bots
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4e41ceb343
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0ed906fc39
@ -120,6 +120,11 @@ def join_room(sid, room):
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def chat_message(sid, msg):
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ses: Player = sio.get_session(sid)
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sio.emit('chat_message', room=ses.game.name, data=f'[{ses.name}]: {msg}')
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if '/addbot' in msg and not ses.game.started:
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ses.game.add_player(Player(f'AI_{random.randint(0,100)}', 'bot', sio, bot=True))
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elif '/removebot' in msg and not ses.game.started:
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if any([p.is_bot for p in ses.game.players]):
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[p for p in ses.game.players if p.is_bot][-1].disconnect()
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@sio.event
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def start_game(sid):
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@ -124,6 +124,7 @@ class Game:
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if p != attacker:
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if p.get_banged(attacker=attacker):
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self.waiting_for += 1
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p.notify_self()
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if self.waiting_for == 0:
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attacker.pending_action = players.PendingAction.PLAY
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attacker.notify_self()
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@ -137,23 +138,26 @@ class Game:
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if p != attacker:
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if p.get_indians(attacker=attacker):
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self.waiting_for += 1
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p.notify_self()
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if self.waiting_for == 0:
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attacker.pending_action = players.PendingAction.PLAY
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attacker.notify_self()
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def attack(self, attacker: players.Player, target_username:str, double:bool=False):
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if self.players[self.players_map[target_username]].get_banged(attacker=attacker, double=double):
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if self.get_player_named(target_username).get_banged(attacker=attacker, double=double):
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self.readyCount = 0
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self.waiting_for = 1
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attacker.pending_action = players.PendingAction.WAIT
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attacker.notify_self()
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self.get_player_named(target_username).notify_self()
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def duel(self, attacker: players.Player, target_username:str):
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if self.players[self.players_map[target_username]].get_dueled(attacker=attacker):
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if self.get_player_named(target_username).get_dueled(attacker=attacker):
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self.readyCount = 0
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self.waiting_for = 1
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attacker.pending_action = players.PendingAction.WAIT
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attacker.notify_self()
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self.get_player_named(target_username).notify_self()
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def emporio(self):
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self.available_cards = [self.deck.draw() for i in range(len(self.players))]
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@ -207,7 +211,7 @@ class Game:
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def handle_disconnect(self, player: players.Player):
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print(f'player {player.name} left the game {self.name}')
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self.player_death(player=player, disconnected=True)
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if len(self.players) == 0:
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if len([p for p in self.players if not p.is_bot]) == 0:
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print(f'no players left in game {self.name}')
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return True
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else: return False
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@ -1,6 +1,6 @@
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from enum import IntEnum
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import json
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from random import randrange
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from random import random, randrange, sample, uniform
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import socketio
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import bang.deck as deck
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import bang.roles as r
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@ -8,6 +8,7 @@ import bang.cards as cs
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import bang.expansions.dodge_city.cards as csd
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import bang.characters as chars
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import bang.expansions.dodge_city.characters as chd
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import eventlet
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class PendingAction(IntEnum):
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PICK = 0
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@ -19,7 +20,7 @@ class PendingAction(IntEnum):
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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, bot=False):
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import bang.game as g
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super().__init__()
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self.name = name
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@ -47,6 +48,7 @@ class Player:
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self.is_drawing = False
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self.mancato_needed = 0
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self.molly_discarded_cards = 0
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self.is_bot = bot
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def reset(self):
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self.hand: cs.Card = []
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@ -108,8 +110,12 @@ class Player:
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def set_available_character(self, available):
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self.available_characters = available
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print(f'I {self.name} have to choose between {available}')
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if not self.is_bot:
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self.sio.emit('characters', room=self.sid, data=json.dumps(
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available, default=lambda o: o.__dict__))
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else:
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eventlet.sleep(uniform(1, 2))
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self.set_character(available[randrange(0, len(available))].name)
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def notify_card(self, player, card):
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mess = {
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@ -151,12 +157,75 @@ class Player:
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if self.lives <= 0 and self.max_lives > 0:
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self.pending_action = PendingAction.WAIT
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self.game.player_death(self)
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else:
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elif not self.is_bot:
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self.sio.emit('self_vis', room=self.sid, data=json.dumps(
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self.game.get_visible_players(self), default=lambda o: o.__dict__))
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if not self.is_bot:
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self.sio.emit('self', room=self.sid, data=json.dumps(
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ser, default=lambda o: o.__dict__))
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self.game.notify_all()
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else:
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self.game.notify_all()
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if self.pending_action != PendingAction.WAIT:
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eventlet.sleep(uniform(0.6, 1.5))
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else:
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return
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if self.pending_action == PendingAction.PICK:
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self.pick()
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elif self.pending_action == PendingAction.DRAW:
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self.draw('')
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elif self.pending_action == PendingAction.PLAY:
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has_played = False
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if len([c for c in self.hand if c.is_equipment or c.usable_next_turn]) > 0:
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for i in range(len(self.hand)):
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if self.hand[i].is_equipment or self.hand[i].usable_next_turn:
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self.play_card(i)
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has_played = True
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break
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if len([c for c in self.hand if c.need_target and not (self.has_played_bang and not any([isinstance(c, cs.Volcanic) for c in self.equipment]))]) > 0:
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for i in range(len(self.hand)):
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if self.hand[i].need_target and not (self.has_played_bang and not any([isinstance(c, cs.Volcanic) for c in self.equipment])):
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if self.hand[i].need_with and len(self.hand) < 2:
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continue
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_range = self.get_sight() if self.hand[i].name == 'Bang!' or self.hand[i].name == "Pepperbox" else self.hand[i].range
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others = [p for p in self.game.get_visible_players(self) if _range <= p['dist']]
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if len(others) == 0:
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continue
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target = others[randrange(0, len(others))]
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len_before = len(self.hand)
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if not self.hand[i].need_with:
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self.play_card(i, against=target['name'])
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else:
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self.play_card(i, against=target['name'], _with=sample([j for j in range(len(self.hand)) if j != i], 1)[0])
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has_played = True
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break
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if any([isinstance(c, cs.WellsFargo) or isinstance(c, cs.Diligenza) or isinstance(c, cs.Emporio) or isinstance(c, cs.Birra) for c in self.hand]):
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for i in range(len(self.hand)):
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c = self.hand[i]
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if isinstance(c, cs.WellsFargo) or isinstance(c, cs.Diligenza) or isinstance(c, cs.Emporio) or (isinstance(c, cs.Birra) and self.lives < self.max_lives):
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self.play_card(i)
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has_played = True
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break
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if not has_played and len(self.hand) > self.lives:
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self.scrap(0)
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else:
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self.end_turn()
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elif self.pending_action == PendingAction.RESPOND:
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did_respond = False
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for i in range(len(self.hand)):
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if self.hand[i].name in self.expected_response:
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self.respond(i)
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did_respond = True
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break
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if not did_respond:
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self.respond(-1)
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elif self.pending_action == PendingAction.CHOOSE:
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if not self.target_p:
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self.choose(randrange(0, len(self.available_cards)))
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else:
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target = self.game.get_player_named(self.target_p)
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self.choose(randrange(0, len(target.hand)+len(target.equipment)))
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self.game.notify_all()
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def play_turn(self):
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if self.lives == 0:
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@ -405,7 +474,6 @@ class Player:
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if isinstance(self.character, chd.ElenaFuente):
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self.expected_response = self.game.deck.all_cards_str
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self.on_failed_response_cb = self.take_damage_response
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self.notify_self()
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return True
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def get_indians(self, attacker):
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@ -420,7 +488,6 @@ class Player:
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self.expected_response = [cs.Bang(0, 0).name]
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self.event_type = 'indians'
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self.on_failed_response_cb = self.take_damage_response
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self.notify_self()
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return True
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def get_dueled(self, attacker):
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@ -435,7 +502,6 @@ class Player:
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self.expected_response = [cs.Bang(0, 0).name]
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self.event_type = 'duel'
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self.on_failed_response_cb = self.take_damage_response
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self.notify_self()
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return True
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def take_damage_response(self):
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@ -467,6 +533,7 @@ class Player:
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self.attacker = None
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def respond(self, hand_index):
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if self.pending_action != PendingAction.RESPOND: return
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self.pending_action = PendingAction.WAIT
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if hand_index != -1 and (
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((hand_index < len(self.hand) and self.hand[hand_index].name in self.expected_response)) or
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@ -540,7 +607,7 @@ class Player:
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if len(self.hand) > self.max_lives and not forced:
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print(
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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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elif self.pending_action == PendingAction.PLAY or forced:
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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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