498 lines
21 KiB
Python
498 lines
21 KiB
Python
from typing import List, Set, Dict, Tuple, Optional
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from abc import ABC, abstractmethod
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from enum import IntEnum
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import bang.roles as r
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class Suit(IntEnum):
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DIAMONDS = 0 # ♦
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CLUBS = 1 # ♣
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HEARTS = 2 # ♥
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SPADES = 3 # ♠
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class Card(ABC):
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sym = {
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'A': 1,
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'J': 11,
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'Q': 12,
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'K': 13
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}
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def __init__(self, suit: Suit, name: str, number, is_equipment: bool = False, is_weapon: bool = False, vis_mod: int = 0, sight_mod: int = 0, range: int = 99, desc: str = ''):
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super().__init__()
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self.name = name
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self.suit = suit
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if type(number) == int:
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self.number = number
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else:
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self.number = self.sym[number]
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self.is_equipment = is_equipment
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self.is_weapon = is_weapon
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self.vis_mod = vis_mod
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self.sight_mod = sight_mod
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self.range = range
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if self.range != 0 and self.range != 99:
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self.alt_text = f'{self.range} 🔍'
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self.desc = desc
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self.need_target = False
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self.can_target_self = False
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self.can_be_used_now = True
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self.usable_next_turn = False
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self.need_with = False
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def __str__(self):
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char = ['♦️', '♣️', '♥️', '♠️'][int(self.suit)]
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return f'{self.name} {char}{self.number}'
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return super().__str__()
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def play_card(self, player, against=None, _with=None):#self --> carta
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if self.is_equipment:
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if self.is_weapon:
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has_weapon = False
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for i in range(len(player.equipment)):
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if player.equipment[i].is_weapon:
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player.game.deck.scrap(player.equipment[i])
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player.equipment[i] = self
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has_weapon = True
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break
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if not has_weapon:
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player.equipment.append(self)
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elif self.name in [c.name for c in player.equipment if not isinstance(c, Dinamite)]:
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return False
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else:
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player.equipment.append(self)
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if against:
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player.sio.emit('chat_message', room=player.game.name,
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data=f'_play_card_against|{player.name}|{self.name}|{against}')
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else:
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player.sio.emit('chat_message', room=player.game.name,
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data=f'_play_card|{player.name}|{self.name}')
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return True
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def use_card(self, player):
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pass
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def is_duplicate_card(self, player):
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return self.name in [c.name for c in player.equipment]
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def check_suit(self, game, accepted):
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import bang.expansions.high_noon.card_events as ceh
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if game.check_event(ceh.Benedizione):
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return Suit.HEARTS in accepted
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elif game.check_event(ceh.Maledizione):
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return Suit.SPADES in accepted
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return self.suit in accepted
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class Barile(Card):
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def __init__(self, suit, number):
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super().__init__(suit, 'Barile', number, is_equipment=True)
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self.icon = '🛢'
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self.alt_text = "♥️=😅"
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self.desc = "Quando sei bersagliato da un Bang puoi estrarre la prima carta dalla cima del mazzo, se la carta estratta è del seme Cuori allora vale come un Mancato"
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self.desc_eng = "When someone plays a Bang against you. You can flip the first card from the deck, if the suit is Hearts then it counts as a Missed card"
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class Dinamite(Card):
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def __init__(self, suit, number):
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super().__init__(suit, 'Dinamite', number, is_equipment=True)
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self.icon = '🧨'
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self.alt_text = "2-9♠️ = 🤯"
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self.desc = "Giocando la Dinamite, posizionala davanti a te, resterà innocua per un intero giro. All'inizio del prossimo turno prima di pescare e prima di una eventuale estrazione (es. Prigione), estrai una carta dalla cima del mazzo. Se esce una carta tra il 2 il 9 di picche (compresi) allora la dinamite esplode: perdi 3 vite e scarta la carta, altrimenti passa la dinamite al giocatore successivo, il quale estrarà a sua volta dopo che tu avrai passato il tuo turno"
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self.desc_eng = "When playing Dynamite, place it in front of you, it will remain harmless for a whole round. At the beginning of the next turn before drawing and before any card flip (eg Prison), flip a card from the top of the deck. If a card is between 2 and 9 of spades (inclusive) then the dynamite explodes: you lose 3 lives and discard the card, otherwise pass the dynamite to the next player, who will draw in turn after you have ended your turn"
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class Mirino(Card):
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def __init__(self, suit, number):
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super().__init__(suit, 'Mirino', number, is_equipment=True, sight_mod=1)
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self.icon = '🔎'
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self.alt_text = "-1"
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self.desc = "Tu vedi gli altri giocatori a distanza -1"
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self.desc_eng = "You see the other players at distance -1"
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class Mustang(Card):
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def __init__(self, suit, number):
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super().__init__(suit, 'Mustang', number, is_equipment=True, vis_mod=1)
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self.icon = '🐎'
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self.alt_text = "+1"
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self.desc = "Gli altri giocatori ti vedono a distanza +1"
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self.desc_eng = "The other players see you at distance +1"
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class Prigione(Card):
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def __init__(self, suit, number):
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super().__init__(suit, 'Prigione', number, is_equipment=True)
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self.icon = '⛓'
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self.desc = "Equipaggia questa carta a un altro giocatore, tranne lo Sceriffo. Il giocatore scelto all'inizio del suo turno, prima di pescare dovrà estrarre: se esce Cuori scarta questa carta e gioca normalmente il turno, altrimenti scarta questa carta e salta il turno"
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self.desc_eng = "Equip this card to another player, except the Sheriff. The player chosen at the beginning of his turn, must flip a card before drawing: if it's Hearts, discard this card and play the turn normally, otherwise discard this card and skip the turn"
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self.need_target = True
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self.alt_text = "♥️= 🆓"
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def play_card(self, player, against, _with=None):
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if against != None and not isinstance(player.game.get_player_named(against).role, r.Sheriff):
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player.sio.emit('chat_message', room=player.game.name,
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data=f'_play_card_against|{player.name}|{self.name}|{against}')
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player.game.get_player_named(against).equipment.append(self)
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player.game.get_player_named(against).notify_self()
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return True
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return False
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class Remington(Card):
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def __init__(self, suit, number):
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super().__init__(suit, 'Remington', number,
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is_equipment=True, is_weapon=True, range=3)
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self.icon = '🔫'
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self.desc = "Puoi sparare a un giocatore che sia distante 3 o meno"
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self.desc_eng = "You can shoot another player at distance 3 or less"
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class RevCarabine(Card):
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def __init__(self, suit, number):
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super().__init__(suit, 'Rev. Carabine', number,
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is_equipment=True, is_weapon=True, range=4)
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self.icon = '🔫'
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self.desc = "Puoi sparare a un giocatore che sia distante 4 o meno"
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self.desc_eng = "You can shoot another player at distance 4 or less"
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class Schofield(Card):
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def __init__(self, suit, number):
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super().__init__(suit, 'Schofield', number,
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is_equipment=True, is_weapon=True, range=2)
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self.icon = '🔫'
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self.desc = "Puoi sparare a un giocatore che sia distante 2 o meno"
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self.desc_eng = "You can shoot another player at distance 2 or less"
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class Volcanic(Card):
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def __init__(self, suit, number):
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super().__init__(suit, 'Volcanic', number,
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is_equipment=True, is_weapon=True, range=1)
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self.icon = '🔫'
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self.desc = "Puoi sparare a un giocatore che sia distante 1 o meno, tuttavia puoi giocare quanti bang vuoi"
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self.desc_eng = "You can shoot another player at distance 1 or less, however you no longer have the limit of 1 Bang"
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class Winchester(Card):
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def __init__(self, suit, number):
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super().__init__(suit, 'Winchester', number,
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is_equipment=True, is_weapon=True, range=5)
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self.icon = '🔫'
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self.desc = "Puoi sparare a un giocatore che sia distante 5 o meno"
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self.desc_eng = "You can shoot another player at distance 5 or less"
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class Bang(Card):
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def __init__(self, suit, number):
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super().__init__(suit, 'Bang!', number)
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self.icon = '💥'
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self.desc = "Spara a un giocatore a distanza raggiungibile. Se non hai armi la distanza di default è 1"
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self.desc_eng = "Shoot a player in sight. If you do not have weapons, your is sight is 1"
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self.need_target = True
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def play_card(self, player, against, _with=None):
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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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if player.game.check_event(ceh.Sermone):
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return False
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if player.has_played_bang and (not any([isinstance(c, Volcanic) for c in player.equipment]) or player.game.check_event(ce.Lazo)) and against != None:
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return False
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elif against != None:
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import bang.characters as chars
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super().play_card(player, against=against)
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player.bang_used += 1
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player.has_played_bang = True if not player.game.check_event(ceh.Sparatoria) else player.bang_used > 1
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if player.character.check(player.game, chars.WillyTheKid):
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player.has_played_bang = False
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player.game.attack(player, against, double=player.character.check(player.game, chars.SlabTheKiller))
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return True
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return False
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class Birra(Card):
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def __init__(self, suit, number):
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super().__init__(suit, 'Birra', number)
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self.icon = '🍺'
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self.desc = "Gioca questa carta per recuperare un punto vita. Non puoi andare oltre al limite massimo del tuo personaggio. Se stai per perdere l'ultimo punto vita puoi giocare questa carta anche nel turno dell'avversario. La birra non ha più effetto se ci sono solo due giocatori"
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self.desc_eng = "Play this card to regain a life point. You cannot heal more than your character's maximum limit. If you are about to lose your last life point, you can also play this card on your opponent's turn. Beer no longer takes effect if there are only two players"
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def play_card(self, player, against, _with=None):
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import bang.expansions.high_noon.card_events as ceh
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if player.game.check_event(ceh.IlReverendo):
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return False
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if len(player.game.get_alive_players()) != 2:
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super().play_card(player, against=against)
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player.lives = min(player.lives+1, player.max_lives)
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import bang.expansions.dodge_city.characters as chd
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if player.character.check(player.game, chd.TequilaJoe):
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player.lives = min(player.lives+1, player.max_lives)
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return True
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elif len(player.game.get_alive_players()) == 2:
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player.sio.emit('chat_message', room=player.game.name,
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data=f'_spilled_beer|{player.name}|{self.name}')
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return True
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return False
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class CatBalou(Card):
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def __init__(self, suit, number):
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super().__init__(suit, 'Cat Balou', number)
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self.icon = '💃'
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self.desc = "Fai scartare una carta a un qualsiasi giocatore, scegli a caso dalla mano, oppure fra quelle che ha in gioco"
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self.desc_eng = "Choose and discard a card from any other player."
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self.need_target = True
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def play_card(self, player, against, _with=None):
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if against != None and (len(player.game.get_player_named(against).hand) + len(player.game.get_player_named(against).equipment)) > 0:
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if self.name == 'Cat Balou':
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super().play_card(player, against=against)
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from bang.players import PendingAction
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player.pending_action = PendingAction.CHOOSE
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player.choose_action = 'discard'
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player.target_p = against
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print('choose now')
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return True
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return False
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class Diligenza(Card):
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def __init__(self, suit, number):
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super().__init__(suit, 'Diligenza', number)
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self.icon = '🚡'
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self.alt_text = "🎴🎴"
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self.desc = "Pesca 2 carte dalla cima del mazzo"
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self.desc_eng = "Draw 2 cards from the deck."
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def play_card(self, player, against, _with=None):
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player.sio.emit('chat_message', room=player.game.name,
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data=f'_diligenza|{player.name}|{self.name}')
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for i in range(2):
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player.hand.append(player.game.deck.draw())
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return True
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class Duello(Card):
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def __init__(self, suit, number):
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super().__init__(suit, 'Duello', number)
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self.need_target = True
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self.icon = '⚔️'
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self.desc = "Gioca questa carta contro un qualsiasi giocatore. A turno, cominciando dal tuo avversario, potete scartare una carta Bang!, il primo giocatore che non lo fa perde 1 vita"
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self.desc_eng = "Play this card against any player. In turn, starting with your opponent, you can discard a Bang! Card, the first player who does not do so loses 1 life."
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def play_card(self, player, against, _with=None):
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if against != None:
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super().play_card(player, against=against)
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player.game.duel(player, against)
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return True
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return False
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class Emporio(Card):
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def __init__(self, suit, number):
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super().__init__(suit, 'Emporio', number)
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self.icon = '🏪'
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self.desc = "Scopri dal mazzo tante carte quanto il numero di giocatori vivi, a turno, partendo da te, scegliete una carta e aggiungetela alla vostra mano"
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self.desc_eng = "Put on the table N cards from the deck, where N is the number of alive players, in turn, starting with you, choose a card and add it to your hand"
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def play_card(self, player, against, _with=None):
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super().play_card(player, against=against)
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player.game.emporio()
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return True
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class Gatling(Card):
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def __init__(self, suit, number):
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super().__init__(suit, 'Gatling', number)
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self.icon = '🛰'
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self.desc = "Spara a tutti gli altri giocatori"
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self.desc_eng = "Shoot all the other players"
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self.alt_text = "👥💥"
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def play_card(self, player, against, _with=None):
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super().play_card(player, against=against)
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player.game.attack_others(player)
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return True
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class Indiani(Card):
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def __init__(self, suit, number):
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super().__init__(suit, 'Indiani!', number)
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self.icon = '🏹'
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self.desc = "Tutti gli altri giocatori devono scartare un Bang! o perdere una vita"
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self.desc_eng = "All the other players must discard a Bang! or lose 1 Health Point"
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def play_card(self, player, against, _with=None):
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super().play_card(player, against=against)
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player.game.indian_others(player)
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return True
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class Mancato(Card):
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def __init__(self, suit, number):
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super().__init__(suit, 'Mancato!', number)
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self.icon = '😅'
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self.desc = "Usa questa carta per annullare un bang"
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self.desc_eng = "Use this card to cancel the effect of a bang"
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def play_card(self, player, against, _with=None):
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import bang.characters as chars
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if against != None and player.character.check(player.game, chars.CalamityJanet):
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import bang.expansions.fistful_of_cards.card_events as ce
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if player.has_played_bang and (not any([isinstance(c, Volcanic) for c in player.equipment]) or player.game.check_event(ce.Lazo)):
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return False
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import bang.expansions.high_noon.card_events as ceh
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if player.game.check_event(ceh.Sermone):
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return False
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player.sio.emit('chat_message', room=player.game.name,
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data=f'_special_calamity|{player.name}|{self.name}|{against}')
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player.bang_used += 1
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player.has_played_bang = True if not player.game.check_event(ceh.Sparatoria) else player.bang_used > 1
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player.game.attack(player, against)
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return True
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return False
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class Panico(Card):
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def __init__(self, suit, number):
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super().__init__(suit, 'Panico!', number, range=1)
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self.icon = '😱'
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self.need_target = True
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self.desc = "Pesca una carta da un giocatore a distanza 1, scegli a caso dalla mano, oppure fra quelle che ha in gioco"
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self.desc_eng = "Steal a card from a player at distance 1"
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def play_card(self, player, against, _with=None):
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if against != None and (len(player.game.get_player_named(against).hand) + len(player.game.get_player_named(against).equipment)) > 0:
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super().play_card(player, against=against)
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from bang.players import PendingAction
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player.pending_action = PendingAction.CHOOSE
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player.choose_action = 'steal'
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player.target_p = against
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print('choose now')
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return True
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return False
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class Saloon(Card):
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def __init__(self, suit, number):
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super().__init__(suit, 'Saloon', number)
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self.desc = "Tutti i giocatori recuperano un punto vita compreso chi gioca la carta"
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self.desc_eng = "Everyone heals 1 Health point"
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self.icon = '🍻'
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self.alt_text = "👥🍺"
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def play_card(self, player, against, _with=None):
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player.sio.emit('chat_message', room=player.game.name,
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data=f'_saloon|{player.name}|{self.name}')
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for p in player.game.get_alive_players():
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p.lives = min(p.lives+1, p.max_lives)
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p.notify_self()
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return True
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class WellsFargo(Card):
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def __init__(self, suit, number):
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super().__init__(suit, 'WellsFargo', number)
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self.desc = "Pesca 3 carte dalla cima del mazzo"
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self.desc_eng = "Draw 3 cards from the deck"
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self.icon = '💸'
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self.alt_text = "🎴🎴🎴"
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def play_card(self, player, against, _with=None):
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player.sio.emit('chat_message', room=player.game.name,
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data=f'_wellsfargo|{player.name}|{self.name}')
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for i in range(3):
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player.hand.append(player.game.deck.draw())
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return True
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|
||
def get_starting_deck(expansions:List[str]) -> List[Card]:
|
||
from bang.expansions import DodgeCity
|
||
base_cards = [
|
||
Barile(Suit.SPADES, 'Q'),
|
||
Barile(Suit.SPADES, 'K'),
|
||
Dinamite(Suit.HEARTS, 2),
|
||
Mirino(Suit.SPADES, 'A'),
|
||
Mustang(Suit.HEARTS, 8),
|
||
Mustang(Suit.HEARTS, 9),
|
||
Prigione(Suit.SPADES, 'J'),
|
||
Prigione(Suit.HEARTS, 4),
|
||
Prigione(Suit.SPADES, 10),
|
||
Remington(Suit.CLUBS, 'K'),
|
||
RevCarabine(Suit.CLUBS, 'A'),
|
||
Schofield(Suit.CLUBS, 'J'),
|
||
Schofield(Suit.CLUBS, 'Q'),
|
||
Schofield(Suit.SPADES, 'K'),
|
||
Volcanic(Suit.SPADES, 10),
|
||
Volcanic(Suit.CLUBS, 10),
|
||
Winchester(Suit.SPADES, 8),
|
||
Bang(Suit.SPADES, 'A'),
|
||
Bang(Suit.DIAMONDS, 2),
|
||
Bang(Suit.DIAMONDS, 3),
|
||
Bang(Suit.DIAMONDS, 4),
|
||
Bang(Suit.DIAMONDS, 5),
|
||
Bang(Suit.DIAMONDS, 6),
|
||
Bang(Suit.DIAMONDS, 7),
|
||
Bang(Suit.DIAMONDS, 8),
|
||
Bang(Suit.DIAMONDS, 9),
|
||
Bang(Suit.DIAMONDS, 10),
|
||
Bang(Suit.DIAMONDS, 'J'),
|
||
Bang(Suit.DIAMONDS, 'Q'),
|
||
Bang(Suit.DIAMONDS, 'K'),
|
||
Bang(Suit.DIAMONDS, 'A'),
|
||
Bang(Suit.CLUBS, 2),
|
||
Bang(Suit.CLUBS, 3),
|
||
Bang(Suit.CLUBS, 4),
|
||
Bang(Suit.CLUBS, 5),
|
||
Bang(Suit.CLUBS, 6),
|
||
Bang(Suit.CLUBS, 7),
|
||
Bang(Suit.CLUBS, 8),
|
||
Bang(Suit.CLUBS, 9),
|
||
Bang(Suit.HEARTS, 'Q'),
|
||
Bang(Suit.HEARTS, 'K'),
|
||
Bang(Suit.HEARTS, 'A'),
|
||
Birra(Suit.HEARTS, 6),
|
||
Birra(Suit.HEARTS, 7),
|
||
Birra(Suit.HEARTS, 8),
|
||
Birra(Suit.HEARTS, 9),
|
||
Birra(Suit.HEARTS, 10),
|
||
Birra(Suit.HEARTS, 'J'),
|
||
CatBalou(Suit.HEARTS, 'K'),
|
||
CatBalou(Suit.DIAMONDS, 9),
|
||
CatBalou(Suit.DIAMONDS, 10),
|
||
CatBalou(Suit.DIAMONDS, 'J'),
|
||
Diligenza(Suit.SPADES, 9),
|
||
Diligenza(Suit.SPADES, 9),
|
||
Duello(Suit.DIAMONDS, 'Q'),
|
||
Duello(Suit.SPADES, 'J'),
|
||
Duello(Suit.CLUBS, 8),
|
||
Emporio(Suit.CLUBS, 9),
|
||
Emporio(Suit.SPADES, 'Q'),
|
||
Gatling(Suit.HEARTS, 10),
|
||
Indiani(Suit.DIAMONDS, 'K'),
|
||
Indiani(Suit.DIAMONDS, 'A'),
|
||
Mancato(Suit.CLUBS, 10),
|
||
Mancato(Suit.CLUBS, 'J'),
|
||
Mancato(Suit.CLUBS, 'Q'),
|
||
Mancato(Suit.CLUBS, 'K'),
|
||
Mancato(Suit.CLUBS, 'A'),
|
||
Mancato(Suit.SPADES, 2),
|
||
Mancato(Suit.SPADES, 3),
|
||
Mancato(Suit.SPADES, 4),
|
||
Mancato(Suit.SPADES, 5),
|
||
Mancato(Suit.SPADES, 6),
|
||
Mancato(Suit.SPADES, 7),
|
||
Mancato(Suit.SPADES, 8),
|
||
Panico(Suit.HEARTS, 'J'),
|
||
Panico(Suit.HEARTS, 'Q'),
|
||
Panico(Suit.HEARTS, 'A'),
|
||
Panico(Suit.DIAMONDS, 8),
|
||
Saloon(Suit.HEARTS, 5),
|
||
WellsFargo(Suit.HEARTS, 3),
|
||
]
|
||
if 'dodge_city' in expansions:
|
||
base_cards.extend(DodgeCity.get_cards())
|
||
return base_cards
|
||
|