328 lines
14 KiB
Python
328 lines
14 KiB
Python
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from typing import List, Set, Dict, Tuple, Optional
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import random
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import socketio
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import bang.players as players
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import bang.characters as characters
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from bang.deck import Deck
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import bang.roles as roles
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import eventlet
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class Game:
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def __init__(self, name, sio:socketio):
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super().__init__()
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self.sio = sio
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self.name = name
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self.players: List[players.Player] = []
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self.dead_players: List[players.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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self.readyCount = 0
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self.waiting_for = 0
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self.initial_players = 0
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self.password = ''
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self.expansions = []
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def notify_room(self):
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if len([p for p in self.players if p.character == None]) != 0:
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self.sio.emit('room', room=self.name, data={
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'name': self.name,
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'started': self.started,
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'players': [{'name':p.name, 'ready': p.character != None} for p in self.players],
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'password': self.password,
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'expansions': self.expansions,
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})
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def toggle_expansion(self, expansion_name):
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if not self.started:
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print('toggling', expansion_name)
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if expansion_name in self.expansions:
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self.expansions.remove(expansion_name)
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else:
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self.expansions.append(expansion_name)
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self.notify_room()
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def add_player(self, player: players.Player):
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if player in self.players or len(self.players) >= 10:
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return
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if len(self.players) > 7:
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if 'dodge_city' not in self.expansions:
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self.expansions.append('dodge_city')
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player.join_game(self)
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self.players.append(player)
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print(f'Added player {player.name} to game')
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self.notify_room()
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self.sio.emit('chat_message', room=self.name, data=f'_joined|{player.name}')
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def set_private(self):
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if self.password == '':
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self.password = ''.join(random.choice("AEIOUJKZT123456789") for x in range(6))
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print(self.name, 'is now private pwd', self.password)
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else:
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self.password = ''
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self.notify_room()
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def notify_character_selection(self):
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self.notify_room()
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if len([p for p in self.players if p.character == None]) == 0:
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for i in range(len(self.players)):
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print(self.name)
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print(self.players[i].name)
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print(self.players[i].character)
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self.sio.emit('chat_message', room=self.name, data=f'_choose_character|{self.players[i].name}|{self.players[i].character.name}|{self.players[i].character.desc}')
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self.players[i].prepare()
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for k in range(self.players[i].max_lives):
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self.players[i].hand.append(self.deck.draw())
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self.players[i].notify_self()
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self.players[self.turn].play_turn()
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def choose_characters(self):
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char_cards = random.sample(characters.all_characters(self.expansions), len(self.players)*2)
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for i in range(len(self.players)):
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self.players[i].set_available_character(char_cards[i * 2 : i * 2 + 2])
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def start_game(self):
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print('GAME IS STARING')
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if self.started:
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return
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self.players_map = {c.name: i for i, c in enumerate(self.players)}
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self.sio.emit('chat_message', room=self.name, data=f'_starting')
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self.sio.emit('start', room=self.name)
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self.started = True
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self.deck = Deck(self)
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self.initial_players = len(self.players)
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self.distribute_roles()
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self.choose_characters()
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def distribute_roles(self):
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available_roles: List[roles.Role] = []
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if len(self.players) == 3:
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available_roles = [
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roles.Vice('Elimina il Rinnegato 🦅, se non lo elimini tu elimina anche il Fuorilegge'),
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roles.Renegade('Elimina il Fuorilegge 🐺, se non lo elimini tu elimina anche il Vice'),
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roles.Outlaw('Elimina il Vice 🎖, se non lo elimini tu elimina anche il Rinnegato')
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]
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elif len(self.players) >= 4:
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available_roles = [roles.Sheriff(), roles.Renegade(), roles.Outlaw(), roles.Outlaw(), roles.Vice(), roles.Outlaw(), roles.Vice(), roles.Renegade(), roles.Outlaw(), roles.Vice(), roles.Outlaw()]
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available_roles = available_roles[:len(self.players)]
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random.shuffle(available_roles)
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for i in range(len(self.players)):
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self.players[i].set_role(available_roles[i])
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if isinstance(available_roles[i], roles.Sheriff) or (len(available_roles) == 3 and isinstance(available_roles[i], roles.Vice)):
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if isinstance(available_roles[i], roles.Sheriff):
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self.sio.emit('chat_message', room=self.name, data=f'_sheriff|{self.players[i].name}')
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self.turn = i
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self.players[i].notify_self()
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def attack_others(self, attacker: players.Player):
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attacker.pending_action = players.PendingAction.WAIT
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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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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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p.notify_self()
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if self.waiting_for == 0:
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attacker.pending_action = players.PendingAction.PLAY
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attacker.notify_self()
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def indian_others(self, attacker: players.Player):
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attacker.pending_action = players.PendingAction.WAIT
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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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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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p.notify_self()
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if self.waiting_for == 0:
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attacker.pending_action = players.PendingAction.PLAY
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attacker.notify_self()
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def attack(self, attacker: players.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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self.readyCount = 0
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self.waiting_for = 1
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attacker.pending_action = players.PendingAction.WAIT
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attacker.notify_self()
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self.get_player_named(target_username).notify_self()
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def duel(self, attacker: players.Player, target_username:str):
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if self.get_player_named(target_username).get_dueled(attacker=attacker):
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self.readyCount = 0
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self.waiting_for = 1
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attacker.pending_action = players.PendingAction.WAIT
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attacker.notify_self()
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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() for i in range(len(self.players))]
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self.players[self.turn].pending_action = players.PendingAction.CHOOSE
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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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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 = players.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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if nextPlayer == self.players[self.turn]:
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self.players[self.turn].pending_action = players.PendingAction.PLAY
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self.players[self.turn].notify_self()
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else:
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nextPlayer.pending_action = players.PendingAction.CHOOSE
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nextPlayer.available_cards = self.available_cards
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nextPlayer.notify_self()
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def get_player_named(self, name:str):
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return self.players[self.players_map[name]]
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def responders_did_respond_resume_turn(self):
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self.readyCount += 1
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if self.readyCount == self.waiting_for:
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self.waiting_for = 0
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self.readyCount = 0
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self.players[self.turn].pending_action = players.PendingAction.PLAY
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self.players[self.turn].notify_self()
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def next_player(self):
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return self.players[(self.turn + 1) % len(self.players)]
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def play_turn(self):
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self.players[self.turn].play_turn()
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def next_turn(self):
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if len(self.players) > 0:
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self.turn = (self.turn + 1) % len(self.players)
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self.play_turn()
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def notify_scrap_pile(self):
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print('scrap')
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if self.deck.peek_scrap_pile():
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self.sio.emit('scrap', room=self.name, data=self.deck.peek_scrap_pile().__dict__)
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else:
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self.sio.emit('scrap', room=self.name, data=None)
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def handle_disconnect(self, player: players.Player):
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print(f'player {player.name} left the game {self.name}')
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self.player_death(player=player, disconnected=True)
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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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return True
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else: return False
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def player_death(self, player: players.Player, disconnected=False):
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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 isinstance(player.attacker, 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())
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for i in range(len(player.attacker.equipment)):
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self.deck.scrap(player.attacker.equipment.pop())
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player.attacker.notify_self()
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elif player.attacker and (isinstance(player.role, roles.Outlaw) or self.initial_players == 3):
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for i in range(3):
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player.attacker.hand.append(self.deck.draw())
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player.attacker.notify_self()
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print(f'player {player.name} died')
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if (self.waiting_for > 0):
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self.responders_did_respond_resume_turn()
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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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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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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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self.sio.emit('chat_message', room=self.name, data=f'_died_role|{player.name}|{player.role.name}')
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for p in self.players:
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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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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:
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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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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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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 isinstance(p.character, 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())
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for i in range(len(player.equipment)):
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self.deck.scrap(player.equipment.pop())
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else:
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for i in range(len(player.hand)):
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vulture[0].hand.append(player.hand.pop())
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for i in range(len(player.equipment)):
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vulture[0].hand.append(player.equipment.pop())
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vulture[0].notify_self()
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greg = [p for p in self.players if isinstance(p.character, 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 isinstance(p.character, chd.HerbHunter)]
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if len(herb) > 0:
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herb[0].hand.append(self.deck.draw())
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herb[0].hand.append(self.deck.draw())
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if died_in_his_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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print(self.players)
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self.started = False
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self.waiting_for = 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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eventlet.sleep(0.5)
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self.notify_room()
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def get_visible_players(self, player: players.Player):
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i = self.players.index(player)
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sight = player.get_sight()
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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)))) + self.players[j].get_visibility() - (player.get_sight(countWeapon=False)-1),
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'lives': self.players[j].lives,
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'max_lives': self.players[j].max_lives,
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'is_sheriff': isinstance(self.players[j].role, roles.Sheriff),
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} for j in range(len(self.players)) if i != j]
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def notify_all(self):
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if self.started:
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data = [{
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'name': p.name,
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'ncards': len(p.hand),
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'equipment': [e.__dict__ for e in p.equipment],
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'lives': p.lives,
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'max_lives': p.max_lives,
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'is_sheriff': isinstance(p.role, roles.Sheriff),
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'is_my_turn': p.is_my_turn,
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'pending_action': p.pending_action,
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'character': p.character.__dict__ if p.character else None,
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'icon': p.role.icon if self.initial_players == 3 and p.role else '🤠'
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} for p in self.players]
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self.sio.emit('players_update', room=self.name, data=data)
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