Merge branch 'citta-fantasma' into high_noon
This commit is contained in:
commit
96b71ed35e
@ -81,7 +81,7 @@ def get_me(sid, room):
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sio.emit('role', room=sid, data=json.dumps(bot.role, default=lambda o: o.__dict__))
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bot.notify_self()
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else: #spectate
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de_games[0].dead_players.append(sio.get_session(sid))
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de_games[0].spectators.append(sio.get_session(sid))
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sio.get_session(sid).game = de_games[0]
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sio.enter_room(sid, de_games[0].name)
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de_games[0].notify_room(sid)
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@ -79,6 +79,12 @@ class NuovaIdentita(CardEvent):
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self.desc = "All'inizio del proprio turno, ogni giocatore potrà decidere se sostituire il suo personaggio attuale con quello era stato proposto ad inizio partita, se lo fa riparte con 2 punti vita"
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self.desc_eng = ""
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class CittaFantasma(CardEvent):
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def __init__(self):
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super().__init__("Città Fantasma", "👻")
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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."
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self.desc_eng = ""
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class MezzogiornoDiFuoco(CardEvent):
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def __init__(self):
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super().__init__("Mezzogiorno di Fuoco", "🔥")
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@ -89,7 +95,7 @@ def get_all_events():
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cards = [
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Benedizione(),
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Maledizione(),
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# CittaFantasma(),
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CittaFantasma(),
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CorsaAllOro(),
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IDalton(),
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IlDottore(),
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@ -17,7 +17,7 @@ class Game:
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self.sio = sio
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self.name = name
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self.players: List[pl.Player] = []
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self.dead_players: List[pl.Player] = []
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self.spectators: List[pl.Player] = []
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self.deck: Deck = None
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self.started = False
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self.turn = 0
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@ -34,6 +34,8 @@ class Game:
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self.is_russian_roulette_on = False
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self.dalton_on = False
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self.bot_speed = 1.5
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self.incremental_turn = 0
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self.did_resuscitate_deadman = False
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def notify_room(self, sid=None):
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if len([p for p in self.players if p.character == None]) != 0 or sid:
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@ -151,7 +153,7 @@ class Game:
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attacker.notify_self()
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self.waiting_for = 0
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self.readyCount = 0
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for p in self.players:
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for p in self.get_alive_players():
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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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@ -165,7 +167,7 @@ class Game:
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attacker.notify_self()
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self.waiting_for = 0
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self.readyCount = 0
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for p in self.players:
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for p in self.get_alive_players():
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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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@ -199,24 +201,26 @@ class Game:
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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(True) for i in range(len([p for p in self.players if p.lives > 0]))]
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self.players[self.turn].pending_action = pl.PendingAction.CHOOSE
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self.players[self.turn].choose_text = 'choose_card_to_get'
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self.players[self.turn].available_cards = self.available_cards
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self.players[self.turn].notify_self()
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pls = self.get_alive_players()
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self.available_cards = [self.deck.draw(True) for i in range(len(pls))]
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pls[self.turn].pending_action = pl.PendingAction.CHOOSE
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pls[self.turn].choose_text = 'choose_card_to_get'
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pls[self.turn].available_cards = self.available_cards
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pls[self.turn].notify_self()
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def respond_emporio(self, player, i):
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player.hand.append(self.available_cards.pop(i))
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player.available_cards = []
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player.pending_action = pl.PendingAction.WAIT
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player.notify_self()
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nextPlayer = self.players[(self.turn + (len(self.players)-len(self.available_cards))) % len(self.players)]
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pls = self.get_alive_players()
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nextPlayer = pls[(pls.index(self.players[self.turn])+(len(pls)-len(self.available_cards))) % len(pls)]
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if nextPlayer == self.players[self.turn]:
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self.players[self.turn].pending_action = pl.PendingAction.PLAY
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self.players[self.turn].notify_self()
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else:
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nextPlayer.pending_action = pl.PendingAction.CHOOSE
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self.players[self.turn].choose_text = 'choose_card_to_get'
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nextPlayer.choose_text = 'choose_card_to_get'
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nextPlayer.available_cards = self.available_cards
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nextPlayer.notify_self()
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@ -259,20 +263,36 @@ class Game:
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self.players[self.turn].pending_action = pl.PendingAction.PLAY
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self.players[self.turn].notify_self()
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def next_player(self): #viene usato solo per passare la dinamite
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return self.players[(self.turn + 1) % len(self.players)]
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def next_player(self):
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pls = self.get_alive_players()
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return pls[(pls.index(self.players[self.turn]) + 1) % len(pls)]
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def play_turn(self):
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self.incremental_turn += 1
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if self.players[self.turn].lives <= 0 or self.players[self.turn].is_dead:
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pl = sorted(self.get_dead_players(), key=lambda x:x.death_turn)[0]
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if self.check_event(ce.DeadMan) and not self.did_resuscitate_deadman and pl != self.players[self.turn]:
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print(f'{self.players[self.turn]} is dead, revive')
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self.did_resuscitate_deadman = True
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pl.is_dead = False
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pl.is_ghost = False
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pl.lives = 2
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pl.hand.append(self.deck.draw())
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pl.hand.append(self.deck.draw())
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pl.notify_self()
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elif self.check_event(ceh.CittaFantasma):
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print(f'{self.players[self.turn]} is dead, event ghost')
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self.players[self.turn].is_ghost = True
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else:
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print(f'{self.players[self.turn]} is dead, next turn')
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return self.next_turn()
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self.player_bangs = 0
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if isinstance(self.players[self.turn].role, roles.Sheriff):
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self.deck.flip_event()
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if self.check_event(ce.DeadMan) and len(self.dead_players) > 0:
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self.players.append(self.dead_players.pop(0))
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self.players[-1].lives = 2
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self.players[-1].hand.append(self.deck.draw())
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self.players[-1].hand.append(self.deck.draw())
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self.players_map = {c.name: i for i, c in enumerate(self.players)}
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self.players[-1].notify_self()
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if len(self.deck.event_cards) > 0:
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print(f'flip new event {self.deck.event_cards[0].name}')
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if self.check_event(ce.DeadMan):
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self.did_resuscitate_deadman = False
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elif self.check_event(ce.RouletteRussa):
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self.is_russian_roulette_on = True
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if self.players[self.turn].get_banged(self.deck.event_cards[0]):
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@ -307,11 +327,14 @@ class Game:
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else:
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self.responders_did_respond_resume_turn()
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else:
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print(f'notifying {self.players[self.turn].name} about his turn')
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self.players[self.turn].play_turn()
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def next_turn(self):
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if self.shutting_down: return
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if len(self.players) > 0:
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print(f'{self.players[self.turn].name} invoked next turn')
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pls = self.get_alive_players()
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if len(pls) > 0:
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if self.check_event(ceh.CorsaAllOro):
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self.turn = (self.turn - 1) % len(self.players)
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else:
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@ -334,26 +357,29 @@ class Game:
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def handle_disconnect(self, player: pl.Player):
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print(f'player {player.name} left the game {self.name}')
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if player in self.players:
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if self.disconnect_bot and self.started:
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player.is_bot = True
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eventlet.sleep(15) # he may reconnect
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player.notify_self()
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else:
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self.player_death(player=player, disconnected=True)
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if player in self.spectators:
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self.spectators.remove(player)
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return
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if self.disconnect_bot and self.started:
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player.is_bot = True
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eventlet.sleep(15) # he may reconnect
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player.notify_self()
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else:
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self.dead_players.remove(player)
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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:
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self.player_death(player=player, disconnected=True)
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# else:
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# player.lives = 0
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# self.players.remove(player)
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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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self.shutting_down = True
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self.players = []
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self.dead_players = []
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self.spectators = []
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self.deck = None
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return True
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else: return False
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def player_death(self, player: pl.Player, disconnected=False):
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if not player in self.players: return
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if not player in self.players or player.is_ghost: return
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import bang.expansions.dodge_city.characters as chd
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print(player.attacker)
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if player.attacker and player.attacker in self.players and isinstance(player.attacker.role, roles.Sheriff) and isinstance(player.role, roles.Vice):
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@ -370,15 +396,23 @@ class Game:
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if (self.waiting_for > 0):
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self.responders_did_respond_resume_turn()
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if not player in self.players: return
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index = self.players.index(player)
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died_in_his_turn = self.started and index == self.turn
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if self.started and index <= self.turn:
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self.turn -= 1
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if player.is_dead: return
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if not self.started:
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self.players.remove(player)
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elif disconnected:
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index = self.players.index(player)
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if self.started and index <= self.turn:
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self.turn -= 1
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self.players.remove(player)
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self.players_map = {c.name: i for i, c in enumerate(self.players)}
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player.lives = 0
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player.is_dead = True
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player.death_turn = self.incremental_turn
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corpse = self.players.pop(index)
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if not disconnected:
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self.dead_players.append(corpse)
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# corpse = self.players.pop(index)
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corpse = player
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# if not disconnected:
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# self.dead_players.append(corpse)
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self.notify_room()
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self.sio.emit('chat_message', room=self.name, data=f'_died|{player.name}')
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if self.started:
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@ -386,23 +420,23 @@ class Game:
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for p in self.players:
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if not p.is_bot:
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p.notify_self()
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self.players_map = {c.name: i for i, c in enumerate(self.players)}
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# self.players_map = {c.name: i for i, c in enumerate(self.players)}
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if self.started:
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print('Check win status')
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attacker_role = None
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if player.attacker and player.attacker in self.players:
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attacker_role = player.attacker.role
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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)]
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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)]
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if len(winners) > 0:
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print('WE HAVE A WINNER')
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for p in self.players:
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for p in self.get_alive_players():
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p.win_status = p in winners
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self.sio.emit('chat_message', room=self.name, data=f'_won|{p.name}')
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p.notify_self()
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eventlet.sleep(5.0)
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return self.reset()
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vulture = [p for p in self.players if p.character.check(self, characters.VultureSam)]
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vulture = [p for p in self.get_alive_players() if p.character.check(self, characters.VultureSam)]
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if len(vulture) == 0:
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for i in range(len(player.hand)):
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self.deck.scrap(player.hand.pop(), True)
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@ -423,31 +457,32 @@ class Game:
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vulture[0].notify_self()
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#se Vulture Sam è uno sceriffo e ha appena ucciso il suo Vice, deve scartare le carte che ha pescato con la sua abilità
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if player.attacker and player.attacker in self.players and isinstance(player.attacker.role, roles.Sheriff) and isinstance(player.role, roles.Vice):
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if player.attacker and player.attacker in self.get_alive_players() and isinstance(player.attacker.role, roles.Sheriff) and isinstance(player.role, roles.Vice):
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for i in range(len(player.attacker.hand)):
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self.deck.scrap(player.attacker.hand.pop(), True)
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player.attacker.notify_self()
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greg = [p for p in self.players if p.character.check(self, chd.GregDigger)]
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greg = [p for p in self.get_alive_players() if p.character.check(self, chd.GregDigger)]
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if len(greg) > 0:
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greg[0].lives = min(greg[0].lives+2, greg[0].max_lives)
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herb = [p for p in self.players if p.character.check(self, chd.HerbHunter)]
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herb = [p for p in self.get_alive_players() if p.character.check(self, chd.HerbHunter)]
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if len(herb) > 0:
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herb[0].hand.append(self.deck.draw(True))
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herb[0].hand.append(self.deck.draw(True))
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herb[0].notify_self()
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if died_in_his_turn:
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if corpse.is_my_turn:
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self.next_turn()
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def reset(self):
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print('resetting lobby')
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self.players.extend(self.dead_players)
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self.dead_players = []
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self.players.extend(self.spectators)
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self.spectators = []
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self.players = [p for p in self.players if not p.is_bot]
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print(self.players)
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self.started = False
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self.waiting_for = 0
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self.incremental_turn = 0
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for p in self.players:
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p.reset()
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p.notify_self()
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@ -459,17 +494,26 @@ class Game:
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return isinstance(self.deck.event_cards[0], ev)
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def get_visible_players(self, player: pl.Player):
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i = self.players.index(player)
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pls = self.get_alive_players()
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if len(pls) == 0 or player not in pls: return []
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i = pls.index(player)
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sight = player.get_sight()
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mindist = 99 if not self.check_event(ce.Agguato) else 1
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return [{
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'name': self.players[j].name,
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'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),
|
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'cards': len(self.players[j].hand)+len(self.players[j].equipment)
|
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} for j in range(len(self.players)) if i != j]
|
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'name': pls[j].name,
|
||||
'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': pls[j].lives,
|
||||
'max_lives': pls[j].max_lives,
|
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'is_sheriff': isinstance(pls[j].role, roles.Sheriff),
|
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'cards': len(pls[j].hand)+len(pls[j].equipment),
|
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'is_ghost': pls[j].is_ghost,
|
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} for j in range(len(pls)) if i != j]
|
||||
|
||||
def get_alive_players(self):
|
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return [p for p in self.players if not p.is_dead or p.is_ghost]
|
||||
|
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def get_dead_players(self):
|
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return [p for p in self.players if p.is_dead]
|
||||
|
||||
def notify_all(self):
|
||||
if self.started:
|
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@ -484,6 +528,7 @@ class Game:
|
||||
'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 '🤠'
|
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} for p in self.players]
|
||||
'icon': p.role.icon if self.initial_players == 3 and p.role else '🤠',
|
||||
'is_ghost': p.is_ghost,
|
||||
} for p in self.get_alive_players()]
|
||||
self.sio.emit('players_update', room=self.name, data=data)
|
||||
|
@ -61,6 +61,9 @@ class Player:
|
||||
self.is_bot = bot
|
||||
self.bang_used = 0
|
||||
self.special_use_count = 0
|
||||
self.is_dead = False
|
||||
self.death_turn = 0
|
||||
self.is_ghost = False
|
||||
|
||||
def reset(self):
|
||||
self.hand: cs.Card = []
|
||||
@ -93,6 +96,9 @@ class Player:
|
||||
pass
|
||||
self.mancato_needed = 0
|
||||
self.molly_discarded_cards = 0
|
||||
self.is_dead = False
|
||||
self.is_ghost = False
|
||||
self.death_turn = 0
|
||||
|
||||
def join_game(self, game):
|
||||
self.game = game
|
||||
@ -158,6 +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': '🔴'
|
||||
@ -175,9 +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:
|
||||
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
|
||||
@ -199,7 +206,7 @@ class Player:
|
||||
ser['sight'] = self.get_sight()
|
||||
ser['lives'] = max(ser['lives'], 0)
|
||||
|
||||
if self.lives <= 0 and self.max_lives > 0:
|
||||
if self.lives <= 0 and self.max_lives > 0 and not self.is_dead:
|
||||
self.pending_action = PendingAction.WAIT
|
||||
ser['hand'] = []
|
||||
ser['equipment'] = []
|
||||
@ -306,7 +313,7 @@ class Player:
|
||||
self.choose(randrange(0, len(target.hand)+len(target.equipment)))
|
||||
|
||||
def play_turn(self, can_play_vendetta = True):
|
||||
if self.lives == 0:
|
||||
if (self.lives == 0 or self.is_dead) and not self.is_ghost:
|
||||
return self.end_turn(forced=True)
|
||||
self.scrapped_cards = 0
|
||||
self.can_play_ranch = True
|
||||
@ -329,12 +336,14 @@ class Player:
|
||||
self.heal_if_needed()
|
||||
if self.lives <= 0:
|
||||
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]):
|
||||
|
||||
#non è un elif perchè vera custer deve fare questo poi cambiare personaggio
|
||||
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 = [{
|
||||
'name': p.name,
|
||||
'icon': '⭐️' if isinstance(p.role, r.Sheriff) else '🤠',
|
||||
'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.choose_text = 'choose_fratelli_di_sangue'
|
||||
self.pending_action = PendingAction.CHOOSE
|
||||
@ -345,7 +354,7 @@ class Player:
|
||||
else:
|
||||
self.is_giving_life = False
|
||||
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:
|
||||
self.pending_action = PendingAction.DRAW
|
||||
self.notify_self()
|
||||
@ -366,7 +375,7 @@ class Player:
|
||||
self.available_cards = [{
|
||||
'name': p.name,
|
||||
'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.choose_text = 'choose_rimbalzo_player'
|
||||
self.pending_action = PendingAction.CHOOSE
|
||||
@ -416,7 +425,7 @@ class Player:
|
||||
card: cs.Card = self.game.deck.draw()
|
||||
self.hand.append(card)
|
||||
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:
|
||||
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):
|
||||
@ -480,7 +489,7 @@ class Player:
|
||||
self.notify_self()
|
||||
return
|
||||
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:
|
||||
self.pending_action = PendingAction.DRAW
|
||||
self.notify_self()
|
||||
@ -561,15 +570,15 @@ class Player:
|
||||
self.hand.append(card)
|
||||
else:
|
||||
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 (len([p.name for p in self.game.get_alive_players() if p != self and (len(p.hand)+len(p.equipment)) > 0]) == 0 or 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.target_p = ''
|
||||
self.choose_action = ''
|
||||
self.pending_action = PendingAction.PLAY
|
||||
else:
|
||||
self.target_p = self.game.players[self.game.players_map[self.target_p]+1].name
|
||||
self.target_p = self.game.players[(self.game.players_map[self.target_p]+1)%len(self.game.players)].name
|
||||
while self.target_p == self.name or len(self.game.players[self.game.players_map[self.target_p]].hand) + len(self.game.players[self.game.players_map[self.target_p]].equipment) == 0:
|
||||
self.target_p = self.game.players[self.game.players_map[self.target_p]+1].name
|
||||
self.target_p = self.game.players[(self.game.players_map[self.target_p]+1)%len(self.game.players)].name
|
||||
self.notify_self()
|
||||
elif self.is_giving_life and self.game.check_event(ce.FratelliDiSangue):
|
||||
try:
|
||||
@ -758,7 +767,7 @@ class Player:
|
||||
print('has mancato')
|
||||
self.pending_action = PendingAction.RESPOND
|
||||
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
|
||||
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)
|
||||
@ -814,7 +823,7 @@ class Player:
|
||||
return True
|
||||
|
||||
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)):
|
||||
if isinstance(self.hand[i], cs.Birra):
|
||||
if self.character.check(self.game, chd.MollyStark) and not self.is_my_turn:
|
||||
@ -832,7 +841,7 @@ class Player:
|
||||
self.sio.emit('chat_message', room=self.game.name,
|
||||
data=f'_special_bart_cassidy|{self.name}')
|
||||
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(
|
||||
randrange(0, len(self.attacker.hand))))
|
||||
self.sio.emit('chat_message', room=self.game.name,
|
||||
@ -886,7 +895,7 @@ class Player:
|
||||
self.hand.append(self.game.deck.draw(True))
|
||||
self.molly_discarded_cards = 0
|
||||
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):
|
||||
self.attacker.hand.append(self.attacker.game.deck.draw(True))
|
||||
self.attacker.molly_discarded_cards = 0
|
||||
@ -951,6 +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
|
||||
@ -968,6 +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()
|
||||
|
@ -52,7 +52,7 @@ export default {
|
||||
sockets: {
|
||||
self(self){
|
||||
self = JSON.parse(self)
|
||||
this.isPlaying = self.lives > 0
|
||||
this.isPlaying = self.lives > 0 || self.is_ghost
|
||||
this.pending_action = self.pending_action
|
||||
},
|
||||
scrap(card) {
|
||||
|
@ -16,10 +16,13 @@
|
||||
<Card v-if="startGameCard" :card="startGameCard" @click.native="startGame"/>
|
||||
<!-- <div style="position: relative;width:260pt;height:400pt;"> -->
|
||||
<div v-for="p in playersTable" v-bind:key="p.card.name" style="position:relative;">
|
||||
<transition-group v-if="p.max_lives" name="list" tag="div" class="tiny-health">
|
||||
<transition-group v-if="p.max_lives && !p.is_ghost" name="list" tag="div" class="tiny-health">
|
||||
<span v-for="(n, i) in p.lives" v-bind:key="n" :alt="i">❤️</span>
|
||||
<span v-for="(n, i) in (p.max_lives-p.lives)" v-bind:key="n" :alt="i">💀</span>
|
||||
</transition-group>
|
||||
<div v-else-if="p.is_ghost" class="tiny-health">
|
||||
<span :alt="i">👻</span>
|
||||
</div>
|
||||
<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]"/>
|
||||
@ -40,8 +43,8 @@
|
||||
</div>
|
||||
<h3>{{$t('mods')}}</h3>
|
||||
<PrettyCheck @click.native="toggleCompetitive" :disabled="!isRoomOwner" v-model="is_competitive" class="p-switch p-fill" style="margin-top:5px; margin-bottom:3px;">{{$t('mod_comp')}}</PrettyCheck>
|
||||
<br>
|
||||
<PrettyCheck @click.native="toggleReplaceWithBot" :disabled="!isRoomOwner" v-model="disconnect_bot" class="p-switch p-fill" style="margin-top:5px; margin-bottom:3px;">{{$t('disconnect_bot')}}</PrettyCheck>
|
||||
<!-- <br> -->
|
||||
<!-- <PrettyCheck @click.native="toggleReplaceWithBot" :disabled="!isRoomOwner" v-model="disconnect_bot" class="p-switch p-fill" style="margin-top:5px; margin-bottom:3px;">{{$t('disconnect_bot')}}</PrettyCheck> -->
|
||||
</div>
|
||||
<div v-if="started">
|
||||
<deck :endTurnAction="()=>{wantsToEndTurn = true}"/>
|
||||
|
@ -1,6 +1,6 @@
|
||||
<template>
|
||||
<div>
|
||||
<p v-if="instruction && lives > 0" class="center-stuff">{{instruction}}</p>
|
||||
<p v-if="instruction && (lives > 0 || is_ghost)" class="center-stuff">{{instruction}}</p>
|
||||
<!-- <button v-if="canEndTurn" @click="end_turn">Termina Turno</button> -->
|
||||
<div class="equipment-slot">
|
||||
<Card v-if="my_role" :card="my_role" class="back"
|
||||
@ -11,7 +11,7 @@
|
||||
<span v-for="(n, i) in lives" v-bind:key="n" :alt="i">❤️</span>
|
||||
<span v-for="(n, i) in (max_lives-lives)" v-bind:key="n" :alt="i">💀</span>
|
||||
</transition-group>
|
||||
<transition-group v-if="lives > 0" name="list" tag="div" style="margin: 0 0 0 10pt; display:flex;">
|
||||
<transition-group v-if="lives > 0 || is_ghost" name="list" tag="div" style="margin: 0 0 0 10pt; display:flex;">
|
||||
<Card v-for="card in equipment" v-bind:key="card.name+card.number" :card="card"
|
||||
@pointerenter.native="desc=($i18n.locale=='it'?card.desc:card.desc_eng)" @pointerleave.native="desc=''"
|
||||
@click.native="play_card(card, true)" />
|
||||
@ -24,7 +24,7 @@
|
||||
<button v-if="is_my_turn && character.name === 'Chuck Wengam' && lives > 1" @click="chuckSpecial">{{$t('special_ability')}}</button>
|
||||
<button v-if="is_my_turn && character.name === 'José Delgrado' && special_use_count < 2 && hand.filter(x => x.is_equipment).length > 0" @click="joseScrap=true">{{$t('special_ability')}}</button>
|
||||
<button v-if="is_my_turn && character.name === 'Doc Holyday' && special_use_count < 1 && hand.length > 1" @click="holydayScrap=true">{{$t('special_ability')}}</button>
|
||||
<div v-if="lives > 0" style="position:relative">
|
||||
<div v-if="lives > 0 || is_ghost" style="position:relative">
|
||||
<span id="hand_text">{{$t('hand')}}</span>
|
||||
<transition-group name="list" tag="div" class="hand">
|
||||
<Card v-for="card in hand" v-bind:key="card.name+card.number" :card="card"
|
||||
@ -39,7 +39,7 @@
|
||||
<Chooser v-if="card_against" :text="$t('card_against')" :cards="visiblePlayers" :select="selectAgainst" :cancel="cancelCardAgainst"/>
|
||||
<Chooser v-if="pending_action == 3" :text="respondText" :cards="respondCards" :select="respond"/>
|
||||
<Chooser v-if="shouldChooseCard" :text="$t(choose_text)" :cards="available_cards" :select="choose"/>
|
||||
<Chooser v-if="lives <= 0 && max_lives > 0" :text="$t('you_died')" :cancelText="$t('spectate')" :cancel="()=>{max_lives = 0}"/>
|
||||
<Chooser v-if="lives <= 0 && max_lives > 0 && !is_ghost" :text="$t('you_died')" :cancelText="$t('spectate')" :cancel="()=>{max_lives = 0}"/>
|
||||
<Chooser v-if="win_status !== undefined" :text="win_status?$t('you_win'):$t('you_lose')" />
|
||||
<Chooser v-if="show_role" :text="$t('you_are')" :cards="[my_role]" :hintText="($i18n.locale=='it'?my_role.goal:my_role.goal_eng)" :select="() => {show_role=false}" :cancel="() => {show_role=false}" :cancelText="$t('ok')" />
|
||||
<Chooser v-if="notifycard" :key="notifycard.card" :text="`${notifycard.player} ${$t('did_pick_as')}:`" :cards="[notifycard.card]" :hintText="$t(notifycard.message)" class="turn-notify-4s"/>
|
||||
@ -106,6 +106,7 @@ export default {
|
||||
holydayScrap: false,
|
||||
special_use_count: 0,
|
||||
mancato_needed: 0,
|
||||
is_ghost: false,
|
||||
name: '',
|
||||
}),
|
||||
sockets: {
|
||||
@ -141,6 +142,7 @@ export default {
|
||||
this.sight = self.sight
|
||||
this.attacker = self.attacker
|
||||
this.mancato_needed = self.mancato_needed
|
||||
this.is_ghost = self.is_ghost
|
||||
if (this.pending_action == 5 && self.target_p) {
|
||||
this.chooseCardFromPlayer(self.target_p)
|
||||
} else if (this.pending_action == 5) {
|
||||
|
Loading…
Reference in New Issue
Block a user