1023 lines
55 KiB
Python
1023 lines
55 KiB
Python
from enum import IntEnum
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import json
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from random import random, randrange, sample, uniform
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import socketio
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import bang.deck as deck
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import bang.roles as r
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import bang.cards as cs
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import bang.expansions.dodge_city.cards as csd
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import bang.characters as chars
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import bang.expansions.dodge_city.characters as chd
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import bang.expansions.fistful_of_cards.card_events as ce
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import bang.expansions.high_noon.card_events as ceh
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import eventlet
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class PendingAction(IntEnum):
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PICK = 0
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DRAW = 1
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PLAY = 2
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RESPOND = 3
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WAIT = 4
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CHOOSE = 5
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class Player:
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def __init__(self, name, sid, sio, bot=False):
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import bang.game as g
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super().__init__()
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self.name = name
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self.sid = sid
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self.sio = sio
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self.is_bot = bot
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self.game: g = None
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self.reset()
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def reset(self):
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self.hand: cs.Card = []
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self.equipment: cs.Card = []
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self.role: r.Role = None
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self.character: chars.Character = None
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self.real_character: chars.Character = None
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self.is_using_checchino = False
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self.lives = 0
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self.max_lives = 0
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self.is_my_turn = False
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self.is_waiting_for_action = True
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self.has_played_bang = False
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self.can_play_ranch = True
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self.is_playing_ranch = False
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self.pending_action: PendingAction = None
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self.available_characters = []
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self.was_shot = False
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self.on_pick_cb = None
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self.on_failed_response_cb = None
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self.event_type: str = None
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self.expected_response = []
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self.attacker: Player = None
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self.target_p: str = None
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self.is_drawing = False
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self.special_use_count = 0
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self.committed_suit_manette = None
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self.not_chosen_character = None
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try:
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del self.win_status
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except:
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pass
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self.mancato_needed = 0
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self.molly_discarded_cards = 0
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self.is_dead = False
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self.is_ghost = False
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self.death_turn = 0
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self.noStar = False
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self.can_play_vendetta = True
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self.is_giving_life = False
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self.choose_text = 'choose_card_to_get'
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self.using_rimbalzo = 0 # 0 no, 1 scegli giocatore, 2 scegli carta
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self.bang_used = 0
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def join_game(self, game):
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self.game = game
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print(f'I {self.name} joined {self.game}')
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def disconnect(self):
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return self.game.handle_disconnect(self)
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def set_role(self, role: r.Role):
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self.role = role
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print(f'{self.name}: I am a {role.name}, my goal is "{role.goal}"')
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self.sio.emit('role', room=self.sid, data=json.dumps(
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role, default=lambda o: o.__dict__))
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def set_character(self, character: str):
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print(self.available_characters, character)
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if self.character == None:
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self.character = next(x for x in self.available_characters if x.name == character)
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if 'high_noon' in self.game.expansions:
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# questo viene utilizzato per la carta nuova identità
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self.not_chosen_character = next(x for x in self.available_characters if x.name != character)
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else:
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self.not_chosen_character = None
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self.real_character = self.character
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self.available_characters = []
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print(f'{self.name}: I chose character {self.character.name}')
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self.sio.emit('chat_message', room=self.game.name,
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data=f'_did_choose_character|{self.name}')
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self.game.notify_character_selection()
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elif self.real_character and isinstance(self.real_character, chd.VeraCuster):
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self.character = next(
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x for x in self.available_characters if x.name == character)
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self.available_characters = []
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self.sio.emit('chat_message', room=self.game.name,
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data=f'_did_choose_character|{self.name}')
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self.pending_action = PendingAction.DRAW
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self.notify_self()
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def prepare(self):
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self.max_lives = self.character.max_lives + self.role.health_mod
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self.lives = self.max_lives
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self.hand = []
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self.equipment = []
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self.pending_action = PendingAction.WAIT
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self.noStar = (self.game.initial_players == 3)
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def set_available_character(self, available):
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self.available_characters = available
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print(f'{self.name}: I have to choose between {available}')
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if not self.is_bot:
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self.sio.emit('characters', room=self.sid, data=json.dumps(
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available, default=lambda o: o.__dict__))
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else:
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self.set_character(available[randrange(0, len(available))].name)
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def notify_card(self, player, card, message=''):
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try:
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card = card.__dict__
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except:
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pass
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mess = {
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'player': player.name,
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'card': card,
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'message':message
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}
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print('notifying card')
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self.sio.emit('notify_card', room=self.sid, data=mess)
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def notify_self(self):
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if self.is_ghost: self.lives = 0
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if self.pending_action == PendingAction.DRAW and self.game.check_event(ce.Peyote):
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self.available_cards = [{
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'icon': '🔴',
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'noDesc': True
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},{
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'icon': '⚫',
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'noDesc': True
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}]
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self.is_drawing = True
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self.choose_text = 'choose_guess'
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self.pending_action = PendingAction.CHOOSE
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elif self.can_play_ranch and self.pending_action == PendingAction.PLAY and self.game.check_event(ce.Ranch):
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self.can_play_ranch = False
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self.available_cards = [c for c in self.hand]
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self.discarded_cards = []
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self.available_cards.append({'icon': '✅','noDesc': True})
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self.is_playing_ranch = True
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self.choose_text = 'choose_ranch'
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self.pending_action = PendingAction.CHOOSE
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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):
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self.hand.append(self.game.deck.draw(True))
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if self.lives <= 0 and self.max_lives > 0 and not self.is_dead:
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print('dying, attacker', self.attacker)
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if self.character.check(self.game, chars.SidKetchum) and len(self.hand) > 1:
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self.lives += 1
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#TODO Sid dovrebbe poter decidere cosa scartare
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self.game.deck.scrap(self.hand.pop(
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randrange(0, len(self.hand))), True)
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self.game.deck.scrap(self.hand.pop(
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randrange(0, len(self.hand))), True)
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ser = self.__dict__.copy()
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ser.pop('game')
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ser.pop('sio')
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ser.pop('sid')
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ser.pop('on_pick_cb')
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ser.pop('on_failed_response_cb')
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ser.pop('attacker')
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if self.attacker:
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ser['attacker'] = self.attacker.name
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ser['sight'] = self.get_sight()
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ser['lives'] = max(ser['lives'], 0)
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if self.lives <= 0 and self.max_lives > 0 and not self.is_dead:
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self.pending_action = PendingAction.WAIT
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ser['hand'] = []
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ser['equipment'] = []
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self.sio.emit('self', room=self.sid, data=json.dumps(
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ser, default=lambda o: o.__dict__))
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self.game.player_death(self)
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if self.game and self.game.started: # falso quando un bot viene eliminato dalla partita
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self.sio.emit('self_vis', room=self.sid, data=json.dumps(self.game.get_visible_players(self), default=lambda o: o.__dict__))
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self.game.notify_all()
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self.sio.emit('self', room=self.sid, data=json.dumps(
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ser, default=lambda o: o.__dict__))
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def bot_spin(self):
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while self.is_bot and self.game != None and not self.game.shutting_down:
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eventlet.sleep(max(0.2, uniform(self.game.bot_speed/2-0.1, self.game.bot_speed)))
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if self.lives > 0 or self.is_ghost:
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self.bot_logic()
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def bot_logic(self):
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if self.game == None or self.game.shutting_down: return
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if self.pending_action != None and self.pending_action != PendingAction.WAIT:
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# eventlet.sleep(uniform(self.game.bot_speed/2-0.1, self.game.bot_speed))
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pass
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else:
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return
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if self.pending_action == PendingAction.PICK:
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self.pick()
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elif self.pending_action == PendingAction.DRAW:
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self.draw('')
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elif self.pending_action == PendingAction.PLAY:
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non_blocked_cards = [card for card in self.hand if (self.game.check_event(ceh.Manette) and card.suit == self.committed_suit_manette)]
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equippables = [c for c in non_blocked_cards 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])]
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misc = [c for c in non_blocked_cards 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)) or (c.need_with and len(self.hand) > 1 and not c.need_target and not (isinstance(c, csd.Whisky) and self.lives == self.max_lives)))
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and not (not c.can_be_used_now and self.game.check_event(ce.IlGiudice))]
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need_target = [c for c in non_blocked_cards if c.need_target and c.can_be_used_now and not (c.need_with and len(self.hand) < 2) and not (
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(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)
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) and not self.game.check_event(ce.Lazo))) and not ( isinstance(c, cs.Prigione) and self.game.check_event(ce.IlGiudice))]
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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]
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if len(equippables) > 0 and not self.game.check_event(ce.IlGiudice):
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for c in equippables:
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if self.play_card(self.hand.index(c)):
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return
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elif len(misc) > 0:
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for c in misc:
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if c.need_with and self.play_card(self.hand.index(c), _with=sample([j for j in range(len(self.hand)) if j != self.hand.index(c)], 1)[0]):
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return
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elif self.play_card(self.hand.index(c)):
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return
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elif len(need_target) > 0:
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for c in need_target:
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_range = self.get_sight() if c.name == 'Bang!' or c.name == "Pepperbox" else c.range
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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))]
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if len(others) == 0 or c not in self.hand:
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continue
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target = others[randrange(0, len(others))]
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if target['is_sheriff'] and isinstance(self.role, r.Renegade):
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target = others[randrange(0, len(others))]
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if not c.need_with:
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if self.play_card(self.hand.index(c), against=target['name']):
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return
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else:
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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]):
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return
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elif len(green_cards) > 0:
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for c in green_cards:
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if not isinstance(c, cs.Mancato) and c.usable_next_turn and c.can_be_used_now:
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if not c.need_target:
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if self.play_card(len(self.hand)+self.equipment.index(c)):
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return
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else:
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_range = self.get_sight() if c.name == "Pepperbox" else c.range
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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'])]
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if len(others) == 0:
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continue
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target = others[randrange(0, len(others))]
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if target['is_sheriff'] and isinstance(self.role, r.Renegade):
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target = others[randrange(0, len(others))]
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if self.play_card(len(self.hand)+self.equipment.index(c), against=target['name']):
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return
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break
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maxcards = self.lives if not self.character.check(self.game, chd.SeanMallory) else 10
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if len(self.hand) > maxcards:
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self.scrap(0)
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else:
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self.end_turn()
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elif self.pending_action == PendingAction.RESPOND:
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did_respond = False
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for i in range(len(self.hand)):
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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)):
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self.respond(i)
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did_respond = True
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break
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for i in range(len(self.equipment)):
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if not self.game.check_event(ce.Lazo) and self.equipment[i].name in self.expected_response:
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self.respond(len(self.hand)+i)
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did_respond = True
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break
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if not did_respond:
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self.respond(-1)
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elif self.pending_action == PendingAction.CHOOSE:
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if not self.target_p:
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self.choose(randrange(0, len(self.available_cards)))
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else:
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target = self.game.get_player_named(self.target_p)
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if len(target.hand)+len(target.equipment) == 0:
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self.pending_action = PendingAction.PLAY
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self.notify_self()
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else:
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self.choose(randrange(0, len(target.hand)+len(target.equipment)))
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def play_turn(self, can_play_vendetta = True, again = False):
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if (self.lives == 0 or self.is_dead) and not self.is_ghost:
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return self.end_turn(forced=True)
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self.scrapped_cards = 0
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self.can_play_ranch = True
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self.is_playing_ranch = False
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self.can_play_vendetta = can_play_vendetta
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if not again:
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self.sio.emit('chat_message', room=self.game.name,
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data=f'_turn|{self.name}')
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print(f'{self.name}: I was notified that it is my turn')
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self.was_shot = False
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self.is_my_turn = True
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self.is_waiting_for_action = True
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self.has_played_bang = False
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self.special_use_count = 0
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self.bang_used = 0
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if self.game.check_event(ceh.MezzogiornoDiFuoco):
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self.attacker = None
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self.lives -= 1
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if self.character.check(self.game, chars.BartCassidy) and self.lives > 0:
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self.hand.append(self.game.deck.draw(True))
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self.sio.emit('chat_message', room=self.game.name, data=f'_special_bart_cassidy|{self.name}')
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self.heal_if_needed()
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if self.lives <= 0:
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return self.notify_self()
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#non è un elif perchè vera custer deve fare questo poi cambiare personaggio
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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]):
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self.available_cards = [{
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'name': p.name,
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'icon': p.role.icon if(self.game.initial_players == 3) else '⭐️' if p['is_sheriff'] else '🤠',
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'alt_text': ''.join(['❤️']*p.lives)+''.join(['💀']*(p.max_lives-p.lives)),
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'noDesc': True
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} for p in self.game.get_alive_players() if p != self and p.lives < p.max_lives]
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self.available_cards.append({'icon': '❌', 'noDesc': True})
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self.choose_text = 'choose_fratelli_di_sangue'
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self.pending_action = PendingAction.CHOOSE
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self.is_giving_life = True
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elif self.game.check_event(ceh.NuovaIdentita) and self.not_chosen_character != None and not again:
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self.available_cards = [self.character, self.not_chosen_character]
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self.choose_text = 'choose_nuova_identita'
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self.pending_action = PendingAction.CHOOSE
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elif not self.game.check_event(ce.Lazo) and any([isinstance(c, cs.Dinamite) or isinstance(c, cs.Prigione) for c in self.equipment]):
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self.is_giving_life = False
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self.pending_action = PendingAction.PICK
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else:
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self.is_giving_life = False
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if isinstance(self.real_character, chd.VeraCuster):
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self.set_available_character([p.character for p in self.game.get_alive_players() if p != self])
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else:
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self.pending_action = PendingAction.DRAW
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self.notify_self()
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def draw(self, pile):
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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:
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self.is_using_checchino = True
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self.available_cards = [{
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'name': p['name'],
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'icon': p.role.icon if(self.game.initial_players == 3) else '⭐️' if p['is_sheriff'] else '🤠',
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'alt_text': ''.join(['❤️']*p['lives'])+''.join(['💀']*(p['max_lives']-p['lives']))
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} for p in self.game.get_visible_players(self) if p['dist'] <= self.get_sight()]
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self.available_cards.append({'icon': '❌', 'noDesc': True})
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self.choose_text = 'choose_cecchino'
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self.pending_action = PendingAction.CHOOSE
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self.notify_self()
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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:
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self.available_cards = [{
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'name': p.name,
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'icon': p.role.icon if(self.game.initial_players == 3) else '⭐️' if p['is_sheriff'] else '🤠',
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'noDesc': True
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} for p in self.game.get_alive_players() if len(p.equipment) > 0 and p != self]
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self.available_cards.append({'icon': '❌', 'noDesc': True})
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self.choose_text = 'choose_rimbalzo_player'
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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 self.game.check_event(ce.LeggeDelWest):
|
|
card.must_be_used = True
|
|
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.manette()
|
|
self.notify_self()
|
|
|
|
def manette(self):
|
|
if self.game.check_event(ceh.Manette):
|
|
self.choose_text = 'choose_manette'
|
|
self.available_cards = [{
|
|
'name': '',
|
|
'icon': '♦♣♥♠'[s],
|
|
'alt_text': '',
|
|
'noDesc': True
|
|
} for s in [0,1,2,3]]
|
|
self.pending_action = PendingAction.CHOOSE
|
|
|
|
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 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) or (self.game.check_event(ceh.Manette) and card.suit != self.committed_suit_manette and not (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':
|
|
card.reset_card()
|
|
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.game.check_event(ceh.NuovaIdentita) and self.choose_text == 'choose_nuova_identita':
|
|
if card_index == 1: # the other character
|
|
self.character = self.not_chosen_character
|
|
self.real_character = self.character
|
|
self.max_lives = self.character.max_lives + self.role.health_mod
|
|
self.lives = 2
|
|
self.sio.emit('chat_message', room=self.game.name, data=f'_choose_character|{self.name}|{self.character.name}')
|
|
self.play_turn(again = True)
|
|
elif self.game.check_event(ceh.Manette) and self.choose_text == 'choose_manette':
|
|
self.committed_suit_manette = cs.Suit(card_index)
|
|
self.sio.emit('chat_message', room=self.game.name, data=f'_choose_manette|{self.name}|{"♦♣♥♠"[card_index]}')
|
|
self.pending_action = PendingAction.PLAY
|
|
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.manette()
|
|
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)
|
|
card.reset_card()
|
|
self.hand.append(card)
|
|
self.available_cards = []
|
|
self.game.get_player_named(self.pat_target).notify_self()
|
|
self.pending_action = PendingAction.PLAY
|
|
self.manette()
|
|
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) and not self.game.players[self.game.turn].character.check(self.game, chd.BelleStar)\
|
|
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 attacker.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))
|
|
#hand_index < len(self.hand) with the '<=' due to the hand.pop
|
|
if self.character.check(self.game, chd.MollyStark) and hand_index <= len(self.hand) and not self.is_my_turn and self.event_type != 'duel':
|
|
if self.attacker.character.check(self.game, chars.SlabTheKiller) and isinstance(self.hand[hand_index], cs.Mancato):
|
|
self.molly_discarded_cards += 1
|
|
else:
|
|
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) and not self.is_my_turn:
|
|
self.molly_discarded_cards += 1
|
|
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()
|
|
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 self.attacker.character.check(self.game, 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
|
|
if self.game.check_event(ce.Lazo) or self.game.players[self.game.turn].character.check(self.game, chd.BelleStar):
|
|
return self.character.visibility_mod
|
|
for card in self.equipment:
|
|
covers += card.vis_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.JoseDelgado) 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
|
|
for i in range(len(self.hand)):
|
|
if self.hand[i].must_be_used:
|
|
self.hand[i].must_be_used = False
|
|
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.committed_suit_manette = None
|
|
self.pending_action = PendingAction.WAIT
|
|
self.notify_self()
|
|
self.game.next_turn()
|