Esempio n. 1
0
    def getInputletInstances(self):
        from thb.cards import AttackCard
        from thb.characters.youmu import Youmu
        from thb.common import CharChoice
        from thb.inputlets import ActionInputlet
        from thb.inputlets import ChooseGirlInputlet
        from thb.inputlets import ChooseIndividualCardInputlet
        from thb.inputlets import ChooseOptionInputlet
        from thb.inputlets import ChoosePeerCardInputlet
        from thb.inputlets import ProphetInputlet

        g, p = self.makeGame()

        ilets = [
            ActionInputlet(self, ['cards', 'showncards'], []),
            ChooseGirlInputlet(self, {p: [CharChoice(Youmu)]}),
            ChooseIndividualCardInputlet(self, [AttackCard()]),
            ChooseOptionInputlet(self, (False, True)),
            ChoosePeerCardInputlet(self, p, ['cards']),
            ProphetInputlet(self, [AttackCard()]),
        ]

        for i in ilets:
            i.actor = p

        return g, p, ilets
Esempio n. 2
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    def handle(self, evt_type, act):
        if evt_type == 'action_after' and isinstance(act, PlayerDeath):
            src = act.source
            if not src or not src.has_skill(S****t):
                return act

            dist = LaunchCard.calc_distance(src, AttackCard())
            candidates = [
                k for k, v in dist.items() if v <= 0 and k is not src
            ]

            if not candidates:
                return act

            pl = user_choose_players(self, src, candidates)
            if pl:
                Game.getgame().process_action(SadistAction(src, pl[0]))

        elif evt_type == 'action_before' and isinstance(act, Damage):
            src = act.source
            tgt = act.target

            if not src or src is tgt:
                return act

            if not src.has_skill(S****t):
                return act

            if tgt.life == 1:
                act.amount += 1

        return act
Esempio n. 3
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    def target(self, g, source, tl):
        tl = [t for t in tl if not t.dead and t is not source]

        if not tl:
            return ([], False)

        tl_, valid = AttackCard.target(g, tl[0], tl[1:])
        return tl[:1] + tl_, valid
Esempio n. 4
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    def target(self, g, source, tl):
        tl = [t for t in tl if not t.dead and t is not source]

        if not tl:
            return ([], False)

        tl_, valid = AttackCard.target(g, tl[0], tl[1:])
        return tl[:1] + tl_, valid
Esempio n. 5
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    def is_valid(self):
        tags = self.source.tags
        if tags['turn_count'] <= tags['darkness_tag']:
            return False

        attacker, victim = self.target_list
        if not LaunchCard(attacker, [victim], AttackCard()).can_fire():
            return False

        return True
Esempio n. 6
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    def handle(self, evt_type, act):
        if evt_type == 'action_apply' and isinstance(act, ActionStage):
            g = Game.getgame()
            for p in g.players:
                if p.dead: continue
                if not p.has_skill(Sentry): continue

                tgt = act.target
                if p is tgt: continue
                self.target = tgt  # for ui

                dist = LaunchCard.calc_distance(p, AttackCard())
                if dist.get(tgt, 1) > 0: continue
                if not user_input([p], ChooseOptionInputlet(self, (False, True))):
                    continue

                g.process_action(SentryAction(p, tgt))

        return act
Esempio n. 7
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    def handle(self, evt_type, arg):
        if self.processing:
            return arg

        elif evt_type == 'calcdistance':
            src, c, dist = arg
            if not src.has_skill(Telegnosis): return arg
            if not c.is_card(AttackCard): return arg

            try:
                self.processing = True
                for p in dist:
                    if p is src: continue
                    d = LaunchCard.calc_distance(p, AttackCard())
                    if d[src] <= 0:
                        dist[p] = 0

            finally:
                self.processing = False

        return arg
Esempio n. 8
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    def target(g, p, tl):
        l = g.players.rotate_to(p)
        del l[0]

        dists = LaunchCard.calc_raw_distance(p, AttackCard())
        return ([t for t in l if not t.dead and dists[t] <= 1], True)
Esempio n. 9
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    def is_valid(self):
        src, tgt = self.source, self.target
        if not LaunchCard(tgt, [src], AttackCard()).can_fire():
            return False

        return not ttags(src)['bakadesu']
Esempio n. 10
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 def is_valid(self):
     src, tgt = self.source, self.target
     act = ActionStageLaunchCard(src, [tgt], AttackCard())
     disabled = ttags(src)['assisted_attack_disable']
     return not disabled and act.can_fire()