wip-rewrite dead logic

This commit is contained in:
Alberto Xamin 2020-12-23 18:22:23 +01:00
parent 57b9520eed
commit 7da9e47696
No known key found for this signature in database
GPG Key ID: 4F026F48309500A2
3 changed files with 78 additions and 57 deletions

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@ -67,6 +67,12 @@ class IDalton(CardEvent):
self.desc = "Chi ha carte blu in gioco ne scarta 1 a sua scelta" self.desc = "Chi ha carte blu in gioco ne scarta 1 a sua scelta"
self.desc_eng = "" self.desc_eng = ""
class CittaFantasma(CardEvent):
def __init__(self):
super().__init__("Città Fantasma", "👻")
self.desc = "Tutti i giocatori morti tornano in vita al proprio turno, non possono morire e pescano 3 carte invece che 2. Quando terminano il turno tornano morti."
self.desc_eng = ""
class MezzogiornoDiFuoco(CardEvent): class MezzogiornoDiFuoco(CardEvent):
def __init__(self): def __init__(self):
super().__init__("Mezzogiorno di Fuoco", "🔥") super().__init__("Mezzogiorno di Fuoco", "🔥")
@ -77,7 +83,7 @@ def get_all_events():
cards = [ cards = [
Benedizione(), Benedizione(),
Maledizione(), Maledizione(),
# CittaFantasma(), CittaFantasma(),
CorsaAllOro(), CorsaAllOro(),
IDalton(), IDalton(),
IlDottore(), IlDottore(),

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@ -151,7 +151,7 @@ class Game:
attacker.notify_self() attacker.notify_self()
self.waiting_for = 0 self.waiting_for = 0
self.readyCount = 0 self.readyCount = 0
for p in self.players: for p in self.get_alive_players():
if p != attacker: if p != attacker:
if p.get_banged(attacker=attacker): if p.get_banged(attacker=attacker):
self.waiting_for += 1 self.waiting_for += 1
@ -165,7 +165,7 @@ class Game:
attacker.notify_self() attacker.notify_self()
self.waiting_for = 0 self.waiting_for = 0
self.readyCount = 0 self.readyCount = 0
for p in self.players: for p in self.get_alive_players():
if p != attacker: if p != attacker:
if p.get_indians(attacker=attacker): if p.get_indians(attacker=attacker):
self.waiting_for += 1 self.waiting_for += 1
@ -199,24 +199,26 @@ class Game:
self.get_player_named(target_username).notify_self() self.get_player_named(target_username).notify_self()
def emporio(self): def emporio(self):
self.available_cards = [self.deck.draw(True) for i in range(len([p for p in self.players if p.lives > 0]))] pls = self.get_alive_players()
self.players[self.turn].pending_action = pl.PendingAction.CHOOSE self.available_cards = [self.deck.draw(True) for i in range(len(pls))]
self.players[self.turn].choose_text = 'choose_card_to_get' pls[self.turn].pending_action = pl.PendingAction.CHOOSE
self.players[self.turn].available_cards = self.available_cards pls[self.turn].choose_text = 'choose_card_to_get'
self.players[self.turn].notify_self() pls[self.turn].available_cards = self.available_cards
pls[self.turn].notify_self()
def respond_emporio(self, player, i): def respond_emporio(self, player, i):
player.hand.append(self.available_cards.pop(i)) player.hand.append(self.available_cards.pop(i))
player.available_cards = [] player.available_cards = []
player.pending_action = pl.PendingAction.WAIT player.pending_action = pl.PendingAction.WAIT
player.notify_self() player.notify_self()
nextPlayer = self.players[(self.turn + (len(self.players)-len(self.available_cards))) % len(self.players)] pls = self.get_alive_players()
nextPlayer = pls[(pls.index(self.players[self.turn])+(len(pls)-len(self.available_cards))) % len(pls)]
if nextPlayer == self.players[self.turn]: if nextPlayer == self.players[self.turn]:
self.players[self.turn].pending_action = pl.PendingAction.PLAY self.players[self.turn].pending_action = pl.PendingAction.PLAY
self.players[self.turn].notify_self() self.players[self.turn].notify_self()
else: else:
nextPlayer.pending_action = pl.PendingAction.CHOOSE nextPlayer.pending_action = pl.PendingAction.CHOOSE
self.players[self.turn].choose_text = 'choose_card_to_get' nextPlayer.choose_text = 'choose_card_to_get'
nextPlayer.available_cards = self.available_cards nextPlayer.available_cards = self.available_cards
nextPlayer.notify_self() nextPlayer.notify_self()
@ -260,11 +262,14 @@ class Game:
self.players[self.turn].notify_self() self.players[self.turn].notify_self()
def next_player(self): def next_player(self):
pls = self.get_alive_players()
if self.check_event(ceh.CorsaAllOro): if self.check_event(ceh.CorsaAllOro):
return self.players[(self.turn - 1) % len(self.players)] return pls[(pls.index(self.players[self.turn]) - 1) % len(pls)]
return self.players[(self.turn + 1) % len(self.players)] return pls[(pls.index(self.players[self.turn]) + 1) % len(pls)]
def play_turn(self): def play_turn(self):
if self.players[self.turn].lives <= 0:
return self.next_turn()
self.player_bangs = 0 self.player_bangs = 0
if isinstance(self.players[self.turn].role, roles.Sheriff): if isinstance(self.players[self.turn].role, roles.Sheriff):
self.deck.flip_event() self.deck.flip_event()
@ -313,11 +318,12 @@ class Game:
def next_turn(self): def next_turn(self):
if self.shutting_down: return if self.shutting_down: return
if len(self.players) > 0: pls = self.get_alive_players()
if len(pls) > 0:
if self.check_event(ceh.CorsaAllOro): if self.check_event(ceh.CorsaAllOro):
self.turn = (self.turn - 1) % len(self.players) self.turn = (pls.index(self.players[self.turn]) - 1) % len(pls)
else: else:
self.turn = (self.turn + 1) % len(self.players) self.turn = (pls.index(self.players[self.turn]) + 1) % len(pls)
self.play_turn() self.play_turn()
def notify_event_card(self): def notify_event_card(self):
@ -336,15 +342,16 @@ class Game:
def handle_disconnect(self, player: pl.Player): def handle_disconnect(self, player: pl.Player):
print(f'player {player.name} left the game {self.name}') print(f'player {player.name} left the game {self.name}')
if player in self.players: # if player in self.players:
if self.disconnect_bot and self.started: if self.disconnect_bot and self.started:
player.is_bot = True player.is_bot = True
eventlet.sleep(15) # he may reconnect eventlet.sleep(15) # he may reconnect
player.notify_self() player.notify_self()
else: else:
self.player_death(player=player, disconnected=True) self.player_death(player=player, disconnected=True)
else: # else:
self.dead_players.remove(player) # player.lives = 0
# self.players.remove(player)
if len([p for p in self.players if not p.is_bot])+len([p for p in self.dead_players if not p.is_bot]) == 0: if len([p for p in self.players if not p.is_bot])+len([p for p in self.dead_players if not p.is_bot]) == 0:
print(f'no players left in game {self.name}') print(f'no players left in game {self.name}')
self.shutting_down = True self.shutting_down = True
@ -372,13 +379,16 @@ class Game:
if (self.waiting_for > 0): if (self.waiting_for > 0):
self.responders_did_respond_resume_turn() self.responders_did_respond_resume_turn()
if not player in self.players: return if player.is_dead: return
index = self.players.index(player) # if not player in self.players: return
died_in_his_turn = self.started and index == self.turn # index = self.players.index(player)
if self.started and index <= self.turn: # died_in_his_turn = self.started and index == self.turn
self.turn -= 1 # if self.started and index <= self.turn:
# self.turn -= 1
player.lives = 0
corpse = self.players.pop(index) # corpse = self.players.pop(index)
corpse = player
if not disconnected: if not disconnected:
self.dead_players.append(corpse) self.dead_players.append(corpse)
self.notify_room() self.notify_room()
@ -388,23 +398,23 @@ class Game:
for p in self.players: for p in self.players:
if not p.is_bot: if not p.is_bot:
p.notify_self() p.notify_self()
self.players_map = {c.name: i for i, c in enumerate(self.players)} # self.players_map = {c.name: i for i, c in enumerate(self.players)}
if self.started: if self.started:
print('Check win status') print('Check win status')
attacker_role = None attacker_role = None
if player.attacker and player.attacker in self.players: if player.attacker and player.attacker in self.players:
attacker_role = player.attacker.role attacker_role = player.attacker.role
winners = [p for p in self.players if p.role != None and p.role.on_player_death(self.players, initial_players=self.initial_players, dead_role=player.role, attacker_role=attacker_role)] winners = [p for p in self.players if p.role != None and p.role.on_player_death(self.get_alive_players(), initial_players=self.initial_players, dead_role=player.role, attacker_role=attacker_role)]
if len(winners) > 0: if len(winners) > 0:
print('WE HAVE A WINNER') print('WE HAVE A WINNER')
for p in self.players: for p in self.get_alive_players():
p.win_status = p in winners p.win_status = p in winners
self.sio.emit('chat_message', room=self.name, data=f'_won|{p.name}') self.sio.emit('chat_message', room=self.name, data=f'_won|{p.name}')
p.notify_self() p.notify_self()
eventlet.sleep(5.0) eventlet.sleep(5.0)
return self.reset() return self.reset()
vulture = [p for p in self.players if p.character.check(self, characters.VultureSam)] vulture = [p for p in self.get_alive_players() if p.character.check(self, characters.VultureSam)]
if len(vulture) == 0: if len(vulture) == 0:
for i in range(len(player.hand)): for i in range(len(player.hand)):
self.deck.scrap(player.hand.pop(), True) self.deck.scrap(player.hand.pop(), True)
@ -425,21 +435,21 @@ class Game:
vulture[0].notify_self() vulture[0].notify_self()
#se Vulture Sam è uno sceriffo e ha appena ucciso il suo Vice, deve scartare le carte che ha pescato con la sua abilità #se Vulture Sam è uno sceriffo e ha appena ucciso il suo Vice, deve scartare le carte che ha pescato con la sua abilità
if player.attacker and player.attacker in self.players and isinstance(player.attacker.role, roles.Sheriff) and isinstance(player.role, roles.Vice): if player.attacker and player.attacker in self.get_alive_players() and isinstance(player.attacker.role, roles.Sheriff) and isinstance(player.role, roles.Vice):
for i in range(len(player.attacker.hand)): for i in range(len(player.attacker.hand)):
self.deck.scrap(player.attacker.hand.pop(), True) self.deck.scrap(player.attacker.hand.pop(), True)
player.attacker.notify_self() player.attacker.notify_self()
greg = [p for p in self.players if p.character.check(self, chd.GregDigger)] greg = [p for p in self.get_alive_players() if p.character.check(self, chd.GregDigger)]
if len(greg) > 0: if len(greg) > 0:
greg[0].lives = min(greg[0].lives+2, greg[0].max_lives) greg[0].lives = min(greg[0].lives+2, greg[0].max_lives)
herb = [p for p in self.players if p.character.check(self, chd.HerbHunter)] herb = [p for p in self.get_alive_players() if p.character.check(self, chd.HerbHunter)]
if len(herb) > 0: if len(herb) > 0:
herb[0].hand.append(self.deck.draw(True)) herb[0].hand.append(self.deck.draw(True))
herb[0].hand.append(self.deck.draw(True)) herb[0].hand.append(self.deck.draw(True))
herb[0].notify_self() herb[0].notify_self()
if died_in_his_turn: if corpse.is_my_turn:
self.next_turn() self.next_turn()
def reset(self): def reset(self):
@ -461,17 +471,22 @@ class Game:
return isinstance(self.deck.event_cards[0], ev) return isinstance(self.deck.event_cards[0], ev)
def get_visible_players(self, player: pl.Player): def get_visible_players(self, player: pl.Player):
i = self.players.index(player) pls = self.get_alive_players()
if len(pls) == 0: return []
i = pls.index(player)
sight = player.get_sight() sight = player.get_sight()
mindist = 99 if not self.check_event(ce.Agguato) else 1 mindist = 99 if not self.check_event(ce.Agguato) else 1
return [{ return [{
'name': self.players[j].name, 'name': pls[j].name,
'dist': min([abs(i - j), (i+ abs(j-len(self.players))), (j+ abs(i-len(self.players))), mindist]) + self.players[j].get_visibility() - (player.get_sight(countWeapon=False)-1), 'dist': min([abs(i - j), (i+ abs(j-len(pls))), (j+ abs(i-len(pls))), mindist]) + pls[j].get_visibility() - (player.get_sight(countWeapon=False)-1),
'lives': self.players[j].lives, 'lives': pls[j].lives,
'max_lives': self.players[j].max_lives, 'max_lives': pls[j].max_lives,
'is_sheriff': isinstance(self.players[j].role, roles.Sheriff), 'is_sheriff': isinstance(pls[j].role, roles.Sheriff),
'cards': len(self.players[j].hand)+len(self.players[j].equipment) 'cards': len(pls[j].hand)+len(pls[j].equipment)
} for j in range(len(self.players)) if i != j] } for j in range(len(pls)) if i != j]
def get_alive_players(self):
return [p for p in self.players if p.lives > 0]
def notify_all(self): def notify_all(self):
if self.started: if self.started:
@ -487,5 +502,5 @@ class Game:
'character': p.character.__dict__ if p.character else None, 'character': p.character.__dict__ if p.character else None,
'real_character': p.real_character.__dict__ if p.real_character else None, 'real_character': p.real_character.__dict__ if p.real_character else None,
'icon': p.role.icon if self.initial_players == 3 and p.role else '🤠' 'icon': p.role.icon if self.initial_players == 3 and p.role else '🤠'
} for p in self.players] } for p in self.get_alive_players()]
self.sio.emit('players_update', room=self.name, data=data) self.sio.emit('players_update', room=self.name, data=data)

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@ -328,12 +328,12 @@ class Player:
self.sio.emit('chat_message', room=self.game.name, data=f'_special_bart_cassidy|{self.name}') self.sio.emit('chat_message', room=self.game.name, data=f'_special_bart_cassidy|{self.name}')
if self.lives <= 0: if self.lives <= 0:
return self.notify_self() return self.notify_self()
if self.game.check_event(ce.FratelliDiSangue) and self.lives > 1 and not self.is_giving_life and len([p for p in self.game.players if p != self and p.lives < p.max_lives]): if self.game.check_event(ce.FratelliDiSangue) and self.lives > 1 and not self.is_giving_life and len([p for p in self.game.get_alive_players() if p != self and p.lives < p.max_lives]):
self.available_cards = [{ self.available_cards = [{
'name': p.name, 'name': p.name,
'icon': '⭐️' if isinstance(p.role, r.Sheriff) else '🤠', 'icon': '⭐️' if isinstance(p.role, r.Sheriff) else '🤠',
'alt_text': ''.join(['❤️']*p.lives)+''.join(['💀']*(p.max_lives-p.lives)) 'alt_text': ''.join(['❤️']*p.lives)+''.join(['💀']*(p.max_lives-p.lives))
} for p in self.game.players if p != self and p.lives < p.max_lives] } for p in self.game.get_alive_players() if p != self and p.lives < p.max_lives]
self.available_cards.append({'icon': ''}) self.available_cards.append({'icon': ''})
self.choose_text = 'choose_fratelli_di_sangue' self.choose_text = 'choose_fratelli_di_sangue'
self.pending_action = PendingAction.CHOOSE self.pending_action = PendingAction.CHOOSE
@ -344,7 +344,7 @@ class Player:
else: else:
self.is_giving_life = False self.is_giving_life = False
if isinstance(self.real_character, chd.VeraCuster): if isinstance(self.real_character, chd.VeraCuster):
self.set_available_character([p.character for p in self.game.players if p != self]) self.set_available_character([p.character for p in self.game.get_alive_players() if p != self])
else: else:
self.pending_action = PendingAction.DRAW self.pending_action = PendingAction.DRAW
self.notify_self() self.notify_self()
@ -365,7 +365,7 @@ class Player:
self.available_cards = [{ self.available_cards = [{
'name': p.name, 'name': p.name,
'icon': '⭐️' if isinstance(p.role, r.Sheriff) else '🤠' 'icon': '⭐️' if isinstance(p.role, r.Sheriff) else '🤠'
} for p in self.game.players if len(p.equipment) > 0 and p != self] } for p in self.game.get_alive_players() if len(p.equipment) > 0 and p != self]
self.available_cards.append({'icon': ''}) self.available_cards.append({'icon': ''})
self.choose_text = 'choose_rimbalzo_player' self.choose_text = 'choose_rimbalzo_player'
self.pending_action = PendingAction.CHOOSE self.pending_action = PendingAction.CHOOSE
@ -415,7 +415,7 @@ class Player:
card: cs.Card = self.game.deck.draw() card: cs.Card = self.game.deck.draw()
self.hand.append(card) self.hand.append(card)
if i == 1 and self.character.check(self.game, chars.BlackJack) or self.game.check_event(ce.LeggeDelWest): if i == 1 and self.character.check(self.game, chars.BlackJack) or self.game.check_event(ce.LeggeDelWest):
for p in self.game.players: for p in self.game.get_alive_players():
if p != self: if p != self:
p.notify_card(self, card, 'blackjack_special' if self.character.check(self.game, chars.BlackJack) else 'foc.leggedelwest') p.notify_card(self, card, 'blackjack_special' if self.character.check(self.game, chars.BlackJack) else 'foc.leggedelwest')
if card.check_suit(self.game, [cs.Suit.HEARTS, cs.Suit.DIAMONDS]) and self.character.check(self.game, chars.BlackJack): if card.check_suit(self.game, [cs.Suit.HEARTS, cs.Suit.DIAMONDS]) and self.character.check(self.game, chars.BlackJack):
@ -479,7 +479,7 @@ class Player:
self.notify_self() self.notify_self()
return return
if isinstance(self.real_character, chd.VeraCuster): if isinstance(self.real_character, chd.VeraCuster):
self.set_available_character([p.character for p in self.game.players if p != self]) self.set_available_character([p.character for p in self.game.get_alive_players() if p != self])
else: else:
self.pending_action = PendingAction.DRAW self.pending_action = PendingAction.DRAW
self.notify_self() self.notify_self()
@ -560,7 +560,7 @@ class Player:
self.hand.append(card) self.hand.append(card)
else: else:
self.game.deck.scrap(card, True) self.game.deck.scrap(card, True)
if self.event_type != 'rissa' or (self.event_type == 'rissa' and self.target_p == [p.name for p in self.game.players if p != self and (len(p.hand)+len(p.equipment)) > 0][-1]): if self.event_type != 'rissa' or (self.event_type == 'rissa' and self.target_p == [p.name for p in self.game.get_alive_players() if p != self and (len(p.hand)+len(p.equipment)) > 0][-1]):
self.event_type = '' self.event_type = ''
self.target_p = '' self.target_p = ''
self.choose_action = '' self.choose_action = ''
@ -757,7 +757,7 @@ class Player:
print('has mancato') print('has mancato')
self.pending_action = PendingAction.RESPOND self.pending_action = PendingAction.RESPOND
self.expected_response = self.game.deck.mancato_cards.copy() self.expected_response = self.game.deck.mancato_cards.copy()
if self.attacker and self.attacker in self.game.players and isinstance(self.attacker.character, chd.BelleStar) or self.game.check_event(ce.Lazo): if self.attacker and self.attacker in self.game.get_alive_players() and isinstance(self.attacker.character, chd.BelleStar) or self.game.check_event(ce.Lazo):
self.expected_response = self.game.deck.mancato_cards_not_green self.expected_response = self.game.deck.mancato_cards_not_green
elif self.character.check(self.game, chars.CalamityJanet) and cs.Bang(0, 0).name not in self.expected_response: elif self.character.check(self.game, chars.CalamityJanet) and cs.Bang(0, 0).name not in self.expected_response:
self.expected_response.append(cs.Bang(0, 0).name) self.expected_response.append(cs.Bang(0, 0).name)
@ -813,7 +813,7 @@ class Player:
return True return True
def heal_if_needed(self): def heal_if_needed(self):
while self.lives <= 0 and len(self.game.players) > 2 and len([c for c in self.hand if isinstance(c, cs.Birra)]) > 0: while self.lives <= 0 and len(self.game.get_alive_players()) > 2 and len([c for c in self.hand if isinstance(c, cs.Birra)]) > 0:
for i in range(len(self.hand)): for i in range(len(self.hand)):
if isinstance(self.hand[i], cs.Birra): if isinstance(self.hand[i], cs.Birra):
if self.character.check(self.game, chd.MollyStark) and not self.is_my_turn: if self.character.check(self.game, chd.MollyStark) and not self.is_my_turn:
@ -831,7 +831,7 @@ class Player:
self.sio.emit('chat_message', room=self.game.name, self.sio.emit('chat_message', room=self.game.name,
data=f'_special_bart_cassidy|{self.name}') data=f'_special_bart_cassidy|{self.name}')
self.hand.append(self.game.deck.draw(True)) self.hand.append(self.game.deck.draw(True))
elif self.character.check(self.game, chars.ElGringo) and self.attacker and self.attacker in self.game.players and len(self.attacker.hand) > 0: elif self.character.check(self.game, chars.ElGringo) and self.attacker and self.attacker in self.game.get_alive_players() and len(self.attacker.hand) > 0:
self.hand.append(self.attacker.hand.pop( self.hand.append(self.attacker.hand.pop(
randrange(0, len(self.attacker.hand)))) randrange(0, len(self.attacker.hand))))
self.sio.emit('chat_message', room=self.game.name, self.sio.emit('chat_message', room=self.game.name,
@ -885,7 +885,7 @@ class Player:
self.hand.append(self.game.deck.draw(True)) self.hand.append(self.game.deck.draw(True))
self.molly_discarded_cards = 0 self.molly_discarded_cards = 0
self.notify_self() self.notify_self()
elif self.attacker and self.attacker in self.game.players and isinstance(self.attacker.character, chd.MollyStark) and self.is_my_turn: elif self.attacker and self.attacker in self.game.get_alive_players() and isinstance(self.attacker.character, chd.MollyStark) and self.is_my_turn:
for i in range(self.attacker.molly_discarded_cards): for i in range(self.attacker.molly_discarded_cards):
self.attacker.hand.append(self.attacker.game.deck.draw(True)) self.attacker.hand.append(self.attacker.game.deck.draw(True))
self.attacker.molly_discarded_cards = 0 self.attacker.molly_discarded_cards = 0