535 lines
24 KiB
Python
535 lines
24 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 eventlet
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import bang.players as pl
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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 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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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[pl.Player] = []
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self.spectators: List[pl.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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self.available_expansions = ['dodge_city', 'fistful_of_cards', 'high_noon']
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self.shutting_down = False
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self.is_competitive = False
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self.disconnect_bot = True
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self.player_bangs = 0
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self.is_russian_roulette_on = False
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self.dalton_on = False
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self.bot_speed = 1.5
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self.incremental_turn = 0
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self.did_resuscitate_deadman = False
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def notify_room(self, sid=None):
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if len([p for p in self.players if p.character == None]) != 0 or sid:
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self.sio.emit('room', room=self.name if not sid else sid, 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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'is_competitive': self.is_competitive,
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'disconnect_bot': self.disconnect_bot,
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'expansions': self.expansions,
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'available_expansions': self.available_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 toggle_competitive(self):
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self.is_competitive = not self.is_competitive
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self.notify_room()
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def toggle_disconnect_bot(self):
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self.disconnect_bot = not self.disconnect_bot
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self.notify_room()
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def add_player(self, player: pl.Player):
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if player.is_bot and len(self.players) >= 8:
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return
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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}|{self.players[i].character.desc_eng}')
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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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current_roles = [type(x.role).__name__ for x in self.players]
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random.shuffle(current_roles)
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current_roles = str({x:current_roles.count(x) for x in current_roles}).replace('{','').replace('}','')
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self.sio.emit('chat_message', room=self.name, data=f'_allroles|{current_roles}')
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self.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', 'Kill the Renegade 🦅, if you are not the one who kills him then kill the Outlaw!'),
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roles.Renegade('Elimina il Fuorilegge 🐺, se non lo elimini tu elimina anche il Vice', 'Kill the Outlaw 🐺, if you are not the one who kills him then kill the Vice!'),
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roles.Outlaw('Elimina il Vice 🎖, se non lo elimini tu elimina anche il Rinnegato', 'Kill the Vice 🎖, if you are not the one who kills him then kill the Renegade!')
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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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else:
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available_roles = [roles.Renegade(), roles.Renegade()]
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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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self.notify_event_card()
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def attack_others(self, attacker: pl.Player):
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attacker.pending_action = pl.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.get_alive_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 = pl.PendingAction.PLAY
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attacker.notify_self()
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def indian_others(self, attacker: pl.Player):
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attacker.pending_action = pl.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.get_alive_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 = pl.PendingAction.PLAY
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attacker.notify_self()
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def attack(self, attacker: pl.Player, target_username:str, double:bool=False):
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if self.get_player_named(target_username).get_banged(attacker=attacker, double=double):
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self.readyCount = 0
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self.waiting_for = 1
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attacker.pending_action = pl.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 rimbalzo(self, attacker: pl.Player, target_username:str, card_index:int):
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if self.get_player_named(target_username).get_banged(attacker=attacker, no_dmg=True, card_index=card_index):
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self.readyCount = 0
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self.waiting_for = 1
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attacker.pending_action = pl.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: pl.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 = pl.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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pls = self.get_alive_players()
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self.available_cards = [self.deck.draw(True) for i in range(len(pls))]
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self.players[self.turn].pending_action = pl.PendingAction.CHOOSE
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self.players[self.turn].choose_text = 'choose_card_to_get'
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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 = pl.PendingAction.WAIT
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player.notify_self()
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pls = self.get_alive_players()
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nextPlayer = pls[(pls.index(self.players[self.turn])+(len(pls)-len(self.available_cards))) % len(pls)]
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if nextPlayer == self.players[self.turn]:
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self.players[self.turn].pending_action = pl.PendingAction.PLAY
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self.players[self.turn].notify_self()
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else:
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nextPlayer.pending_action = pl.PendingAction.CHOOSE
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nextPlayer.choose_text = 'choose_card_to_get'
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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, did_lose=False):
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print('did_lose', did_lose)
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if self.player_bangs > 0 and self.check_event(ce.PerUnPugnoDiCarte):
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self.player_bangs -= 1
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if self.player_bangs > 1:
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print('bang again')
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if self.players[self.turn].get_banged(self.deck.event_cards[0]):
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self.players[self.turn].notify_self()
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else:
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self.responders_did_respond_resume_turn()
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else:
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print('ok play turn now')
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self.player_bangs = 0
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self.players[self.turn].play_turn()
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elif self.is_russian_roulette_on and self.check_event(ce.RouletteRussa):
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if did_lose:
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print('stop roulette')
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self.players[(self.turn+self.player_bangs) % len(self.players)].lives -= 1
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self.players[(self.turn+self.player_bangs) % len(self.players)].notify_self()
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self.is_russian_roulette_on = False
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self.players[self.turn].play_turn()
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else:
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self.player_bangs += 1
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print(f'next in line {self.players[(self.turn+self.player_bangs) % len(self.players)].name}')
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if self.players[(self.turn+self.player_bangs) % len(self.players)].get_banged(self.deck.event_cards[0]):
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self.players[(self.turn+self.player_bangs) % len(self.players)].notify_self()
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else:
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self.responders_did_respond_resume_turn(did_lose=True)
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else:
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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 = pl.PendingAction.PLAY
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self.players[self.turn].notify_self()
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def next_player(self):
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pls = self.get_alive_players()
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return pls[(pls.index(self.players[self.turn]) + 1) % len(pls)]
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def play_turn(self):
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self.incremental_turn += 1
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if self.players[self.turn].is_dead:
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pl = sorted(self.get_dead_players(), key=lambda x:x.death_turn)[0]
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if self.check_event(ce.DeadMan) and not self.did_resuscitate_deadman and pl != self.players[self.turn]:
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print(f'{self.players[self.turn]} is dead, revive')
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self.did_resuscitate_deadman = True
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pl.is_dead = False
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pl.is_ghost = False
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pl.lives = 2
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pl.hand.append(self.deck.draw())
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pl.hand.append(self.deck.draw())
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pl.notify_self()
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elif self.check_event(ceh.CittaFantasma):
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print(f'{self.players[self.turn]} is dead, event ghost')
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self.players[self.turn].is_ghost = True
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else:
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print(f'{self.players[self.turn]} is dead, next turn')
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return self.next_turn()
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self.player_bangs = 0
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if isinstance(self.players[self.turn].role, roles.Sheriff):
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self.deck.flip_event()
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if len(self.deck.event_cards) > 0 and self.deck.event_cards[0] != None:
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print(f'flip new event {self.deck.event_cards[0].name}')
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if self.check_event(ce.DeadMan):
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self.did_resuscitate_deadman = False
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elif self.check_event(ce.RouletteRussa):
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self.is_russian_roulette_on = True
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if self.players[self.turn].get_banged(self.deck.event_cards[0]):
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self.players[self.turn].notify_self()
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else:
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self.responders_did_respond_resume_turn(did_lose=True)
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return
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elif self.check_event(ceh.IlDottore):
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most_hurt = [p.lives for p in self.players if p.lives > 0 and p.max_lives > p.lives]
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if len(most_hurt) > 0:
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hurt_players = [p for p in self.players if p.lives == min(most_hurt)]
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for p in hurt_players:
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p.lives += 1
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self.sio.emit('chat_message', room=self.name, data=f'_doctor_heal|{p.name}')
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p.notify_self()
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elif self.check_event(ceh.IDalton):
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self.waiting_for = 0
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self.readyCount = 0
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self.dalton_on = True
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for p in self.players:
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if p.get_dalton():
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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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return
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self.dalton_on = False
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if self.check_event(ce.PerUnPugnoDiCarte) and len(self.players[self.turn].hand) > 0:
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self.player_bangs = len(self.players[self.turn].hand)
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if self.players[self.turn].get_banged(self.deck.event_cards[0]):
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self.players[self.turn].notify_self()
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else:
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self.responders_did_respond_resume_turn()
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else:
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print(f'notifying {self.players[self.turn].name} about his turn')
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self.players[self.turn].play_turn()
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def next_turn(self):
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if self.shutting_down: return
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print(f'{self.players[self.turn].name} invoked next turn')
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pls = self.get_alive_players()
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if len(pls) > 0:
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if self.check_event(ceh.CorsaAllOro):
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self.turn = (self.turn - 1) % len(self.players)
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else:
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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_event_card(self):
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if len(self.deck.event_cards) > 0:
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if self.deck.event_cards[0] != None:
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self.sio.emit('event_card', room=self.name, data=self.deck.event_cards[0].__dict__)
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else:
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self.sio.emit('event_card', room=self.name, data=None)
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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: pl.Player):
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print(f'player {player.name} left the game {self.name}')
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if player in self.spectators:
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self.spectators.remove(player)
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return
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if self.disconnect_bot and self.started:
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player.is_bot = True
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eventlet.sleep(15) # he may reconnect
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player.notify_self()
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else:
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self.player_death(player=player, disconnected=True)
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# else:
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# player.lives = 0
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# self.players.remove(player)
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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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self.shutting_down = True
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self.players = []
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self.spectators = []
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self.deck = None
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return True
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else: return False
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def player_death(self, player: pl.Player, disconnected=False):
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if not player in self.players or player.is_ghost: return
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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 player.attacker in self.players and isinstance(player.attacker.role, 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(), True)
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for i in range(len(player.attacker.equipment)):
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self.deck.scrap(player.attacker.equipment.pop(), True)
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player.attacker.notify_self()
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elif player.attacker and player.attacker in self.players 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(True))
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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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if player.is_dead: return
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if not self.started:
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self.players.remove(player)
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elif disconnected:
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index = self.players.index(player)
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if self.started and index <= self.turn:
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self.turn -= 1
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self.players.remove(player)
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self.players_map = {c.name: i for i, c in enumerate(self.players)}
|
|
player.lives = 0
|
|
player.is_dead = True
|
|
player.death_turn = self.incremental_turn
|
|
|
|
# corpse = self.players.pop(index)
|
|
corpse = player
|
|
# if not disconnected:
|
|
# self.dead_players.append(corpse)
|
|
self.notify_room()
|
|
self.sio.emit('chat_message', room=self.name, data=f'_died|{player.name}')
|
|
if self.started:
|
|
self.sio.emit('chat_message', room=self.name, data=f'_died_role|{player.name}|{player.role.name}')
|
|
for p in self.players:
|
|
if not p.is_bot:
|
|
p.notify_self()
|
|
# self.players_map = {c.name: i for i, c in enumerate(self.players)}
|
|
if self.started:
|
|
print('Check win status')
|
|
attacker_role = None
|
|
if player.attacker and player.attacker in self.players:
|
|
attacker_role = player.attacker.role
|
|
winners = [p for p in self.players if p.role != None and p.role.on_player_death(self.get_alive_players(), initial_players=self.initial_players, dead_role=player.role, attacker_role=attacker_role)]
|
|
if len(winners) > 0:
|
|
print('WE HAVE A WINNER')
|
|
for p in self.get_alive_players():
|
|
p.win_status = p in winners
|
|
self.sio.emit('chat_message', room=self.name, data=f'_won|{p.name}')
|
|
p.notify_self()
|
|
eventlet.sleep(5.0)
|
|
return self.reset()
|
|
|
|
vulture = [p for p in self.get_alive_players() if p.character.check(self, characters.VultureSam)]
|
|
if len(vulture) == 0:
|
|
for i in range(len(player.hand)):
|
|
self.deck.scrap(player.hand.pop(), True)
|
|
for i in range(len(player.equipment)):
|
|
self.deck.scrap(player.equipment.pop(), True)
|
|
elif len(vulture) == 2:
|
|
for i in range(len(player.hand)):
|
|
vulture[i%2].hand.append(player.hand.pop())
|
|
for i in range(len(player.equipment)):
|
|
vulture[i%2].hand.append(player.equipment.pop())
|
|
vulture[0].notify_self()
|
|
vulture[1].notify_self()
|
|
else:
|
|
for i in range(len(player.hand)):
|
|
vulture[0].hand.append(player.hand.pop())
|
|
for i in range(len(player.equipment)):
|
|
vulture[0].hand.append(player.equipment.pop())
|
|
vulture[0].notify_self()
|
|
|
|
#se Vulture Sam è uno sceriffo e ha appena ucciso il suo Vice, deve scartare le carte che ha pescato con la sua abilità
|
|
if player.attacker and player.attacker in self.get_alive_players() and isinstance(player.attacker.role, roles.Sheriff) and isinstance(player.role, roles.Vice):
|
|
for i in range(len(player.attacker.hand)):
|
|
self.deck.scrap(player.attacker.hand.pop(), True)
|
|
player.attacker.notify_self()
|
|
|
|
greg = [p for p in self.get_alive_players() if p.character.check(self, chd.GregDigger)]
|
|
if len(greg) > 0:
|
|
greg[0].lives = min(greg[0].lives+2, greg[0].max_lives)
|
|
herb = [p for p in self.get_alive_players() if p.character.check(self, chd.HerbHunter)]
|
|
if len(herb) > 0:
|
|
herb[0].hand.append(self.deck.draw(True))
|
|
herb[0].hand.append(self.deck.draw(True))
|
|
herb[0].notify_self()
|
|
|
|
if corpse.is_my_turn:
|
|
self.next_turn()
|
|
|
|
def reset(self):
|
|
print('resetting lobby')
|
|
self.players.extend(self.spectators)
|
|
self.spectators = []
|
|
self.players = [p for p in self.players if not p.is_bot]
|
|
print(self.players)
|
|
self.started = False
|
|
self.waiting_for = 0
|
|
self.incremental_turn = 0
|
|
for p in self.players:
|
|
p.reset()
|
|
p.notify_self()
|
|
eventlet.sleep(0.5)
|
|
self.notify_room()
|
|
|
|
def check_event(self, ev):
|
|
if len(self.deck.event_cards) == 0: return False
|
|
return isinstance(self.deck.event_cards[0], ev)
|
|
|
|
def get_visible_players(self, player: pl.Player):
|
|
pls = self.get_alive_players()
|
|
if len(pls) == 0 or player not in pls: return []
|
|
i = pls.index(player)
|
|
sight = player.get_sight()
|
|
mindist = 99 if not self.check_event(ce.Agguato) else 1
|
|
return [{
|
|
'name': pls[j].name,
|
|
'dist': min([abs(i - j), (i+ abs(j-len(pls))), (j+ abs(i-len(pls))), mindist]) + pls[j].get_visibility() - (player.get_sight(countWeapon=False)-1),
|
|
'lives': pls[j].lives,
|
|
'max_lives': pls[j].max_lives,
|
|
'is_sheriff': isinstance(pls[j].role, roles.Sheriff),
|
|
'cards': len(pls[j].hand)+len(pls[j].equipment),
|
|
'is_ghost': pls[j].is_ghost,
|
|
} for j in range(len(pls)) if i != j]
|
|
|
|
def get_alive_players(self):
|
|
return [p for p in self.players if not p.is_dead or p.is_ghost]
|
|
|
|
def get_dead_players(self):
|
|
return [p for p in self.players if p.is_dead]
|
|
|
|
def notify_all(self):
|
|
if self.started:
|
|
data = [{
|
|
'name': p.name,
|
|
'ncards': len(p.hand),
|
|
'equipment': [e.__dict__ for e in p.equipment],
|
|
'lives': p.lives,
|
|
'max_lives': p.max_lives,
|
|
'is_sheriff': isinstance(p.role, roles.Sheriff),
|
|
'is_my_turn': p.is_my_turn,
|
|
'pending_action': p.pending_action,
|
|
'character': p.character.__dict__ if p.character else None,
|
|
'real_character': p.real_character.__dict__ if p.real_character else None,
|
|
'icon': p.role.icon if self.initial_players == 3 and p.role else '🤠',
|
|
'is_ghost': p.is_ghost,
|
|
} for p in self.get_alive_players()]
|
|
self.sio.emit('players_update', room=self.name, data=data)
|