Merge branch 'dev' into main
This commit is contained in:
commit
e681957581
@ -175,6 +175,8 @@ class Game:
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attacker.pending_action = pl.PendingAction.PLAY
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attacker.notify_self()
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self.attack_in_progress = False
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if self.pending_winners and not self.someone_won:
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return self.announces_winners()
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def indian_others(self, attacker: pl.Player):
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self.attack_in_progress = True
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@ -191,6 +193,8 @@ class Game:
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attacker.pending_action = pl.PendingAction.PLAY
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attacker.notify_self()
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self.attack_in_progress = False
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if self.pending_winners and not self.someone_won:
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return self.announces_winners()
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def attack(self, attacker: pl.Player, target_username:str, double:bool=False):
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if self.get_player_named(target_username).get_banged(attacker=attacker, double=double):
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@ -282,20 +286,10 @@ class Game:
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else:
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self.ready_count += 1
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if self.ready_count == self.waiting_for:
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#TODO: si potrebbe fare un metodo a parte e chiamarlo quando finiscono gli eventi di gatling e indiani
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self.waiting_for = 0
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self.ready_count = 0
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if self.pending_winners:
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print('WE HAVE A WINNER - responders_did_respond_resume_turn')
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for p in self.get_alive_players():
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p.win_status = p in self.pending_winners
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if p.win_status:
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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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for i in range(5):
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self.sio.emit('chat_message', room=self.name, data=f'_lobby_reset|{5-i}')
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eventlet.sleep(1)
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return self.reset()
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if self.pending_winners and not self.someone_won:
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return self.announces_winners()
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if self.dalton_on:
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self.dalton_on = False
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print(f'notifying {self.players[self.turn].name} about his turn')
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@ -304,6 +298,26 @@ 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 announces_winners(self, winners=None):
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if (winners is None):
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print('WE HAVE A WINNER - pending winners')
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else:
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print('WE HAVE A WINNER')
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for p in self.get_alive_players():
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if winners is None:
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p.win_status = p in self.pending_winners
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else:
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p.win_status = p in winners
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if p.win_status:
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if not self.someone_won:
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self.someone_won = True
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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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for i in range(5):
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self.sio.emit('chat_message', room=self.name, data=f'_lobby_reset|{5-i}')
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eventlet.sleep(1)
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return self.reset()
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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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@ -332,6 +346,7 @@ class Game:
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self.deck.flip_event()
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if len(self.deck.event_cards) > 0 and self.deck.event_cards[0] != None:
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print(f'flip new event {self.deck.event_cards[0].name}')
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self.sio.emit('chat_message', room=self.name, data={'color': f'orange','text':f'_flip_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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@ -374,6 +389,8 @@ class Game:
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def next_turn(self):
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if self.shutting_down: return
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print(f'{self.players[self.turn].name} invoked next turn')
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if self.pending_winners and not self.someone_won:
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return self.announces_winners()
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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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@ -481,17 +498,7 @@ class Game:
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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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#print(f'win check: ready-{self.ready_count} waiting-{self.waiting_for} winners:{len(winners)}')
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if not self.attack_in_progress and len(winners) > 0 and not self.someone_won:
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print('WE HAVE A WINNER')
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self.someone_won = True
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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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if p.win_status:
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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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for i in range(5):
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self.sio.emit('chat_message', room=self.name, data=f'_lobby_reset|{5-i}')
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eventlet.sleep(1)
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return self.reset()
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return self.announces_winners(winners)
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elif len(winners) > 0 and not self.someone_won: # non tutti hanno risposto, ma ci sono vincitori.
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self.pending_winners = winners
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@ -35,7 +35,12 @@ export default {
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sockets: {
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chat_message(msg) {
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// console.log(msg)
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if ((typeof msg === "string") && msg.indexOf('_') === 0) {
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if ((typeof msg === "string" && msg.indexOf('_') === 0) || (msg.color != null && msg.text.indexOf('_') === 0)) {
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let t_color = null
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if (msg.color != null) {
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t_color = msg.color
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msg = msg.text
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}
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let params = msg.split('|')
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let type = params.shift().substring(1)
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if (["flipped", "respond", "play_card", "play_card_against", "play_card_for", "spilled_beer", "diligenza", "wellsfargo", "saloon", "special_calamity"].indexOf(type) !== -1){
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@ -54,7 +59,11 @@ export default {
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type += "4"
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}
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}
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this.messages.push({text:this.$t(`chat.${type}`, params)});
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if (t_color != null) {
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this.messages.push({color:t_color, text:this.$t(`chat.${type}`, params)});
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} else {
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this.messages.push({text:this.$t(`chat.${type}`, params)});
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}
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if (type == 'turn' && params[0] == this.username) {
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(new Audio(turn_sfx)).play();
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} else if (type == 'died_role') {
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@ -316,7 +316,7 @@ export default {
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this.$socket.emit('scrap', this.hand.indexOf(c))
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},
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play_card(card, from_equipment) {
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if (from_equipment && (!card.usable_next_turn || !card.can_be_used_now)) return;
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if (from_equipment && (!card.usable_next_turn || !card.can_be_used_now || (this.eventCard && this.eventCard.name == "Lazo"))) return;
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else if (card.usable_next_turn && !card.can_be_used_now) return this.really_play_card(card, null);
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let calamity_special = (card.name === 'Mancato!' && this.character.name === 'Calamity Janet')
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let cant_play_bang = (this.has_played_bang && this.equipment.filter(x => x.name == 'Volcanic').length == 0)
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@ -102,7 +102,8 @@
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"change_username": "{0} is now {1}.",
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"lobby_reset": "Going back to lobby in {0} seconds...",
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"prison_free": "{0} got out of prison",
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"prison_turn": "{0} stayed in prison this turn"
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"prison_turn": "{0} stayed in prison this turn",
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"flip_event": "🎴 EVENT: {0} 🎴"
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},
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"foc": {
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"leggedelwest": "He must play this card on this turn if possible."
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@ -102,7 +102,8 @@
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"change_username": "{0} ha cambiato nome in {1}.",
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"lobby_reset": "Si ritorna alla stanza in {0} secondi...",
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"prison_free": "{0} è uscito di prigione",
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"prison_turn": "{0} rimane in prigione questo turno"
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"prison_turn": "{0} rimane in prigione questo turno",
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"flip_event": "🎴 EVENTO: {0} 🎴"
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},
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"foc": {
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"leggedelwest": "Ed è obbligato a usarla nel suo turno, se possibile"
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