from enum import IntEnum import json import socketio from cards import Mancato import roles import cards import characters class PendingAction(IntEnum): PICK = 0 DRAW = 1 PLAY = 2 RESPOND = 3 WAIT = 4 class Player: def __init__(self, name, sid, sio): super().__init__() self.name = name self.sid = sid self.sio = sio self.hand: cards.Card = [] self.equipment: cards.Card = [] self.role: roles.Role = None self.character: characters.Character = None self.lives = 0 self.max_lives = 0 self.game = None self.is_my_turn = False self.is_waiting_for_action = True self.has_played_bang = False self.pending_action: PendingAction = None self.available_characters = [] self.was_shot = False self.on_pick_cb = None self.on_response_cb = None self.expected_response = None def join_game(self, game): self.game = game print(f'I {self.name} joined {self.game}') def disconnect(self): return self.game.handle_disconnect(self) def set_role(self, role: roles.Role): self.role = role print(f'I {self.name} am a {role.name}, my goal is "{role.goal}"') self.sio.emit('role', room=self.sid, data=json.dumps(role, default=lambda o: o.__dict__)) def set_character(self, character: str): print(self.available_characters, character) self.character = next(x for x in self.available_characters if x.name==character) self.available_characters = [] print(f'I {self.name} chose character {self.character.name}') self.sio.emit('chat_message', room=self.game.name, data=f'{self.name} ha scelto il personaggio.') self.game.notify_character_selection() def prepare(self): self.max_lives = self.character.max_lives + self.role.health_mod self.lives = self.max_lives self.hand = [] self.equipment = [] def set_available_character(self, available): self.available_characters = available print(f'I {self.name} have to choose between {available}') self.sio.emit('characters', room=self.sid, data=json.dumps(available, default=lambda o: o.__dict__)) def notify_self(self): if self.lives <= 0 and self.max_lives > 0: self.game.player_death(self) ser = self.__dict__.copy() ser.pop('game') ser.pop('sio') ser.pop('sid') ser.pop('on_pick_cb') ser.pop('on_response_cb') ser.pop('expected_response') self.sio.emit('self', room=self.sid, data=json.dumps(ser, default=lambda o: o.__dict__)) self.sio.emit('self_vis', room=self.sid, data=json.dumps(self.game.get_visible_players(self), default=lambda o: o.__dict__)) def play_turn(self): if self.lives == 0: self.end_turn(forced=True) print(f'I {self.name} was notified that it is my turn') self.was_shot = False self.is_my_turn = True self.is_waiting_for_action = True self.has_played_bang = False if any([isinstance(c, cards.Dinamite) or isinstance(c, cards.Prigione) for c in self.equipment]): self.pending_action = PendingAction.PICK else: self.pending_action = PendingAction.DRAW self.notify_self() def draw(self): if self.pending_action != PendingAction.DRAW: return for i in range(2): self.hand.append(self.game.deck.draw()) self.pending_action = PendingAction.PLAY self.notify_self() def pick(self): if self.pending_action != PendingAction.PICK: return pickable_cards = 1 + self.character.pick_mod if self.is_my_turn: 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)) self.game.next_player().notify_self() if any([isinstance(c, cards.Dinamite) or isinstance(c, cards.Prigione) for c in self.equipment]): self.notify_self() 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 self.notify_self() else: self.pending_action = PendingAction.WAIT self.on_pick_cb() def get_playable_cards(self): playable_cards = [] for i in range(len(self.hand)): card = self.hand[i] if isinstance(card, cards.Bang) and self.has_played_bang and not any([isinstance(c, cards.Volcanic) for c in self.equipment]): continue elif isinstance(card, cards.Birra) and self.lives >= self.max_lives: continue else: playable_cards.append(i) return playable_cards def get_public_description(self): 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]}" return s def play_card(self, hand_index: int, againts=None): if not (0 <= hand_index < len(self.hand)): print('illegal') return card: cards.Card = self.hand.pop(hand_index) print(self.name, 'is playing ', card, ' against:', againts) if isinstance(card, cards.Prigione) and isinstance(self.game.players_map[againts].role, roles.Sheriff): self.game.players_map[againts].equipment.append(card) self.game.players_map[againts].notify_self() elif card.is_equipment and card.name not in [c.name for c in self.equipment]: if card.is_weapon: has_weapon = False for i in range(len(self.equipment)): if self.equipment[i].is_weapon: self.game.deck.scrap(self.equipment[i]) self.equipment[i] = card has_weapon = True break if not has_weapon: self.equipment.append(card) else: self.equipment.append(card) else: if isinstance(card, cards.Bang) and self.has_played_bang and not any([isinstance(c, cards.Volcanic) for c in self.equipment]) and againts != None: self.hand.insert(hand_index, card) return if isinstance(card, cards.Bang) and againts != None: self.has_played_bang = True self.game.attack(self, againts) if isinstance(card, cards.Birra) and len(self.game.players) != 2: self.lives = min(self.lives+1, self.max_lives) if isinstance(card, cards.CatBalou): pass if isinstance(card, cards.Diligenza): for i in range(2): self.hand.append(self.game.deck.draw()) if isinstance(card, cards.Duello): pass if isinstance(card, cards.Emporio): pass if isinstance(card, cards.Gatling): pass if isinstance(card, cards.Indiani): pass if isinstance(card, cards.Mancato): pass if isinstance(card, cards.Panico): pass if isinstance(card, cards.Saloon): for p in self.game.players: p.lives = min(p.lives+1, p.max_lives) p.notify_self() if isinstance(card, cards.WellsFargo): for i in range(3): self.hand.append(self.game.deck.draw()) self.game.deck.scrap(card) self.notify_self() def barrel_pick(self): pickable_cards = 1 + self.character.pick_mod 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: self.notify_self() self.game.responders_did_respond() return if len([c for c in self.hand if isinstance(c, cards.Mancato)]) == 0: self.take_damage_response() self.game.responders_did_respond() else: self.pending_action = PendingAction.RESPOND self.expected_response = cards.Mancato self.on_response_cb = self.take_damage_response self.notify_self() def get_banged(self): if len([c for c in self.hand if isinstance(c, cards.Mancato)]) == 0 and len([c for c in self.equipment if isinstance(c, cards.Barile)]) == 0: print('Cant defend') self.take_damage_response() return False else: if len([c for c in self.equipment if isinstance(c, cards.Barile)]) > 0: print('has barrel') self.pending_action = PendingAction.PICK self.on_pick_cb = self.barrel_pick else: print('has mancato') self.pending_action = PendingAction.RESPOND self.expected_response = cards.Mancato self.on_response_cb = self.take_damage_response self.notify_self() return True def take_damage_response(self): self.lives -= 1 self.notify_self() def respond(self, hand_index): self.pending_action = PendingAction.WAIT if hand_index != -1 and isinstance(self.hand[hand_index], self.expected_response): self.game.deck.scrap(self.hand.pop(hand_index)) self.notify_self() self.game.responders_did_respond() else: self.on_response_cb() self.game.responders_did_respond() def get_sight(self): aim = 0 for card in self.equipment: aim += card.sight_mod if card.is_weapon: aim += card.range return 1 + self.character.sight_mod + aim def get_visibility(self): covers = 0 for card in self.equipment: covers += card.vis_mod return self.character.visibility_mod + covers def end_turn(self, forced=False): if not self.is_my_turn: return if len(self.hand) > self.max_lives and not forced: print(f"I {self.name} have to many cards in my hand and I can't end the turn") else: self.is_my_turn = False self.pending_action = PendingAction.WAIT self.notify_self() self.game.next_turn()