città fantasma should work

This commit is contained in:
Alberto Xamin 2020-12-24 13:10:01 +01:00
parent 579501e01c
commit 49987b2c5a
No known key found for this signature in database
GPG Key ID: 4F026F48309500A2
2 changed files with 19 additions and 12 deletions

View File

@ -272,6 +272,7 @@ class Game:
if self.players[self.turn].lives <= 0 or self.players[self.turn].is_dead:
pl = sorted(self.get_dead_players(), key=lambda x:x.death_turn)[0]
if self.check_event(ce.DeadMan) and not self.did_resuscitate_deadman and pl != self.players[self.turn]:
print(f'{self.players[self.turn]} is dead, revive')
self.did_resuscitate_deadman = True
pl.is_dead = False
pl.is_ghost = False
@ -280,13 +281,16 @@ class Game:
pl.hand.append(self.deck.draw())
pl.notify_self()
elif self.check_event(ceh.CittaFantasma):
pl.is_ghost = True
pl.notify_self()
print(f'{self.players[self.turn]} is dead, event ghost')
self.players[self.turn].is_ghost = True
else:
print(f'{self.players[self.turn]} is dead, next turn')
return self.next_turn()
self.player_bangs = 0
if isinstance(self.players[self.turn].role, roles.Sheriff):
self.deck.flip_event()
if len(self.deck.event_cards) > 0:
print(f'flip new event {self.deck.event_cards[0].name}')
if self.check_event(ce.DeadMan):
self.did_resuscitate_deadman = False
elif self.check_event(ce.RouletteRussa):
@ -323,17 +327,12 @@ class Game:
else:
self.responders_did_respond_resume_turn()
else:
print(f'notifying {self.players[self.turn].name} about his turn')
self.players[self.turn].play_turn()
def next_turn(self):
if self.shutting_down: return
if self.players[self.turn].is_dead and self.players[self.turn].is_ghost and self.check_event(ceh.CittaFantasma):
self.players[self.turn].is_ghost = False
for i in range(len(self.players[self.turn].attacker.hand)):
self.deck.scrap(self.players[self.turn].attacker.hand.pop(), True)
for i in range(len(self.players[self.turn].attacker.equipment)):
self.deck.scrap(self.players[self.turn].attacker.equipment.pop(), True)
self.players[self.turn].notify_self()
print(f'{self.players[self.turn].name} invoked next turn')
pls = self.get_alive_players()
if len(pls) > 0:
if self.check_event(ceh.CorsaAllOro):

View File

@ -164,6 +164,7 @@ class Player:
self.sio.emit('notify_card', room=self.sid, data=mess)
def notify_self(self):
if self.is_ghost: self.lives = 0
if self.pending_action == PendingAction.DRAW and self.game.check_event(ce.Peyote):
self.available_cards = [{
'icon': '🔴'
@ -181,9 +182,9 @@ class Player:
self.is_playing_ranch = True
self.choose_text = 'choose_ranch'
self.pending_action = PendingAction.CHOOSE
elif self.character and self.character.check(self.game, chars.SuzyLafayette) and len(self.hand) == 0 and ( not self.is_my_turn or self.pending_action == PendingAction.PLAY):
elif self.character and self.character.check(self.game, chars.SuzyLafayette) and self.lives > 0 and len(self.hand) == 0 and ( not self.is_my_turn or self.pending_action == PendingAction.PLAY):
self.hand.append(self.game.deck.draw(True))
if self.lives <= 0 and self.max_lives > 0 and not self.is_ghost:
if self.lives <= 0 and self.max_lives > 0 and not self.is_dead:
print('dying, attacker', self.attacker)
if self.character.check(self.game, chars.SidKetchum) and len(self.hand) > 1:
self.lives += 1
@ -205,7 +206,7 @@ class Player:
ser['sight'] = self.get_sight()
ser['lives'] = max(ser['lives'], 0)
if self.lives <= 0 and self.max_lives > 0 and not self.is_ghost:
if self.lives <= 0 and self.max_lives > 0 and not self.is_dead:
self.pending_action = PendingAction.WAIT
ser['hand'] = []
ser['equipment'] = []
@ -959,6 +960,7 @@ class Player:
self.notify_self()
def end_turn(self, forced=False):
print(f"{self.name} wants to end his turn")
if not self.is_my_turn:
return
maxcards = self.lives if not self.character.check(self.game, chd.SeanMallory) else 10
@ -976,6 +978,12 @@ class Player:
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
if self.is_dead and self.is_ghost and self.game.check_event(ceh.CittaFantasma):
self.is_ghost = False
for i in range(len(self.hand)):
self.deck.scrap(self.hand.pop(), True)
for i in range(len(self.equipment)):
self.deck.scrap(self.equipment.pop(), True)
self.pending_action = PendingAction.WAIT
self.notify_self()
self.game.next_turn()