fpdb/pyfpdb/GuiReplayer.py

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#!/usr/bin/env python
# -*- coding: utf-8 -*-
2011-03-10 06:16:31 +01:00
#Copyright 2010-2011 Maxime Grandchamp
#This program is free software: you can redistribute it and/or modify
#it under the terms of the GNU Affero General Public License as published by
#the Free Software Foundation, version 3 of the License.
#
#This program is distributed in the hope that it will be useful,
#but WITHOUT ANY WARRANTY; without even the implied warranty of
#MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
#GNU General Public License for more details.
#
#You should have received a copy of the GNU Affero General Public License
#along with this program. If not, see <http://www.gnu.org/licenses/>.
#In the "official" distribution you can find the license in agpl-3.0.txt.
import L10n
_ = L10n.get_translation()
from Hand import *
import Configuration
import Database
import SQL
import fpdb_import
import Filters
import pygtk
pygtk.require('2.0')
import gtk
import math
import gobject
import pprint
pp = pprint.PrettyPrinter(indent=4)
class GuiReplayer:
def __init__(self, config, querylist, mainwin, options = None, debug=True):
self.debug = debug
self.conf = config
self.main_window = mainwin
self.sql = querylist
# These are temporary variables until it becomes possible
# to select() a Hand object from the database
self.filename="regression-test-files/cash/Stars/Flop/NLHE-FR-USD-0.01-0.02-201005.microgrind.txt"
self.site="PokerStars"
if options.filename != None:
self.filename = options.filename
if options.sitename != None:
self.site = options.sitename
self.db = Database.Database(self.conf, sql=self.sql)
filters_display = { "Heroes" : True,
"Sites" : False,
"Games" : False,
"Limits" : False,
"LimitSep" : False,
"LimitType" : False,
"Type" : False,
"Seats" : False,
"SeatSep" : False,
"Dates" : True,
"Groups" : False,
"GroupsAll" : False,
"Button1" : True,
"Button2" : False
}
self.filters = Filters.Filters(self.db, self.conf, self.sql, display = filters_display)
#self.filters.registerButton1Name(_("Import Hand"))
#self.filters.registerButton1Callback(self.importhand)
#self.filters.registerButton2Name(_("temp"))
#self.filters.registerButton2Callback(self.temp())
# hierarchy: self.mainHBox / self.hpane / self.replayBox / self.area
self.mainHBox = gtk.HBox(False, 0)
self.mainHBox.show()
self.leftPanelBox = self.filters.get_vbox()
self.hpane = gtk.HPaned()
self.hpane.pack1(self.leftPanelBox)
self.mainHBox.add(self.hpane)
self.replayBox = gtk.VBox(False, 0)
self.replayBox.show()
self.hpane.pack2(self.replayBox)
self.hpane.show()
self.area=gtk.DrawingArea()
self.pangolayout = self.area.create_pango_layout("")
self.area.connect("expose-event", self.area_expose)
self.style = self.area.get_style()
self.gc = self.style.fg_gc[gtk.STATE_NORMAL]
self.area.show()
self.replayBox.pack_start(self.area)
gobject.timeout_add(1000,self.draw_action)
self.MyHand = self.importhand()
self.table = Table(self.area, self.MyHand).table
if self.MyHand.gametype['currency']=="USD": #TODO: check if there are others ..
self.currency="$"
elif self.MyHand.gametype['currency']=="EUR":
self.currency=""
self.actions=[] #create list with all actions
if isinstance(self.MyHand, HoldemOmahaHand):
if self.MyHand.gametype['category'] == 'holdem':
self.play_holdem()
self.action_number=0
self.action_level=0
self.pot=0
def area_expose(self, area, event):
self.style = self.area.get_style()
self.gc = self.style.fg_gc[gtk.STATE_NORMAL]
playerid='999' #makes sure we have an error if player is not recognised
for i in range(0,len(self.table)): #surely there must be a better way to find the player id in the table...
if self.table[i]['name']==self.actions[self.action_number][1]:
playerid=i
if self.actions[self.action_number][2]=="folds":
self.table[playerid]["status"]="folded"
if self.actions[self.action_number][3]:
self.table[playerid]["stack"] -= Decimal(self.actions[self.action_number][3]) #decreases stack if player bets
self.pot += Decimal(self.actions[self.action_number][3]) #increase pot
self.table[playerid]["chips"] += Decimal(self.actions[self.action_number][3]) #increase player's chips on table
cm = self.gc.get_colormap() #create colormap toi be able to play with colours
color = cm.alloc_color("black") #defaults to black
self.gc.set_foreground(color)
self.area.window.draw_arc(self.gc, 0, 125, 125, 300, 300, 0, 360*64) #table
for i in self.table:
if self.table[i]["status"]=="folded":
color = cm.alloc_color("grey") #player has folded => greyed out
self.gc.set_foreground(color)
else:
color = cm.alloc_color("black") #player is live
self.gc.set_foreground(color)
self.pangolayout.set_text(self.table[i]["name"]+self.table[i]["holecards"]) #player names + holecards
self.area.window.draw_layout(self.gc, self.table[i]["x"],self.table[i]["y"], self.pangolayout)
self.pangolayout.set_text('$'+str(self.table[i]["stack"])) #player stacks
self.area.window.draw_layout(self.gc, self.table[i]["x"]+10,self.table[i]["y"]+20, self.pangolayout)
color = cm.alloc_color("green")
self.gc.set_foreground(color)
self.pangolayout.set_text(self.currency+str(self.pot)) #displays pot
self.area.window.draw_layout(self.gc,270,270, self.pangolayout)
if self.actions[self.action_number][0]>1: #displays flop
self.pangolayout.set_text(self.MyHand.board['FLOP'][0]+" "+self.MyHand.board['FLOP'][1]+" "+self.MyHand.board['FLOP'][2])
self.area.window.draw_layout(self.gc,210,240, self.pangolayout)
if self.actions[self.action_number][0]>2: #displays turn
self.pangolayout.set_text(self.MyHand.board['TURN'][0])
self.area.window.draw_layout(self.gc,270,240, self.pangolayout)
if self.actions[self.action_number][0]>3: #displays river
self.pangolayout.set_text(self.MyHand.board['RIVER'][0])
self.area.window.draw_layout(self.gc,290,240, self.pangolayout)
color = cm.alloc_color("red") #highlights the action
self.gc.set_foreground(color)
self.pangolayout.set_text(self.actions[self.action_number][2]) #displays action
self.area.window.draw_layout(self.gc, self.table[playerid]["x"]+10,self.table[playerid]["y"]+35, self.pangolayout)
if self.actions[self.action_number][3]: #displays amount
self.pangolayout.set_text(self.currency+self.actions[self.action_number][3])
self.area.window.draw_layout(self.gc, self.table[playerid]["x"]+10,self.table[playerid]["y"]+55, self.pangolayout)
color = cm.alloc_color("black") #we don't want to draw the filters and others in red
self.gc.set_foreground(color)
def play_holdem(self):
actions=('BLINDSANTES','PREFLOP','FLOP','TURN','RIVER')
for action in actions:
for i in range(0,len(self.MyHand.actions[action])):
player=self.MyHand.actions[action][i][0]
act=self.MyHand.actions[action][i][1]
try:
amount=str(self.MyHand.actions[action][i][2])
except:
amount='' #no amount
self.actions.append([actions.index(action),player,act,amount]) #create table with all actions
def draw_action(self):
if self.action_number==len(self.actions)-1: #no more actions, we exit the loop
return False
if self.actions[self.action_number][0]!=self.action_level: #have we changed street ?
self.action_level=self.actions[self.action_number][0] #record the new street
if self.action_level>1: #we don't want to refresh if simply moving from antes/blinds to preflop action
alloc = self.area.get_allocation()
rect = gtk.gdk.Rectangle(0, 0, alloc.width, alloc.height)
self.area.window.invalidate_rect(rect, True) #make sure we refresh the whole screen
self.action_number+=1
if self.area.window:
playerid='999' #makes sure we have an error if player is not recognised
for i in range(0,len(self.table)): #surely there must be a better way to find the player id in the table...
if self.table[i]['name']==self.actions[self.action_number][1]:
playerid=i
rect = gtk.gdk.Rectangle(self.table[playerid]["x"],self.table[playerid]["y"],100,100)
self.area.window.invalidate_rect(rect, True) #refresh player area of the screen
rect = gtk.gdk.Rectangle(270,270,100,50)
self.area.window.invalidate_rect(rect, True) #refresh pot area
self.area.window.process_updates(True)
print "draw action: ",self.action_number,self.actions[self.action_number][1],self.actions[self.action_number][2],self.actions[self.action_number][3]
return True
def get_vbox(self):
"""returns the vbox of this thread"""
return self.mainHBox
def importhand(self, handnumber=1):
"""Temporary function that grabs a Hand object from a specified file. Obviously this will
be replaced by a function to select a hand from the db in the not so distant future.
This code has been shamelessly stolen from Carl
"""
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if False:
settings = {}
settings.update(self.conf.get_db_parameters())
settings.update(self.conf.get_import_parameters())
settings.update(self.conf.get_default_paths())
importer = fpdb_import.Importer(False, settings, self.conf, None)
importer.setDropIndexes("don't drop")
importer.setFailOnError(True)
importer.setThreads(-1)
importer.setCallHud(False)
importer.setFakeCacheHHC(True)
print "DEBUG: self.filename: '%s' self.site: '%s'" %(self.filename, self.site)
importer.addBulkImportImportFileOrDir(self.filename, site=self.site)
(stored, dups, partial, errs, ttime) = importer.runImport()
hhc = importer.getCachedHHC()
handlist = hhc.getProcessedHands()
return handlist[0]
else:
# Fetch hand info
# We need at least sitename, gametype, handid
# for the Hand.__init__
####### Shift this section in Database.py for all to use ######
handid = 1
q = self.sql.query['get_gameinfo_from_hid']
q = q.replace('%s', self.sql.query['placeholder'])
c = self.db.get_cursor()
c.execute(q, (handid,))
res = c.fetchone()
gametype = {'category':res[1],'base':res[2],'type':res[3],'limitType':res[4],'hilo':res[5],'sb':res[6],'bb':res[7], 'currency':res[10]}
#FIXME: smallbet and bigbet are res[8] and res[9] respectively
###### End section ########
print "DEBUG: gametype: %s" % gametype
if gametype['base'] == 'hold':
h = HoldemOmahaHand(config = self.conf, hhc = None, sitename=res[0], gametype = gametype, handText=None, builtFrom = "DB", handid=handid)
h.select(self.db, handid)
elif gametype['base'] == 'stud':
print "DEBUG: Create stud hand here"
elif gametype['base'] == 'draw':
print "DEBUG: Create draw hand here"
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return h
def temp(self):
pass
class Table:
def __init__(self, darea, hand):
self.darea = darea
self.hand = hand
self.players = []
#self.pixmap = gtk.gdk.Pixmap(darea, width, height, depth=-1)
# tmp var while refactoring
self.table = {}
i = 0
for seat, name, chips in hand.players:
self.players.append(Player(hand, name, chips, seat))
self.table[i] = self.players[i].get_hash()
i += 1
pp.pprint(self.table)
def draw(self):
draw_players()
draw_pot()
draw_community_cards()
class Player:
def __init__(self, hand, name, stack, seat):
self.status = 'live'
self.stack = Decimal(stack)
self.chips = 0
self.seat = seat
self.name = name
self.holecards = hand.join_holecards(name)
self.x = int (round(250+200*math.cos(2*self.seat*math.pi/hand.maxseats)))
self.y = int (round(250+200*math.sin(2*self.seat*math.pi/hand.maxseats)))
def get_hash(self):
return { 'chips': 0,
'holecards': self.holecards,
'name': self.name,
'stack': self.stack,
'status': self.status,
'x': self.x,
'y': self.y,
}
def draw(self):
draw_name()
draw_stack()
draw_cards()
class Pot:
def __init__(self, hand):
self.total = 0.0
def draw(self):
pass
class CommunityCards:
def __init__(self, hand):
self.pixbuf = self.gen_pixbuf_from_file(PATH_TO_THE_FILE)
def draw(self):
pass
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def main(argv=None):
"""main can also be called in the python interpreter, by supplying the command line as the argument."""
if argv is None:
argv = sys.argv[1:]
def destroy(*args): # call back for terminating the main eventloop
gtk.main_quit()
import Options
(options, argv) = Options.fpdb_options()
if options.usage == True:
#Print usage examples and exit
sys.exit(0)
if options.sitename:
options.sitename = Options.site_alias(options.sitename)
if options.sitename == False:
usage()
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config = Configuration.Config(file = "HUD_config.test.xml")
db = Database.Database(config)
sql = SQL.Sql(db_server = 'sqlite')
main_window = gtk.Window()
main_window.connect('destroy', destroy)
replayer = GuiReplayer(config, sql, main_window, options=options, debug=True)
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main_window.add(replayer.get_vbox())
main_window.set_default_size(800,800)
main_window.show()
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gtk.main()
if __name__ == '__main__':
sys.exit(main())