from enum import IntEnum import json from random import random, randrange, sample, uniform import socketio import bang.deck as deck import bang.roles as r 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 bang.expansions.high_noon.card_events as ceh import eventlet class PendingAction(IntEnum): PICK = 0 DRAW = 1 PLAY = 2 RESPOND = 3 WAIT = 4 CHOOSE = 5 class Player: def __init__(self, name, sid, sio, bot=False): import bang.game as g super().__init__() self.name = name self.sid = sid self.sio = sio self.hand: cs.Card = [] self.equipment: cs.Card = [] self.role: r.Role = None self.character: chars.Character = None self.real_character: chars.Character = None self.lives = 0 self.max_lives = 0 self.game: g = 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_failed_response_cb = None self.event_type: str = None self.expected_response = [] self.attacker: Player = None self.target_p: str = None self.is_drawing = False self.can_play_vendetta = True self.is_giving_life = False self.is_using_checchino = False self.choose_text = 'choose_card_to_get' self.using_rimbalzo = 0 # 0 no, 1 scegli giocatore, 2 scegli carta self.can_play_ranch = True self.is_playing_ranch = False self.mancato_needed = 0 self.molly_discarded_cards = 0 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 = [] self.equipment: cs.Card = [] self.role: r.Role = None self.character: chars.Character = None self.real_character: chars.Character = None self.is_using_checchino = False self.lives = 0 self.max_lives = 0 self.is_my_turn = False self.is_waiting_for_action = True self.has_played_bang = False self.can_play_ranch = True self.is_playing_ranch = False self.pending_action: PendingAction = None self.available_characters = [] self.was_shot = False self.on_pick_cb = None self.on_failed_response_cb = None self.event_type: str = None self.expected_response = [] self.attacker: Player = None self.target_p: str = None self.is_drawing = False self.special_use_count = 0 try: del self.win_status except: 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 print(f'I {self.name} joined {self.game}') def disconnect(self): return self.game.handle_disconnect(self) def set_role(self, role: r.Role): self.role = role print(f'{self.name}: I 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) if self.character == None: self.character = next( x for x in self.available_characters if x.name == character) self.real_character = self.character self.available_characters = [] print(f'{self.name}: I chose character {self.character.name}') self.sio.emit('chat_message', room=self.game.name, data=f'_did_choose_character|{self.name}') self.game.notify_character_selection() elif self.real_character and isinstance(self.real_character, chd.VeraCuster): self.character = next( x for x in self.available_characters if x.name == character) self.available_characters = [] self.sio.emit('chat_message', room=self.game.name, data=f'_did_choose_character|{self.name}') self.pending_action = PendingAction.DRAW self.notify_self() def prepare(self): self.max_lives = self.character.max_lives + self.role.health_mod self.lives = self.max_lives self.hand = [] self.equipment = [] self.pending_action = PendingAction.WAIT def set_available_character(self, available): self.available_characters = available print(f'{self.name}: I have to choose between {available}') if not self.is_bot: self.sio.emit('characters', room=self.sid, data=json.dumps( available, default=lambda o: o.__dict__)) else: self.set_character(available[randrange(0, len(available))].name) def notify_card(self, player, card, message=''): try: card = card.__dict__ except: pass mess = { 'player': player.name, 'card': card, 'message':message } print('notifying card') 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': '🔴' },{ 'icon': '⚫' }] self.is_drawing = True self.choose_text = 'choose_guess' self.pending_action = PendingAction.CHOOSE elif self.can_play_ranch and self.pending_action == PendingAction.PLAY and self.game.check_event(ce.Ranch): self.can_play_ranch = False self.available_cards = [c for c in self.hand] self.discarded_cards = [] self.available_cards.append({'icon': '✅'}) 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 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 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 #TODO Sid dovrebbe poter decidere cosa scartare self.game.deck.scrap(self.hand.pop( randrange(0, len(self.hand))), True) self.game.deck.scrap(self.hand.pop( randrange(0, len(self.hand))), True) ser = self.__dict__.copy() ser.pop('game') ser.pop('sio') ser.pop('sid') ser.pop('on_pick_cb') ser.pop('on_failed_response_cb') ser.pop('attacker') if self.attacker: ser['attacker'] = self.attacker.name ser['sight'] = self.get_sight() ser['lives'] = max(ser['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'] = [] self.sio.emit('self', room=self.sid, data=json.dumps( ser, default=lambda o: o.__dict__)) self.game.player_death(self) if self.game: # falso quando un bot viene eliminato dalla partita self.sio.emit('self_vis', room=self.sid, data=json.dumps(self.game.get_visible_players(self), default=lambda o: o.__dict__)) self.game.notify_all() self.sio.emit('self', room=self.sid, data=json.dumps( ser, default=lambda o: o.__dict__)) def bot_spin(self): while self.is_bot and self.game != None and not self.game.shutting_down: eventlet.sleep(uniform(self.game.bot_speed/2-0.1, self.game.bot_speed)) if self.lives > 0 or self.is_ghost: self.bot_logic() def bot_logic(self): if self.game == None or self.game.shutting_down: return if self.pending_action != None and self.pending_action != PendingAction.WAIT: # eventlet.sleep(uniform(self.game.bot_speed/2-0.1, self.game.bot_speed)) pass else: return if self.pending_action == PendingAction.PICK: self.pick() elif self.pending_action == PendingAction.DRAW: self.draw('') elif self.pending_action == PendingAction.PLAY: equippables = [c for c in self.hand if (c.is_equipment or c.usable_next_turn) and not isinstance(c, cs.Prigione) and not any([type(c) == type(x) for x in self.equipment])] misc = [c for c in self.hand if (isinstance(c, cs.WellsFargo) or isinstance(c, cs.Indiani) or isinstance(c, cs.Gatling) or isinstance(c, cs.Diligenza) or isinstance(c, cs.Emporio) or (isinstance(c, cs.Birra) and self.lives < self.max_lives and not self.game.check_event(ceh.IlReverendo))) and not (not c.can_be_used_now and self.game.check_event(ce.IlGiudice))] need_target = [c for c in self.hand if c.need_target and c.can_be_used_now and not (c.need_with and len(self.hand) < 2) and not ( (self.game.check_event(ceh.Sermone) or self.has_played_bang and not (any([isinstance(c, cs.Volcanic) for c in self.equipment]) and type(c) == type(cs.Bang) ) and not self.game.check_event(ce.Lazo))) and not ( isinstance(c, cs.Prigione) and self.game.check_event(ce.IlGiudice))] green_cards = [c for c in self.equipment if not self.game.check_event(ce.Lazo) and not isinstance(c, cs.Mancato) and c.usable_next_turn and c.can_be_used_now] if len(equippables) > 0 and not self.game.check_event(ce.IlGiudice): for c in equippables: if self.play_card(self.hand.index(c)): return elif len(misc) > 0: for c in misc: if self.play_card(self.hand.index(c)): return elif len(need_target) > 0: for c in need_target: _range = self.get_sight() if c.name == 'Bang!' or c.name == "Pepperbox" else c.range others = [p for p in self.game.get_visible_players(self) if _range >= p['dist'] and not (isinstance(self.role, r.Vice) and p['is_sheriff']) and p['lives'] > 0 and not ((isinstance(c, cs.CatBalou) or isinstance(c, cs.Panico)) and p['cards'] == 0) and not (p['is_sheriff'] and isinstance(c, cs.Prigione))] if len(others) == 0 or c not in self.hand: continue target = others[randrange(0, len(others))] if target['is_sheriff'] and isinstance(self.role, r.Renegade): target = others[randrange(0, len(others))] if not c.need_with: if self.play_card(self.hand.index(c), against=target['name']): return else: if self.play_card(self.hand.index(c), against=target['name'], _with=sample([j for j in range(len(self.hand)) if j != self.hand.index(c)], 1)[0]): return elif len(green_cards) > 0: for c in green_cards: if not isinstance(c, cs.Mancato) and c.usable_next_turn and c.can_be_used_now: if not c.need_target: if self.play_card(len(self.hand)+self.equipment.index(c)): return else: _range = self.get_sight() if c.name == "Pepperbox" else c.range others = [p for p in self.game.get_visible_players(self) if _range >= p['dist'] and not (isinstance(self.role, r.Vice) and p['is_sheriff'])] if len(others) == 0: continue target = others[randrange(0, len(others))] if target['is_sheriff'] and isinstance(self.role, r.Renegade): target = others[randrange(0, len(others))] if self.play_card(len(self.hand)+self.equipment.index(c), against=target['name']): return break maxcards = self.lives if not self.character.check(self.game, chd.SeanMallory) else 10 if len(self.hand) > maxcards: self.scrap(0) else: self.end_turn() elif self.pending_action == PendingAction.RESPOND: did_respond = False for i in range(len(self.hand)): if self.hand[i].can_be_used_now and (self.hand[i].name in self.expected_response or self.character.check(self.game, chd.ElenaFuente)): self.respond(i) did_respond = True break for i in range(len(self.equipment)): 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 if not did_respond: self.respond(-1) elif self.pending_action == PendingAction.CHOOSE: if not self.target_p: self.choose(randrange(0, len(self.available_cards))) else: target = self.game.get_player_named(self.target_p) if len(target.hand)+len(target.equipment) == 0: self.pending_action = PendingAction.PLAY self.notify_self() else: self.choose(randrange(0, len(target.hand)+len(target.equipment))) def play_turn(self, can_play_vendetta = True, again = False): 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 self.is_playing_ranch = False self.can_play_vendetta = can_play_vendetta if not again: self.sio.emit('chat_message', room=self.game.name, data=f'_turn|{self.name}') print(f'{self.name}: I 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 self.special_use_count = 0 self.bang_used = 0 if self.game.check_event(ceh.MezzogiornoDiFuoco): self.lives -= 1 if self.character.check(self.game, chars.BartCassidy) and self.lives > 0: self.hand.append(self.game.deck.draw(True)) self.sio.emit('chat_message', room=self.game.name, data=f'_special_bart_cassidy|{self.name}') self.heal_if_needed() if self.lives <= 0: return self.notify_self() #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.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 self.is_giving_life = True elif not self.game.check_event(ce.Lazo) and any([isinstance(c, cs.Dinamite) or isinstance(c, cs.Prigione) for c in self.equipment]): self.is_giving_life = False self.pending_action = PendingAction.PICK else: self.is_giving_life = False if isinstance(self.real_character, chd.VeraCuster): 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() def draw(self, pile): if self.is_my_turn and self.pending_action == PendingAction.PLAY and pile == 'event' and self.game.check_event(ce.Cecchino) and len([c for c in self.hand if c.name == cs.Bang(0,0).name]) >= 2: self.is_using_checchino = True self.available_cards = [{ 'name': p['name'], 'icon': '⭐️' if p['is_sheriff'] else '🤠', 'alt_text': ''.join(['❤️']*p['lives'])+''.join(['💀']*(p['max_lives']-p['lives'])) } for p in self.game.get_visible_players(self) if p['dist'] <= self.get_sight()] self.available_cards.append({'icon': '❌'}) self.choose_text = 'choose_cecchino' self.pending_action = PendingAction.CHOOSE self.notify_self() elif self.is_my_turn and self.pending_action == PendingAction.PLAY and pile == 'event' and self.game.check_event(ce.Rimbalzo) and len([c for c in self.hand if c.name == cs.Bang(0,0).name]) > 0: self.available_cards = [{ 'name': p.name, 'icon': '⭐️' if isinstance(p.role, r.Sheriff) else '🤠' } 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 self.using_rimbalzo = 1 self.notify_self() if self.pending_action != PendingAction.DRAW: return if pile == 'event' and self.lives < self.max_lives and self.game.check_event(ce.LiquoreForte): self.lives += 1 self.pending_action = PendingAction.PLAY self.notify_self() elif self.character.check(self.game, chars.KitCarlson): self.is_drawing = True self.available_cards = [self.game.deck.draw() for i in range(3)] self.choose_text = 'choose_card_to_get' self.pending_action = PendingAction.CHOOSE self.notify_self() elif self.character.check(self.game, chd.PatBrennan) and type(pile) == str and pile != self.name and pile in self.game.players_map and len(self.game.get_player_named(pile).equipment) > 0: self.is_drawing = True self.available_cards = self.game.get_player_named(pile).equipment self.pat_target = pile self.choose_text = 'choose_card_to_get' self.pending_action = PendingAction.CHOOSE self.notify_self() else: self.pending_action = PendingAction.PLAY if pile == 'scrap' and self.character.check(self.game, chars.PedroRamirez): self.hand.append(self.game.deck.draw_from_scrap_pile()) if not self.game.check_event(ceh.Sete): self.hand.append(self.game.deck.draw()) self.sio.emit('chat_message', room=self.game.name, data=f'_draw_from_scrap|{self.name}') elif type(pile) == str and pile != self.name and pile in self.game.players_map and self.character.check(self.game, chars.JesseJones) and len(self.game.get_player_named(pile).hand) > 0: self.hand.append(self.game.get_player_named(pile).hand.pop( randrange(0, len(self.game.get_player_named(pile).hand)))) self.game.get_player_named(pile).notify_self() self.sio.emit('chat_message', room=self.game.name, data=f'_draw_from_player|{self.name}|{pile}') if not self.game.check_event(ceh.Sete): self.hand.append(self.game.deck.draw()) elif self.character.check(self.game, chd.BillNoface): self.hand.append(self.game.deck.draw()) if not self.game.check_event(ceh.Sete): for i in range(self.max_lives-self.lives): self.hand.append(self.game.deck.draw()) else: if self.character.check(self.game, chd.PixiePete): self.hand.append(self.game.deck.draw()) for i in range(2): 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.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): self.hand.append(self.game.deck.draw()) if self.game.check_event(ceh.Sete): return self.notify_self() if self.game.check_event(ceh.IlTreno) or (self.is_ghost and self.game.check_event(ceh.CittaFantasma)): self.hand.append(self.game.deck.draw()) 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 i < len(self.equipment) and isinstance(self.equipment[i], cs.Dinamite): while pickable_cards > 0: pickable_cards -= 1 picked: cs.Card = self.game.deck.pick_and_scrap() print(f'Did pick {picked}') self.sio.emit('chat_message', room=self.game.name, data=f'_flipped|{self.name}|{picked.name}|{picked.num_suit()}') if picked.check_suit(self.game, [cs.Suit.SPADES]) and 2 <= picked.number <= 9 and pickable_cards == 0: self.lives -= 3 self.attacker = None self.game.deck.scrap(self.equipment.pop(i), True) self.sio.emit('chat_message', room=self.game.name, data=f'_explode|{self.name}') self.heal_if_needed() if self.character.check(self.game, chars.BartCassidy) and self.lives > 0: for i in range(3): self.hand.append(self.game.deck.draw(True)) self.sio.emit('chat_message', room=self.game.name, data=f'_special_bart_cassidy|{self.name}') print(f'{self.name} Boom, -3 hp') break else: self.game.next_player().equipment.append(self.equipment.pop(i)) self.game.next_player().notify_self() break if any([isinstance(c, cs.Dinamite) or isinstance(c, cs.Prigione) for c in self.equipment]): self.notify_self() return for i in range(len(self.equipment)): if isinstance(self.equipment[i], cs.Prigione): while pickable_cards > 0: pickable_cards -= 1 picked: cs.Card = self.game.deck.pick_and_scrap() print(f'Did pick {picked}') self.sio.emit('chat_message', room=self.game.name, data=f'_flipped|{self.name}|{picked.name}|{picked.num_suit()}') if not picked.check_suit(self.game, [cs.Suit.HEARTS]) and pickable_cards == 0: self.game.deck.scrap(self.equipment.pop(i), True) self.sio.emit('chat_message', room=self.game.name, data=f'_prison_turn|{self.name}') self.end_turn(forced=True) return elif pickable_cards == 0: self.game.deck.scrap(self.equipment.pop(i), True) self.sio.emit('chat_message', room=self.game.name, data=f'_prison_free|{self.name}') break break if any([isinstance(c, cs.Prigione) for c in self.equipment]): self.notify_self() return if isinstance(self.real_character, chd.VeraCuster): 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() 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, cs.Bang) and self.has_played_bang and not any([isinstance(c, cs.Volcanic) for c in self.equipment]): continue elif isinstance(card, cs.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, r.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, against=None, _with=None): if not self.is_my_turn or self.pending_action != PendingAction.PLAY or self.game.is_handling_death: return if not (0 <= hand_index < len(self.hand) + len(self.equipment)): return card: cs.Card = self.hand.pop(hand_index) if hand_index < len(self.hand) else self.equipment.pop(hand_index-len(self.hand)) withCard: cs.Card = None if _with != None: 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 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) if not(against != None and isinstance(self.game.get_player_named(against).character, chd.ApacheKid) and card.check_suit(self.game, [cs.Suit.DIAMONDS])) and not event_blocks_card: if against == self.name and not isinstance(card, csd.Tequila): did_play_card = False else: did_play_card = card.play_card(self, against, withCard) if not card.is_equipment and not card.usable_next_turn or event_blocks_card: if did_play_card: self.game.deck.scrap(card, True) else: self.hand.insert(hand_index, card) if withCard: self.hand.insert(_with, withCard) elif card.usable_next_turn and card.can_be_used_now: if did_play_card: self.game.deck.scrap(card, True) else: self.equipment.insert(hand_index-len(self.hand), card) elif card.is_equipment or (card.usable_next_turn and not card.can_be_used_now): if not did_play_card: self.hand.insert(hand_index, card) else: did_play_card = True print("did play card:", did_play_card) self.notify_self() if self.is_bot: return did_play_card or card.is_equipment or (card.usable_next_turn and not card.can_be_used_now) def choose(self, card_index): if self.pending_action != PendingAction.CHOOSE: return if self.target_p and self.target_p != '': # panico, cat balou target = self.game.get_player_named(self.target_p) card = None if card_index >= len(target.hand): card = target.equipment.pop(card_index - len(target.hand)) else: card = target.hand.pop(card_index) target.notify_self() if self.choose_action == 'steal': if card.usable_next_turn: card.can_be_used_now = False self.hand.append(card) else: self.game.deck.scrap(card, True) 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)%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)%len(self.game.players)].name self.notify_self() elif self.is_giving_life and self.game.check_event(ce.FratelliDiSangue): try: player = self.game.get_player_named(self.available_cards[card_index]['name']) player.lives += 1 self.lives -= 1 player.notify_self() self.sio.emit('chat_message', room=self.game.name, data=f'_fratelli_sangue|{self.name}|{player.name}') except: pass self.play_turn(again = True) elif self.is_using_checchino and self.game.check_event(ce.Cecchino): try: if self.available_cards[card_index]['name'] != '': for _ in range(2): card = next(c for c in self.hand if c.name == cs.Bang(0,0).name) self.hand.remove(card) self.game.deck.scrap(card, True) self.pending_action = PendingAction.PLAY self.game.attack(self, self.available_cards[card_index]['name'], double=True) except: self.pending_action = PendingAction.PLAY self.is_using_checchino = False self.notify_self() elif self.using_rimbalzo > 0 and self.game.check_event(ce.Rimbalzo): if self.using_rimbalzo == 1 and 'name' in self.available_cards[card_index]: self.rimbalzo_p = self.available_cards[card_index]['name'] self.available_cards = self.game.get_player_named(self.available_cards[card_index]['name']).equipment self.choose_text = 'choose_rimbalzo_card' self.using_rimbalzo = 2 elif self.using_rimbalzo == 2 and 'name' in self.available_cards[card_index].__dict__: card = next(c for c in self.hand if c.name == cs.Bang(0,0).name) self.hand.remove(card) self.game.deck.scrap(card, True) self.using_rimbalzo = 0 self.available_cards = [] self.pending_action = PendingAction.PLAY self.game.rimbalzo(self, self.rimbalzo_p, card_index) else: self.using_rimbalzo = 0 self.rimbalzo_p = '' self.pending_action = PendingAction.PLAY self.notify_self() elif self.is_playing_ranch and self.game.check_event(ce.Ranch): if card_index == len(self.available_cards) - 1: self.hand = [c for c in self.hand if c not in self.discarded_cards] for i in range(len(self.discarded_cards)): self.game.deck.scrap(self.discarded_cards[i], True) self.hand.append(self.game.deck.draw()) self.discarded_cards = [] self.is_playing_ranch = False self.pending_action = PendingAction.PLAY else: self.discarded_cards.append(self.available_cards.pop(card_index)) self.notify_self() elif self.game.dalton_on and self.game.check_event(ceh.IDalton): card = next(c for c in self.equipment if c == self.available_cards[card_index]) self.equipment.remove(card) self.game.deck.scrap(card, True) self.pending_action = PendingAction.WAIT self.notify_self() self.game.responders_did_respond_resume_turn() elif self.is_drawing and self.game.check_event(ce.Peyote): self.is_drawing = False card = self.game.deck.draw() self.sio.emit('chat_message', room=self.game.name, data=f"_guess|{self.name}|{self.available_cards[card_index]['icon']}") self.available_cards = [] if card_index == card.suit%2: self.hand.append(card) self.sio.emit('chat_message', room=self.game.name, data=f"_guess_right|{self.name}") self.pending_action = PendingAction.DRAW else: self.game.deck.scrap(card) self.sio.emit('chat_message', room=self.game.name, data=f"_guess_wrong|{self.name}") self.pending_action = PendingAction.PLAY self.notify_self() # specifico per personaggio elif self.is_drawing and self.character.check(self.game, chars.KitCarlson): self.hand.append(self.available_cards.pop(card_index)) pickable_stop = 1 if self.game.check_event(ceh.Sete): pickable_stop = 2 if self.game.check_event(ceh.IlTreno): pickable_stop = 0 if len(self.available_cards) == pickable_stop: if len(self.available_cards) > 0: self.game.deck.put_on_top(self.available_cards.pop()) self.is_drawing = False self.pending_action = PendingAction.PLAY self.notify_self() elif self.is_drawing and self.character.check(self.game, chd.PatBrennan): self.is_drawing = False card = self.available_cards.pop(card_index) if card.usable_next_turn: card.can_be_used_now = False self.hand.append(card) self.available_cards = [] self.game.get_player_named(self.pat_target).notify_self() self.pending_action = PendingAction.PLAY self.notify_self() else: # emporio self.game.respond_emporio(self, card_index) def barrel_pick(self): pickable_cards = 1 + self.character.pick_mod if len([c for c in self.equipment if isinstance(c, cs.Barile)]) > 0 and self.character.check(self.game, chars.Jourdonnais): pickable_cards = 2 while pickable_cards > 0: pickable_cards -= 1 picked: cs.Card = self.game.deck.pick_and_scrap() print(f'Did pick {picked}') self.sio.emit('chat_message', room=self.game.name, data=f'_flipped|{self.name}|{picked.name}|{picked.num_suit()}') if picked.check_suit(self.game, [cs.Suit.HEARTS]): self.mancato_needed -= 1 self.notify_self() if self.mancato_needed <= 0: self.game.responders_did_respond_resume_turn(did_lose=False) return if not self.game.is_competitive and len([c for c in self.hand if isinstance(c, cs.Mancato) or (self.character.check(self.game, chars.CalamityJanet) and isinstance(c, cs.Bang)) or self.character.check(self.game, chd.ElenaFuente)]) == 0\ and len([c for c in self.equipment if c.can_be_used_now and isinstance(c, cs.Mancato)]) == 0: self.take_damage_response() self.game.responders_did_respond_resume_turn(did_lose=True) else: self.pending_action = PendingAction.RESPOND self.expected_response = self.game.deck.mancato_cards.copy() if 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) self.on_failed_response_cb = self.take_damage_response self.notify_self() def barrel_pick_no_dmg(self): pickable_cards = 1 + self.character.pick_mod if len([c for c in self.equipment if isinstance(c, cs.Barile)]) > 0 and self.character.check(self.game, chars.Jourdonnais): pickable_cards = 2 while pickable_cards > 0: pickable_cards -= 1 picked: cs.Card = self.game.deck.pick_and_scrap() print(f'Did pick {picked}') self.sio.emit('chat_message', room=self.game.name, data=f'_flipped|{self.name}|{picked.name}|{picked.num_suit()}') if picked.check_suit(self.game, [cs.Suit.HEARTS]): self.mancato_needed -= 1 self.notify_self() if self.mancato_needed <= 0: self.game.responders_did_respond_resume_turn(did_lose=False) return if not self.game.is_competitive and len([c for c in self.hand if isinstance(c, cs.Mancato) or (self.character.check(self.game, chars.CalamityJanet) and isinstance(c, cs.Bang)) or self.character.check(self.game, chd.ElenaFuente)]) == 0\ and len([c for c in self.equipment if c.can_be_used_now and isinstance(c, cs.Mancato)]) == 0: self.take_no_damage_response() self.game.responders_did_respond_resume_turn(did_lose=True) else: self.pending_action = PendingAction.RESPOND self.expected_response = self.game.deck.mancato_cards.copy() if 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) self.on_failed_response_cb = self.take_no_damage_response self.notify_self() def get_banged(self, attacker, double=False, no_dmg=False, card_index=None): self.attacker = attacker self.mancato_needed = 1 if not double else 2 if card_index != None: self.dmg_card_index = card_index else: self.dmg_card_index = -1 for i in range(len(self.equipment)): if self.equipment[i].can_be_used_now: print('usable', self.equipment[i]) if not self.game.is_competitive and len([c for c in self.equipment if isinstance(c, cs.Barile)]) == 0 and not self.character.check(self.game, chars.Jourdonnais)\ and len([c for c in self.hand if (isinstance(c, cs.Mancato) and c.can_be_used_now) or (self.character.check(self.game, chars.CalamityJanet) and isinstance(c, cs.Bang)) or self.character.check(self.game, chd.ElenaFuente)]) == 0\ and len([c for c in self.equipment if c.can_be_used_now and isinstance(c, cs.Mancato)]) == 0: print('Cant defend') if not no_dmg: self.take_damage_response() else: self.take_no_damage_response() return False else: if (not self.game.check_event(ce.Lazo) and len([c for c in self.equipment if isinstance(c, cs.Barile)]) > 0) or self.character.check(self.game, chars.Jourdonnais): print('has barrel') self.pending_action = PendingAction.PICK if not no_dmg: self.on_pick_cb = self.barrel_pick else: self.on_pick_cb = self.barrel_pick_no_dmg else: 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.get_alive_players() and self.character.check(self.game, chd.BelleStar) or self.game.check_event(ce.Lazo): self.expected_response = self.game.deck.mancato_cards_not_green_or_blue.copy() if 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) if not no_dmg: self.on_failed_response_cb = self.take_damage_response else: self.on_failed_response_cb = self.take_no_damage_response return True def get_dalton(self): equipments = [c for c in self.equipment if not c.usable_next_turn] if len(equipments) == 0: return False else: self.choose_text = 'choose_dalton' self.pending_action = PendingAction.CHOOSE self.available_cards = equipments return True def get_indians(self, attacker): self.attacker = attacker if self.character.check(self.game, chd.ApacheKid): return False if not self.game.is_competitive and len([c for c in self.hand if isinstance(c, cs.Bang) or (self.character.check(self.game, chars.CalamityJanet) and isinstance(c, cs.Mancato))]) == 0: print('Cant defend') self.take_damage_response() return False else: print('has bang') self.pending_action = PendingAction.RESPOND self.expected_response = [cs.Bang(0, 0).name] if self.character.check(self.game, chars.CalamityJanet) and cs.Mancato(0, 0).name not in self.expected_response: self.expected_response.append(cs.Mancato(0, 0).name) self.event_type = 'indians' self.on_failed_response_cb = self.take_damage_response return True def get_dueled(self, attacker): self.attacker = attacker if (self.game.check_event(ceh.Sermone) and self.is_my_turn) or (not self.game.is_competitive and len([c for c in self.hand if isinstance(c, cs.Bang) or (self.character.check(self.game, chars.CalamityJanet) and isinstance(c, cs.Mancato))]) == 0): print('Cant defend') self.take_damage_response() self.game.responders_did_respond_resume_turn(did_lose=True) return False else: self.pending_action = PendingAction.RESPOND self.expected_response = [cs.Bang(0, 0).name] if self.character.check(self.game, chars.CalamityJanet) and cs.Mancato(0, 0).name not in self.expected_response: self.expected_response.append(cs.Mancato(0, 0).name) self.event_type = 'duel' self.on_failed_response_cb = self.take_damage_response return True def heal_if_needed(self): 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 and not self.game.check_event(ceh.IlReverendo): 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: self.hand.append(self.game.deck.draw(True)) self.lives += 1 if not self.character.check(self.game, chd.TequilaJoe) else 2 self.game.deck.scrap(self.hand.pop(i), True) self.sio.emit('chat_message', room=self.game.name, data=f'_beer_save|{self.name}') break def take_damage_response(self): self.lives -= 1 if self.lives > 0: if self.character.check(self.game, chars.BartCassidy): 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.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, data=f'_special_el_gringo|{self.name}|{self.attacker.name}') self.attacker.notify_self() self.heal_if_needed() self.mancato_needed = 0 self.expected_response = [] self.event_type = '' self.notify_self() self.attacker = None def take_no_damage_response(self): if self.dmg_card_index != None and self.dmg_card_index != -1 and self.game.check_event(ce.Rimbalzo): self.game.deck.scrap(self.equipment.pop(self.dmg_card_index)) self.dmg_card_index = -1 self.mancato_needed = 0 self.expected_response = [] self.event_type = '' self.notify_self() self.attacker = None def respond(self, hand_index): if self.pending_action != PendingAction.RESPOND: return self.pending_action = PendingAction.WAIT if hand_index != -1 and hand_index < (len(self.hand)+len(self.equipment)) and ( ((hand_index < len(self.hand) and self.hand[hand_index].name in self.expected_response) or self.character.check(self.game, chd.ElenaFuente)) or (hand_index-len(self.hand) < len(self.equipment) and self.equipment[hand_index-len(self.hand)].name in self.expected_response)): card = self.hand.pop(hand_index) if hand_index < len(self.hand) else self.equipment.pop(hand_index-len(self.hand)) if self.character.check(self.game, chd.MollyStark) and hand_index < len(self.hand)+1 and not self.is_my_turn and self.event_type != 'duel': self.hand.append(self.game.deck.draw(True)) card.use_card(self) self.sio.emit('chat_message', room=self.game.name, data=f'_respond|{self.name}|{card.name}') self.game.deck.scrap(card, True) self.notify_self() self.mancato_needed -= 1 if self.mancato_needed <= 0: if self.event_type == 'duel': self.game.duel(self, self.attacker.name) if self.character.check(self.game, chd.MollyStark) and hand_index < len(self.hand)+1 and not self.is_my_turn: self.molly_discarded_cards += 1 else: self.game.responders_did_respond_resume_turn(did_lose=False) self.event_type = '' else: self.pending_action = PendingAction.RESPOND self.notify_self() else: if self.character.check(self.game, chd.MollyStark) and not self.is_my_turn: for i in range(self.molly_discarded_cards): 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.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 self.attacker.notify_self() self.on_failed_response_cb() self.game.responders_did_respond_resume_turn(did_lose=True) if self.mancato_needed <= 0: self.attacker = None def get_sight(self, countWeapon=True): if not self.character: return 0 aim = 0 range = 0 for card in self.equipment: if card.is_weapon and countWeapon: 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): if not self.character: return 0 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): if self.is_my_turn or self.character.check(self.game, chars.SidKetchum): self.scrapped_cards += 1 card = self.hand.pop(card_index) if self.character.check(self.game, chars.SidKetchum) and self.scrapped_cards == 2: self.scrapped_cards = 0 self.lives = min(self.lives+1, self.max_lives) elif self.character.check(self.game, chd.JoseDelgrado) and card.is_equipment and self.special_use_count < 2: self.hand.append(self.game.deck.draw(True)) self.hand.append(self.game.deck.draw(True)) self.special_use_count += 1 self.game.deck.scrap(card) self.notify_self() def holyday_special(self, data): if self.character.check(self.game, chd.DocHolyday) and self.special_use_count < 1: self.special_use_count += 1 cards = sorted(data['cards'], reverse=True) for c in cards: self.game.deck.scrap(self.hand.pop(c), True) self.notify_self() self.game.attack(self, data['against']) def chuck_lose_hp_draw(self): if self.character.check(self.game, chd.ChuckWengam) and self.lives > 1 and self.is_my_turn: self.lives -= 1 self.hand.append(self.game.deck.draw(True)) self.hand.append(self.game.deck.draw(True)) self.notify_self() def end_turn(self, forced=False): print(f"{self.name} wants to end his turn") if not self.is_my_turn and not forced: return maxcards = self.lives if not self.character.check(self.game, chd.SeanMallory) else 10 if len(self.hand) > maxcards and not forced: print( f"{self.name}: I 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) and self.can_play_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.name}|{picked.num_suit()}') if picked.check_suit(self.game, [cs.Suit.HEARTS]): self.play_turn(can_play_vendetta=False) return self.is_my_turn = False self.has_played_bang = False 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.game.deck.scrap(self.hand.pop(), True) for i in range(len(self.equipment)): self.game.deck.scrap(self.equipment.pop(), True) self.pending_action = PendingAction.WAIT self.notify_self() self.game.next_turn()