Esempio n. 1
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def reinforce_phase(player, game_master):
    # state init vector
    datastore = Datastore()
    picasso = get_picasso()
    #reserve_count_asset = ReserveCountAsset(player)
    #picasso.add_asset(LAYER, reserve_count_asset)
    # core state machine
    disable_enemy_territories(player)
    while player.reserves > 0:
        hint_asset = build_hint_asset(REINFORCE_HINTS['initial'] % \
                     player.reserves)
        picasso.add_asset(LAYER, hint_asset)
        event = wait_for_mouse_click()
        for name, clickable in graphics.pressed_clickables(event.pos, 
                'territories'):
            if isinstance(clickable, TerritoryAsset):
                territory = clickable.territory
                # makegonow for now, fix later
                try:
                    reinforce_add_army(player, game_master, territory)
                except GameMasterError:
                    reinforce_add_army_fail(player, game_master, territory)
        picasso.remove_asset(LAYER, hint_asset)
    # exit state
    enable_all_clickables()
Esempio n. 2
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def reinforce_phase(player, game_master):
    # state init vector
    datastore = Datastore()
    picasso = get_picasso()
    #reserve_count_asset = ReserveCountAsset(player)
    #picasso.add_asset(LAYER, reserve_count_asset)
    # core state machine
    disable_enemy_territories(player)
    while player.reserves > 0:
        hint_asset = build_hint_asset(REINFORCE_HINTS['initial'] % \
                     player.reserves)
        picasso.add_asset(LAYER, hint_asset)
        event = wait_for_mouse_click()
        for name, clickable in graphics.pressed_clickables(
                event.pos, 'territories'):
            if isinstance(clickable, TerritoryAsset):
                territory = clickable.territory
                # makegonow for now, fix later
                try:
                    reinforce_add_army(player, game_master, territory)
                except GameMasterError:
                    reinforce_add_army_fail(player, game_master, territory)
        picasso.remove_asset(LAYER, hint_asset)
    # exit state
    enable_all_clickables()
Esempio n. 3
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File: input.py Progetto: B-Lock/risk
def reinforce_phase(player, game_master, event):
    datastore = Datastore()
    for name, clickable in graphics.pressed_clickables(event.pos, 
            'territories'):
        if isinstance(clickable, TerritoryAsset):
            territory = clickable.territory
            # makegonow for now, fix later
            try:
                game_master.player_add_army(player, territory.name)
            except GameMasterError:
                pass
    if player.reserves <= 0:
        return True
    else:
        return False
Esempio n. 4
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File: input.py Progetto: B-Lock/risk
def get_clicked_buttons(mouse_pos):
    return graphics.pressed_clickables(mouse_pos, 'buttons')
Esempio n. 5
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File: input.py Progetto: B-Lock/risk
def get_clicked_territories(mouse_pos):
    return graphics.pressed_clickables(mouse_pos, 'territories')
Esempio n. 6
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def get_clicked_buttons(mouse_pos):
    return graphics.pressed_clickables(mouse_pos, 'buttons')
Esempio n. 7
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def get_clicked_territories(mouse_pos):
    return graphics.pressed_clickables(mouse_pos, 'territories')