def __init__(self, player_names=['Player1', 'Player2'], debug=False): # create player manager manager = gsm.GameManager(open={'symbol'}, hidden={'val'}) super().__init__(debug=debug, manager=manager, stack=TurnPhaseStack(), info_path=os.path.join(MY_PATH, 'info.yaml')) # register config files self.register_config('basic', os.path.join(MY_PATH, 'config/basics.yaml')) # register players assert len(player_names) == 2, 'Not the right number of players' self.register_player(player_names[0], val=1) self.register_player(player_names[1], val=-1) # register game object types self.register_obj_type(obj_cls=Tick) self.register_obj_type(obj_cls=Board) # register possible phases self.register_phase(name='tic', cls=TicPhase)
def __init__(self, debug=False): # create player manager manager = gsm.GameManager(open={'symbol'}, hidden={'val'}) super().__init__(debug=debug, manager=manager) # register config files self.register_config('basic', os.path.join(MY_PATH,'config/basics.yaml')) # register players self.register_player('Player1', val=1) self.register_player('Player2', val=-1) # register game object types self.register_obj_type(name='tick', req={'row', 'col', 'symbol', 'player'}, open={'row', 'col', # all properties are always visible to all players -> full information game 'symbol', 'player'} ) # register possible phases self.register_phase(name='turn', cls=TurnPhase)
def __init__(self, player_names, debug=False, force_order=False): # create player manager manager = gsm.GameManager(open={'name', 'hand'}) stack = TurnPhaseStack() log = gsm.GameLogger(indent_level=0) super().__init__( debug=debug, manager=manager, stack=stack, log=log, info_path=os.path.join(MY_PATH, 'info.yaml'), player_names=player_names, force_order=force_order, ) # register config files self.register_config('cards', os.path.join(MY_PATH, 'config/cards.yaml')) self.register_config('rules', os.path.join(MY_PATH, 'config/rules.yaml')) # register game object types self.register_obj_type(name='card', obj_cls=Card) self.register_obj_type(name='deck52', obj_cls=Deck_WA, open={'count'}) #self.register_obj_type(name='draw_pile', obj_cls=DrawPile) # self.register_obj_type(name='card', obj_cls=CardBase) # self.register_obj_type(name='deck', obj_cls=Deck) # register possible phases self.register_phase(name='phase1', cls=RoyalPhase) self.register_phase(name='phase2', cls=ExamplePhase)
def __init__(self, player_names, debug=False, force_order=False): # create player manager manager = gsm.GameManager(open={'name', 'hand', 'buildings'}) stack = TurnPhaseStack() log = gsm.GameLogger(indent_level=0) super().__init__( debug=debug, manager=manager, stack=stack, log=log, info_path=os.path.join(MY_PATH, 'info.yaml'), player_names=player_names, force_order=force_order, ) # register config files self.register_config('rules', os.path.join(MY_PATH, 'config/rules.yaml')) # register game object types self.register_obj_type(name='card', obj_cls=Card) self.register_obj_type(name='special', obj_cls=CustomObj) self.register_obj_type(name='normal', ) # register possible phases self.register_phase(name='ExamplePhase', cls=ExamplePhase)
def __init__(self, player_names, debug=False, shuffle_order=False): # create player manager manager = gsm.GameManager(open={ 'num_res', 'color', 'devcards', 'buildings', 'reserve', 'ports', 'past_devcards' }, ) stack = TurnPhaseStack() log = gsm.GameLogger(indent_level=0) super().__init__( debug=debug, manager=manager, stack=stack, log=log, info_path=os.path.join(MY_PATH, 'info.yaml'), # settings shuffle_order=shuffle_order, player_names=player_names) # register config files self.register_config('rules', os.path.join(MY_PATH, 'config/rules.yaml')) self.register_config('dev', os.path.join(MY_PATH, 'config/dev_cards.yaml')) self.register_config('map', os.path.join(MY_PATH, 'config/map.yaml')) self.register_config('msgs', os.path.join(MY_PATH, 'config/msgs.yaml')) # register game object types self.register_obj_type(name='board', obj_cls=Board) self.register_obj_type(name='hex', obj_cls=Hex) self.register_obj_type( name='devcard', obj_cls=DevCard) # ,req={'name', 'desc'},) #do not use req self.register_obj_type(name='devdeck', obj_cls=Deck) self.register_obj_type(name='robber', open={'loc'}) self.register_obj_type(name='road', open={'loc', 'player'}) self.register_obj_type(name='settlement', open={'loc', 'player'}) self.register_obj_type(name='city', open={'loc', 'player'}) # register possible phases self.register_phase(name='setup', cls=SetupPhase) self.register_phase(name='main', cls=MainPhase) self.register_phase(name='trade', cls=TradePhase) self.register_phase(name='robber', cls=RobberPhase)
def __init__(self, player_names, debug=False, force_order=False): # create player manager manager = gsm.GameManager(open={'name', 'hand', 'buildings'}) stack = TurnPhaseStack() log = gsm.GameLogger(indent_level=0) super().__init__( debug=debug, manager=manager, stack=stack, log=log, info_path=os.path.join(MY_PATH, 'info.yaml'), player_names=player_names, force_order=force_order, ) # register config files self.register_config('rules', os.path.join(MY_PATH, 'config/rules.yaml')) self.register_config('cards', os.path.join(MY_PATH, 'config/cards.yaml')) self.register_config('msgs', os.path.join(MY_PATH, 'config/msgs.yaml')) # register game object types self.register_obj_type(name='card', obj_cls=Card, open={'generic_type'}) self.register_obj_type(name='discard_pile', obj_cls=DiscardPile) #DiscardPile) ### self.register_obj_type( name='draw_pile', obj_cls=DrawPile, ) self.register_obj_type(name='market', obj_cls=Market) # register possible phases self.register_phase(name='king', cls=KingPhase) self.register_phase(name='queen', cls=QueenPhase) self.register_phase(name='jack', cls=JackPhase) self.register_phase(name='auction', cls=AuctionPhase) self.register_phase(name='ball', cls=BallPhase) self.register_phase(name='market', cls=MarketPhase) self.register_phase(name='tax', cls=TaxPhase) self.register_phase(name='claim', cls=ClaimPhase)