add mancato verdi
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1370efc98a
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@ -36,6 +36,8 @@ class Card(ABC):
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self.desc = desc
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self.desc = desc
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self.need_target = False
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self.need_target = False
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self.can_target_self = False
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self.can_target_self = False
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self.can_be_used_now = True
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self.usable_next_turn = False
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self.need_with = False
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self.need_with = False
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def __str__(self):
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def __str__(self):
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@ -284,7 +286,7 @@ class Mancato(Card):
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def __init__(self, suit, number):
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def __init__(self, suit, number):
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super().__init__(suit, 'Mancato!', number)
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super().__init__(suit, 'Mancato!', number)
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self.icon = '😅'
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self.icon = '😅'
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self.desc = "Usa questa carta per annullare un bang"
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self.desc = "Usa questa carta per annullare un Bang!"
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def play_card(self, player, against, _with=None):
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def play_card(self, player, against, _with=None):
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import bang.characters as chars
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import bang.characters as chars
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@ -6,6 +6,10 @@ class Deck:
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def __init__(self, game):
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def __init__(self, game):
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super().__init__()
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super().__init__()
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self.cards: List[cs.Card] = cs.get_starting_deck(game.expansions)
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self.cards: List[cs.Card] = cs.get_starting_deck(game.expansions)
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self.mancato_cards: List[str] = []
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for c in self.cards:
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if isinstance(c, cs.Mancato) and c.name not in self.mancato_cards:
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self.mancato_cards.append(c.name)
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self.game = game
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self.game = game
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random.shuffle(self.cards)
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random.shuffle(self.cards)
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self.scrap_pile: List[cs.Card] = []
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self.scrap_pile: List[cs.Card] = []
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@ -31,7 +31,7 @@ class Schivata(Mancato):
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super().__init__(suit, number)
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super().__init__(suit, number)
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self.name = 'Schivata'
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self.name = 'Schivata'
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self.icon = '🙅♂️'
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self.icon = '🙅♂️'
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self.desc += " e poi pesca una carta"
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self.desc = "Usa questa carta per annullare un Bang! e poi pesca una carta"
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self.alt_text = '☝️🆓'
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self.alt_text = '☝️🆓'
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def play_card(self, player, against, _with=None):
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def play_card(self, player, against, _with=None):
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@ -130,6 +130,53 @@ class Whisky(Card):
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return True
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return True
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return False
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return False
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class Bibbia(Schivata):
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def __init__(self, suit, number):
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super().__init__(suit, number)
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self.name = 'Bibbia'
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self.icon = '📖'
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self.usable_next_turn = True
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self.can_be_used_now = False
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def play_card(self, player, against, _with=None):
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if self.can_be_used_now:
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pass
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return False
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else:
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player.equipment.append(self)
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return True
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def use_card(self, player):
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player.hand.append(player.game.deck.draw())
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player.notify_self()
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class Cappello(Mancato):
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def __init__(self, suit, number):
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super().__init__(suit, number)
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self.name = 'Cappello'
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self.icon = '🧢'
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self.usable_next_turn = True
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self.can_be_used_now = False
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def play_card(self, player, against, _with=None):
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if self.can_be_used_now:
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pass
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return False
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else:
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player.equipment.append(self)
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return True
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class PlaccaDiFerro(Cappello):
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def __init__(self, suit, number):
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super().__init__(suit, number)
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self.name = 'Placca Di Ferro'
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self.icon = '🛡'
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class Sombrero(Cappello):
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def __init__(self, suit, number):
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super().__init__(suit, number)
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self.name = 'Sombrero'
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self.icon = '👒'
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def get_starting_deck() -> List[Card]:
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def get_starting_deck() -> List[Card]:
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return [
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return [
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@ -160,4 +207,10 @@ def get_starting_deck() -> List[Card]:
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SpringField(Suit.SPADES, 'K'),
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SpringField(Suit.SPADES, 'K'),
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Tequila(Suit.CLUBS, 9),
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Tequila(Suit.CLUBS, 9),
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Whisky(Suit.HEARTS, 'Q'),
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Whisky(Suit.HEARTS, 'Q'),
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Bibbia(Suit.HEARTS, 10),
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Cappello(Suit.DIAMONDS, 'J'),
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PlaccaDiFerro(Suit.DIAMONDS, 'A'),
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PlaccaDiFerro(Suit.SPADES, 'Q'),
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Sombrero(Suit.CLUBS, 7),
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]
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]
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@ -16,7 +16,6 @@ class PendingAction(IntEnum):
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WAIT = 4
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WAIT = 4
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CHOOSE = 5
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CHOOSE = 5
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class Player:
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class Player:
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def __init__(self, name, sid, sio):
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def __init__(self, name, sid, sio):
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@ -321,19 +320,25 @@ class Player:
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if self.mancato_needed <= 0:
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if self.mancato_needed <= 0:
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self.game.responders_did_respond_resume_turn()
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self.game.responders_did_respond_resume_turn()
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return
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return
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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:
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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\
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and len([c for c in self.equipment if c.can_be_used_now and isinstance(c, cs.Mancato)]) == 0:
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self.take_damage_response()
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self.take_damage_response()
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self.game.responders_did_respond_resume_turn()
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self.game.responders_did_respond_resume_turn()
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else:
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else:
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self.pending_action = PendingAction.RESPOND
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self.pending_action = PendingAction.RESPOND
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self.expected_response = [cs.Mancato(0, 0).name, csd.Schivata(0,0).name]
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self.expected_response = self.game.deck.mancato_cards
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self.on_failed_response_cb = self.take_damage_response
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self.on_failed_response_cb = self.take_damage_response
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self.notify_self()
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self.notify_self()
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def get_banged(self, attacker, double=False):
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def get_banged(self, attacker, double=False):
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self.attacker = attacker
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self.attacker = attacker
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self.mancato_needed = 1 if not double else 2
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self.mancato_needed = 1 if not double else 2
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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):
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for i in range(len(self.equipment)):
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if self.equipment[i].can_be_used_now:
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print('usable', self.equipment[i])
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if len([c for c in self.equipment if isinstance(c, cs.Barile)]) == 0 and not isinstance(self.character, chars.Jourdonnais)\
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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\
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and len([c for c in self.equipment if c.can_be_used_now and isinstance(c, cs.Mancato)]) == 0:
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print('Cant defend')
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print('Cant defend')
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self.take_damage_response()
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self.take_damage_response()
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return False
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return False
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@ -345,7 +350,7 @@ class Player:
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else:
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else:
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print('has mancato')
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print('has mancato')
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self.pending_action = PendingAction.RESPOND
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self.pending_action = PendingAction.RESPOND
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self.expected_response = [cs.Mancato(0, 0).name, csd.Schivata(0,0).name]
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self.expected_response = self.game.deck.mancato_cards
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self.on_failed_response_cb = self.take_damage_response
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self.on_failed_response_cb = self.take_damage_response
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self.notify_self()
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self.notify_self()
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return True
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return True
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@ -407,8 +412,10 @@ class Player:
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def respond(self, hand_index):
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def respond(self, hand_index):
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self.pending_action = PendingAction.WAIT
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self.pending_action = PendingAction.WAIT
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if hand_index != -1 and self.hand[hand_index].name in self.expected_response:
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if hand_index != -1 and (
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card = self.hand.pop(hand_index)
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((hand_index < len(self.hand) and self.hand[hand_index].name in self.expected_response)) or
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self.equipment[hand_index-len(self.hand)].name in self.expected_response):
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card = self.hand.pop(hand_index) if hand_index < len(self.hand) else self.equipment.pop(hand_index-len(self.hand))
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card.use_card(self)
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card.use_card(self)
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self.game.deck.scrap(card)
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self.game.deck.scrap(card)
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self.notify_self()
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self.notify_self()
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@ -465,6 +472,9 @@ class Player:
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f"I {self.name} have to many cards in my hand and I can't end the turn")
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f"I {self.name} have to many cards in my hand and I can't end the turn")
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else:
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else:
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self.is_my_turn = False
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self.is_my_turn = False
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for i in range(len(self.equipment)):
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if self.equipment[i].usable_next_turn and not self.equipment[i].can_be_used_now:
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self.equipment[i].can_be_used_now = True
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self.pending_action = PendingAction.WAIT
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self.pending_action = PendingAction.WAIT
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self.notify_self()
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self.notify_self()
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self.game.next_turn()
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self.game.next_turn()
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@ -16,7 +16,7 @@
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<div v-else>
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<div v-else>
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<div v-if="!isInLobby" >
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<div v-if="!isInLobby" >
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<p>{{$t("online_players")}}{{onlinePlayers}}</p>
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<p>{{$t("online_players")}}{{onlinePlayers}}</p>
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<Card :card="getSelfCard" style="position:absolute; bottom:10pt; right: 10pt;"/>
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<Card :card="getSelfCard" style="position:absolute; bottom:10pt; left: 10pt;"/>
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<h2>{{$t("available_lobbies")}}</h2>
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<h2>{{$t("available_lobbies")}}</h2>
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<div style="display: flex">
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<div style="display: flex">
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<Card v-for="lobby in openLobbies" v-bind:key="lobby.name" :card="getLobbyCard(lobby)" @click.native="joinLobby(lobby)"/>
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<Card v-for="lobby in openLobbies" v-bind:key="lobby.name" :card="getLobbyCard(lobby)" @click.native="joinLobby(lobby)"/>
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@ -1,5 +1,5 @@
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<template>
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<template>
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<div :class="{ card: true, equipment: card.is_equipment, character:card.is_character, back:card.is_back}">
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<div :class="{ card: true, equipment: card.is_equipment, character:card.is_character, back:card.is_back, 'usable-next-turn':card.usable_next_turn}">
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<h4>{{card.name}}</h4>
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<h4>{{card.name}}</h4>
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<div class="emoji">{{card.icon}}</div>
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<div class="emoji">{{card.icon}}</div>
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<div class="alt_text">{{card.alt_text}}</div>
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<div class="alt_text">{{card.alt_text}}</div>
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@ -68,6 +68,10 @@ export default {
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0 0 0 6pt white,
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0 0 0 6pt white,
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0 0 5pt 6pt #aaa;
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0 0 5pt 6pt #aaa;
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}
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}
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.card.usable-next-turn {
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box-shadow:
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0 0 0 3pt rgb(192,192,117), 0 0 0 6pt white, 0 0 5pt 6pt #aaa
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}
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.card h4 {
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.card h4 {
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position: absolute;
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position: absolute;
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text-align: center;
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text-align: center;
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@ -192,7 +192,10 @@ export default {
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icon: '❌',
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icon: '❌',
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is_equipment: true,
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is_equipment: true,
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}]
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}]
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this.hand.filter(x => this.expected_response.indexOf(x.name) !== -1).forEach(x=>{
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this.hand.filter(x => x.can_be_used_now && this.expected_response.indexOf(x.name) !== -1).forEach(x=>{
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cc.push(x)
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})
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this.equipment.filter(x => x.can_be_used_now && this.expected_response.indexOf(x.name) !== -1).forEach(x=>{
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cc.push(x)
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cc.push(x)
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})
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})
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return cc
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return cc
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@ -242,7 +245,12 @@ export default {
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}
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}
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},
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},
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respond(card) {
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respond(card) {
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this.$socket.emit('respond', this.hand.indexOf(card))
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let res = this.hand.indexOf(card)
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if (res === -1) {
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res = this.equipment.indexOf(card)
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if (res !== -1) res += this.hand.length
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}
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this.$socket.emit('respond', res)
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},
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},
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selectAgainst(player) {
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selectAgainst(player) {
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this.really_play_card(this.card_against, player.name)
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this.really_play_card(this.card_against, player.name)
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