def do_mortage(self, cond): mort_list = self.curr_player.mortage_list(cond) actionList = [] if (len(mort_list) == 0): if cond: self.console.display("no assets to unmortage") else: self.console.display("no assets to mortage") else: cmd = '' if cond: self.console.display("select asset to unmortage:") for asset in mort_list: actionList.append( GameAction(asset.name, asset.unmortage, pic=get_asset_image(asset), value=self.curr_player)) else: self.console.display("select asset to mortage") for asset in mort_list: actionList.append( GameAction(asset.name, asset.mortage, pic=get_asset_image(asset))) self.gameWindow.choose_from_actions(actionList)
def do_build(self): build_list = self.curr_player.get_build_assets() if (len(build_list) == 0) or self.curr_player.money: self.console.display("nowhere to build houses") else: actionList = [] texts = None for section in build_list: for asset in self.curr_player.assets[section]: if asset.houses < 4: actionList.append( GameAction(asset.name, self.curr_player.buy_house, pic=get_asset_image(asset), value=asset)) elif not asset.hotel: actionList.append( GameAction(asset.name, self.curr_player.buy_hotel, pic=get_asset_image(asset), value=asset)) else: self.console.display( "Hotel already built in this asset!") self.gameWindow.choose_from_actions(actionList, atexts=texts)
def do_mortage(self,cond): mort_list=self.curr_player.mortage_list(cond) actionList=[] if(len(mort_list)==0): if cond: self.console.display("no assets to unmortage") else: self.console.display("no assets to mortage") else: cmd='' if cond: self.console.display("select asset to unmortage:") for asset in mort_list: actionList.append(GameAction(asset.name,asset.unmortage,pic=get_asset_image(asset),value=self.curr_player)) else: self.console.display("select asset to mortage") for asset in mort_list: actionList.append(GameAction(asset.name,asset.mortage,pic=get_asset_image(asset))) self.gameWindow.choose_from_actions(actionList)
def do_sell(self): sell_list = self.curr_player.house_asset_list() if (len(sell_list) == 0): self.console.display("no houses to sell") else: actionList = [] texts = None for asset in sell_list: if not asset.hotel: actionList.append( GameAction(asset.name, self.curr_player.sell_house, pic=get_asset_image(asset), value=asset)) else: actionList.append( GameAction(asset.name, self.curr_player.sell_hotel, pic=get_asset_image(asset), value=asset)) self.gameWindow.choose_from_actions(actionList, atexts=texts)
def do_move(self,diceSum): player=self.players[self.current_player_index] prevBlock=self.board.blocks[player.location] prevBlock.player = NOPLAYER targetMove=(player.location+diceSum)%len(self.board.blocks) if player.location+diceSum>=len(self.board.blocks): self.console.display(player.name+" went throught start, got $200") currBlock=self.board.blocks[targetMove] self.gameWindow.move_pawn(player,targetMove) player.landOn(currBlock,targetMove) actions=currBlock.getActions() if(len(actions)==1): for key in actions.keys(): actions[key]() else: self.gameWindow.choose_from_options(actions,get_asset_image(currBlock))
def applyToPlayer(self,player): loc=player.location while board.blocks[loc].name!=self.targetName: loc=(loc+1)%len(board.blocks) if self.applyGo: if loc==0: player.money+=200 console.display("player went through start got 200") player.landOn(board.blocks[loc],loc) if self.targetName==JAIL: player.inJail=True player.jailCounter=0 actions=board.blocks[loc].getActions() if(len(actions)==1): for key in actions.keys(): actions[key]() else: window.choose_from_options(actions,get_asset_image(board.blocks[loc]))
def do_move(self, diceSum): player = self.players[self.current_player_index] prevBlock = self.board.blocks[player.location] prevBlock.player = NOPLAYER targetMove = (player.location + diceSum) % len(self.board.blocks) if player.location + diceSum >= len(self.board.blocks): self.console.display(player.name + " went throught start, got $200") currBlock = self.board.blocks[targetMove] self.gameWindow.move_pawn(player, targetMove) player.landOn(currBlock, targetMove) actions = currBlock.getActions() if (len(actions) == 1): for key in actions.keys(): actions[key]() else: self.gameWindow.choose_from_options(actions, get_asset_image(currBlock))
def do_build(self): build_list=self.curr_player.get_build_assets() if(len(build_list)==0) or self.curr_player.money: self.console.display("nowhere to build houses") else: actionList=[] texts = None for section in build_list: for asset in self.curr_player.assets[section]: if asset.houses<4: actionList.append(GameAction(asset.name,self.curr_player.buy_house,pic=get_asset_image(asset),value=asset)) elif not asset.hotel: actionList.append(GameAction(asset.name,self.curr_player.buy_hotel,pic=get_asset_image(asset),value=asset)) else: self.console.display("Hotel already built in this asset!") self.gameWindow.choose_from_actions(actionList,atexts=texts)
def do_sell(self): sell_list=self.curr_player.house_asset_list() if(len(sell_list)==0): self.console.display("no houses to sell") else: actionList=[] texts=None for asset in sell_list: if not asset.hotel: actionList.append(GameAction(asset.name,self.curr_player.sell_house,pic=get_asset_image(asset),value=asset)) else: actionList.append(GameAction(asset.name,self.curr_player.sell_hotel,pic=get_asset_image(asset),value=asset)) self.gameWindow.choose_from_actions(actionList,atexts=texts)