bang/backend/players.py
2020-11-26 00:19:27 +01:00

453 lines
20 KiB
Python

from enum import IntEnum
import json
from random import randrange
import socketio
import deck
import roles as r
import cards as cs
import characters as chars
class PendingAction(IntEnum):
PICK = 0
DRAW = 1
PLAY = 2
RESPOND = 3
WAIT = 4
CHOOSE = 5
class Player:
import game as g
def __init__(self, name, sid, sio):
super().__init__()
self.name = name
self.sid = sid
self.sio = sio
self.hand: cs.Card = []
self.equipment: cs.Card = []
self.role: r.Role = None
self.character: chars.Character = None
self.lives = 0
self.max_lives = 0
self.game: g = 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_failed_response_cb = None
self.event_type: str = None
self.expected_response = None
self.attacker = None
self.target_p: str = None
self.is_drawing = False
self.mancato_needed = 0
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: r.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 = []
self.pending_action = PendingAction.WAIT
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_card(self, player, card):
mess = {
'player': player.name,
'card': card.__dict__
}
print('notifying card')
self.sio.emit('notify_card', room=self.sid, data=mess)
def notify_self(self):
if isinstance(self.character, chars.CalamityJanet):
self.expected_response = [
cs.Mancato(0, 0).name, cs.Bang(0, 0).name]
elif isinstance(self.character, chars.SuzyLafayette) and len(self.hand) == 0:
self.hand.append(self.game.deck.draw())
ser = self.__dict__.copy()
ser.pop('game')
ser.pop('sio')
ser.pop('sid')
ser.pop('on_pick_cb')
ser.pop('on_failed_response_cb')
# ser.pop('expected_response')
ser.pop('attacker')
if self.attacker:
ser['attacker'] = self.attacker.name
ser['sight'] = self.get_sight()
ser['lives'] = max(ser['lives'], 0)
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__))
if self.lives <= 0 and self.max_lives > 0:
print('dying, attacker', self.attacker)
if isinstance(self.character, chars.SidKetchum) and len(self.hand) > 1:
self.lives += 1
self.game.deck.scrap(self.hand.pop(
randrange(0, len(self.hand))))
self.game.deck.scrap(self.hand.pop(
randrange(0, len(self.hand))))
self.game.player_death(self)
self.game.notify_all()
def play_turn(self):
if self.lives == 0:
return self.end_turn(forced=True)
self.scrapped_cards = 0
self.sio.emit('chat_message', room=self.game.name,
data=f'È il turno di {self.name}.')
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, cs.Dinamite) or isinstance(c, cs.Prigione) for c in self.equipment]):
self.pending_action = PendingAction.PICK
else:
self.pending_action = PendingAction.DRAW
self.notify_self()
def draw(self, pile):
if self.pending_action != PendingAction.DRAW:
return
if isinstance(self.character, chars.KitCarlson):
self.is_drawing = True
self.available_cards = [self.game.deck.draw() for i in range(3)]
self.pending_action = PendingAction.CHOOSE
self.notify_self()
else:
self.pending_action = PendingAction.PLAY
if pile == 'scrap' and isinstance(self.character, chars.PedroRamirez):
self.hand.append(self.game.deck.draw_from_scrap_pile())
self.hand.append(self.game.deck.draw())
self.sio.emit('chat_message', room=self.game.name,
data=f'{self.name} ha ha pescato la prima carta dall pila delle carte scartate.')
elif type(pile) == str and pile != self.name and pile in self.game.players_map and isinstance(self.character, chars.JesseJones) and len(self.game.get_player_named(pile).hand) > 0:
self.hand.append(self.game.get_player_named(pile).hand.pop(
randrange(0, len(self.game.get_player_named(pile).hand))))
self.game.get_player_named(pile).notify_self()
self.sio.emit('chat_message', room=self.game.name,
data=f'{self.name} ha pescato la prima carta dalla mano di {pile}.')
self.hand.append(self.game.deck.draw())
else:
for i in range(2):
card: cs.Card = self.game.deck.draw()
self.hand.append(card)
if i == 1 and isinstance(self.character, chars.BlackJack):
for p in self.game.players:
if p != self:
p.notify_card(self, card)
if card.suit == cs.Suit.HEARTS or card.suit == cs.Suit.DIAMONDS:
self.hand.append(self.game.deck.draw())
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], cs.Dinamite):
while pickable_cards > 0:
pickable_cards -= 1
picked: cs.Card = self.game.deck.pick_and_scrap()
print(f'Did pick {picked}')
self.sio.emit('chat_message', room=self.game.name,
data=f'{self.name} ha estratto {picked}.')
if picked.suit == cs.Suit.SPADES and 2 <= picked.number <= 9 and pickable_cards == 0:
self.lives -= 3
self.game.deck.scrap(self.equipment.pop(i))
if isinstance(self.character, chars.BartCassidy):
self.hand.append(self.game.deck.draw())
self.sio.emit('chat_message', room=self.game.name,
data=f'{self.name} ha ricevuto un risarcimento perchè è stato ferito.')
self.sio.emit('chat_message', room=self.game.name,
data=f'{self.name} ha fatto esplodere la dinamite.')
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, cs.Dinamite) or isinstance(c, cs.Prigione) for c in self.equipment]):
self.notify_self()
return
for i in range(len(self.equipment)):
if isinstance(self.equipment[i], cs.Prigione):
while pickable_cards > 0:
pickable_cards -= 1
picked: cs.Card = self.game.deck.pick_and_scrap()
print(f'Did pick {picked}')
self.sio.emit('chat_message', room=self.game.name,
data=f'{self.name} ha estratto {picked}.')
if picked.suit != cs.Suit.HEARTS and pickable_cards == 0:
self.game.deck.scrap(self.equipment.pop(i))
self.end_turn(forced=True)
return
else:
self.game.deck.scrap(self.equipment.pop(i))
break
break
if any([isinstance(c, cs.Prigione) for c in self.equipment]):
self.notify_self()
return
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, cs.Bang) and self.has_played_bang and not any([isinstance(c, cs.Volcanic) for c in self.equipment]):
continue
elif isinstance(card, cs.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, r.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, against=None):
if not (0 <= hand_index < len(self.hand)):
print('illegal')
return
card: cs.Card = self.hand.pop(hand_index)
print(self.name, 'is playing ', card, ' against:', against)
did_play_card = card.play_card(self, against)
if not card.is_equipment:
if did_play_card:
self.game.deck.scrap(card)
else:
self.hand.insert(hand_index, card)
self.notify_self()
def choose(self, card_index):
if self.pending_action != PendingAction.CHOOSE:
return
if self.target_p and self.target_p != '': # panico, cat balou
target = self.game.get_player_named(self.target_p)
card = None
if card_index >= len(target.hand):
card = target.equipment.pop(card_index - len(target.hand))
else:
card = target.hand.pop(card_index)
target.notify_self()
if self.choose_action == 'steal':
self.hand.append(card)
else:
self.game.deck.scrap(card)
self.target_p = ''
self.choose_action = ''
self.pending_action = PendingAction.PLAY
self.notify_self()
# specifico per personaggio
elif self.is_drawing and isinstance(self.character, chars.KitCarlson):
self.hand.append(self.available_cards.pop(card_index))
if len(self.available_cards) == 1:
self.game.deck.put_on_top(self.available_cards.pop())
self.is_drawing = False
self.pending_action = PendingAction.PLAY
self.notify_self()
else: # emporio
self.game.respond_emporio(self, card_index)
def barrel_pick(self):
pickable_cards = 1 + self.character.pick_mod
if len([c for c in self.equipment if isinstance(c, cs.Barile)]) > 0 and isinstance(self.character, chars.Jourdonnais):
pickable_cards = 2
while pickable_cards > 0:
pickable_cards -= 1
picked: cs.Card = self.game.deck.pick_and_scrap()
print(f'Did pick {picked}')
self.sio.emit('chat_message', room=self.game.name,
data=f'{self.name} ha estratto {picked}.')
if picked.suit == cs.Suit.HEARTS:
self.mancato_needed -= 1
self.notify_self()
if self.mancato_needed <= 0:
self.game.responders_did_respond_resume_turn()
return
if len([c for c in self.hand if isinstance(c, cs.Mancato) or (isinstance(self.character, chars.CalamityJanet) and isinstance(c, cs.Bang))]) == 0:
self.take_damage_response()
self.game.responders_did_respond_resume_turn()
else:
self.pending_action = PendingAction.RESPOND
self.expected_response = [cs.Mancato(0, 0).name]
self.on_failed_response_cb = self.take_damage_response
self.notify_self()
def get_banged(self, attacker, double=False):
self.attacker = attacker
self.mancato_needed = 1 if not double else 2
if len([c for c in self.hand if isinstance(c, cs.Mancato) or (isinstance(self.character, chars.CalamityJanet) and isinstance(c, cs.Bang))]) == 0 and len([c for c in self.equipment if isinstance(c, cs.Barile)]) == 0 and not isinstance(self.character, chars.Jourdonnais):
print('Cant defend')
self.take_damage_response()
return False
else:
if len([c for c in self.equipment if isinstance(c, cs.Barile)]) > 0 or isinstance(self.character, chars.Jourdonnais):
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 = [cs.Mancato(0, 0).name]
self.on_failed_response_cb = self.take_damage_response
self.notify_self()
return True
def get_indians(self, attacker):
self.attacker = attacker
if len([c for c in self.hand if isinstance(c, cs.Bang) or (isinstance(self.character, chars.CalamityJanet) and isinstance(c, cs.Mancato))]) == 0:
print('Cant defend')
self.take_damage_response()
return False
else:
print('has bang')
self.pending_action = PendingAction.RESPOND
self.expected_response = [cs.Bang(0, 0).name]
self.event_type = 'indians'
self.on_failed_response_cb = self.take_damage_response
self.notify_self()
return True
def get_dueled(self, attacker):
self.attacker = attacker
if len([c for c in self.hand if isinstance(c, cs.Bang) or (isinstance(self.character, chars.CalamityJanet) and isinstance(c, cs.Mancato))]) == 0:
print('Cant defend')
self.take_damage_response()
self.game.responders_did_respond_resume_turn()
return False
else:
self.pending_action = PendingAction.RESPOND
self.expected_response = [cs.Bang(0, 0).name]
self.event_type = 'duel'
self.on_failed_response_cb = self.take_damage_response
self.notify_self()
return True
def take_damage_response(self):
self.lives -= 1
if self.lives > 0:
if isinstance(self.character, chars.BartCassidy):
self.sio.emit('chat_message', room=self.game.name,
data=f'{self.name} ha ricevuto un risarcimento perchè è stato ferito.')
self.hand.append(self.game.deck.draw())
elif isinstance(self.character, chars.ElGringo) and self.attacker and len(self.attacker.hand) > 0:
self.hand.append(self.attacker.hand.pop(
randrange(0, len(self.attacker.hand))))
self.sio.emit('chat_message', room=self.game.name,
data=f'{self.name} ha rubato una carta a {self.attacker.name} mentre veniva colpito.')
self.attacker.notify_self()
while self.lives <= 0 and len(self.game.players) > 2 and len([c for c in self.hand if isinstance(c, cs.Birra)]) > 0:
for i in range(len(self.hand)):
if isinstance(self.hand[i], cs.Birra):
self.lives += 1
self.game.deck.scrap(self.hand.pop(i))
self.sio.emit('chat_message', room=self.game.name,
data=f'{self.name} ha usato una birra per recuperare una vita.')
break
self.mancato_needed = 0
self.notify_self()
self.attacker = None
def respond(self, hand_index):
self.pending_action = PendingAction.WAIT
if hand_index != -1 and self.hand[hand_index].name in self.expected_response:
self.game.deck.scrap(self.hand.pop(hand_index))
self.notify_self()
self.mancato_needed -= 1
if self.mancato_needed <= 0:
if self.event_type == 'duel':
self.game.duel(self, self.attacker.name)
else:
self.game.responders_did_respond_resume_turn()
self.event_type = ''
else:
self.pending_action = PendingAction.RESPOND
self.notify_self()
else:
self.on_failed_response_cb()
self.game.responders_did_respond_resume_turn()
if self.mancato_needed <= 0:
self.attacker = None
def get_sight(self, countWeapon=True):
if not self.character:
return 0
aim = 0
range = 0
for card in self.equipment:
if card.is_weapon and countWeapon:
range += card.range
else:
aim += card.sight_mod
return max(1, range) + aim + self.character.sight_mod
def get_visibility(self):
if not self.character:
return 0
covers = 0
for card in self.equipment:
covers += card.vis_mod
return self.character.visibility_mod + covers
def scrap(self, card_index):
if self.is_my_turn or isinstance(self.character, chars.SidKetchum):
self.scrapped_cards += 1
if isinstance(self.character, chars.SidKetchum) and self.scrapped_cards == 2:
self.scrapped_cards = 0
self.lives = min(self.lives+1, self.max_lives)
self.game.deck.scrap(self.hand.pop(card_index))
self.notify_self()
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()