Merge pull request #5 from albertoxamin/dev

update from dev with dodge city green cards
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Alberto Xamin 2020-11-28 17:40:13 +01:00 committed by GitHub
commit 004b1d17ca
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9 changed files with 301 additions and 37 deletions

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@ -36,6 +36,8 @@ class Card(ABC):
self.desc = desc self.desc = desc
self.need_target = False self.need_target = False
self.can_target_self = False self.can_target_self = False
self.can_be_used_now = True
self.usable_next_turn = False
self.need_with = False self.need_with = False
def __str__(self): def __str__(self):
@ -284,7 +286,7 @@ class Mancato(Card):
def __init__(self, suit, number): def __init__(self, suit, number):
super().__init__(suit, 'Mancato!', number) super().__init__(suit, 'Mancato!', number)
self.icon = '😅' self.icon = '😅'
self.desc = "Usa questa carta per annullare un bang" self.desc = "Usa questa carta per annullare un Bang!"
def play_card(self, player, against, _with=None): def play_card(self, player, against, _with=None):
import bang.characters as chars import bang.characters as chars

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@ -6,6 +6,10 @@ class Deck:
def __init__(self, game): def __init__(self, game):
super().__init__() super().__init__()
self.cards: List[cs.Card] = cs.get_starting_deck(game.expansions) self.cards: List[cs.Card] = cs.get_starting_deck(game.expansions)
self.mancato_cards: List[str] = []
for c in self.cards:
if isinstance(c, cs.Mancato) and c.name not in self.mancato_cards:
self.mancato_cards.append(c.name)
self.game = game self.game = game
random.shuffle(self.cards) random.shuffle(self.cards)
self.scrap_pile: List[cs.Card] = [] self.scrap_pile: List[cs.Card] = []
@ -46,5 +50,7 @@ class Deck:
return self.draw() return self.draw()
def scrap(self, card: cs.Card): def scrap(self, card: cs.Card):
if card.usable_next_turn:
card.can_be_used_now = False
self.scrap_pile.append(card) self.scrap_pile.append(card)
self.game.notify_scrap_pile() self.game.notify_scrap_pile()

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@ -31,7 +31,7 @@ class Schivata(Mancato):
super().__init__(suit, number) super().__init__(suit, number)
self.name = 'Schivata' self.name = 'Schivata'
self.icon = '🙅‍♂️' self.icon = '🙅‍♂️'
self.desc += " e poi pesca una carta" self.desc = "Usa questa carta per annullare un Bang! e poi pesca una carta"
self.alt_text = '☝️🆓' self.alt_text = '☝️🆓'
def play_card(self, player, against, _with=None): def play_card(self, player, against, _with=None):
@ -69,9 +69,12 @@ class Rissa(CatBalou):
def play_card(self, player, against, _with): def play_card(self, player, against, _with):
if _with != None: if _with != None:
players_with_cards = [p.name for p in player.game.players if p != player and (len(p.hand)+len(p.equipment)) > 0]
if len(players_with_cards) == 0:
return False
player.game.deck.scrap(_with) player.game.deck.scrap(_with)
player.event_type = 'rissa' player.event_type = 'rissa'
super().play_card(player, against=[p.name for p in player.game.players if p != player and (len(p.hand)+len(p.equipment)) > 0][0]) super().play_card(player, against=players_with_cards[0])
player.sio.emit('chat_message', room=player.game.name, data=f'{player.name} ha giocato {self.name}') player.sio.emit('chat_message', room=player.game.name, data=f'{player.name} ha giocato {self.name}')
return True return True
return False return False
@ -130,6 +133,198 @@ class Whisky(Card):
return True return True
return False return False
class Bibbia(Schivata):
def __init__(self, suit, number):
super().__init__(suit, number)
self.name = 'Bibbia'
self.icon = '📖'
self.usable_next_turn = True
self.can_be_used_now = False
def play_card(self, player, against, _with=None):
if self.can_be_used_now:
pass
return False
else:
player.equipment.append(self)
return True
def use_card(self, player):
player.hand.append(player.game.deck.draw())
player.notify_self()
class Cappello(Mancato):
def __init__(self, suit, number):
super().__init__(suit, number)
self.name = 'Cappello'
self.icon = '🧢'
self.usable_next_turn = True
self.can_be_used_now = False
def play_card(self, player, against, _with=None):
if self.can_be_used_now:
pass
return False
else:
player.equipment.append(self)
return True
class PlaccaDiFerro(Cappello):
def __init__(self, suit, number):
super().__init__(suit, number)
self.name = 'Placca Di Ferro'
self.icon = '🛡'
class Sombrero(Cappello):
def __init__(self, suit, number):
super().__init__(suit, number)
self.name = 'Sombrero'
self.icon = '👒'
class Pugnale(Pugno):
def __init__(self, suit, number):
super().__init__(suit, number)
self.name = 'Pugnale'
self.icon = '🗡'
self.usable_next_turn = True
self.can_be_used_now = False
def play_card(self, player, against, _with=None):
if self.can_be_used_now:
return super().play_card(player, against=against)
else:
player.equipment.append(self)
return True
class Derringer(Pugnale):
def __init__(self, suit, number):
super().__init__(suit, number)
self.name = 'Derringer'
self.icon = '🚬'
self.alt_text += ' ☝️🆓'
def play_card(self, player, against, _with=None):
if self.can_be_used_now:
player.hand.append(player.game.deck.draw())
return super().play_card(player, against=against)
else:
player.equipment.append(self)
return True
class Borraccia(Birra):
def __init__(self, suit, number):
super().__init__(suit, number)
self.name = 'Borraccia'
self.icon = '🍼'
self.usable_next_turn = True
self.can_be_used_now = False
def play_card(self, player, against, _with=None):
if self.can_be_used_now:
return super().play_card(player, against)
else:
player.equipment.append(self)
return True
class PonyExpress(WellsFargo):
def __init__(self, suit, number):
super().__init__(suit, number)
self.name = 'Pony Express'
self.icon = '🦄'
self.usable_next_turn = True
self.can_be_used_now = False
def play_card(self, player, against, _with=None):
if self.can_be_used_now:
return super().play_card(player, against)
else:
player.equipment.append(self)
return True
class Howitzer(Gatling):
def __init__(self, suit, number):
super().__init__(suit, number)
self.name = 'Howitzer'
self.icon = '📡'
self.usable_next_turn = True
self.can_be_used_now = False
def play_card(self, player, against, _with=None):
if self.can_be_used_now:
return super().play_card(player, against)
else:
player.equipment.append(self)
return True
class CanCan(CatBalou):
def __init__(self, suit, number):
super().__init__(suit, number)
self.name = 'Can Can'
self.icon = '👯‍♀️'
self.usable_next_turn = True
self.can_be_used_now = False
def play_card(self, player, against, _with=None):
if self.can_be_used_now:
return super().play_card(player, against)
else:
player.equipment.append(self)
return True
class Conestoga(Panico):
def __init__(self, suit, number):
Card.__init__(self, suit, 'Conestoga', number)
self.icon = '🏕'
self.desc = "Ruba 1 carta dalla mano di un giocatore a prescindere dalla distanza"
self.need_target = True
self.usable_next_turn = True
self.can_be_used_now = False
def play_card(self, player, against, _with=None):
if self.can_be_used_now:
return super().play_card(player, against)
else:
player.equipment.append(self)
return True
class Pepperbox(Bang):
def __init__(self, suit, number):
super().__init__(suit, number)
self.name = 'Pepperbox'
self.icon = '🌶'
self.usable_next_turn = True
self.can_be_used_now = False
def play_card(self, player, against, _with=None):
if self.can_be_used_now:
if against != None:
Card.play_card(self, player, against=against)
player.game.attack(player, against)
return True
return False
else:
player.equipment.append(self)
return True
class FucileDaCaccia(Card):
def __init__(self, suit, number):
super().__init__(suit, 'Fucile Da Caccia', number)
self.icon = '🌂'
self.desc = "Spara a un giocatore a prescindere dalla distanza"
self.need_target = True
self.usable_next_turn = True
self.can_be_used_now = False
def play_card(self, player, against, _with=None):
if self.can_be_used_now:
if against != None:
super().play_card(player, against=against)
player.game.attack(player, against)
return True
return False
else:
player.equipment.append(self)
return True
def get_starting_deck() -> List[Card]: def get_starting_deck() -> List[Card]:
return [ return [
@ -160,4 +355,18 @@ def get_starting_deck() -> List[Card]:
SpringField(Suit.SPADES, 'K'), SpringField(Suit.SPADES, 'K'),
Tequila(Suit.CLUBS, 9), Tequila(Suit.CLUBS, 9),
Whisky(Suit.HEARTS, 'Q'), Whisky(Suit.HEARTS, 'Q'),
Bibbia(Suit.HEARTS, 10),
Cappello(Suit.DIAMONDS, 'J'),
PlaccaDiFerro(Suit.DIAMONDS, 'A'),
PlaccaDiFerro(Suit.SPADES, 'Q'),
Sombrero(Suit.CLUBS, 7),
Pugnale(Suit.HEARTS, 8),
Derringer(Suit.SPADES, 7),
Borraccia(Suit.HEARTS, 7),
CanCan(Suit.CLUBS, 'J'),
Conestoga(Suit.DIAMONDS, 9),
FucileDaCaccia(Suit.CLUBS, 'Q'),
PonyExpress(Suit.DIAMONDS, 'Q'),
Pepperbox(Suit.HEARTS, 'A'),
Howitzer(Suit.SPADES, 9),
] ]

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@ -23,13 +23,14 @@ class Game:
self.expansions = [] self.expansions = []
def notify_room(self): def notify_room(self):
self.sio.emit('room', room=self.name, data={ if len([p for p in self.players if p.character == None]) != 0:
'name': self.name, self.sio.emit('room', room=self.name, data={
'started': self.started, 'name': self.name,
'players': [{'name':p.name, 'ready': False} for p in self.players], 'started': self.started,
'password': self.password, 'players': [{'name':p.name, 'ready': p.character != None} for p in self.players],
'expansions': self.expansions, 'password': self.password,
}) 'expansions': self.expansions,
})
def toggle_expansion(self, expansion_name): def toggle_expansion(self, expansion_name):
if not self.started: if not self.started:

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@ -16,7 +16,6 @@ class PendingAction(IntEnum):
WAIT = 4 WAIT = 4
CHOOSE = 5 CHOOSE = 5
class Player: class Player:
def __init__(self, name, sid, sio): def __init__(self, name, sid, sio):
@ -250,22 +249,28 @@ class Player:
return s return s
def play_card(self, hand_index: int, against=None, _with=None): def play_card(self, hand_index: int, against=None, _with=None):
if not (0 <= hand_index < len(self.hand)): if not self.is_my_turn or self.pending_action != PendingAction.PLAY:
print('illegal')
return return
card: cs.Card = self.hand.pop(hand_index) if not (0 <= hand_index < len(self.hand) + len(self.equipment)):
return
card: cs.Card = self.hand.pop(hand_index) if hand_index < len(self.hand) else self.equipment.pop(hand_index-len(self.hand))
withCard: cs.Card = None withCard: cs.Card = None
if _with != None: if _with != None:
withCard = self.hand.pop(_with) if hand_index > _with else self.hand.pop(_with - 1) withCard = self.hand.pop(_with) if hand_index > _with else self.hand.pop(_with - 1)
print(self.name, 'is playing ', card, ' against:', against, ' with:', _with) print(self.name, 'is playing ', card, ' against:', against, ' with:', _with)
did_play_card = card.play_card(self, against, withCard) did_play_card = card.play_card(self, against, withCard)
if not card.is_equipment: if not card.is_equipment and not card.usable_next_turn:
if did_play_card: if did_play_card:
self.game.deck.scrap(card) self.game.deck.scrap(card)
else: else:
self.hand.insert(hand_index, card) self.hand.insert(hand_index, card)
if withCard: if withCard:
self.hand.insert(_with, withCard) self.hand.insert(_with, withCard)
elif card.usable_next_turn and card.can_be_used_now:
if did_play_card:
self.game.deck.scrap(card)
else:
self.equipment.insert(hand_index-len(self.hand), card)
self.notify_self() self.notify_self()
def choose(self, card_index): def choose(self, card_index):
@ -280,6 +285,8 @@ class Player:
card = target.hand.pop(card_index) card = target.hand.pop(card_index)
target.notify_self() target.notify_self()
if self.choose_action == 'steal': if self.choose_action == 'steal':
if card.usable_next_turn:
card.can_be_used_now = False
self.hand.append(card) self.hand.append(card)
else: else:
self.game.deck.scrap(card) self.game.deck.scrap(card)
@ -289,10 +296,9 @@ class Player:
self.choose_action = '' self.choose_action = ''
self.pending_action = PendingAction.PLAY self.pending_action = PendingAction.PLAY
else: else:
while len(self.game.players[self.game.players_map[self.target_p]+1].hand) + len(self.game.players[self.game.players_map[self.target_p]+1].equipment) == 0: self.target_p = self.game.players[self.game.players_map[self.target_p]+1].name
while self.target_p == self.name or len(self.game.players[self.game.players_map[self.target_p]].hand) + len(self.game.players[self.game.players_map[self.target_p]].equipment) == 0:
self.target_p = self.game.players[self.game.players_map[self.target_p]+1].name self.target_p = self.game.players[self.game.players_map[self.target_p]+1].name
if self.target_p == self.name:
self.target_p = self.game.players[self.game.players_map[self.target_p]+1].name
self.notify_self() self.notify_self()
# specifico per personaggio # specifico per personaggio
elif self.is_drawing and isinstance(self.character, chars.KitCarlson): elif self.is_drawing and isinstance(self.character, chars.KitCarlson):
@ -321,19 +327,25 @@ class Player:
if self.mancato_needed <= 0: if self.mancato_needed <= 0:
self.game.responders_did_respond_resume_turn() self.game.responders_did_respond_resume_turn()
return return
if len([c for c in self.hand if isinstance(c, cs.Mancato) or (isinstance(self.character, chars.CalamityJanet) and isinstance(c, cs.Bang))]) == 0: if len([c for c in self.hand if isinstance(c, cs.Mancato) or (isinstance(self.character, chars.CalamityJanet) and isinstance(c, cs.Bang))]) == 0\
and len([c for c in self.equipment if c.can_be_used_now and isinstance(c, cs.Mancato)]) == 0:
self.take_damage_response() self.take_damage_response()
self.game.responders_did_respond_resume_turn() self.game.responders_did_respond_resume_turn()
else: else:
self.pending_action = PendingAction.RESPOND self.pending_action = PendingAction.RESPOND
self.expected_response = [cs.Mancato(0, 0).name, csd.Schivata(0,0).name] self.expected_response = self.game.deck.mancato_cards
self.on_failed_response_cb = self.take_damage_response self.on_failed_response_cb = self.take_damage_response
self.notify_self() self.notify_self()
def get_banged(self, attacker, double=False): def get_banged(self, attacker, double=False):
self.attacker = attacker self.attacker = attacker
self.mancato_needed = 1 if not double else 2 self.mancato_needed = 1 if not double else 2
if len([c for c in self.hand if isinstance(c, cs.Mancato) or (isinstance(self.character, chars.CalamityJanet) and isinstance(c, cs.Bang))]) == 0 and len([c for c in self.equipment if isinstance(c, cs.Barile)]) == 0 and not isinstance(self.character, chars.Jourdonnais): for i in range(len(self.equipment)):
if self.equipment[i].can_be_used_now:
print('usable', self.equipment[i])
if len([c for c in self.equipment if isinstance(c, cs.Barile)]) == 0 and not isinstance(self.character, chars.Jourdonnais)\
and len([c for c in self.hand if isinstance(c, cs.Mancato) or (isinstance(self.character, chars.CalamityJanet) and isinstance(c, cs.Bang))]) == 0\
and len([c for c in self.equipment if c.can_be_used_now and isinstance(c, cs.Mancato)]) == 0:
print('Cant defend') print('Cant defend')
self.take_damage_response() self.take_damage_response()
return False return False
@ -345,7 +357,7 @@ class Player:
else: else:
print('has mancato') print('has mancato')
self.pending_action = PendingAction.RESPOND self.pending_action = PendingAction.RESPOND
self.expected_response = [cs.Mancato(0, 0).name, csd.Schivata(0,0).name] self.expected_response = self.game.deck.mancato_cards
self.on_failed_response_cb = self.take_damage_response self.on_failed_response_cb = self.take_damage_response
self.notify_self() self.notify_self()
return True return True
@ -402,13 +414,16 @@ class Player:
data=f'{self.name} ha usato una birra per recuperare una vita.') data=f'{self.name} ha usato una birra per recuperare una vita.')
break break
self.mancato_needed = 0 self.mancato_needed = 0
self.event_type = ''
self.notify_self() self.notify_self()
self.attacker = None self.attacker = None
def respond(self, hand_index): def respond(self, hand_index):
self.pending_action = PendingAction.WAIT self.pending_action = PendingAction.WAIT
if hand_index != -1 and self.hand[hand_index].name in self.expected_response: if hand_index != -1 and (
card = self.hand.pop(hand_index) ((hand_index < len(self.hand) and self.hand[hand_index].name in self.expected_response)) or
self.equipment[hand_index-len(self.hand)].name in self.expected_response):
card = self.hand.pop(hand_index) if hand_index < len(self.hand) else self.equipment.pop(hand_index-len(self.hand))
card.use_card(self) card.use_card(self)
self.game.deck.scrap(card) self.game.deck.scrap(card)
self.notify_self() self.notify_self()
@ -465,6 +480,9 @@ class Player:
f"I {self.name} have to many cards in my hand and I can't end the turn") f"I {self.name} have to many cards in my hand and I can't end the turn")
else: else:
self.is_my_turn = False self.is_my_turn = False
for i in range(len(self.equipment)):
if self.equipment[i].usable_next_turn and not self.equipment[i].can_be_used_now:
self.equipment[i].can_be_used_now = True
self.pending_action = PendingAction.WAIT self.pending_action = PendingAction.WAIT
self.notify_self() self.notify_self()
self.game.next_turn() self.game.next_turn()

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@ -16,7 +16,7 @@
<div v-else> <div v-else>
<div v-if="!isInLobby" > <div v-if="!isInLobby" >
<p>{{$t("online_players")}}{{onlinePlayers}}</p> <p>{{$t("online_players")}}{{onlinePlayers}}</p>
<Card :card="getSelfCard" style="position:absolute; bottom:10pt; right: 10pt;"/> <Card :card="getSelfCard" style="position:absolute; bottom:10pt; left: 10pt;"/>
<h2>{{$t("available_lobbies")}}</h2> <h2>{{$t("available_lobbies")}}</h2>
<div style="display: flex"> <div style="display: flex">
<Card v-for="lobby in openLobbies" v-bind:key="lobby.name" :card="getLobbyCard(lobby)" @click.native="joinLobby(lobby)"/> <Card v-for="lobby in openLobbies" v-bind:key="lobby.name" :card="getLobbyCard(lobby)" @click.native="joinLobby(lobby)"/>
@ -38,10 +38,10 @@
</div> </div>
<select style="position:absolute;bottom:4pt;right:4pt;" v-model="$i18n.locale"> <select style="position:absolute;bottom:4pt;right:4pt;" v-model="$i18n.locale">
<option <option
v-for="(lang, i) in ['it.🇮🇹', 'en.🇬🇧']" v-for="(lang, i) in ['it.🇮🇹.Italiano', 'en.🇬🇧.English']"
:key="`lang-${i}`" :key="`lang-${i}`"
:value="lang.split('.')[0]"> :value="lang.split('.')[0]">
{{lang.split('.')[1]}} {{lang.split('.')[0]}} {{lang.split('.')[1]}} {{lang.split('.')[2]}}
</option> </option>
</select> </select>
</div> </div>

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@ -1,5 +1,5 @@
<template> <template>
<div :class="{ card: true, equipment: card.is_equipment, character:card.is_character, back:card.is_back}"> <div :class="{ card: true, equipment: card.is_equipment, character:card.is_character, back:card.is_back, 'usable-next-turn':card.usable_next_turn}">
<h4>{{card.name}}</h4> <h4>{{card.name}}</h4>
<div class="emoji">{{card.icon}}</div> <div class="emoji">{{card.icon}}</div>
<div class="alt_text">{{card.alt_text}}</div> <div class="alt_text">{{card.alt_text}}</div>
@ -68,6 +68,10 @@ export default {
0 0 0 6pt white, 0 0 0 6pt white,
0 0 5pt 6pt #aaa; 0 0 5pt 6pt #aaa;
} }
.card.usable-next-turn {
box-shadow:
0 0 0 3pt rgb(192,192,117), 0 0 0 6pt white, 0 0 5pt 6pt #aaa
}
.card h4 { .card h4 {
position: absolute; position: absolute;
text-align: center; text-align: center;
@ -127,5 +131,9 @@ export default {
0 0 0 6pt #181a1b, 0 0 0 6pt #181a1b,
0 0 5pt 6pt #aaa; 0 0 5pt 6pt #aaa;
} }
.card.usable-next-turn {
box-shadow:
0 0 0 3pt rgb(192,192,117), 0 0 0 6pt #181a1b, 0 0 5pt 6pt #aaa
}
} }
</style> </style>

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@ -132,7 +132,7 @@ export default {
let rotateAngle = (i) * offsetAngle let rotateAngle = (i) * offsetAngle
let size = 130 let size = 130
return { return {
card:this.getPlayerCard(x), card: this.getPlayerCard(x),
style: `position:absolute;transform: rotate(${rotateAngle}deg) translate(0, -${size}pt) rotate(-${rotateAngle}deg) translate(${size}pt,${size}pt)`, style: `position:absolute;transform: rotate(${rotateAngle}deg) translate(0, -${size}pt) rotate(-${rotateAngle}deg) translate(${size}pt,${size}pt)`,
...x ...x
} }
@ -155,10 +155,13 @@ export default {
} }
}, },
getPlayerCard(player) { getPlayerCard(player) {
let icon = ''
if (!this.started) icon = '🤠'
else icon = player.ready !== undefined ? ((player.ready)?'👍': '🤔') : (player.is_sheriff ? '⭐' : player.icon)
return { return {
name: player.name, name: player.name,
number: ((this.username == player.name) ? this.$t('you') : (this.players[0].name == player.name) ? this.$t('owner') :'') + (player.dist ? `${player.dist}` : ''), number: ((this.username == player.name) ? this.$t('you') : (this.players[0].name == player.name) ? this.$t('owner') :'') + (player.dist ? `${player.dist}` : ''),
icon: (player.lives === undefined || player.lives > 0) ? (player.is_sheriff ? '⭐' : player.icon || ((player.ready)?'👍': '🤠') ) : '☠️', icon: icon,
is_character: true, is_character: true,
} }
}, },

View File

@ -12,7 +12,9 @@
<span v-for="(n, i) in (max_lives-lives)" v-bind:key="n" :alt="i">💀</span> <span v-for="(n, i) in (max_lives-lives)" v-bind:key="n" :alt="i">💀</span>
</transition-group> </transition-group>
<transition-group v-if="lives > 0" name="list" tag="div" style="margin: 0 0 0 10pt; display:flex;"> <transition-group v-if="lives > 0" name="list" tag="div" style="margin: 0 0 0 10pt; display:flex;">
<Card v-for="card in equipment" v-bind:key="card.name+card.number" :card="card" @pointerenter.native="desc=card.desc" @pointerleave.native="desc=''" /> <Card v-for="card in equipment" v-bind:key="card.name+card.number" :card="card"
@pointerenter.native="desc=card.desc" @pointerleave.native="desc=''"
@click.native="play_card(card, true)" />
</transition-group> </transition-group>
</div> </div>
<transition name="list"> <transition name="list">
@ -22,7 +24,7 @@
<span>{{$t('hand')}}</span> <span>{{$t('hand')}}</span>
<transition-group name="list" tag="div" class="hand"> <transition-group name="list" tag="div" class="hand">
<Card v-for="card in hand" v-bind:key="card.name+card.number" :card="card" <Card v-for="card in hand" v-bind:key="card.name+card.number" :card="card"
@click.native="play_card(card)" @click.native="play_card(card, false)"
@pointerenter.native="hint=card.desc" @pointerleave.native="hint=''"/> @pointerenter.native="hint=card.desc" @pointerleave.native="hint=''"/>
</transition-group> </transition-group>
</div> </div>
@ -192,7 +194,10 @@ export default {
icon: '❌', icon: '❌',
is_equipment: true, is_equipment: true,
}] }]
this.hand.filter(x => this.expected_response.indexOf(x.name) !== -1).forEach(x=>{ this.hand.filter(x => x.can_be_used_now && this.expected_response.indexOf(x.name) !== -1).forEach(x=>{
cc.push(x)
})
this.equipment.filter(x => x.can_be_used_now && this.expected_response.indexOf(x.name) !== -1).forEach(x=>{
cc.push(x) cc.push(x)
}) })
return cc return cc
@ -220,14 +225,16 @@ export default {
scrap(c) { scrap(c) {
this.$socket.emit('scrap', this.hand.indexOf(c)) this.$socket.emit('scrap', this.hand.indexOf(c))
}, },
play_card(card) { play_card(card, from_equipment) {
if (from_equipment && (!card.usable_next_turn || !card.can_be_used_now)) return;
else if (card.usable_next_turn && !card.can_be_used_now) return this.really_play_card(card, null);
let calamity_special = (card.name === 'Mancato!' && this.character.name === 'Calamity Janet') let calamity_special = (card.name === 'Mancato!' && this.character.name === 'Calamity Janet')
let cant_play_bang = (this.has_played_bang && this.equipment.filter(x => x.name == 'Volcanic').length == 0) let cant_play_bang = (this.has_played_bang && this.equipment.filter(x => x.name == 'Volcanic').length == 0)
if (this.pending_action == 2) { if (this.pending_action == 2) {
if (card.need_with && !this.card_with) { if (card.need_with && !this.card_with) {
this.card_with = card this.card_with = card
} else if ((card.need_target || calamity_special) && !((card.name == 'Bang!' || (calamity_special && card.name=='Mancato!')) && cant_play_bang)) { } else if ((card.need_target || calamity_special) && !((card.name == 'Bang!' || (calamity_special && card.name=='Mancato!')) && cant_play_bang)) {
if (card.name == 'Bang!' || calamity_special) if (card.name == 'Bang!' || card.name == "Pepperbox" || calamity_special)
this.range = this.sight this.range = this.sight
else else
this.range = card.range this.range = card.range
@ -242,7 +249,12 @@ export default {
} }
}, },
respond(card) { respond(card) {
this.$socket.emit('respond', this.hand.indexOf(card)) let res = this.hand.indexOf(card)
if (res === -1) {
res = this.equipment.indexOf(card)
if (res !== -1) res += this.hand.length
}
this.$socket.emit('respond', res)
}, },
selectAgainst(player) { selectAgainst(player) {
this.really_play_card(this.card_against, player.name) this.really_play_card(this.card_against, player.name)
@ -268,8 +280,13 @@ export default {
this.card_with = null this.card_with = null
}, },
really_play_card(card, against) { really_play_card(card, against) {
let res = this.hand.indexOf(card)
if (res === -1) {
res = this.equipment.indexOf(card)
if (res !== -1) res += this.hand.length
}
let card_data = { let card_data = {
index: this.hand.indexOf(card), index: res,
against: against, against: against,
with: this.hand.indexOf(this.card_with) > -1 ? this.hand.indexOf(this.card_with):null, with: this.hand.indexOf(this.card_with) > -1 ? this.hand.indexOf(this.card_with):null,
} }