some event cards
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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() | ||||
|  | ||||
| @ -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(), | ||||
|     ] | ||||
| @ -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) | ||||
|  | ||||
| @ -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: | ||||
|  | ||||
| @ -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"> | ||||
|  | ||||
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