This commit is contained in:
johanleroy
2025-09-09 09:33:35 +02:00
parent d5afd6c71f
commit 40a2252381
8 changed files with 903 additions and 0 deletions

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#!/usr/bin/env python3
# -*- coding: utf-8 -*-
"""
ASCII animations playground
Usage: python ascii_anim.py
Press Ctrl+C to quit an animation.
"""
import os
import sys
import time
import shutil
import math
def clear():
# Clear terminal in a cross-platform way
os.system('cls' if os.name == 'nt' else 'clear')
def spinner(text="Chargement", delay=0.08, rounds=80):
frames = ['|', '/', '-', '\\']
for i in range(rounds):
sys.stdout.write(f"\r{frames[i % len(frames)]} {text} ")
sys.stdout.flush()
time.sleep(delay)
print()
def marquee(text="Hello ASCII!", speed=0.05, loops=3):
cols = shutil.get_terminal_size((80, 20)).columns
padding = " " * cols
s = padding + text + padding
for _ in range(loops):
for i in range(len(text) + cols):
window = s[i:i+cols]
sys.stdout.write("\r" + window)
sys.stdout.flush()
time.sleep(speed)
print()
def bouncing(text="BOUNCE", speed=0.03, loops=6):
cols = max(20, shutil.get_terminal_size((80, 20)).columns - len(text))
pos = 0
direction = 1
start = time.time()
steps = int(loops * (cols * 2))
for _ in range(steps):
sys.stdout.write("\r" + " " * pos + text)
sys.stdout.flush()
pos += direction
if pos >= cols or pos <= 0:
direction *= -1
time.sleep(speed)
print()
def wave(text="~wave~", amplitude=3, wavelength=4, speed=0.08, cycles=6):
cols = shutil.get_terminal_size((80, 20)).columns
base_x = 0
for t in range(int(cycles * (wavelength * 4))):
line = [" "] * cols
for i, ch in enumerate(text):
x = (i + base_x) % cols
y_offset = int(amplitude * math.sin((i + t) / wavelength))
# create a vertical effect by shifting with newlines — simple 1-line version:
# we emulate vertical movement by offsetting with spaces (approx)
pos = x
line[pos] = ch
sys.stdout.write("\r" + "".join(line))
sys.stdout.flush()
base_x += 1
time.sleep(speed)
print()
def typing(text="Ceci est une animation de typing...", speed=0.04):
for ch in text:
sys.stdout.write(ch)
sys.stdout.flush()
time.sleep(speed)
print()
def demo_all():
try:
clear()
print("Demo ASCII animations — Ctrl+C pour quitter\n")
print("1) Spinner")
spinner("Traitement...", delay=0.06, rounds=60)
print("\n2) Marquee")
marquee(">>> Salut ! Ceci est une annonce en défilement <<<", speed=0.03, loops=4)
print("\n3) Bouncing")
bouncing(" <3 ", speed=0.01, loops=8)
print("\n4) Wave (approx.)")
wave("WAVEEE", amplitude=2, wavelength=3, speed=0.04, cycles=5)
print("\n5) Typing")
typing("Voilà — animation typing terminée !", speed=0.03)
except KeyboardInterrupt:
print("\nInterrompu. À bientôt!")
if __name__ == "__main__":
try:
clear()
print("Choisis une animation :")
print(" 1) Spinner")
print(" 2) Marquee (défilement)")
print(" 3) Bouncing")
print(" 4) Wave (approx.)")
print(" 5) Typing")
print(" 0) Demo toutes")
choice = input("Numéro > ").strip()
clear()
if choice == "1":
spinner("Chargement...", delay=0.06, rounds=1000)
elif choice == "2":
marquee(">>> Salut ! Ceci est une annonce en défilement <<<", speed=0.03, loops=999)
elif choice == "3":
bouncing(" <3 ", speed=0.02, loops=999)
elif choice == "4":
wave("WAVEEE", amplitude=2, wavelength=3, speed=0.05, cycles=999)
elif choice == "5":
while True:
typing("Tape... (Ctrl+C pour sortir)", speed=0.03)
time.sleep(0.8)
else:
demo_all()
except KeyboardInterrupt:
print("\nBye 👋")

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import os
import time
frames = [
r"""
o
/|\
/ \
""",
r"""
\o/
|
/ \
""",
r"""
o/
/|
/ \
""",
r"""
\o
|\
/ \
"""
]
def clear():
os.system('cls' if os.name == 'nt' else 'clear')
while True:
for frame in frames:
clear()
print(frame)
time.sleep(0.2)

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import cv2
import os
import time
# Ensemble de caractères par intensité
ASCII_CHARS = "@%#*+=-:. "
def resize_frame(frame, new_width=120):
height, width = frame.shape
ratio = height / width / 1.65 # correction pour terminal
new_height = int(new_width * ratio)
resized = cv2.resize(frame, (new_width, new_height))
return resized
def gray_to_ascii(gray_frame):
ascii_frame = ""
for row in gray_frame:
for pixel in row:
ascii_frame += ASCII_CHARS[pixel // 25]
ascii_frame += "\n"
return ascii_frame
def play_video(path):
cap = cv2.VideoCapture(path)
while cap.isOpened():
ret, frame = cap.read()
if not ret:
break
gray = cv2.cvtColor(frame, cv2.COLOR_BGR2GRAY)
resized = resize_frame(gray)
ascii_frame = gray_to_ascii(resized)
os.system("cls" if os.name == "nt" else "clear")
print(ascii_frame)
time.sleep(0.03) # ~30 FPS
cap.release()
if __name__ == "__main__":
play_video("media1.mp4") # remplace par ton fichier

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#!/usr/bin/env python3
# -*- coding: utf-8 -*-
"""
Connect Four (Puissance 4) — jeu console pour 2 joueurs
Usage: python connect4.py
Auteur: généré par ChatGPT pour Le J
"""
import os
import time
ROWS = 6
COLS = 7
EMPTY = "."
# Symbols for players
PLAYER_SYMBOLS = ["X", "O"]
def clear():
os.system("cls" if os.name == "nt" else "clear")
def make_board():
return [[EMPTY for _ in range(COLS)] for _ in range(ROWS)]
def print_board(board):
clear()
# header with column numbers
print(" " + " ".join(str(i+1) for i in range(COLS)))
for row in board:
print(" |" + "|".join(row) + "|")
print("-" * (COLS * 2 + 3))
def is_valid_col(board, col):
return 0 <= col < COLS and board[0][col] == EMPTY
def drop_piece(board, col, symbol, animate=True):
# find the lowest empty row
for r in range(ROWS-1, -1, -1):
if board[r][col] == EMPTY:
if animate:
# small drop animation (textual)
for step in range(r+1):
# draw a temporary board with the piece at current step
temp = [row[:] for row in board]
temp[step][col] = symbol
print_board(temp)
time.sleep(0.03)
# final position
board[r][col] = symbol
return r, col
return None
def check_direction(board, start_r, start_c, dr, dc, symbol):
count = 0
r, c = start_r, start_c
# go backwards
while 0 <= r < ROWS and 0 <= c < COLS and board[r][c] == symbol:
count += 1
r -= dr
c -= dc
# go forward (excluding start)
r, c = start_r + dr, start_c + dc
while 0 <= r < ROWS and 0 <= c < COLS and board[r][c] == symbol:
count += 1
r += dr
c += dc
return count
def is_winner(board, r, c, symbol):
# check horizontal (0,1), vertical (1,0), diag up-right (1,1), diag down-right (1,-1)
directions = [(0,1), (1,0), (1,1), (1,-1)]
for dr, dc in directions:
if check_direction(board, r, c, dr, dc, symbol) >= 4:
return True
return False
def board_full(board):
return all(cell != EMPTY for cell in board[0])
def ask_column(player):
while True:
choice = input(f"Joueur {player+1} ({PLAYER_SYMBOLS[player]}), choisis une colonne (1-{COLS}) ou 'q' pour quitter: ").strip()
if choice.lower() == 'q':
return "q"
if not choice.isdigit():
print("Entrée invalide — entre un numéro.")
continue
col = int(choice) - 1
if col < 0 or col >= COLS:
print(f"Choisis une colonne entre 1 et {COLS}.")
continue
return col
def main():
print("=== Connect Four (Puissance 4) — 2 joueurs ===")
print("Règles rapides : place ton jeton dans une colonne ; il tombe tout en bas ou sur le dernier jeton.")
print("Le premier qui aligne 4 jetons de suite (horizontale, verticale ou diagonale) gagne.")
print("Appuie sur Entrée pour commencer...")
input()
while True:
board = make_board()
current = 0 # joueur 0 commence
winner = None
print_board(board)
while True:
col = ask_column(current)
if col == "q":
print("Partie quittée. À plus !")
return
if not is_valid_col(board, col):
print("Colonne pleine ou invalide, choisis-en une autre.")
time.sleep(0.7)
continue
# drop piece (with animation)
r, c = drop_piece(board, col, PLAYER_SYMBOLS[current], animate=True)
print_board(board)
# check win
if is_winner(board, r, c, PLAYER_SYMBOLS[current]):
winner = current
break
# check draw
if board_full(board):
break
# next player
current = 1 - current
if winner is not None:
print(f"🎉 Joueur {winner+1} ({PLAYER_SYMBOLS[winner]}) a gagné ! Bravo !")
else:
print("Match nul — le tableau est plein.")
# play again?
again = input("Rejouer ? (o/n) : ").strip().lower()
if again not in ("o", "oui", "y", "yes"):
print("Merci d'avoir joué — à la prochaine !")
break
if __name__ == "__main__":
try:
main()
except KeyboardInterrupt:
print("\nInterrompu — bye !")

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#!/usr/bin/env python3
# -*- coding: utf-8 -*-
"""
Bataille Navale - Client LAN
Se connecte au serveur, place les bateaux (manuel ou aléatoire), puis joue.
"""
import socket
import json
import argparse
import threading
import random
import os
import time
ROWS = 10
COLS = 10
SHIPS_DEF = {
"Carrier": 5,
"Battleship": 4,
"Cruiser": 3,
"Submarine": 3,
"Destroyer": 2
}
def clear():
os.system("cls" if os.name == "nt" else "clear")
def send_line(conn, data):
conn.sendall((json.dumps(data) + "\n").encode())
def recv_loop(conn, handler):
f = conn.makefile(mode="r", encoding="utf-8")
try:
while True:
line = f.readline()
if not line:
break
data = json.loads(line.strip())
handler(data)
except Exception as e:
print("Connection closed.", e)
finally:
try:
f.close()
except:
pass
class ClientGame:
def __init__(self, host, port):
self.sock = socket.create_connection((host, port))
self.lock = threading.Lock()
self.player_idx = None
self.my_board = [["." for _ in range(COLS)] for _ in range(ROWS)]
self.enemy_board = [["." for _ in range(COLS)] for _ in range(ROWS)] # track hits/misses
self.ships = {} # name -> list of [r,c]
self.turn = None
self.running = True
threading.Thread(target=recv_loop, args=(self.sock, self.on_message), daemon=True).start()
def on_message(self, data):
t = data.get("type")
if t == "welcome":
self.player_idx = data.get("player_idx")
print(f"[INFO] {data.get('msg')}")
elif t == "start_place":
print("[INFO] Place tes bateaux.")
self.place_phase()
elif t == "placed_ok":
print("[INFO] Placement reçu par le serveur. En attente de l'adversaire...")
elif t == "start_game":
print("[INFO] Partie démarrée !")
# draw boards then wait for turn messages
self.draw_boards()
elif t == "turn":
self.turn = data.get("current")
if self.turn == self.player_idx:
print("\nC'est ton tour !")
self.player_turn()
else:
print("\nTour de l'adversaire, attends...")
elif t == "result":
res = data.get("res")
r = data.get("r"); c = data.get("c")
if res == "miss":
print(f"Ton tir en ({r},{c}) a manqué.")
self.enemy_board[r][c] = "o"
elif res == "hit":
print(f"Ton tir en ({r},{c}) a touché un navire !")
self.enemy_board[r][c] = "X"
elif res == "sunk":
ship = data.get("ship")
print(f"Tu as coulé le navire {ship} !")
self.enemy_board[r][c] = "X"
self.draw_boards()
elif t == "update":
shot = data.get("opponent_shot")
r = shot.get("r"); c = shot.get("c"); res = shot.get("res")
if res == "miss":
print(f"L'adversaire a tiré en ({r},{c}) : manqué.")
self.my_board[r][c] = "o"
else:
print(f"L'adversaire a tiré en ({r},{c}) : {res.upper()} !")
self.my_board[r][c] = "X"
self.draw_boards()
elif t == "end":
winner = data.get("winner")
reason = data.get("reason")
if winner == self.player_idx:
print("\n🎉 Tu as gagné !", reason)
else:
print("\n😢 Tu as perdu.", reason)
self.running = False
print("Partie terminée. Ferme le client (Ctrl+C) ou attend la fermeture.")
elif t == "info":
print("[INFO]", data.get("msg"))
elif t == "error":
print("[ERROR]", data.get("msg"))
else:
print("[MSG]", data)
def draw_boards(self):
clear()
print("Ton plateau:\t\t\tPlateau adversaire (tes tirs)")
header = " " + " ".join(str(i) for i in range(COLS))
print(header + "\t\t" + header)
for r in range(ROWS):
left = str(r) + " " + " ".join(self.my_board[r])
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()

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#!/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()

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