some event cards

This commit is contained in:
Alberto Xamin 2020-12-17 22:21:52 +01:00
parent f4aee7ad60
commit 7f4fc29196
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GPG Key ID: 4F026F48309500A2
5 changed files with 62 additions and 35 deletions

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@ -67,7 +67,7 @@ def get_me(sid, room):
print('room exists')
if room['username'] != None and any([p.name == room['username'] for p in de_games[0].players if p.is_bot]):
print('getting inside the bot')
bot = [p for p in de_games[0].players if p.is_bot][0]
bot = [p for p in de_games[0].players if p.is_bot and p.name == room['username'] ][0]
bot.sid = sid
bot.is_bot = False
sio.enter_room(sid, de_games[0].name)
@ -82,6 +82,7 @@ def get_me(sid, room):
sio.get_session(sid).game = de_games[0]
sio.enter_room(sid, de_games[0].name)
de_games[0].notify_room(sid)
de_games[0].notify_all()
de_games[0].notify_event_card()
else:
create_room(sid, room['name'])
@ -172,15 +173,17 @@ def chat_message(sid, msg):
elif '/suicide' in msg and ses.game.started and ses.lives > 0:
ses.lives = 0
ses.notify_self()
elif '/nextevent' in msg and ses.game.started:
ses.game.deck.flip_event()
elif '/notify' in msg and ses.game.started:
cmd = msg.split()
if len(cmd) == 3:
if len(cmd) >= 3:
if cmd[1] in ses.game.players_map:
ses.game.get_player_named(cmd[1]).notify_card(ses, {
'name': cmd[2],
'name': ' '.join(cmd[2:]),
'icon': '🚨',
'suit': 4,
'number': cmd[2]
'number': ' '.join(cmd[2:])
})
else:
sio.emit('chat_message', room=sid, data={'color': f'','text':f'{msg} bad format'})
@ -205,6 +208,7 @@ def chat_message(sid, msg):
elif '/addex' in msg and not ses.game.started:
cmd = msg.split()
if len(cmd) == 2:
cmd[1] = cmd[1].replace('foc', 'fistful_of_cards')
if cmd[1] not in ses.game.available_expansions:
ses.game.available_expansions.append(cmd[1])
ses.game.notify_room()

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@ -12,19 +12,19 @@ class Agguato(CardEvent):
self.desc_eng = ''
class Cecchino(CardEvent):
def __init__(self):
def __init__(self): #TODO
super().__init__('Cecchino', '👁')
self.desc = 'Nel proprio turno i giocatori possono scartare 2 Bang assieme per sparare un bang a cui servono 2 mancato'
self.desc_eng = ''
class DeadMan(CardEvent):
def __init__(self):
def __init__(self):#TODO
super().__init__('Dead Man', '⚰️')
self.desc = 'Al proprio turno il giocatore che è morto per primo torna in vita con 2 vite e 2 carte'
self.desc_eng = ''
class FratelliDiSangue(CardEvent):
def __init__(self):
def __init__(self):#TODO
super().__init__('Fratelli Di Sangue', '💉')
self.desc = 'All\'inizio del proprio turno i giocatori possono perdere 1 vita per darla a un altro giocatore'
self.desc_eng = ''
@ -42,49 +42,49 @@ class Lazo(CardEvent):
self.desc_eng = ''
class LeggeDelWest(CardEvent):
def __init__(self):
def __init__(self):#TODO
super().__init__('Legge Del West', '⚖️')
self.desc = 'I giocatori mostrano la seconda carta che pescano e sono obbligati a usarla in quel turno (se possibile)'
self.desc_eng = ''
class LiquoreForte(CardEvent):
def __init__(self):
def __init__(self):#TODO
super().__init__('Liquore Forte', '🥃')
self.desc = 'I giocatori possono evitare di pescare per recuperare 1 vita'
self.desc_eng = ''
class MinieraAbbandonata(CardEvent):
def __init__(self):
def __init__(self):#TODO
super().__init__('Miniera Abbandonata', '')
self.desc = 'I giocatori pescano dagli scarti e scartano in cima al mazzo'
self.desc_eng = ''
class PerUnPugnoDiCarte(CardEvent):
def __init__(self):
def __init__(self):#TODO
super().__init__('Per Un Pugno Di Carte', '🎴')
self.desc = 'Il giocatore subisce tanti bang quante carte ha in mano'
self.desc_eng = ''
class Peyote(CardEvent):
def __init__(self):
def __init__(self):#TODO
super().__init__('Peyote', '🌵')
self.desc = 'Invece che pescare il giocatore prova a indovinare il colore del seme, se lo indovina continua'
self.desc_eng = ''
class Ranch(CardEvent):
def __init__(self):
def __init__(self):#TODO
super().__init__('Ranch', '🐮')
self.desc = 'Dopo aver pescato il giocatore può scartare quante carte vuole dalla mano e pescarne altrettante dal mazzo'
self.desc_eng = ''
class Rimbalzo(CardEvent):
def __init__(self):
def __init__(self):#TODO
super().__init__('Rimbalzo', '')
self.desc = 'Il giocatore di turno può giocare bang contro le carte equipaggiate dagli altri giocatori, se non giocano mancato vengono scartate'
self.desc_eng = ''
class RouletteRussa(CardEvent):
def __init__(self):
def __init__(self):#TODO
super().__init__('Roulette Russa', '🇷🇺')
self.desc = 'A partire dallo sceriffo, ogni giocatore scarta 1 mancato, il primo che non lo fa perde 2 vite'
self.desc_eng = ''
@ -98,18 +98,18 @@ class Vendetta(CardEvent):
def get_all_events():
return [
Agguato(),
Cecchino(),
DeadMan(),
FratelliDiSangue(),
# Cecchino(),
# DeadMan(),
# FratelliDiSangue(),
IlGiudice(),
Lazo(),
LeggeDelWest(),
LiquoreForte(),
MinieraAbbandonata(),
PerUnPugnoDiCarte(),
Peyote(),
Ranch(),
Rimbalzo(),
RouletteRussa(),
# LeggeDelWest(),
# LiquoreForte(),
# MinieraAbbandonata(),
# PerUnPugnoDiCarte(),
# Peyote(),
# Ranch(),
# Rimbalzo(),
# RouletteRussa(),
Vendetta(),
]

View File

@ -6,6 +6,7 @@ import bang.players as players
import bang.characters as characters
from bang.deck import Deck
import bang.roles as roles
import bang.expansions.fistful_of_cards.card_events as ce
import eventlet
class Game:
@ -93,7 +94,8 @@ class Game:
self.players[i].hand.append(self.deck.draw())
self.players[i].notify_self()
current_roles = [type(x.role).__name__ for x in self.players]
current_roles = {x:current_roles.count(x) for x in current_roles}
random.shuffle(current_roles)
current_roles = str({x:current_roles.count(x) for x in current_roles}).replace('{','').replace('}','')
self.sio.emit('chat_message', room=self.name, data=f'_allroles|{current_roles}')
self.play_turn()
@ -344,12 +346,17 @@ class Game:
eventlet.sleep(0.5)
self.notify_room()
def check_event(self, ev):
if len(self.deck.event_cards) == 0: return False
return isinstance(self.deck.event_cards[0], ev)
def get_visible_players(self, player: players.Player):
i = self.players.index(player)
sight = player.get_sight()
mindist = 99 if self.check_event(ce.Agguato) else 1
return [{
'name': self.players[j].name,
'dist': min(abs(i - j), (i+ abs(j-len(self.players))), (j+ abs(i-len(self.players)))) + self.players[j].get_visibility() - (player.get_sight(countWeapon=False)-1),
'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),
'lives': self.players[j].lives,
'max_lives': self.players[j].max_lives,
'is_sheriff': isinstance(self.players[j].role, roles.Sheriff),
@ -367,6 +374,7 @@ class Game:
'is_my_turn': p.is_my_turn,
'pending_action': p.pending_action,
'character': p.character.__dict__ if p.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 '🤠'
} for p in self.players]
self.sio.emit('players_update', room=self.name, data=data)

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@ -8,6 +8,7 @@ import bang.cards as cs
import bang.expansions.dodge_city.cards as csd
import bang.characters as chars
import bang.expansions.dodge_city.characters as chd
import bang.expansions.fistful_of_cards.card_events as ce
import eventlet
class PendingAction(IntEnum):
@ -201,7 +202,7 @@ class Player:
self.draw('')
elif self.pending_action == PendingAction.PLAY:
has_played = False
if len([c for c in self.hand if c.is_equipment or c.usable_next_turn]) > 0:
if len([c for c in self.hand if (c.is_equipment or c.usable_next_turn) and not self.game.check_event(ce.IlGiudice)]) > 0:
for i in range(len(self.hand)):
if self.hand[i].is_equipment or self.hand[i].usable_next_turn:
self.play_card(i)
@ -263,7 +264,7 @@ class Player:
did_respond = True
break
for i in range(len(self.equipment)):
if self.equipment[i].name in self.expected_response:
if not self.game.check_event(ce.Lazo) and self.equipment[i].name in self.expected_response:
self.respond(len(self.hand)+i)
did_respond = True
break
@ -291,7 +292,7 @@ class Player:
self.is_my_turn = True
self.is_waiting_for_action = True
self.has_played_bang = False
if any([isinstance(c, cs.Dinamite) or isinstance(c, cs.Prigione) for c in self.equipment]):
if not self.game.check_event(ce.Lazo) and any([isinstance(c, cs.Dinamite) or isinstance(c, cs.Prigione) for c in self.equipment]):
self.pending_action = PendingAction.PICK
else:
if isinstance(self.real_character, chd.VeraCuster):
@ -428,9 +429,12 @@ class Player:
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)
did_play_card = False
if not(against != None and isinstance(self.game.get_player_named(against).character, chd.ApacheKid) and card.suit == cs.Suit.DIAMONDS):
event_blocks_card = (self.game.check_event(ce.IlGiudice) and (card.is_equipment or (card.usable_next_turn and not card.can_be_used_now))) or (self.game.check_event(ce.Lazo) and card.usable_next_turn and card.can_be_used_now)
print('giudice', self.game.check_event(ce.IlGiudice), 'and', card.is_equipment, 'or (', card.usable_next_turn ,'and' ,not card.can_be_used_now)
print('lazo', (self.game.check_event(ce.Lazo) and card.usable_next_turn and card.can_be_used_now))
if not(against != None and isinstance(self.game.get_player_named(against).character, chd.ApacheKid) and card.suit == cs.Suit.DIAMONDS) and not event_blocks_card:
did_play_card = card.play_card(self, against, withCard)
if not card.is_equipment and not card.usable_next_turn:
if not card.is_equipment and not card.usable_next_turn or event_blocks_card:
if did_play_card:
self.game.deck.scrap(card)
else:
@ -523,7 +527,7 @@ class Player:
self.take_damage_response()
return False
else:
if len([c for c in self.equipment if isinstance(c, cs.Barile)]) > 0 or isinstance(self.character, chars.Jourdonnais):
if (not self.game.check_event(ce.Lazo) and len([c for c in self.equipment if isinstance(c, cs.Barile)]) > 0) or isinstance(self.character, chars.Jourdonnais):
print('has barrel')
self.pending_action = PendingAction.PICK
self.on_pick_cb = self.barrel_pick
@ -531,7 +535,7 @@ class Player:
print('has mancato')
self.pending_action = PendingAction.RESPOND
self.expected_response = self.game.deck.mancato_cards
if self.attacker and isinstance(self.attacker.character, chd.BelleStar):
if self.attacker and isinstance(self.attacker.character, chd.BelleStar) or self.game.check_event(ce.Lazo):
self.expected_response = self.game.deck.mancato_cards_not_green
if isinstance(self.character, chd.ElenaFuente):
self.expected_response = self.game.deck.all_cards_str
@ -644,6 +648,8 @@ class Player:
range += card.range
else:
aim += card.sight_mod
if self.game.check_event(ce.Lazo):
return 1 + self.character.sight_mod
return max(1, range) + aim + self.character.sight_mod
def get_visibility(self):
@ -652,6 +658,8 @@ class Player:
covers = 0
for card in self.equipment:
covers += card.vis_mod
if self.game.check_event(ce.Lazo):
return self.character.visibility_mod
return self.character.visibility_mod + covers
def scrap(self, card_index):
@ -678,6 +686,12 @@ class Player:
print(
f"I {self.name} have to many cards in my hand and I can't end the turn")
elif self.pending_action == PendingAction.PLAY or forced:
if not forced and self.game.check_event(ce.Vendetta):
picked: cs.Card = self.game.deck.pick_and_scrap()
self.sio.emit('chat_message', room=self.game.name, data=f'_flipped|{self.name}|{picked}')
if picked.suit == cs.Suit.HEARTS:
self.play_turn()
return
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:

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@ -22,6 +22,7 @@
</transition-group>
<Card :card="p.card" :class="{is_my_turn:p.is_my_turn}"/>
<Card v-if="p.character" :card="p.character" class="character tiny-character" @click.native="selectedInfo = [p.character]"/>
<Card v-if="p.character && p.character.name !== p.real_character.name" style="transform:scale(0.5) translate(-90px, -50px);" :card="p.character" class="character tiny-character" @click.native="selectedInfo = [p.character]"/>
<tiny-hand :ncards="p.ncards" @click.native="drawFromPlayer(p.name)" :ismyturn="p.pending_action === 2"/>
<span style="position:absolute;top:10pt;" class="center-stuff">{{getActionEmoji(p)}}</span>
<div class="tiny-equipment">