Esempio n. 1
0
    def test_get_card_returns_a_card(self):
        from src.deck import Deck
        from src.deck import Card

        testDeck = Deck(generate=True)

        cardFromDeck = testDeck.get_card()

        self.assertIsInstance(cardFromDeck, Card)
Esempio n. 2
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    def test_get_card_returns_a_card_from_deck(self):
        from src.deck import Deck
        from src.deck import Card

        testDeck = Deck(generate=True)

        cardFromDeck = testDeck.get_card()

        self.assertIn(cardFromDeck, testDeck.__deck__)
class Game():
    '''The main service that administers the rules of the game Go Fish'''
    def __init__(self):
        self.player1 = Player('Player 1')
        self.player2 = Player('Player 2')
        self.deck = Deck()
        self.player1_turn = True

    def deal(self):
        '''populates player hand's'''
        #loop 7 times
        for _ in range(7):
            #give a card to each player
            self.player1.accept_card(self.deck.get_card())
            self.player2.accept_card(self.deck.get_card())

    def player_turn(self, value):
        '''standard player turn'''
        #create our play object with
        # the value that was asked for
        play = Play(value)
        #assign to and from player depending of who's turn it is
        from_player, to_player = (self.player1,
                                  self.player2) if not self.player1_turn else (
                                      self.player2, self.player1)
        #change the current turn early so we don't forget
        self.player1_turn = not self.player1_turn
        #check of the from player has any of the requested cards
        play.cards_from_opponent = self.check_for_card(value, from_player)
        #if that list had a value
        if play.was_successful():
            #give the cards to the asker
            to_player.accept_cards(play.cards_from_opponent)
        #if the list was empty
        #check if the deck is empty
        elif not self.deck.is_empty():
            #if not, draw a card
            play.drawn_card = self.deck.get_card()
            #give it to the asker
            to_player.accept_card(play.drawn_card)
            #if the drawn card matches the exact value, and the deck is not empty
            if play.drawn_card.value == value and not self.deck.is_empty():
                #draw a bonus card
                play.bonus_card = self.deck.get_card()
                #give that to the asker
                to_player.accept_card(play.bonus_card)
        #capture if the deck is empty
        play.empty_deck = self.deck.is_empty()
        #return the play object
        return play

    def check_for_card(self, value, from_player):
        '''check if oppoenent has any cards of that value and return a list of them if they exist'''
        return from_player.give_cards(value)

    def auto_turn(self):
        '''Automatically perform player2's turn'''
        #determine which hand we are using
        card_bank = self.player2.hand if not self.player1_turn else self.player1.hand
        #calculate the max value for randint
        max_len = len(card_bank)
        #if the player's hand is empty
        if (max_len < 1):
            #set the card bank to the non-booked cards
            card_bank = self.get_non_books()
            #set the new max length
            max_len = len(card_bank)
        #pick a random index from our card bank
        index = randint(0, max_len - 1)
        #choose a card from the bank
        card = card_bank[index]
        #return the result of a player's turn with
        #this random value
        return self.player_turn(card.value)

    def get_non_books(self):
        '''Get a list of values that are not currently in closed books'''
        #list of ints 0-12
        all_cards = list(range(13))
        #remove any values that player 1 has on the table
        remove_player_one = self.remove_values(all_cards, self.player1.books)
        #remove any values that player 2 has on the table
        remove_player_two = self.remove_values(remove_player_one,
                                               self.player2.books)
        #return a list of cards for the remaining numbers (we don't care about suits)
        return list(map(lambda val: Card(0, val), remove_player_two))

    def remove_values(self, all_cards, books):
        '''remove the elements of all_cards that are included in books'''
        #loop over the player1 books
        for book in books:
            try:
                #if the value of the first card is still in all
                i = all_cards.index(book[0].value)
                #remove it
                all_cards.pop(i)
            except:
                #if the value wasn't in all, move on
                continue
        return all_cards

    def tally_scores(self):
        '''Check to see who won, return a message with the result'''
        #count p1's books
        player1_score = len(self.player1.books)
        #cound p2's books
        player2_score = len(self.player2.books)
        #if the scores are the same, its a tie!
        if player1_score == player2_score:
            #return this early
            return 'Tie game!'
        #if p1 > p2
        if player1_score > player2_score:
            #return this early
            return 'Player 1 wins!'
        #if we made it here, player 2 won
        return 'Player 2 wins!'

    def game_over(self):
        '''Check if the game is over yet'''
        #both player's hands and the deck must be empty
        return not len(self.player1.hand) > 0 \
        and not len(self.player2.hand) > 0 \
        and not len(self.deck.cards) > 0
Esempio n. 4
0
class Game():

    def __init__(self):
        self.player = Player()
        self.dealer = Dealer()
        self.deck = Deck()


    def run(self):
        # Deal cards
        self.new_run()

        # Print board
        self.print_board()

        # Player 1 goes first
        self.players_turn()

        self.print_board()

        # dealers turn
        self.dealer_turn()

        # check who won
        winner = self.check_winner()

        print(winner)

    def new_run(self):

        # Deal cards to player
        self.__deal_to_plyr__()


        # deal cards to dealer
        self.__deal_to_dealer__()

    def __deal_to_plyr__(self):
        for i in range(0,2):
            self.player.add_card(self.deck.get_card(), None)

    def __deal_to_dealer__(self):
        self.dealer.add_card(self.deck.get_card(), None)
        self.dealer.add_card(self.deck.get_hidden_card(), None)

    def players_turn(self):

        while True:
            #  Get players's decision 
            decision = self.player.play()

            # If stand then break the loop
            if decision == 2:
                break

            elif decision == 1: #IF the player hits
                self.hit_player()
                self.print_board()

            elif decision == 3: # Split for the player 
                self.split_player()
                self.print_board()

            elif decision == 4: # Insurer the player
                pass
        
            # Check if bust
            if self.player.check_if_bust():
                break

    def hit_player(self):
        # If player is in a split
        if self.player.__get_split_status__():
            self.player.add_card(card1=self.deck.get_card(), card2=self.deck.get_card())
        else:
            self.player.add_card(card1=self.deck.get_card(), card2=None)


    def split_player(self):
        self.player.split()
        self.hit_player()


    def insure_player(self):
        pass

    
    def hit_dealer(self):
        self.dealer.add_card(card1=self.deck.get_card(), card2=None)
        
    def dealer_reveal(self, inTest=False):
        # Reveal hidden card
        self.dealer.unhide_card()

        if not inTest:
            # Print board
            self.print_board()
            print("Dealer revealed hidden card")
            time.sleep(2)

    def dealer_turn(self):

        # Reveal hidden card
        self.dealer_reveal()

        
        while True:

            #  Get players's decision 
            decision = self.dealer.play()

            # If stand then break the loop
            if decision == 2:
                break

            elif decision == 1: #IF the dealer hits
                self.hit_dealer()

                self.print_board()
                print("Dealer chose to hit")
                time.sleep(1)

    # CHECK WINNER BY BUST
    def __check_tie_by_both_bust__(self, player_bust_status, dealer_bust_status):

        if (player_bust_status and dealer_bust_status):
            return True
        else:
            return False
    
    def __check_player_bust_and_dealer_hasnt__(self, player_bust_status, dealer_bust_status):
        if (player_bust_status and not dealer_bust_status):
            return True
        else:
            return False

    def __check_dealer_bust_and_player_hasnt__(self, player_bust_status, dealer_bust_status):
        if (not player_bust_status and dealer_bust_status):
            return True
        else:
            return False

    def __winner_by_bust__(self, player_bust_status, dealer_bust_status):
        # Tie if both bust
        if self.__check_tie_by_both_bust__(player_bust_status, dealer_bust_status):
            return self.tie()

        # If player bust and dealer hasn't
        if self.__check_player_bust_and_dealer_hasnt__(player_bust_status, dealer_bust_status):
            return self.bust()

        # If dealer bust and player hasn't
        if self.__check_dealer_bust_and_player_hasnt__(player_bust_status, dealer_bust_status):
            return self.winner()

        return None


    # CHECK WINNER BY VALUE
    def __check_plyr_hand_value_larger_than_dealer__(self, plyrHandValue, dealerHandValue):
        
        if plyrHandValue > dealerHandValue:
            return True
        else:
            return False

    def __check_player_and_dealer_hands_are_equal__(self, plyrHandValue, dealerHandValue):
        if plyrHandValue == dealerHandValue:
            return True
            
        else:
            return False

    def __winner_by_value__(self, plyrHand1Value, plyrHand2Value, dealerHandValue, playerSplit=False):

        # Check hand 1 or hand2 is larger than dealers
        if self.__check_plyr_hand_value_larger_than_dealer__(plyrHand1Value, dealerHandValue) or self.__check_plyr_hand_value_larger_than_dealer__(plyrHand2Value, dealerHandValue):
            return self.winner()
        
        # # Check hand 2 is larger than dealers
        # elif self.__check_plyr_hand_value_larger_than_dealer__(plyrHand2Value, dealerHandValue) and playerSplit:
        #     return self.winner()

        # Check if hand1 or is tied with dealer
        elif self.__check_player_and_dealer_hands_are_equal__(plyrHand1Value, dealerHandValue) or self.__check_player_and_dealer_hands_are_equal__(plyrHand2Value, dealerHandValue):
            return self.tie()

        # # Check if hand2 is tied with dealer
        # elif self.__check_player_and_dealer_hands_are_equal__(plyrHand2Value, dealerHandValue) and playerSplit:
        #     return self.tie()

        # Otherwise player lost
        else:
            return self.loose()




    def check_winner(self):
        player_bust_status = self.player.check_if_bust()
        dealer_bust_status = self.dealer.check_if_bust()
        
        dealer_hand_value = self.dealer.get_hand_value()
        # hand_values = self.player.get_hand_value()
        hand1_value = self.player.hand1.get_hand_value()
        hand2_value = self.player.hand2.get_hand_value()

        player_in_split = self.player.__get_split_status__()


        # Check winner by bust
        winnerByBustOutcome = self.__winner_by_bust__(player_bust_status, dealer_bust_status)

        if winnerByBustOutcome:
            return winnerByBustOutcome

        # Check Winner By Value

        winnerByValueOutcome = self.__winner_by_value__(hand1_value, hand2_value, dealer_hand_value, player_in_split)

        if winnerByValueOutcome:
            return winnerByValueOutcome

        return "UNKNOWN OUTCOME"

    def winner(self):
        return "You Win"
    
    def tie(self):
        return "Game Tied"

    def loose(self):
        return "You Lose"

    def bust(self):
        return "BUST - " + self.loose()


    def print_board(self):
        # Clear screen
        self.clear_screen()

        # print Dealer
        print("Dealer")
        print(self.dealer.get_hand_output())


        # print("\n\n")

        # print Player
        print("Player 1")
        print(self.player.get_hand_output())

        print("")

    def clear_screen(self):
        if platform.system()=="Windows":
            subprocess.Popen("cls", shell=True).communicate()
        else: #Linux and Mac
            print("\033c", end="")