def handle(self, evt_type, act): if evt_type == 'action_before' and isinstance(act, SpellCardAction): if act.cancelled: return act # some other thing have done the job if isinstance(act, NonResponsiveInstantSpellCardAction): return act g = Game.getgame() self.target_act = act # for ui pl = PlayerList(p for p in g.players if not g.dead) p, input = pl.user_input_any('choose_card_and_player_reject', self._expects, (self, [])) if not p: return act sid_list, cid_list, _ = input cards = g.deck.lookupcards(cid_list) if sid_list: # skill selected card = skill_wrap(p, sid_list, cards) else: card = cards[0] g.players.exclude(p).reveal(card) if not (card and self.cond([card])): return act g.process_action(LaunchReject(p, act, card)) return act
def handle(self, evt_type, act): if evt_type == 'action_before' and isinstance(act, SpellCardAction): if act.cancelled: return act # some other thing have done the job if isinstance(act, NonResponsiveInstantSpellCardAction): return act g = Game.getgame() self.target_act = act # for ui pl = PlayerList(p for p in g.players if not g.dead) p, input = pl.user_input_any( 'choose_card_and_player_reject', self._expects, (self, []) ) if not p: return act sid_list, cid_list, _ = input cards = g.deck.lookupcards(cid_list) if sid_list: # skill selected card = skill_wrap(p, sid_list, cards) else: card = cards[0] g.players.exclude(p).reveal(card) if not (card and self.cond([card])): return act g.process_action(LaunchReject(p, act, card)) return act
def apply_action(self): src = self.source tgt = self.target g = Game.getgame() pl = PlayerList([src, tgt]) cl = [None, None] def process(p, input): card = user_choose_cards_logic(input, self, p, [p.cards, p.showncards]) if not card: card = random_choose_card([p.cards, p.showncards]) else: card = card[0] cl[pl.index(p)] = card g.emit_event('pindian_card_chosen', (p, card)) return card pl.user_input_all('choose_card_and_player', process, (self, [])) g.players.reveal(cl) g.process_action(DropCards(pl[0], [cl[0]])) g.process_action(DropCards(pl[1], [cl[1]])) return cl[0].number > cl[1].number
def game_start(g): # game started, init state from cards import Card, CardList g.action_types[LaunchCard] = RaidLaunchCard g.action_types[ActionStageLaunchCard] = RaidActionStageLaunchCard ehclasses = g.ehclasses = [] for p in g.players: p.cards = CardList(p, 'handcard') # Cards in hand p.showncards = CardList(p, 'showncard') # Cards which are shown to the others, treated as 'Cards in hand' p.equips = CardList(p, 'equips') # Equipments p.fatetell = CardList(p, 'fatetell') # Cards in the Fatetell Zone p.faiths = CardList(p, 'faiths') # 'faith' cards p.special = CardList(p, 'special') # used on special purpose p.showncardlists = [p.showncards, p.faiths, p.fatetell] # cardlists should shown to others p.tags = defaultdict(int) p.tags['faithcounter'] = True p.dead = False # reveal identities mutant = g.mutant = g.players[0] attackers = g.attackers = PlayerList(g.players[1:]) mutant.identity = Identity() mutant.identity.type = Identity.TYPE.MUTANT g.process_action(RevealIdentity(mutant, g.players)) for p in attackers: p.identity = Identity() p.identity.type = Identity.TYPE.ATTACKER g.process_action(RevealIdentity(p, g.players)) # choose girl init chosen_girls = [] pl = PlayerList(g.players) def process(p, cid): try: check(isinstance(cid, int)) check(0 <= cid < len(choice)) c = choice[cid] if c.chosen: raise ValueError c.chosen = p chosen_girls.append(c) g.emit_event('girl_chosen', c) pl.remove(p) return c except CheckFailed: raise ValueError # mutant's choose from characters import ex_characters as ex_chars choice = [CharChoice(cls, cid) for cid, cls in enumerate(ex_chars)] g.emit_event('choose_girl_begin', ([mutant], choice)) PlayerList([mutant]).user_input_all('choose_girl', process, choice, timeout=5) if not chosen_girls: # didn't choose c = choice[0] c.chosen = mutant g.emit_event('girl_chosen', c) pl.remove(mutant) else: c = chosen_girls.pop() assert c.chosen is mutant # mix it in advance # so the others could see it mixin_character(mutant, c.char_cls) mutant.skills = list(mutant.skills) # make it instance variable ehclasses.extend(mutant.eventhandlers_required) mutant.life = mutant.maxlife mutant.morphed = False g.emit_event('choose_girl_end', None) # init deck & mutant's initial equip # (SinsackCard, SPADE, 1) # (SinsackCard, HEART, Q) from cards import Deck, SinsackCard, card_definition raid_carddef = [ carddef for carddef in card_definition if carddef[0] is not SinsackCard ] g.deck = Deck(raid_carddef) # attackers' choose from characters import characters as chars if Game.SERVER_SIDE: choice = [ CharChoice(cls, cid) for cid, cls in enumerate(g.random.sample(chars, 16)) ] elif Game.CLIENT_SIDE: choice = [ CharChoice(None, i) for i in xrange(16) ] # ----------- g.players.reveal(choice) g.emit_event('choose_girl_begin', (attackers, choice)) attackers.user_input_all('choose_girl', process, choice, timeout=30) g.emit_event('choose_girl_end', None) # if there's any person didn't make a choice --> if pl: choice = [c for c in choice if not c.chosen] sample = sync_primitive( g.random.sample(xrange(len(choice)), len(pl)), g.players ) for p, i in zip(pl, sample): c = choice[i] c.chosen = p chosen_girls.append(c) g.emit_event('girl_chosen', c) # mix char class with player --> for c in chosen_girls: p = c.chosen mixin_character(p, c.char_cls) p.skills = list(p.skills) # make it instance variable p.skills.extend([ Cooperation, Protection, Parry, OneUp, ]) p.life = p.maxlife ehclasses.extend(p.eventhandlers_required) g.update_event_handlers() g.emit_event('game_begin', g) # ------- log.info(u'>> Game info: ') log.info(u'>> Mutant: %s', mutant.char_cls.__name__) for p in attackers: log.info(u'>> Attacker: %s', p.char_cls.__name__) # ------- try: g.process_action(DrawCards(mutant, amount=6)) for p in attackers: g.process_action(DrawCards(p, amount=4)) # stage 1 try: for i in xrange(500): g.process_action(CollectFaith(mutant, mutant, 1)) g.emit_event('round_start', False) for p in attackers: p.tags['action'] = True while True: avail = PlayerList([p for p in attackers if p.tags['action'] and not p.dead]) if not avail: break p, _ = avail.user_input_any( tag='choose_option', expects=lambda p, data: bool(data), attachment=RequestAction, timeout=15, ) p = p or avail[0] p.tags['action'] = False try: g.process_action(PlayerTurn(p)) except InterruptActionFlow: pass try: g.process_action(PlayerTurn(mutant)) except InterruptActionFlow: pass except MutantMorph: pass # morphing stage1 = mutant.__class__ stage2 = stage1.stage2 for s in stage1.skills: try: mutant.skills.remove(s) except ValueError: pass mutant.skills.extend(stage2.skills) ehclasses = g.ehclasses for s in stage1.eventhandlers_required: try: ehclasses.remove(s) except ValueError: pass ehclasses.extend(stage2.eventhandlers_required) g.process_action( MaxLifeChange(mutant, mutant, -(stage1.maxlife // 2)) ) mutant.morphed = True mixin_character(mutant, stage2) g.update_event_handlers() for p in attackers: g.process_action(CollectFaith(p, p, 1)) g.process_action(DropCards(mutant, mutant.fatetell)) g.emit_event('mutant_morph', mutant) g.pause(4) # stage 2 for i in xrange(500): g.process_action(CollectFaith(mutant, mutant, 1)) g.emit_event('round_start', False) for p in attackers: p.tags['action'] = True try: g.process_action(PlayerTurn(mutant)) except InterruptActionFlow: pass while True: avail = PlayerList([p for p in attackers if p.tags['action'] and not p.dead]) if not avail: break p, _ = avail.user_input_any( tag='choose_option', expects=lambda p, data: bool(data), attachment=RequestAction, timeout=15, ) p = p or avail[0] p.tags['action'] = False try: g.process_action(PlayerTurn(p)) except InterruptActionFlow: pass except GameEnded: pass winner_force = 'Mutant' if g.winners == [mutant] else 'Attackers' log.info(u'>> Winner: %s', winner_force)
def game_start(g): # game started, init state from cards import Card, Deck, CardList g.deck = Deck() ehclasses = list(action_eventhandlers) + _game_ehs.values() np = g.n_persons for p in g.players: p.cards = CardList(p, 'handcard') # Cards in hand p.showncards = CardList(p, 'showncard') # Cards which are shown to the others, treated as 'Cards in hand' p.equips = CardList(p, 'equips') # Equipments p.fatetell = CardList(p, 'fatetell') # Cards in the Fatetell Zone p.special = CardList(p, 'special') # used on special purpose p.showncardlists = [p.showncards, p.fatetell] # cardlists should shown to others p.tags = defaultdict(int) p.dead = False # choose girls init --> from characters import characters as chars if Game.SERVER_SIDE: choice = [ CharChoice(cls, cid) for cls, cid in zip(g.random.sample(chars, 3*np+2), xrange(3*np+2)) ] elif Game.CLIENT_SIDE: choice = [ CharChoice(None, i) for i in xrange(3*np+2) ] chosen_girls = [] pl = PlayerList(g.players) def process(p, cid): try: retry = p._retry except AttributeError: retry = 3 retry -= 1 try: check(isinstance(cid, int)) i = p._choose_tag if p is boss: assert p is pl[-1] check(i*3 <= cid< (i+1)*3+2) else: check(i*3 <= cid < (i+1)*3) c = choice[cid] if c.chosen and retry > 0: p._retry = retry raise ValueError c.chosen = p chosen_girls.append(c) g.emit_event('girl_chosen', c) pl.remove(p) return c except CheckFailed as e: return None finally: try: del p._retry del p._choose_tag except AttributeError: pass # choose boss idx = sync_primitive(g.random.randrange(len(g.players)), g.players) pl[-1], pl[idx] = pl[idx], pl[-1] boss = g.boss = pl[-1] boss.identity = Identity() boss.identity.type = Identity.TYPE.BOSS g.process_action(RevealIdentity(boss, g.players)) for i, p in enumerate(pl): p._choose_tag = i p.reveal(choice[i*3:(i+1)*3]) boss.reveal(choice[-2:]) g.emit_event('choose_girl_begin', ([boss], choice)) PlayerList([boss]).user_input_all('choose_girl', process, choice, timeout=30) if not chosen_girls: # didn't choose offs = sync_primitive(g.random.randrange(5), g.players) c = choice[(len(pl)-1)*3+offs] c.chosen = boss g.emit_event('girl_chosen', c) pl.remove(boss) else: c = chosen_girls.pop() assert c.chosen is boss g.players.reveal(c) # mix it in advance # so the others could see it mixin_character(boss, c.char_cls) boss.skills = list(boss.skills) # make it instance variable ehclasses.extend(boss.eventhandlers_required) # boss's hp bonus if len(g.players) > 5: boss.maxlife += 1 boss.life = boss.maxlife g.emit_event('choose_girl_end', None) # reseat opl = g.players loc = range(len(opl)) g.random.shuffle(loc) loc = sync_primitive(loc, opl) npl = opl[:] for i, l in zip(range(len(opl)), loc): npl[i] = opl[l] g.players[:] = npl g.emit_event('reseat', None) # tell the others their own identity il = list(g.identities) g.random.shuffle(il) for p in g.players.exclude(boss): p.identity = Identity() id = il.pop() if Game.SERVER_SIDE: p.identity.type = id g.process_action(RevealIdentity(p, p)) pl = g.players.exclude(boss) g.emit_event('choose_girl_begin', (pl, choice)) pl.user_input_all('choose_girl', process, choice, timeout=30) g.emit_event('choose_girl_end', None) # now you can have them all. g.players.reveal(choice) # if there's any person didn't make a choice --> # FIXME: this can choose girl from the other force! if pl: choice = [c for c in choice if not c.chosen] sample = sync_primitive( g.random.sample(xrange(len(choice)), len(pl)), g.players ) for p, i in zip(pl, sample): c = choice[i] c.chosen = p chosen_girls.append(c) g.emit_event('girl_chosen', c) # mix char class with player --> for c in chosen_girls: p = c.chosen mixin_character(p, c.char_cls) p.skills = list(p.skills) # make it instance variable p.life = p.maxlife ehclasses.extend(p.eventhandlers_required) g.event_handlers = EventHandler.make_list(ehclasses) g.emit_event('game_begin', g) try: for p in g.players: g.process_action(DrawCards(p, amount=4)) pl = g.players.rotate_to(boss) for i, p in enumerate(cycle(pl)): if i >= 6000: break if not p.dead: try: g.process_action(PlayerTurn(p)) except InterruptActionFlow: pass except GameEnded: pass
def game_start(self): # game started, init state from cards import Card, Deck, CardList self.deck = Deck() ehclasses = list(action_eventhandlers) + self.game_ehs.values() for i, p in enumerate(self.players): p.cards = CardList(p, 'handcard') # Cards in hand p.showncards = CardList( p, 'showncard' ) # Cards which are shown to the others, treated as 'Cards in hand' p.equips = CardList(p, 'equips') # Equipments p.fatetell = CardList(p, 'fatetell') # Cards in the Fatetell Zone p.special = CardList(p, 'special') # used on special purpose p.showncardlists = [p.showncards, p.fatetell] p.tags = defaultdict(int) p.dead = False p.identity = Identity() p.identity.type = (Identity.TYPE.HAKUREI, Identity.TYPE.MORIYA)[i % 2] self.forces = forces = BatchList([PlayerList(), PlayerList()]) for i, p in enumerate(self.players): f = i % 2 p.force = f forces[f].append(p) # choose girls --> from characters import characters as chars from characters.akari import Akari if Game.SERVER_SIDE: choice = [ CharChoice(cls, cid) for cls, cid in zip(self.random.sample(chars, 16), xrange(16)) ] for c in self.random.sample(choice, 4): c.real_cls = c.char_cls c.char_cls = Akari elif Game.CLIENT_SIDE: choice = [CharChoice(None, i) for i in xrange(16)] # ----------- self.players.reveal(choice) # roll roll = range(len(self.players)) self.random.shuffle(roll) pl = self.players roll = sync_primitive(roll, pl) roll = [pl[i] for i in roll] self.emit_event('game_roll', roll) first = roll[0] self.emit_event('game_roll_result', first) # ---- first_index = self.players.index(first) n = len(self.order_list) order = [self.players[(first_index + i) % n] for i in self.order_list] def mix(p, c): # mix char class with player --> mixin_character(p, c.char_cls) p.skills = list(p.skills) # make it instance variable p.life = p.maxlife ehclasses.extend(p.eventhandlers_required) # akaris = {} # DO NOT USE DICT! THEY ARE UNORDERED! akaris = [] self.emit_event('choose_girl_begin', (self.players, choice)) for i, p in enumerate(order): cid = p.user_input('choose_girl', choice, timeout=(n - i + 1) * 5) try: check(isinstance(cid, int)) check(0 <= cid < len(choice)) c = choice[cid] check(not c.chosen) c.chosen = p except CheckFailed: # first non-chosen char for c in choice: if not c.chosen: c.chosen = p break if issubclass(c.char_cls, Akari): akaris.append((p, c)) else: mix(p, c) self.emit_event('girl_chosen', c) self.emit_event('choose_girl_end', None) # reveal akaris if akaris: for p, c in akaris: c.char_cls = c.real_cls self.players.reveal([i[1] for i in akaris]) for p, c in akaris: mix(p, c) first_actor = first self.event_handlers = EventHandler.make_list(ehclasses) # ------- log.info(u'>> Game info: ') log.info(u'>> First: %s:%s ', first.char_cls.__name__, Identity.TYPE.rlookup(first.identity.type)) for p in self.players: log.info(u'>> Player: %s:%s %s', p.char_cls.__name__, Identity.TYPE.rlookup(p.identity.type), p.account.username) # ------- try: pl = self.players for p in pl: self.process_action(RevealIdentity(p, pl)) self.emit_event('game_begin', self) for p in self.players: self.process_action( DrawCards(p, amount=3 if p is first_actor else 4)) pl = self.players.rotate_to(first_actor) for i, p in enumerate(cycle(pl)): if i >= 6000: break if not p.dead: self.emit_event('player_turn', p) try: self.process_action(PlayerTurn(p)) except InterruptActionFlow: pass except GameEnded: pass log.info(u'>> Winner: %s', Identity.TYPE.rlookup(self.winners[0].identity.type))