def turn_loop(player,app):
    from catan_logic import build_settlement, build_road, build_city
    from catan_logic import buy_development_card
    from catan_logic import legal_settlement_placements, legal_road_placements
    from catan_AI import computer_take_turn

    app.pieces.turn_phase = "make decisions"

    draw_stats(app)
    clear_resource_panel(app)
    draw_resource_panel(app.pieces.players[app.pieces.turn_index],app)

    # For human players, draw buttons and get button clicks
    if player.AI_code<0:
        app.button_chosen.set(-1)
        while app.button_chosen.get()!=0:
            app.pieces.turn_phase = "make decisions"
            draw_stats(app)
            clear_resource_panel(app)
            draw_resource_panel(app.pieces.players[app.pieces.turn_index],app)

            app.board_canvas.wait_variable(app.button_chosen)
            if app.button_chosen.get()==1:
                build_settlement(player,app)
            elif app.button_chosen.get()==2:
                build_road(player,app)
            elif app.button_chosen.get()==3:
                build_city(player,app)
            elif app.button_chosen.get()==4:
                buy_development_card(player,app)
            elif app.button_chosen.get()==5:
                trade_menu(player,app)
            elif app.button_chosen.get()==6:
                development_menu(player,app)
    # For computer players, reference AI file
    else:
        computer_action = "none"
        while not(computer_action=="ended turn"):
            available_settlement_points = legal_settlement_placements(player,
                app.pieces.players,app.pieces.all_points)
            available_roads = legal_road_placements(player,app.pieces.players,
                app.pieces.all_roads)
            computer_action = computer_take_turn(player,
                available_settlement_points,available_roads,app)
def development_menu(player,app):
    """Runs development card screen for player"""
    from catan_logic import move_robber, build_road, largest_army

    app.button_chosen.set(-1)
    while app.button_chosen.get()!=0:
        app.pieces.turn_phase = "development"

        clear_resource_panel(app)
        draw_resource_panel(player,app)

        app.board_canvas.wait_variable(app.button_chosen)

        # Implement use of development cards here
        if app.button_chosen.get()==1 and player.development_cards["victory point"]!=0:
            player.revealed_vp += player.development_cards["victory point"]
            player.development_cards["victory point"] = 0
        elif app.button_chosen.get()==2 and player.development_cards["knight"]!=0:
            move_robber(player,app)
            player.development_cards["knight"]-=1
            player.knight_count += 1
            for guy in app.pieces.players:
                largest_army(guy,app)
        elif app.button_chosen.get()==3 and player.development_cards["road building"]!=0:
            build_road(player,app)
            build_road(player,app)
            player.development_cards["road building"]-=1
        elif app.button_chosen.get()==4 and player.development_cards["year of plenty"]!=0:
            player.development_cards["year of plenty"]-=1
            pass
        elif app.button_chosen.get()==5 and player.development_cards["monopoly"]!=0:
            player.development_cards["monopoly"]-=1
            pass

        for guy in app.pieces.players:
            guy.calculate_score()

        draw_stats(app)

    app.button_chosen.set(-1)
Example #3
0
def new_game(app):
    from random import shuffle
    from player import Player
    from tiles import Tile
    from os.path import isfile
    from catan_logic import set_tiles, roll_dice, check_winner
    from catan_logic import point_resources, distribute_resources
    from catan_logic import build_settlement, build_road, build_city
    from catan_logic import move_robber, discard_resources
    from graphics_controller import open_board_window, close_board_window
    from graphics_controller import close_all, redraw_board, set_players
    from draw_elements import draw_tiles, draw_dice
    from draw_menus import draw_stats, draw_log, write_log, draw_status_box
    from draw_menus import draw_resource_panel, clear_resource_panel
    from draw_menus import draw_intermediate_screen, draw_winning_screen
    from turn_manager import turn_loop



    # Set log file name and delete it if it already exists
    log_file_exists = False
    try:
        log_file_exists = isfile(app.pieces.log_file_name)
    except:
        pass
    if log_file_exists:
        from os import remove
        remove(app.pieces.log_file_name)
        print("Deleted old log file",app.pieces.log_file_name)

    # Start drawing log file to the board window
    draw_log(app)

    write_log(app,"*****New game started*****")

    # Set the number of players, their names, and levels of AI
    set_players(app)
    # Randomize player order
    shuffle(app.pieces.players)

    # Check to see if all players are computers
    for guy in app.pieces.players:
        if guy.AI_code<0:
            app.pieces.all_computers = False

    # Arange the tiles, then draw them to the board window
    app.pieces.tiles = set_tiles(app.pieces)
    draw_tiles(app)

    # Draw player stats on board window
    playnum = len(app.pieces.players)
    draw_stats(app)
    draw_status_box(app)

    # Place two settlements per player for the first turn
    app.pieces.turn_phase = "first placements"
    app.pieces.active_index = 0
    for player in app.pieces.players:
        draw_status_box(app)
        # write_log(app,player.name,"build first settlement")
        build_settlement(player,app)
        # write_log(app,player.name,"build first road")
        build_road(player,app)
        app.pieces.active_index += 1
        draw_stats(app)
    app.pieces.turn_phase = "second placements"
    for player in reversed(app.pieces.players):
        # first_round = False
        app.pieces.active_index -= 1
        draw_stats(app)
        draw_status_box(app)
        # write_log(app,player.name,"build second settlement")
        point = build_settlement(player,app)
        # write_log(app,player.name,"build second road")
        build_road(player,app)
        resources = point_resources(point,app.pieces.tiles)
        for resource in resources:
            player.give_resource(resource)

    # Loop through player turns until someone wins!
    # Additional condition that players can only win on their turn
    while not(app.pieces.players[app.pieces.turn_index].index \
            in check_winner(app.pieces.players)):
        app.pieces.loop_index += 1
        app.pieces.turn_index = app.pieces.loop_index%playnum
        app.pieces.active_index = app.pieces.turn_index
        app.pieces.turn_phase = "change turns"
        draw_stats(app)
        draw_status_box(app)
        write_log(app,"---",app.pieces.players[app.pieces.turn_index].name,
            "'s turn---", sep='')
        # Wait screen for human players, or if all computer players
        if app.pieces.players[app.pieces.turn_index].AI_code<0 or \
                app.pieces.all_computers:
            clear_resource_panel(app)
            draw_intermediate_screen(app.pieces.players[app.pieces.turn_index],
                app)

        app.pieces.turn_phase = "roll dice"
        app.pieces.dice = roll_dice(app)
        draw_dice(app)
        if sum(app.pieces.dice)!=7:
            distribute_resources(sum(app.pieces.dice),
                app.pieces.tiles,app.pieces.players)
        else:
            # Robber sequence. Start with the next player, and loop through
            app.pieces.turn_phase = "discard"
            draw_status_box(app)
            for player in app.pieces.players[app.pieces.turn_index+1:]:
                app.pieces.active_index += 1
                draw_stats(app)
                draw_status_box(app)
                if player.rob_count()>0:
                    if player.AI_code<0:
                        clear_resource_panel(app)
                        draw_intermediate_screen(player,app,"discard")
                    discard_count = discard_resources(player,app)
                    write_log(app,player.name,"was robbed of",discard_count,
                        "resources.")
            app.pieces.active_index = -1
            for player in app.pieces.players[:app.pieces.turn_index+1]:
                app.pieces.active_index += 1
                draw_stats(app)
                draw_status_box(app)
                if player.rob_count()>0:
                    if player.AI_code<0:
                        clear_resource_panel(app)
                        draw_intermediate_screen(player,app,"discard")
                    discard_count = discard_resources(player,app)
                    write_log(app,player.name,"was robbed of",discard_count,
                        "resources.")
            clear_resource_panel(app)
            draw_stats(app)
            draw_status_box(app)
            move_robber(app.pieces.players[app.pieces.turn_index],app)

        app.pieces.turn_phase = "make decisions"
        draw_status_box(app)
        turn_loop(app.pieces.players[app.pieces.turn_index],app)

    app.pieces.turn_phase = "end game"
    draw_status_box(app)
    winner = app.pieces.turn_index
    write_log(app,"*****Congratulations ",app.pieces.players[winner].name,
        "!*****", sep='')

    clear_resource_panel(app)
    draw_stats(app)
    draw_winning_screen(app.pieces.players[winner],app)

    close_all(app)