def action_phase(one_or_two): actions = [] while turn.actions_available != [] and turn.actions_remaining != 0: player_info = Player_info() update_player_info(turn, player_info) ate_name = get_ate(player_info, one_or_two) if ate_name == "None": break ate = ccd[ate_name] if one_or_two == 1: # HACKABLE here, passed object not string strategy = player_one_alg.execute_action_strategy(player_info, ate) elif one_or_two == 2: strategy = player_two_alg.execute_action_strategy(player_info, ate) move_executed_actions(ate) ate.execute_action(turn, strategy) actions.append( { "action": ate_name, "strat": strategy, "hand": [i.name for i in turn.player.hand], "deck": [i.name for i in turn.player.deck], "discard": [i.name for i in turn.player.discard], } ) turn.actions_available = return_action_cards(turn.player) return actions
def action_phase(one_or_two): while turn.actions_available != [] and turn.actions_remaining != 0: player_info = Player_info() update_player_info(turn,player_info) ate_name = get_ate(player_info,one_or_two) if ate_name == 'None': break ate = ccd[ate_name] if one_or_two == 1: strategy = player_one_alg.execute_action_strategy(player_info,ate) elif one_or_two == 2: strategy = player_two_alg.execute_action_strategy(player_info,ate) move_executed_actions(ate) ate.execute_action(turn,strategy) turn.actions_available = return_action_cards(turn.player)
def action_phase(one_or_two): while turn.actions_available != [] and turn.actions_remaining != 0: player_info = Player_info() update_player_info(turn, player_info) ate_name = get_ate(player_info, one_or_two) if ate_name == 'None': break ate = ccd[ate_name] if one_or_two == 1: strategy = player_one_alg.execute_action_strategy(player_info, ate) elif one_or_two == 2: strategy = player_two_alg.execute_action_strategy(player_info, ate) move_executed_actions(ate) ate.execute_action(turn, strategy) turn.actions_available = return_action_cards(turn.player)