bang/backend/players.py
2020-11-21 14:39:56 +01:00

295 lines
12 KiB
Python

from enum import IntEnum
import json
import socketio
from cards import Mancato
import roles
import cards
import characters
class PendingAction(IntEnum):
PICK = 0
DRAW = 1
PLAY = 2
RESPOND = 3
WAIT = 4
class Player:
def __init__(self, name, sid, sio):
super().__init__()
self.name = name
self.sid = sid
self.sio = sio
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
self.pending_action: PendingAction = None
self.available_characters = []
self.was_shot = False
self.on_pick_cb = None
self.on_response_cb = None
self.expected_response = None
def join_game(self, game):
self.game = game
print(f'I {self.name} joined {self.game}')
def disconnect(self):
return self.game.handle_disconnect(self)
def set_role(self, role: roles.Role):
self.role = role
print(f'I {self.name} am a {role.name}, my goal is "{role.goal}"')
self.sio.emit('role', room=self.sid, data=json.dumps(role, default=lambda o: o.__dict__))
def set_character(self, character: str):
print(self.available_characters, character)
self.character = next(x for x in self.available_characters if x.name==character)
self.available_characters = []
print(f'I {self.name} chose character {self.character.name}')
self.sio.emit('chat_message', room=self.game.name, data=f'{self.name} ha scelto il personaggio.')
self.game.notify_character_selection()
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.name} have to choose between {available}')
self.sio.emit('characters', room=self.sid, data=json.dumps(available, default=lambda o: o.__dict__))
def notify_self(self):
if self.lives <= 0 and self.max_lives > 0:
self.game.player_death(self)
ser = self.__dict__.copy()
ser.pop('game')
ser.pop('sio')
ser.pop('sid')
ser.pop('on_pick_cb')
ser.pop('on_response_cb')
ser.pop('expected_response')
self.sio.emit('self', room=self.sid, data=json.dumps(ser, default=lambda o: o.__dict__))
self.sio.emit('self_vis', room=self.sid, data=json.dumps(self.game.get_visible_players(self), default=lambda o: o.__dict__))
self.game.notify_all()
def play_turn(self):
if self.lives == 0:
self.end_turn(forced=True)
print(f'I {self.name} was notified that it is my turn')
self.was_shot = False
self.is_my_turn = True
self.is_waiting_for_action = True
self.has_played_bang = False
if any([isinstance(c, cards.Dinamite) or isinstance(c, cards.Prigione) for c in self.equipment]):
self.pending_action = PendingAction.PICK
else:
self.pending_action = PendingAction.DRAW
self.notify_self()
def draw(self):
if self.pending_action != PendingAction.DRAW:
return
for i in range(2):
self.hand.append(self.game.deck.draw())
self.pending_action = PendingAction.PLAY
self.notify_self()
def pick(self):
if self.pending_action != PendingAction.PICK:
return
pickable_cards = 1 + self.character.pick_mod
if self.is_my_turn:
for i in range(len(self.equipment)):
if isinstance(self.equipment[i], cards.Dinamite):
while pickable_cards > 0:
pickable_cards -= 1
picked: cards.Card = self.game.deck.pick_and_scrap()
print(f'Did pick {picked}')
if picked.suit == cards.Suit.SPADES and 2 <= picked.number <= 9 and pickable_cards == 0:
self.lives -= 3
self.game.deck.scrap(self.equipment.pop(i))
print(f'{self.name} Boom, -3 hp')
else:
self.game.next_player().equipment.append(self.equipment.pop(i))
self.game.next_player().notify_self()
if any([isinstance(c, cards.Dinamite) or isinstance(c, cards.Prigione) for c in self.equipment]):
self.notify_self()
return
for i in range(len(self.equipment)):
if isinstance(self.equipment[i], cards.Prigione):
while pickable_cards > 0:
pickable_cards -= 1
picked: cards.Card = self.game.deck.pick_and_scrap()
print(f'Did pick {picked}')
if picked.suit != cards.Suit.HEARTS and pickable_cards == 0:
self.game.deck.scrap(self.equipment.pop(i))
self.end_turn(forced=True)
else:
break
break
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, cards.Bang) and self.has_played_bang and not any([isinstance(c, cards.Volcanic) for c in self.equipment]):
continue
elif isinstance(card, cards.Birra) and self.lives >= self.max_lives:
continue
else:
playable_cards.append(i)
return playable_cards
def get_public_description(self):
s = f"{self.name} {'Sheriff ⭐️' if isinstance(self.role, roles.Sheriff) else ''} ({self.lives}/{self.max_lives} ⁍) {len(self.hand)} Cards in hand, "
s += f"equipment {[str(c) for c in self.equipment]}"
return s
def play_card(self, hand_index: int, againts=None):
if not (0 <= hand_index < len(self.hand)):
print('illegal')
return
card: cards.Card = self.hand.pop(hand_index)
print(self.name, 'is playing ', card, ' against:', againts)
if isinstance(card, cards.Prigione) and isinstance(self.game.players_map[againts].role, roles.Sheriff):
self.game.players_map[againts].equipment.append(card)
self.game.players_map[againts].notify_self()
elif card.is_equipment and card.name not in [c.name for c in self.equipment]:
if card.is_weapon:
has_weapon = False
for i in range(len(self.equipment)):
if self.equipment[i].is_weapon:
self.game.deck.scrap(self.equipment[i])
self.equipment[i] = card
has_weapon = True
break
if not has_weapon:
self.equipment.append(card)
else:
self.equipment.append(card)
else:
if isinstance(card, cards.Bang) and self.has_played_bang and not any([isinstance(c, cards.Volcanic) for c in self.equipment]) and againts != None:
self.hand.insert(hand_index, card)
return
if isinstance(card, cards.Bang) and againts != None:
self.has_played_bang = True
self.game.attack(self, againts)
if isinstance(card, cards.Birra) and len(self.game.players) != 2:
self.lives = min(self.lives+1, self.max_lives)
if isinstance(card, cards.CatBalou):
pass
if isinstance(card, cards.Diligenza):
for i in range(2):
self.hand.append(self.game.deck.draw())
if isinstance(card, cards.Duello):
pass
if isinstance(card, cards.Emporio):
pass
if isinstance(card, cards.Gatling):
pass
if isinstance(card, cards.Indiani):
pass
if isinstance(card, cards.Mancato):
pass
if isinstance(card, cards.Panico):
pass
if isinstance(card, cards.Saloon):
for p in self.game.players:
p.lives = min(p.lives+1, p.max_lives)
p.notify_self()
if isinstance(card, cards.WellsFargo):
for i in range(3):
self.hand.append(self.game.deck.draw())
self.game.deck.scrap(card)
self.notify_self()
def barrel_pick(self):
pickable_cards = 1 + self.character.pick_mod
while pickable_cards > 0:
pickable_cards -= 1
picked: cards.Card = self.game.deck.pick_and_scrap()
print(f'Did pick {picked}')
if picked.suit == cards.Suit.HEARTS:
self.notify_self()
self.game.responders_did_respond()
return
if len([c for c in self.hand if isinstance(c, cards.Mancato)]) == 0:
self.take_damage_response()
self.game.responders_did_respond()
else:
self.pending_action = PendingAction.RESPOND
self.expected_response = cards.Mancato
self.on_response_cb = self.take_damage_response
self.notify_self()
def get_banged(self):
if len([c for c in self.hand if isinstance(c, cards.Mancato)]) == 0 and len([c for c in self.equipment if isinstance(c, cards.Barile)]) == 0:
print('Cant defend')
self.take_damage_response()
return False
else:
if len([c for c in self.equipment if isinstance(c, cards.Barile)]) > 0:
print('has barrel')
self.pending_action = PendingAction.PICK
self.on_pick_cb = self.barrel_pick
else:
print('has mancato')
self.pending_action = PendingAction.RESPOND
self.expected_response = cards.Mancato
self.on_response_cb = self.take_damage_response
self.notify_self()
return True
def take_damage_response(self):
self.lives -= 1
self.notify_self()
def respond(self, hand_index):
self.pending_action = PendingAction.WAIT
if hand_index != -1 and isinstance(self.hand[hand_index], self.expected_response):
self.game.deck.scrap(self.hand.pop(hand_index))
self.notify_self()
self.game.responders_did_respond()
else:
self.on_response_cb()
self.game.responders_did_respond()
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, forced=False):
if not self.is_my_turn: return
if len(self.hand) > self.max_lives and not forced:
print(f"I {self.name} have to many cards in my hand and I can't end the turn")
else:
self.is_my_turn = False
self.pending_action = PendingAction.WAIT
self.notify_self()
self.game.next_turn()