Esempio n. 1
0
 def update_collector(self, game_status_tmp: GameStatus = None):
     game_status_tmp.new_turn = self.__evaluate_next_player_by_turns(game_status_tmp)
     game_status_tmp.speakers = game_status_tmp.get_speakers()
     if game_status_tmp.all_players_did_move:
         game_status_tmp.turns_counter += 1
     if game_status_tmp.turns.max is not None:
         if game_status_tmp.turns_counter >= game_status_tmp.turns.max:
             game_status_tmp.status = Status.TERMINATE
             GameEndController.finished = True
     return game_status_tmp
Esempio n. 2
0
 def __terminate(game_status_tmp: GameStatus = None, system_id: str = EMPTY):
     if game_status_tmp.name == system_id:
         game_status_tmp.status = Status.TERMINATE
     return game_status_tmp
Esempio n. 3
0
 def __initiate(game_status_tmp: GameStatus = None, system_id: str = EMPTY):
     if game_status_tmp.name == system_id:
         game_status_tmp.status = Status.INITIATE
     return game_status_tmp
Esempio n. 4
0
 def __incomplete(game_status_tmp: GameStatus = None, system_id: str = EMPTY):
     if game_status_tmp.name == system_id:
         game_status_tmp.status = Status.INCOMPLETE
     return game_status_tmp
Esempio n. 5
0
 def __inactive(game_status_tmp: GameStatus = None, system_id: str = EMPTY):
     if game_status_tmp.name == system_id:
         game_status_tmp.status = Status.INACTIVE
     return game_status_tmp