bang/players.py
Alberto Xamin 768415d2ed
progress
2020-11-15 23:13:17 +01:00

103 lines
3.5 KiB
Python

import roles
import cards
import characters
class Player:
def __init__(self, id):
super().__init__()
self.id = id
self.hand: cards.Card = []
self.equipment: cards.Card = []
self.role: roles.Role = None
self.character: characters.Character = None
self.lives = 0
self.max_lives = 0
self.game = None
self.is_my_turn = False
self.is_waiting_for_action = True
self.has_played_bang = False
def join_game(self, game):
self.game = game
print(f'I {self.id} joined {game}')
def set_role(self, role: roles.Role):
self.role = role
print(f'I {self.id} am a {role.name}')
def set_character(self, character: characters.Character):
self.available_characters = []
self.character = character
print(f'I {self.id} chose character {character.name}')
def prepare(self):
self.max_lives = self.character.max_lives + self.role.health_mod
self.lives = self.max_lives
self.hand = []
self.equipment = []
def set_available_character(self, available):
self.available_characters = available
print(f'I {self.id} have to choose between {available}')
def play_turn(self):
self.is_my_turn = True
self.is_waiting_for_action = True
self.has_played_bang = False
print(f'I {self.id} was notified that it is my turn')
print(f'lives: {self.lives}/{self.max_lives} hand: {[str(c) for c in self.hand]}')
def get_playable_cards(self):
playable_cards = []
for i in range(len(self.hand)):
card = self.hand[i]
if type(card) == cards.Bang and self.has_played_bang and not any([type(c) == cards.Volcanic for c in self.equipment]):
continue
elif type(card) == cards.Birra and self.lives >= self.max_lives:
continue
else:
playable_cards.append(i)
return playable_cards
def play_card(self, hand_index: int, againts=None):
if not (0 <= hand_index < len(self.hand)):
print('illegal')
return
card: cards.Card = self.hand.pop(hand_index)
print(self.id, 'is playing ', card, ' against:', againts)
if card.is_equipment and card.name not in [c.name for c in self.equipment]:
if card.is_weapon:
for i in range(len(self.equipment)):
if self.equipment[i].is_weapon:
game.deck.scrap(self.equipment[i])
self.equipment[i] = card
break
else:
self.equipment.append(card)
else:
if type(card) == cards.Bang and self.has_played_bang and not any([type(c) == cards.Volcanic for c in self.equipment]):
print('you retard')
game.deck.scrap(card)
pass
def get_sight(self):
aim = 0
for card in self.equipment:
aim += card.sight_mod
if card.is_weapon:
aim += card.range
return 1 + self.character.sight_mod + aim
def get_visibility(self):
covers = 0
for card in self.equipment:
covers += card.vis_mod
return self.character.visibility_mod + covers
def end_turn(self):
if len(self.hand) > self.max_lives:
print(f"I {self.id} have to many cards in my hand and I can't end the turn")
else:
game.next_turn()