pick and draw logic

This commit is contained in:
Alberto Xamin 2020-11-16 21:00:52 +01:00
parent f4a5f2d015
commit 9e5888e5ed
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GPG Key ID: 4F026F48309500A2
4 changed files with 88 additions and 32 deletions

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@ -1,12 +1,13 @@
from abc import ABC, abstractmethod from abc import ABC, abstractmethod
class Character(ABC): class Character(ABC):
def __init__(self, name: str, max_lives: int, sight_mod: int = 0, visibility_mod: int = 0): def __init__(self, name: str, max_lives: int, sight_mod: int = 0, visibility_mod: int = 0, pick_mod: int = 0):
super().__init__() super().__init__()
self.name = name self.name = name
self.max_lives = max_lives self.max_lives = max_lives
self.sight_mod = 0 self.sight_mod = 0
self.visibility_mod = 0 self.visibility_mod = 0
self.pick_mod = 0
# @abstractmethod # @abstractmethod
# def on_hurt(self, dmg: int): # def on_hurt(self, dmg: int):
@ -57,7 +58,7 @@ class KitCarlson(Character):
class LuckyDuke(Character): class LuckyDuke(Character):
def __init__(self): def __init__(self):
super().__init__("Lucky Duke", max_lives=4) super().__init__("Lucky Duke", max_lives=4, pick_mod=1)
class PaulRegret(Character): class PaulRegret(Character):
def __init__(self): def __init__(self):

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@ -16,7 +16,7 @@ class Game:
def add_player(self, player: players.Player): def add_player(self, player: players.Player):
player.join_game(self) player.join_game(self)
self.players.append(player) self.players.append(player)
print(f'Added player {player.id} to game') print(f'Added player {player.name} to game')
def choose_characters(self): def choose_characters(self):
char_cards = random.sample(all_characters(), len(self.players)*2) char_cards = random.sample(all_characters(), len(self.players)*2)
@ -48,7 +48,10 @@ class Game:
def get_visible_players(self, player): def get_visible_players(self, player):
i = self.players.index(player) i = self.players.index(player)
sight = player.get_sight() sight = player.get_sight()
return [self.players[j] for j in range(len(self.players)) if i != j and min(abs(i-j)-1, abs(i-len(self.players)-j))+self.players[j].get_visibility() <= sight] return [self.players[j] for j in range(len(self.players)) if i != j and min(abs(i - j) - 1, abs(i - len(self.players) - j)) + self.players[j].get_visibility() <= sight]
def next_player(self):
return self.players[(self.turn + 1) % len(self.players)]
def play_turn(self): def play_turn(self):
self.players[self.turn].play_turn() self.players[self.turn].play_turn()
@ -68,4 +71,4 @@ game.add_player(p3)
game.start_game() game.start_game()
for p in game.players: for p in game.players:
p.set_character(random.choice(p.available_characters)) p.set_character(random.choice(p.available_characters))
game.distribute_roles() game.distribute_roles()

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@ -1,11 +1,21 @@
from enum import IntEnum
import json
import roles import roles
import cards import cards
import characters import characters
class PendingAction(IntEnum):
PICK = 0
DRAW = 1
PLAY = 2
RESPOND = 3
WAIT = 4
class Player: class Player:
def __init__(self, id): def __init__(self, name):
super().__init__() super().__init__()
self.id = id self.name = name
self.hand: cards.Card = [] self.hand: cards.Card = []
self.equipment: cards.Card = [] self.equipment: cards.Card = []
self.role: roles.Role = None self.role: roles.Role = None
@ -16,19 +26,22 @@ class Player:
self.is_my_turn = False self.is_my_turn = False
self.is_waiting_for_action = True self.is_waiting_for_action = True
self.has_played_bang = False self.has_played_bang = False
self.pending_action: PendingAction = None
self.available_characters = []
self.was_shot = False
def join_game(self, game): def join_game(self, game):
self.game = game self.game = game
print(f'I {self.id} joined {game}') print(f'I {self.name} joined {self.game}')
def set_role(self, role: roles.Role): def set_role(self, role: roles.Role):
self.role = role self.role = role
print(f'I {self.id} am a {role.name}, my goal is "{role.goal}"') print(f'I {self.name} am a {role.name}, my goal is "{role.goal}"')
def set_character(self, character: characters.Character): def set_character(self, character: characters.Character):
self.available_characters = [] self.available_characters = []
self.character = character self.character = character
print(f'I {self.id} chose character {character.name}') print(f'I {self.name} chose character {character.name}')
def prepare(self): def prepare(self):
self.max_lives = self.character.max_lives + self.role.health_mod self.max_lives = self.character.max_lives + self.role.health_mod
@ -38,30 +51,71 @@ class Player:
def set_available_character(self, available): def set_available_character(self, available):
self.available_characters = available self.available_characters = available
print(f'I {self.id} have to choose between {available}') print(f'I {self.name} have to choose between {available}')
def play_turn(self): def play_turn(self):
print(f'I {self.name} was notified that it is my turn')
self.was_shot = False
self.is_my_turn = True self.is_my_turn = True
self.is_waiting_for_action = True self.is_waiting_for_action = True
self.has_played_bang = False self.has_played_bang = False
print(f'I {self.id} was notified that it is my turn') if any([isinstance(c) == cards.Dinamite or isinstance(c) == cards.Prigione for c in self.equipment]):
print(f'lives: {self.lives}/{self.max_lives} hand: {[str(c) for c in self.hand]}') self.pending_action = PendingAction.PICK
print(f'I {self.id} can see {[p.get_public_description() for p in self.game.get_visible_players(self)]}')
# # print(f'lives: {self.lives}/{self.max_lives} hand: {[str(c) for c in self.hand]}')
# print(f'I {self.name} can see {[p.get_public_description() for p in self.game.get_visible_players(self)]}')
# ser = self.__dict__.copy()
# ser.pop('game')
# print(json.dumps(ser, default=lambda o: o.__dict__, indent=4))
def draw(self):
for i in range(2):
self.hand.append(self.game.deck.draw())
self.pending_action = PendingAction.PLAY
def pick(self):
pickable_cards = 1 + self.character.pick_mod
for i in range(len(self.equipment)):
if isinstance(self.equipment[i]) == cards.Dinamite:
while pickable_cards > 0:
pickable_cards -= 1
picked: cards.Card = self.game.deck.pick_and_scrap()
print(f'Did pick {picked}')
if picked.suit == cards.Suit.SPADES and 2 <= picked.number <= 9 and pickable_cards == 0:
self.lives -= 3
self.game.deck.scrap(self.equipment.pop(i))
print(f'{self.name} Boom, -3 hp')
else:
self.game.next_player().equipment.append(self.equipment.pop(i))
if any([isinstance(c) == cards.Dinamite or isinstance(c) == cards.Prigione for c in self.equipment]):
return
for i in range(len(self.equipment)):
if isinstance(self.equipment[i]) == cards.Prigione:
while pickable_cards > 0:
pickable_cards -= 1
picked: cards.Card = self.game.deck.pick_and_scrap()
print(f'Did pick {picked}')
if picked.suit != cards.Suit.HEARTS and pickable_cards == 0:
self.game.deck.scrap(self.equipment.pop(i))
self.end_turn(forced=True)
else:
break
break
self.pending_action = PendingAction.DRAW
def get_playable_cards(self): def get_playable_cards(self):
playable_cards = [] playable_cards = []
for i in range(len(self.hand)): for i in range(len(self.hand)):
card = self.hand[i] card = self.hand[i]
if type(card) == cards.Bang and self.has_played_bang and not any([type(c) == cards.Volcanic for c in self.equipment]): if isinstance(card) == cards.Bang and self.has_played_bang and not any([isinstance(c) == cards.Volcanic for c in self.equipment]):
continue continue
elif type(card) == cards.Birra and self.lives >= self.max_lives: elif isinstance(card) == cards.Birra and self.lives >= self.max_lives:
continue continue
else: else:
playable_cards.append(i) playable_cards.append(i)
return playable_cards return playable_cards
def get_public_description(self): def get_public_description(self):
s = f"{self.id} {'Sheriff ⭐️' if type(self.role) == roles.Sheriff else ''} ({self.lives}/{self.max_lives} ⁍) {len(self.hand)} Cards in hand, " s = f"{self.name} {'Sheriff ⭐️' if isinstance(self.role) == roles.Sheriff else ''} ({self.lives}/{self.max_lives} ⁍) {len(self.hand)} Cards in hand, "
s += f"equipment {[str(c) for c in self.equipment]}" s += f"equipment {[str(c) for c in self.equipment]}"
return s return s
@ -70,21 +124,20 @@ class Player:
print('illegal') print('illegal')
return return
card: cards.Card = self.hand.pop(hand_index) card: cards.Card = self.hand.pop(hand_index)
print(self.id, 'is playing ', card, ' against:', againts) print(self.name, 'is playing ', card, ' against:', againts)
if card.is_equipment and card.name not in [c.name for c in self.equipment]: if card.is_equipment and card.name not in [c.name for c in self.equipment]:
if card.is_weapon: if card.is_weapon:
for i in range(len(self.equipment)): for i in range(len(self.equipment)):
if self.equipment[i].is_weapon: if self.equipment[i].is_weapon:
game.deck.scrap(self.equipment[i]) self.game.deck.scrap(self.equipment[i])
self.equipment[i] = card self.equipment[i] = card
break break
else: else:
self.equipment.append(card) self.equipment.append(card)
else: else:
if type(card) == cards.Bang and self.has_played_bang and not any([type(c) == cards.Volcanic for c in self.equipment]): if isinstance(card) == cards.Bang and self.has_played_bang and not any([isinstance(c) == cards.Volcanic for c in self.equipment]):
print('you retard') print('you retard')
game.deck.scrap(card) self.game.deck.scrap(card)
pass
def get_sight(self): def get_sight(self):
aim = 0 aim = 0
@ -100,9 +153,8 @@ class Player:
covers += card.vis_mod covers += card.vis_mod
return self.character.visibility_mod + covers return self.character.visibility_mod + covers
def end_turn(self): def end_turn(self, forced=False):
if len(self.hand) > self.max_lives: if len(self.hand) > self.max_lives and not forced:
print(f"I {self.id} have to many cards in my hand and I can't end the turn") print(f"I {self.name} have to many cards in my hand and I can't end the turn")
else: else:
game.next_turn() self.game.next_turn()

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@ -17,7 +17,7 @@ class Sheriff(Role):
self.max_players = 1 self.max_players = 1
def on_player_death(self, alive_players: list): def on_player_death(self, alive_players: list):
if not any([type(p.role) == Outlaw or type(p.role) == Renegade for p in alive_players]): if not any([isinstance(p.role) == Outlaw or isinstance(p.role) == Renegade for p in alive_players]):
print("The Sheriff won!") print("The Sheriff won!")
pass pass
@ -28,7 +28,7 @@ class Vice(Role):
self.max_players = 2 self.max_players = 2
def on_player_death(self, alive_players: list): def on_player_death(self, alive_players: list):
if not any([type(p.role) == Outlaw or type(p.role) == Renegade for p in alive_players]): if not any([isinstance(p.role) == Outlaw or isinstance(p.role) == Renegade for p in alive_players]):
print("The Vice won!") print("The Vice won!")
pass pass
@ -38,7 +38,7 @@ class Outlaw(Role):
self.max_players = 3 self.max_players = 3
def on_player_death(self, alive_players: list): def on_player_death(self, alive_players: list):
if not any([type(p.role) == Sheriff for p in alive_players]): if not any([isinstance(p.role) == Sheriff for p in alive_players]):
print("The Outlaw won!") print("The Outlaw won!")
pass pass
@ -48,6 +48,6 @@ class Renegade(Role):
self.max_players = 1 self.max_players = 1
def on_player_death(self, alive_players: list): def on_player_death(self, alive_players: list):
if len(alive_players) == 1 and type(alive_players[0]) == Renegade: if len(alive_players) == 1 and isinstance(alive_players[0]) == Renegade:
print("The Renegade won!") print("The Renegade won!")
pass pass