def moneylender(p: Player, scr: Screen) -> bool: if "copper coin" in p.current_hand: p.trash_hand_card("copper coin", scr) p.add_money(3, scr) return True else: scr.log("No copper coin to remove from your hand!", 2) return False
def chapel(p: Player, scr: Screen) -> bool: cards = [i for i in p.current_hand] scr.show_main_content([ "Which cards do you want to remove from your deck?", "Separate your choices with a comma." ] + format_cards(cards, r_main_content.width)) chosen_cards = input_cards_selection(cards, scr, min=1, max=4) if chosen_cards == []: return False for card in chosen_cards: p.trash_hand_card(card.name, scr) return True
def mine(p: Player, scr: Screen) -> bool: money_cards = {} for card in p.current_hand: if "money" in load_card(card).cardtype: money_cards.update({card: card}) if len(money_cards.keys()) == 0: scr.log("No money cards to upgrade!", 2) return False scr.show_main_content( ["Which card do you want to upgrade?"] + format_cards(money_cards.keys(), r_main_content.width)) chosen_card = input_card_selection(list(money_cards.keys()), scr) if chosen_card is None: return card_name = chosen_card.name upgrade_card = "" if card_name == "platinum coin": scr.log("Sorry, the fun stops here.", 2) return False elif card_name == "gold coin": upgrade_card = "platinum coin" elif card_name == "silver coin": upgrade_card = "gold coin" elif card_name == "copper coin": upgrade_card = "silver coin" else: return False if store.gift_card(p, upgrade_card, scr, pile="hand"): p.trash_hand_card(money_cards[card_name], scr) return True else: return False