bang/backend/bang/game.py
2020-12-06 19:29:40 +01:00

341 lines
14 KiB
Python

from typing import List, Set, Dict, Tuple, Optional
import random
import socketio
import bang.players as players
import bang.characters as characters
from bang.deck import Deck
import bang.roles as roles
import eventlet
class Game:
def __init__(self, name, sio:socketio):
super().__init__()
self.sio = sio
self.name = name
self.players: List[players.Player] = []
self.dead_players: List[players.Player] = []
self.deck: Deck = None
self.started = False
self.turn = 0
self.readyCount = 0
self.waiting_for = 0
self.initial_players = 0
self.password = ''
self.expansions = []
self.shutting_down = False
def notify_room(self):
if len([p for p in self.players if p.character == None]) != 0:
self.sio.emit('room', room=self.name, data={
'name': self.name,
'started': self.started,
'players': [{'name':p.name, 'ready': p.character != None} for p in self.players],
'password': self.password,
'expansions': self.expansions,
})
def toggle_expansion(self, expansion_name):
if not self.started:
print('toggling', expansion_name)
if expansion_name in self.expansions:
self.expansions.remove(expansion_name)
else:
self.expansions.append(expansion_name)
self.notify_room()
def add_player(self, player: players.Player):
if player.is_bot and len(self.players) >= 8:
return
if player in self.players or len(self.players) >= 10:
return
if len(self.players) > 7:
if 'dodge_city' not in self.expansions:
self.expansions.append('dodge_city')
player.join_game(self)
self.players.append(player)
print(f'Added player {player.name} to game')
self.notify_room()
self.sio.emit('chat_message', room=self.name, data=f'_joined|{player.name}')
def set_private(self):
if self.password == '':
self.password = ''.join(random.choice("AEIOUJKZT123456789") for x in range(6))
print(self.name, 'is now private pwd', self.password)
else:
self.password = ''
self.notify_room()
def notify_character_selection(self):
self.notify_room()
if len([p for p in self.players if p.character == None]) == 0:
for i in range(len(self.players)):
print(self.name)
print(self.players[i].name)
print(self.players[i].character)
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].prepare()
for k in range(self.players[i].max_lives):
self.players[i].hand.append(self.deck.draw())
self.players[i].notify_self()
self.players[self.turn].play_turn()
def choose_characters(self):
char_cards = random.sample(characters.all_characters(self.expansions), len(self.players)*2)
for i in range(len(self.players)):
self.players[i].set_available_character(char_cards[i * 2 : i * 2 + 2])
def start_game(self):
print('GAME IS STARING')
if self.started:
return
self.players_map = {c.name: i for i, c in enumerate(self.players)}
self.sio.emit('chat_message', room=self.name, data=f'_starting')
self.sio.emit('start', room=self.name)
self.started = True
self.deck = Deck(self)
self.initial_players = len(self.players)
self.distribute_roles()
self.choose_characters()
def distribute_roles(self):
available_roles: List[roles.Role] = []
if len(self.players) == 3:
available_roles = [
roles.Vice('Elimina il Rinnegato 🦅, se non lo elimini tu elimina anche il Fuorilegge'),
roles.Renegade('Elimina il Fuorilegge 🐺, se non lo elimini tu elimina anche il Vice'),
roles.Outlaw('Elimina il Vice 🎖, se non lo elimini tu elimina anche il Rinnegato')
]
elif len(self.players) >= 4:
available_roles = [roles.Sheriff(), roles.Renegade(), roles.Outlaw(), roles.Outlaw(), roles.Vice(), roles.Outlaw(), roles.Vice(), roles.Renegade(), roles.Outlaw(), roles.Vice(), roles.Outlaw()]
available_roles = available_roles[:len(self.players)]
random.shuffle(available_roles)
for i in range(len(self.players)):
self.players[i].set_role(available_roles[i])
if isinstance(available_roles[i], roles.Sheriff) or (len(available_roles) == 3 and isinstance(available_roles[i], roles.Vice)):
if isinstance(available_roles[i], roles.Sheriff):
self.sio.emit('chat_message', room=self.name, data=f'_sheriff|{self.players[i].name}')
self.turn = i
self.players[i].notify_self()
def attack_others(self, attacker: players.Player):
attacker.pending_action = players.PendingAction.WAIT
attacker.notify_self()
self.waiting_for = 0
self.readyCount = 0
for p in self.players:
if p != attacker:
if p.get_banged(attacker=attacker):
self.waiting_for += 1
p.notify_self()
if self.waiting_for == 0:
attacker.pending_action = players.PendingAction.PLAY
attacker.notify_self()
def indian_others(self, attacker: players.Player):
attacker.pending_action = players.PendingAction.WAIT
attacker.notify_self()
self.waiting_for = 0
self.readyCount = 0
for p in self.players:
if p != attacker:
if p.get_indians(attacker=attacker):
self.waiting_for += 1
p.notify_self()
if self.waiting_for == 0:
attacker.pending_action = players.PendingAction.PLAY
attacker.notify_self()
def attack(self, attacker: players.Player, target_username:str, double:bool=False):
if self.get_player_named(target_username).get_banged(attacker=attacker, double=double):
self.readyCount = 0
self.waiting_for = 1
attacker.pending_action = players.PendingAction.WAIT
attacker.notify_self()
self.get_player_named(target_username).notify_self()
def duel(self, attacker: players.Player, target_username:str):
if self.get_player_named(target_username).get_dueled(attacker=attacker):
self.readyCount = 0
self.waiting_for = 1
attacker.pending_action = players.PendingAction.WAIT
attacker.notify_self()
self.get_player_named(target_username).notify_self()
def emporio(self):
self.available_cards = [self.deck.draw() for i in range(len(self.players))]
self.players[self.turn].pending_action = players.PendingAction.CHOOSE
self.players[self.turn].available_cards = self.available_cards
self.players[self.turn].notify_self()
def respond_emporio(self, player, i):
player.hand.append(self.available_cards.pop(i))
player.available_cards = []
player.pending_action = players.PendingAction.WAIT
player.notify_self()
nextPlayer = self.players[(self.turn + (len(self.players)-len(self.available_cards))) % len(self.players)]
if nextPlayer == self.players[self.turn]:
self.players[self.turn].pending_action = players.PendingAction.PLAY
self.players[self.turn].notify_self()
else:
nextPlayer.pending_action = players.PendingAction.CHOOSE
nextPlayer.available_cards = self.available_cards
nextPlayer.notify_self()
def get_player_named(self, name:str):
return self.players[self.players_map[name]]
def responders_did_respond_resume_turn(self):
self.readyCount += 1
if self.readyCount == self.waiting_for:
self.waiting_for = 0
self.readyCount = 0
self.players[self.turn].pending_action = players.PendingAction.PLAY
self.players[self.turn].notify_self()
def next_player(self):
return self.players[(self.turn + 1) % len(self.players)]
def play_turn(self):
self.players[self.turn].play_turn()
def next_turn(self):
if self.shutting_down: return
if len(self.players) > 0:
self.turn = (self.turn + 1) % len(self.players)
self.play_turn()
def notify_scrap_pile(self):
print('scrap')
if self.deck.peek_scrap_pile():
self.sio.emit('scrap', room=self.name, data=self.deck.peek_scrap_pile().__dict__)
else:
self.sio.emit('scrap', room=self.name, data=None)
def handle_disconnect(self, player: players.Player):
print(f'player {player.name} left the game {self.name}')
if player in self.players:
self.player_death(player=player, disconnected=True)
else:
self.dead_players.remove(player)
if len([p for p in self.players if not p.is_bot])+len([p for p in self.dead_players if not p.is_bot]) == 0:
print(f'no players left in game {self.name}')
self.shutting_down = True
self.players = []
self.dead_players = []
self.deck = None
return True
else: return False
def player_death(self, player: players.Player, disconnected=False):
import bang.expansions.dodge_city.characters as chd
print(player.attacker)
if player.attacker and isinstance(player.attacker, roles.Sheriff) and isinstance(player.role, roles.Vice):
for i in range(len(player.attacker.hand)):
self.deck.scrap(player.attacker.hand.pop())
for i in range(len(player.attacker.equipment)):
self.deck.scrap(player.attacker.equipment.pop())
player.attacker.notify_self()
elif player.attacker and (isinstance(player.role, roles.Outlaw) or self.initial_players == 3):
for i in range(3):
player.attacker.hand.append(self.deck.draw())
player.attacker.notify_self()
print(f'player {player.name} died')
if (self.waiting_for > 0):
self.responders_did_respond_resume_turn()
index = self.players.index(player)
died_in_his_turn = self.started and index == self.turn
if self.started and index <= self.turn:
self.turn -= 1
corpse = self.players.pop(index)
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:
attacker_role = player.attacker.role
winners = [p for p in self.players if p.role != None and p.role.on_player_death(self.players, initial_players=self.initial_players, dead_role=player.role, attacker_role=attacker_role)]
if len(winners) > 0:
print('WE HAVE A WINNER')
for p in self.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.players if isinstance(p.character, characters.VultureSam)]
if len(vulture) == 0:
for i in range(len(player.hand)):
self.deck.scrap(player.hand.pop())
for i in range(len(player.equipment)):
self.deck.scrap(player.equipment.pop())
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()
greg = [p for p in self.players if isinstance(p.character, chd.GregDigger)]
if len(greg) > 0:
greg[0].lives = min(greg[0].lives+2, greg[0].max_lives)
herb = [p for p in self.players if isinstance(p.character, chd.HerbHunter)]
if len(herb) > 0:
herb[0].hand.append(self.deck.draw())
herb[0].hand.append(self.deck.draw())
herb[0].notify_self()
if died_in_his_turn:
self.next_turn()
def reset(self):
print('resetting lobby')
self.players.extend(self.dead_players)
self.dead_players = []
print(self.players)
self.started = False
self.waiting_for = 0
for p in self.players:
p.reset()
p.notify_self()
eventlet.sleep(0.5)
self.notify_room()
def get_visible_players(self, player: players.Player):
i = self.players.index(player)
sight = player.get_sight()
return [{
'name': self.players[j].name,
'dist': min(abs(i - j), (i+ abs(j-len(self.players))), (j+ abs(i-len(self.players)))) + self.players[j].get_visibility() - (player.get_sight(countWeapon=False)-1),
'lives': self.players[j].lives,
'max_lives': self.players[j].max_lives,
'is_sheriff': isinstance(self.players[j].role, roles.Sheriff),
} for j in range(len(self.players)) if i != j]
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,
'icon': p.role.icon if self.initial_players == 3 and p.role else '🤠'
} for p in self.players]
self.sio.emit('players_update', room=self.name, data=data)