ship sunk
|
||||
coords_t = [tuple(p) for p in target.board_ships[hit_ship]]
|
||||
sunk = all(p in target.hits_received for p in coords_t)
|
||||
if sunk:
|
||||
send_line(shooter.conn, {"type": "result", "res": "sunk", "ship": hit_ship, "r": r, "c": c})
|
||||
send_line(target.conn, {"type": "update", "opponent_shot": {"r": r, "c": c, "res": "sunk", "ship": hit_ship}})
|
||||
# check win: all ships coords in hits_received?
|
||||
all_coords = []
|
||||
for coords in target.board_ships.values():
|
||||
all_coords.extend([tuple(p) for p in coords])
|
||||
if set(all_coords).issubset(target.hits_received):
|
||||
# shooter wins
|
||||
self.end_game(shooter_idx, reason="All ships sunk")
|
||||
return
|
||||
else:
|
||||
# shooter keeps the turn after hit (classic rule variations exist; we keep shooter on turn)
|
||||
self.notify_turn()
|
||||
else:
|
||||
send_line(shooter.conn, {"type": "result", "res": "hit", "r": r, "c": c})
|
||||
send_line(target.conn, {"type": "update", "opponent_shot": {"r": r, "c": c, "res": "hit"}})
|
||||
# shooter keeps turn
|
||||
self.notify_turn()
|
||||
|
||||
def end_game(self, winner_idx, reason=""):
|
||||
print(f"[SERVER] Game ended. Winner: Player {winner_idx+1}. Reason: {reason}")
|
||||
for p in self.players:
|
||||
send_line(p.conn, {"type": "end", "winner": winner_idx, "reason": reason})
|
||||
# close sockets after a short pause
|
||||
time.sleep(1.0)
|
||||
for p in self.players:
|
||||
try:
|
||||
p.close()
|
||||
except:
|
||||
pass
|
||||
# reset server for new game? here we exit
|
||||
print("[SERVER] Shutting down.")
|
||||
try:
|
||||
self.sock.close()
|
||||
except:
|
||||
pass
|
||||
exit(0)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
server = GameServer(HOST, PORT)
|
||||
server.accept_players()
|
||||
BIN
media1.mp4
Normal file
BIN
media1.mp4
Normal file
Binary file not shown.
Reference in New Issue
Block a user