/
CardGame.py
936 lines (844 loc) · 41.6 KB
/
CardGame.py
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import os
import glob
import pygame
import time
import random
import deck_creation
#import traceback
os.chdir(os.path.dirname(os.path.realpath(__file__)))
pygame.init()
from copy import copy
from Card import Card,readMonsters
import CardPowers
from Player import Player,Computer,Computer0,HostedPlayer
import Level
#from Creature import Creature,AnimatedCreature
from Sprites import Mouse,EndButton,HeroButton, ZoomOn,OrderedUpdates
from random import choice,sample
from math import floor
from outils import file2name
from outils import name2file
from outils import localpath
BLACK = 0,0,0
BROWN = 90,60,20
card_back_img = pygame.image.load("gameAnimationImages/CardDosArgentum.png")
card_back_img = pygame.transform.scale(card_back_img,(163,240))
pygame.mixer.init()
class Game():
def __init__(self):
pygame.init()
import CardPowers # utile pour les effets dans effect_list
#self.to_draw = pygame.sprite.Group()
self.clock = pygame.time.Clock()
try :
from win32api import GetSystemMetrics
dim=(GetSystemMetrics(0),GetSystemMetrics(1))
except :
try :
import tkinter
root = tkinter.Tk()
dim=(root.winfo_screenwidth(),root.winfo_screenheight())
root.destroy()
except :
print( "\n********\n\nbad display !\n\n**********\n")
dim=(160,100)
self.height = int(dim[1]*1.)
self.width = int(dim[0]*1.)
self.screen = pygame.display.set_mode((self.width,self.height))
self.bg = pygame.transform.scale(pygame.image.load("gameAnimationImages/background"+str(choice([1,2,3]))+".png"),(self.width,self.height))
#background = pygame.image.load("gameAnimationImages/background.png")
self.all_sprites = OrderedUpdates()
self.temporary_sprites=OrderedUpdates()
self.mouse = Mouse()
self.endturn_button = EndButton((self.width,self.height))
self.all_sprites.add(self.endturn_button)
self.all_sprites.add(self.mouse)
self.zoomed=None
#self.animation_runing = False
self.effect_list=[]
self.animations = []
self.screen.fill(BROWN)
pygame.display.flip()
#player = player1
self.turn = 1
self.creatures_limit = 9
self.winner = None
self.end = False # a changer peut etre par appel de game.end()
self.player1_avatar = self.player2_avatar = None
self.mouse_icon = pygame.sprite.GroupSingle()
self.mouse_icon.add(self.mouse)
self.soc=None
self.id=-1
self.objects={}
self.dead_monsters=[]
def random(self,n,intrange) :
return sample(list(range(intrange)),n)
def defaultPlayers(self,set1,set2):
#self.player1=Player(set1[0],self.chooseDeck(set1[1],1),self)
self.player1=Computer(set1[0],self.chooseDeck(set1[1]),self,2,verbose=1,hide=False)
self.player2=Computer(set2[0],self.chooseDeck(set2[1]),self,2,verbose=1,hide=False)
if set1[2]!=None:
self.player1.avatar_img=pygame.image.load(set1[2])
if set2[2]!=None:
self.player2.avatar_img=pygame.image.load(set2[2])
self.initialize()
def initialize(self,common_start = True):
if self.player1_avatar and not(hasattr(self.player1,"avatar_img") and self.player1.avatar_img):
self.player1.avatar_img = self.player1_avatar
else:
if not(hasattr(self.player1,"avatar_img") and self.player1.avatar_img):
print( "ERROR NO AVATAR FOR PLAYER 1")
self.player1.avatar_img=pygame.image.load("Avatars/Chevalier_noir#.png")
if self.player2_avatar and not(hasattr(self.player2,"avatar_img") and self.player2.avatar_img):
self.player2.avatar_img = self.player2_avatar
else:
if not(hasattr(self.player2,"avatar_img") and self.player2.avatar_img):
print( "ERROR NO AVATAR FOR PLAYER 2")
self.player2.avatar_img=pygame.image.load("Avatars/Chevalier_noir#.png")
self.player1.position_y=self.height-90
self.player2.position_y=80
self.player1.army.position_y=self.height-300
self.player2.army.position_y=300
self.player1.hand.position_x=self.width-100
self.player2.hand.position_x=100
self.player1.deck_pos = (self.width-100,self.height-100)
self.player2.deck_pos = (100,100)
self.player1.adv=self.player2
self.player2.adv=self.player1
self.player1.icon = HeroButton(self.player1)
self.all_sprites.add(self.player1.icon)
self.player2.icon = HeroButton(self.player2)
self.all_sprites.add(self.player2.icon)
if not hasattr(self,"firstplayer") :
self.firstplayer=choice([1,2])
if self.firstplayer==1 :
self.firstplayer=self.player1
elif self.firstplayer==2 :
self.firstplayer=self.player2
self.player=self.firstplayer
self.setId(self.player)
self.setId(self.player.adv)
if common_start:
self.player1.start()
self.player2.start()
self.player.adv.drawCard(1)
else:
self.player1.initialise()
self.player2.initialise()
try:
pygame.mixer.music.fadeout(1000)
except:
pass
def defaultDeck(self) :
raise "removed"
# trollrouge=Card("Troll rouge",4,4)
# trollrouge.addBonus(Provocation())
# vase=Card("Vase",1,2)
# vase.addBonus(Provocation())
# minivase=Card("Mini Vase",1,1)
# minivase.addBonus(Provocation())
# vase.addBonus(CriDeGuerre(Invocation(minivase)))
# feufollet=Card("Follet",1,1)
# feufollet.addBonus(Insaisissable())
# archer_elfe=Card("Archer elfe",2,2)
# archer_elfe.addBonus(Charge())
# archer_elfe.addBonus(AttaqueADistance())
# gobhorde=Card("Goblin de la horde",3,1)
# gobhorde.addBonus(CriDeGuerre(DegatMasse(1)))
# templier=Card("Templier",3,3)
# templier.addBonus(FurieDesVents())
# mouton = Card("mouton",1,1)
# mouton.addBonus(Provocation())
# trou=Card("Trou",0,4)
# trou.addBonus(ChaqueTour(Invocation(mouton)))
# trou.addBonus(Insaisissable())
# trou.addBonus(CoutReduit())
# pretresse = Card("Pretresse des Mers",2,3)
# pretresse.addBonus(CriDeGuerre(GuerrisonMasse(1)))
# pingouin = Card("Pingouin",2,3)
# murlock = Card("Abominable Murlock",4,6)
# murlock.addBonus(Provocation())
# catapulte = Card("Catapulte",4,6)
# catapulte.addBonus(NePeutPasRiposter())
# seigneur = Card("Seigneur des Cryptes",3,7)
# seigneur.addBonus(QuandIlEstBlesse(GuerisonTotale()))
# tim = Card("Tim",1,1)
# tim.addBonus(Insaisissable())
# tim.addBonus(ALaPlaceDeLAttaque(Degat(1)))
# tigre = Card("Tigre Blanc",5,5)
# tigre.addBonus(Camouflage())
# barbare = Card("Barbare Sanguinaire",3,5)
# barbare.addBonus(QuandIlTue(DegatMasse(1)))
# deck=[Card("Troll gris",4,4)]*2+[murlock,trollrouge,templier,mouton,mouton,gobhorde,archer_elfe,archer_elfe,archer_elfe,pretresse,pingouin,vase,trou]*2
# deck=[Card("Troll gris",4,4)]*2+[mouton,seigneur,seigneur,barbare,catapulte,barbare,catapulte,pingouin,vase,trou,gobhorde]*3#+[archer_elfe,mouton]*1
return deck
def chooseDeck(self,name=None,n_p=0) :
#from deck_creation import utilisation_list
all_decks = [file2name(fname,'.dek') for fname in glob.glob("Decks/*.dek")]
#print "possible decks are :",all_decks
deck = []
if not(name in all_decks):
print ("all decks", all_decks)
while not deck:
print (name," is not accessible")
name = raw_input("choose a deck in list :")
if name in all_decks :
break
if name!=None and name in all_decks:
all_cards={}
for f in glob.glob("CardFiles/all*.sav") :
#print "load cards in ",f
d = readMonsters(f)
all_cards.update(d)
name=name2file("Decks",name,".dek")
deck_names=eval(open(name).read())
#print deck_names
for d,c in deck_names.items():
if d != "AvatarImage":
try :
k=all_cards[d]
except Exception as inst :
print( "error with card ",d)
print( "in",all_cards.keys())
print( "error=",inst)
raise "fatal error"
for v in range(c):
deck.append(k)
#print d
else:
if n_p == 1:
self.player1_avatar = pygame.image.load(localpath(c))
elif n_p == 2:
self.player2_avatar = pygame.image.load(localpath(c))
else :
deck=None
from CardPowers import Camouflage, Provocation,DonneArmureAuHero
for d in reversed(deck):
if (any([b.__class__==Camouflage for b in d.bonus]) or any([b.__class__==Camouflage for b in d.bonus])) and (any([(b.__class__==Provocation) for b in d.bonus]) or any([(b.__class__==DonneArmureAuHero) for b in d.bonus])):
for i in range(60):
print( "Cheater !!!!!!")
deck = []
from Card import mouton
for i in range(30):
deck.append(mouton)
break
return deck
def randomDeck(self):
all_cards={}
for f in glob.glob("CardFiles/all*.sav") :
#print "load cards in ",f
d = readMonsters(f)
all_cards.update(d)
deck = []
for i in range(30):
card = random.choice(all_cards.values())
print("cardname",card.name)
deck.append(card)
return deck
def activateOption(self,keyword):
from Creature import AnimatedCreature
if keyword[:12] == "SetHeroLives":
hp = int(keyword[12:])
self.player1.max_pv = self.player1.pv= hp
self.player2.max_pv = self.player2.pv= hp
self.player1.icon.update()
self.player2.icon.update()
if keyword[:14] == "SetInitialMana":
self.turn = int(keyword[14:])
self.player.mana = int(keyword[14:])
if keyword[:21] == "LimiteNombreCreatures":
self.creatures_limit = int(keyword[21:])
if keyword == "FrozenBoats":
undead_monsters = readMonsters("CardFiles/undead_monsters.sav")
card = undead_monsters["Navire Gele"]
print( "summoned frozen boats")
for player in self.player1,self.player2:
for i in range(2):
AnimatedCreature([self.width/2,self.height/2],card,player,triggerPlayingEffect=True)
player.orderArmy()
if keyword == "Algues":
nature_monsters = readMonsters("CardFiles/nature_monsters.sav")
card = nature_monsters["Algue Envahissante"]
AnimatedCreature([self.width/2,self.height/2],card,self.player2,triggerPlayingEffect=False)
if keyword == "Moneyeur Fou":
nature_monsters = readMonsters("CardFiles/unknown_monsters.sav")
card = nature_monsters["Moneyeur Fou"]
AnimatedCreature([self.width/2,self.height/2],card,self.player2,triggerPlayingEffect=False)
if keyword == "Lakshmi":
nature_monsters = readMonsters("CardFiles/indian_monsters.sav")
card = nature_monsters["Lakshmi"]
AnimatedCreature([self.width/2,self.height/2],card,self.player1,triggerPlayingEffect=False)
if keyword == "Baton de La Lune Rugissante":
felys_monsters = readMonsters("CardFiles/felys_monsters.sav")
card = felys_monsters["Baton de La Lune Rugissante"]
AnimatedCreature([self.width/2,self.height/2],card,self.player1,triggerPlayingEffect=False)
if keyword == "AgonieResonante":
def death(self,creature):
if not creature.is_invocation : creature.player.launch(creature,self.spell)
if not creature.is_invocation : creature.player.launch(creature,self.spell)
from CardPowers import RaleDAgonie
RaleDAgonie.death=death
else :
from imp import reload
reload(CardPowers)
from CardPowers import RaleDAgonie
if keyword == "Profusion":
for player in self.player1, self.player2:
for card in player.deck+[c.content for c in player.hand]:
if card.pv>0:
card.bonus.append(CardPowers.CriDeGuerre(CardPowers.PiocheCartes(Level.NbFixe(1))))
if keyword == "FroidIntenable":
from CardPowers import Souffrant,InsensibleALaMagie,Isole
for player in self.player1, self.player2:
for card in player.deck+[c.content for c in player.hand]:
if card.pv>0 and not(any([b.__class__ in (Souffrant,InsensibleALaMagie,Isole) for b in card.bonus])):
card.bonus.append(CardPowers.Souffrant())
#print card.name, " rale d'agonie mofifie par l'option"
if keyword == "Recifs":
aqua_monsters = readMonsters("CardFiles/aqua_monsters.sav")
card = aqua_monsters["Recifs"]
for player in self.player1,self.player2:
AnimatedCreature([self.width/2,self.height/2],card,player,triggerPlayingEffect=False)
card = aqua_monsters["Mer De Corail"]
AnimatedCreature([self.width/2,self.height/2],card,self.player1,triggerPlayingEffect=False)
player.orderArmy()
def changePlayer(self):
a=[m.name for m in self.player1.army if m.pv<1]+[m.name for m in self.player2.army if m.pv<1]
if len(a)>0 :
print( "zombi :",a)
raise 0
if self.player.adv.pv<=0 :
self.player.adv.icon.update()
return
#print "change player"
if self.player == self.player1:
self.player = self.player2
elif self.player == self.player2:
self.player = self.player1
else:
print( "error of player")
if hasattr(self.player,"verbose") and self.player.verbose>0 : print( "**** turn of player ",self.player.name)
self.endturn_button.update(self.player)
self.all_sprites.draw(self.screen) # pour mettre a jour endturn_button a l ecran
if self.player==self.firstplayer :
self.turn += 1
if isinstance(self.player,Computer0) :
self.saveGame()
self.player.beginOfTurn()
def waitEndOfEffects(self):
while self.effect_list :
self.treatEffectList()
mlist=[ m for m in self.player1.army if m.pv<1 or m.max_pv==0 ]+[m for m in self.player2.army if m.pv<1 or m.max_pv==0 ]
for m in reversed(mlist) :
m.die()
def play(self) :
#print "game play"
#self.player.takeTurn(self.turn)
pygame.mouse.set_visible(False)
while (not self.end) or (self.animation_runing) :
self.update()
#print "game ended"
pygame.mouse.set_visible(True)
def update(self) :
#print "game update"
#space = False
self.screen.fill(BROWN)
self.screen.blit(self.bg,(0,0))
drawing=OrderedUpdates()
for p in self.player.adv.army :
drawing.add(p)
if hasattr(p,"child"):
for effect in reversed(p.child): # reversed pour voir sarcophage dessus
drawing.add(effect)
for p in self.player.army :
drawing.add(p)
if hasattr(p,"child"):
for effect in reversed(p.child):
drawing.add(effect)
drawing.draw(self.screen)
##print "draw "," ".join([i.content.nom for i in self.player1.hand.sprites()])
for player in self.player1, self.player2:
for c in player.hand:
c.updateImage()
player.hand.draw(self.screen)
self.temporary_sprites.draw(self.screen)
#self.player1.hand.draw(self.screen)
events = pygame.event.get()
for event in events:
if event.type == pygame.QUIT:
self.end = True
if event.type == pygame.KEYDOWN:
#if event.key == pygame.K_SPACE:
# space = True
if event.key == pygame.K_ESCAPE:
print( "Escape key pressed")
self.end=True
# keys = pygame.key.get_pressed()
# if keys[pygame.K_h] and keys[pygame.K_m]:
# self.player.mana+=10
# print "MANA CHEAT ACTIVATED"
# if keys[pygame.K_p]:
# self.winner = self.player1.name
# if keys[pygame.K_c]:
# self.winner = self.player2.name
#if hasattr(self.player,"verify_value") :
# del self.player.verify_value # on ne peut plus verifier l effet d une action si le joueur influe librement dessus
self.treatEffectList()
if len(self.animations)<1 :
self.animation_runing=False
# spell pending n'est que pour les joueurs humains
if self.player.adv.spell_pending :
if not isinstance(self.player.adv,Computer0) :
pygame.draw.rect(self.screen,(60,60,100), (200,100,300,50))
font = pygame.font.SysFont('Arial', 15)
self.screen.blit(font.render('Target for '+self.player.adv.spell_pending[1].getInlineDescription(), True, (255,0,0)), (200, 100))
# print "adv.spell pending"
#print "game adv spell pending"
self.player.adv.update(events) # choisit cible
else :
if not isinstance(self.player,Computer0):
if self.player.spell_pending :
a=pygame.draw.rect(self.screen,(60,60,100), (200,100,300,30))
font = pygame.font.SysFont('Arial', 15)
self.screen.blit(font.render('Target for '+self.player.spell_pending[1].getInlineDescription(), True, (255,0,0)), (200, 100))
elif self.player.Attacker_selected:
a=pygame.draw.rect(self.screen,(60,60,100), (200,100,300,30))
font = pygame.font.SysFont('Arial', 15)
self.screen.blit(font.render('Target for '+self.player.Attacker_selected.name+' attack', True, (255,0,0)), (200, 100))
self.player.update(events) # joue ou choisit cible
# print "effets",self.game.effect_list
# self.game.waitEndOfEffects()
# print "fin des effets",self.game.effect_list
# computer play here
#print "effect_list",self.effect_list
for a in reversed(self.animations):
a.animate()
if self.animations :
self.animation_runing=True
else :
self.animation_runing=False
self.mouse.update()
self.display_zoom()
font = pygame.font.SysFont("Calibri",32)
text = font.render("MANA = "+str(self.player.mana),False,(255,0,0))
text2 = font.render("PLAYER = "+str(self.player.name),False,(255,0,0))
self.screen.blit(card_back_img,(self.player1.deck_pos[0]-81,self.player1.deck_pos[1]-120))
self.screen.blit(card_back_img,(self.player2.deck_pos[0]-81,self.player2.deck_pos[1]-120))
self.screen.blit(text,((1000*self.width)/1600,(600*self.height)/900))
self.screen.blit(text2,((1000*self.width)/1600,(700*self.height)/900))
pygame.display.set_caption("Magic Card Battle")
self.all_sprites.draw(self.screen)
#self.to_draw.draw(self.screen)
pygame.display.flip()
self.clock.tick(60)
def treatEffectList(self) :
import Target,Spell # peut etre utilise dans les eval
for a in self.effect_list :
if self.player.adv.spell_pending or self.player.spell_pending :
#print("spell pending dans treat effect")
break
a[0]=a[0]-1
#print "effect_list compte a rebour",a[0]
if a[0]==0 :
#print self.player1.name," effect_list declanche ",a
a[0]==-1 # l effet est pris en compte, la simulation va le considere deja effectue
method_name=a[2]
args=a[3]
if args!=None :
for i in range(len(args)) :
if type(args[i])==type(1) :
if args[i] in self.objects :
args[i]=self.objects[args[i]]
else :
print( "error with args of effect ",a)
print( "object ",args[i]," not in object list ")
print( "in game ",self.player1.name)
print( "\nwith objects ",self.objects)
print( [(a.name,a.id) for a in self.objects.values()])
raise "erreur dans effect_list"
if a[1]!=None :
if type(a[1])==type(1) :
if a[1] in self.objects :
actinginst=self.objects[a[1]]
else :
print( "error with effect ",a)
print( "object ",a[1]," not in object list ")
print ("\nwith objects ",self.objects )
print ([(a.name,a.id) for a in self.objects.values()])
raise "erreur dans effect_list"
else :
actinginst=a[1] # spells are not in objects list, not copied and acting directly, they have no owner
if method_name=="effect" and args[1].pv <1 and args[1].name!="choix1" and args[1].name!="choix2" :
if (not isinstance(self,SimulationGame)) or self.player.nv>-1 :
print( " no effect on dead ",args[1].name)
continue
try :
if args :
exec("actinginst."+method_name+"(*args)")
else :
exec("actinginst."+method_name+"()")
except Exception as e :
print( e)
print( "error with effect ",a)
print( ' with origin and args names ',[m.name for m in ([actinginst]+args) if hasattr(m,"name") ])
print( self.player1.name,"error on a execution of",actinginst,".",method_name+"(*",args,")")
raise e
else :
try :
if args :
exec(method_name+"(*args)")
else :
exec(method_name+"()")
except Exception as e :
print( e)
print( self.player1.name,"error on a execute (no object a[1]) ",method_name+"(",a[3],")")
print( "\nwith objects ",self.objects )
raise e
for i in range(len(self.effect_list)-1,-1,-1) : # ensuite on les supprime
if self.effect_list[i][0]<1 :
#print "dans effect_list on enelve",self.effect_list[i]
del self.effect_list[i]
if not self.effect_list :
mlist=[ m for m in self.player1.army]+[m for m in self.player2.army]
for m in reversed(mlist) :
if m.pv<=0 and m.name!="choix1" and m.name !="choix2" :
print( "un mort vivant !",m.name,m.id)
m.die()
#if self.dead_monsters : print "# raz de dead_monsters for ",self.player1.name," rests ",[m.id for m in self.player1.army]+[m.id for m in self.player2.army]
self.dead_monsters=[]
if (not self.player.spell_pending) and (not self.player.adv.spell_pending) :
if len([m.id for m in self.player.army if m.pv>0 ])>self.creatures_limit :
print( " monstre en trop ",[m.name for m in self.player.army if m.pv>0 ]," >",self.creatures_limit)
if len([m.id for m in self.player.army if m.pv>0 ])>self.creatures_limit+1 :
for isac in range(1,len([m.id for m in self.player.army if m.pv>0 ])-self.creatures_limit) :
self.effect_list.append([isac,self.player.id,"sacrify",None])
self.player.sacrify()
if len([m.id for m in self.player.adv.army if m.pv>0 ])>self.creatures_limit :
self.player.adv.sacrify()
def display_zoom(self) :
if not(self.animation_runing) :
pos=pygame.mouse.get_pos()
mouselist=[s for s in self.player2.army if hasattr(s,"rect") and s.rect.collidepoint(pos)]
if self.player2.hide_cards == False:
mouselist+=[s for s in self.player2.hand if hasattr(s,"rect") and s.rect.collidepoint(pos)]
mouselist+=[s for s in self.player1.army if hasattr(s,"rect") and s.rect.collidepoint(pos)]
if self.player1.hide_cards == False:
mouselist+=[s for s in self.player1.hand if hasattr(s,"rect") and s.rect.collidepoint(pos)]
if mouselist :
if self.zoomed != mouselist[-1]:
sound = pygame.mixer.Sound("Sounds/2731.wav")
sound.set_volume(0.3)
sound.play(0)
self.zoomed = ZoomOn(mouselist[-1])
self.screen.blit(self.zoomed.image,(self.width/2-141,self.height/2-204))
else:
self.zoomed = ZoomOn(None)
else:
self.zoomed = ZoomOn(None)
def get_winner(self):
return self.winner
def setId(self,object) :
self.id+=1
self.objects[self.id]=object
# if hasattr(object,"name") :
# print "%%",self.player1.name," object ",object.__class__.__name__,object.name," devient ",self.id
object.id=self.id
def saveGame(self):
if isinstance(self.player1,Computer) and isinstance(self.player2,Computer) and self.turn<4 :
save_slot = "GameSaves/save-turn"+str(self.turn)+".sav"
else :
save_slot = "GameSaves/save-default.sav"
save_dic = {}
save_dic["Turn"] = self.turn
save_dic["ActualPlayer"] = [self.player1,self.player2].index(self.player)
save_dic["FirstPlayer"] = [self.player1,self.player2].index(self.firstplayer)
save_dic["Player1Hand"] = [card.constructor() for card in self.player1.hand]
save_dic["Player2Hand"] = [card.constructor() for card in self.player2.hand]
save_dic["Player1Army"] = [crea.constructor() for crea in self.player1.army]
save_dic["Player2Army"] = [crea.constructor() for crea in self.player2.army]
save_dic["Player1Deck"] = [card.name for card in self.player1.deck]
save_dic["Player2Deck"] = [card.name for card in self.player2.deck]
save_dic["Player1Hides"] = self.player1.hide_cards
save_dic["Player2Hides"] = self.player2.hide_cards
save_dic["Player1Pv"] = self.player1.pv
save_dic["Player2Pv"] = self.player2.pv
save_dic["creatures_limit"] = self.creatures_limit
with open(save_slot,"w") as fil:
fil.write(str(save_dic))
def loadGame(self):
from Sprites import CardInHand
import CardPowers,Target
from Creature import AnimatedCreature
import Spell
load_slot = "GameSaves/save-default.sav"
#load_slot = "GameSaves/save-turn1.sav"
with open(load_slot,"r") as fil:
load_dic = eval(fil.read())
self.turn = load_dic["Turn"]
self.firstplayer = [self.player1,self.player2][load_dic["FirstPlayer"]]
self.player = [self.player1,self.player2][load_dic["ActualPlayer"]]
self.creatures_limit=load_dic["creatures_limit"]
all_cards={}
for f in glob.glob("CardFiles/all*.sav") :
#print "load cards in ",f
d = readMonsters(f)
all_cards.update(d)
self.player1.deck = [all_cards[c] for c in load_dic["Player1Deck"]]
self.player2.deck = [all_cards[c] for c in load_dic["Player2Deck"]]
self.player1.pv = load_dic["Player1Pv"]
self.player2.pv = load_dic["Player2Pv"]
a = 1
for player,handadress,armykey,hide in (self.player1,"Player1Hand","Player1Army","Player1Hide"),( self.player2,"Player2Hand","Player2Army","Player2Hide"):
for c in player.deck :
c.costint=int(floor(c.getCost()))
c.starcost=c.getStars()
hand =load_dic[handadress]
for c in hand:
card = eval(c)
player.hand.add(card)
army =load_dic[armykey]
class Origin():
do_not_animate = True
#simultaneous = len(army) #used by eval
for c in army:
#simultaneous -= 1
origin = [self.width/2,self.height*(a-1)] # used by eval(c) command below
#origin #just to avoid spyder complain
crea = eval(c)
player.army.add(crea)
player.mana = self.turn
player.center = player.icon.center
player.nb_invocation_done_this_turn = 0
player.icon.update()
#a=2
print ("load",load_dic)
#self.player1.orderArmy()
#self.player2.orderArmy()
for c in self.player1.hand:
c.takePlace()
for c in self.player2.hand:
c.takePlace()
self.endturn_button.update(self.player)
self.player.beginOfTurn()
class SimulationGame(Game):
def __init__(self,original_game,playingcomputer,tested_action) :
from Player import SimulationComputer
from Creature import CreatureCopy
self.turn=original_game.turn
self.all_animations=None
self.animations=None
self.creatures_limit = original_game.creatures_limit
self.effect_list=[[el[0],el[1],el[2],copy(el[3])] for el in original_game.effect_list if el[0]>0]
self.id=original_game.id
comp1=SimulationComputer(playingcomputer.name+"-simu1",[],self,playingcomputer.nv-1,tested_action,verbose=playingcomputer.verbose-1)
#print "simu game init with ",comp1.name," and effect_list=",self.effect_list
comp2=SimulationComputer(playingcomputer.adv.name+"-simu2",[],self,playingcomputer.nv-1,verbose=playingcomputer.verbose-1)
comp1.pv,comp2.pv=playingcomputer.pv,playingcomputer.adv.pv
comp1.id,comp2.id=playingcomputer.id,playingcomputer.adv.id
comp1.army=[CreatureCopy(m,comp1) for m in playingcomputer.army]
comp2.army=[CreatureCopy(m,comp2) for m in playingcomputer.adv.army]
comp1.hand=[]
comp2.hand=[SimulationComputer.NotPlayableCard()]*len(playingcomputer.adv.hand)
for c in playingcomputer.hand :
if c.__class__.__name__=="CardInHand" :
comp1.hand.append(c.content) # a normal player has cardInHand in hand
else :
comp1.hand.append(c) # a simulation computer has card in hand
comp1.adv=comp2 ; comp2.adv=comp1
comp1.deck=[SimulationComputer.NotPlayableCard()]*30
comp2.deck=[SimulationComputer.NotPlayableCard()]*30
comp1.mana=playingcomputer.mana
comp1.nb_invocation_done_this_turn=playingcomputer.nb_invocation_done_this_turn
comp2.nb_invocation_done_this_turn=0
if playingcomputer is original_game.player1 :
self.player=self.player1=comp1
self.player2=comp2
else :
self.player=self.player2=comp1
self.player1=comp2
#simugame.firstplayer=self.game.firstplayer
self.objects={}
self.dead_monsters=[CreatureCopy(m,[comp1,comp2][comp2.id==m.player.id]) for m in original_game.dead_monsters ]
#print (playingcomputer.nv-1)*" "+"for game copy ",len(self.dead_monsters)," dead monsters"
for o in [comp1,comp2]+comp1.army+comp2.army+self.dead_monsters:
self.objects[o.id]=o
#print "#creation of simulation game for",comp1.name," with obects ",self.objects.keys()
def changePlayer(self):
if self.player == self.player1:
self.player = self.player2
else :
self.player = self.player1
if self.player.pv>0 :
self.player.beginOfTurn()
def update(self) :
pass
def play(self,n) :
# n number of actions seen
while not self.end :
self.player.update(events) # computer plays
class NetGame(Game) :
def __init__(self) :
Game.__init__(self)
import socket
import tkinter
self.local = self.host=socket.gethostbyname(socket.gethostname()) # Get local machine ip
from tkinter import Tk,PanedWindow,StringVar,Entry,Button,VERTICAL,HORIZONTAL,Label
fenetre=Tk()
fenetre.title('Socket parameters')
self.netgame_win = PanedWindow(fenetre, orient=VERTICAL)
host_zone=PanedWindow(self.netgame_win, orient=HORIZONTAL)
host=StringVar()
host.set(self.local)
def modifHost(*args) :
self.host=host.get()
if self.local==self.host :
start_button.config(text="Create")
else :
start_button.config(text="Join")
host.trace("w", modifHost)
host_wid=Entry(host_zone, width=30,textvariable=host)
host_wid.pack()
host_label=Label(fenetre, text="Host (you are "+self.local+") :")
host_zone.add(host_label)
host_zone.add(host_wid)
self.netgame_win.add(host_zone)
port_zone=PanedWindow(self.netgame_win, orient=HORIZONTAL)
port=StringVar()
self.port=52333
port.set(str(self.port))
# adress_wid=Label(None, textvariable=self.cost, background='red',width=5, anchor=W)
def modifPort(*args) :
#print "modify port to",port.get()
try :
self.port=int(port.get())
except :
port.set("")
port.trace("w", modifPort)
port_wid=Entry(fenetre, width=30,textvariable=port)
#port_wid.grid(column=0, row=1)
host_wid.focus()
port_wid.pack()
port_label=Label(fenetre, text="Port :")
port_zone.add(port_label)
port_zone.add(port_wid)
self.netgame_win.add(port_zone)
#Create the open button
def start() :
fenetre.destroy()
start_button=Button(self.netgame_win,text="Create",command=start)
self.netgame_win.add(start_button)
self.netgame_win.pack()
#fenetre.focus_set()
#start_button.focus()
fenetre.mainloop()
# Import socket module
self.soc = socket.socket(socket.AF_INET, socket.SOCK_STREAM) # Reserve a port for your service.
if self.local==self.host :
self.soc.bind((self.host, self.port)) # Bind to the port
print( "socket listening")
self.soc.listen(5) # Now wait for client connection.
self.soc, addr = self.soc.accept() # Establish connection with client.
print( 'Got connection from', addr)
#self.soc.send('Thank you for connecting')
#c.close() # Close the connection
self.firstplayer=choice([1,2])
print( "FIRST PLAYER IS",self.firstplayer)
self.soc.send(str(3-self.firstplayer).encode('utf-8'))
else :
self.soc.connect((self.host, self.port))
print( "connect ok")
p=self.soc.recv(1024).decode('utf-8')
try :
self.firstplayer=int(p)
except :
print( "error concerning first player, got ",p)
self.remains=""
#self.soc.close() # Close the socket when done
def initialize(self) :
if self.firstplayer==1 : # player1 doit etre le local
print( "first player is local")
self.player1.sendDeck()
self.player2.receiveDeck()
else :
print( "first player is hosted")
self.player2.receiveDeck()
self.player1.sendDeck()
Game.initialize(self)
if self.player==self.player2 :
self.endturn_button.update(self.player)
def send(self,str):
print("send :"+str)
self.soc.send(str.encode('utf-8'))
def random(self,n,intrange) :
if self.local==self.host :
jet=sample(list(range(intrange)),n)
print( "send",jet)
self.soc.send((" ".join(map(str,jet))+"\n" ).encode('utf-8'))
else :
print( "waiting ",n," random number in range",intrange)
if self.remains :
p=self.remains
self.remains=""
else :
p=self.soc.recv(1024).decode('utf-8')
print( "recv ",p)
p=p.strip()
if "\n" in p :
self.remains,p = p.split("\n",1)
jet=list(map(int,p.strip().split()))
print( "got",jet)
return jet
if __name__=="__main__" :
sets = {}
sets["Aqua"]=("Poseidon","Fureur des Mers","Avatars/poseidon#.png")
sets["Horde"]=("Seth le Cruel","Horde","Avatars/Gobelin#.png")
sets["Undead"]=("la Legion","Necroman","Avatars/Legion#.png")
sets["Humain"]=("Otehir le robuste","default","Avatars/Roi_des_Nains#.png")
sets["Reve"]=("Aglac","Mauvais Reves","Avatars/Roi_des_Nains#.png")
sets["Humain2"]=("Ruminata le faible","Chateau","Avatars/Roi_des_Nains#.png")
sets["Mage"]=("Antonidus","Magie","Avatars/ArchmageAntonidusHearthstone#.png")
sets["Nain"]=("Othehir le robuste","Nains de Omaghetar","Avatars/Roi_des_Nains#.png")
sets["Foret"]=("La Foret","La Foret Sauvage","Avatars/ForetSauvage#.png")
sets["Demon"]=("Seigneur Noir","Demon","Avatars/Demon#.png")
sets["Bourrin"]=("Seigneur Noir","Bourrin","Avatars/Demon#.png")
sets["Grimace"]=("La Limace","Limace","Avatars/ForetSauvage#.png")
sets["Nocturne"]=("Seigneur Sombre","Nocturne","Avatars/SeigneurNoir#.png")
sets["Ogres"]=("Grand Chef des Ogres","Ogres du Grand Sud","Avatars/ChefOgre#.png")
player2_set = sets["Nain"]
player1_set = sets["Nain"]
#game = NetGame()
game = Game()
#game.player1=Computer("Ennemi 1",game.chooseDeck("Voyageurs d'Outreplans"),game,2,hide=False,verbose=5)#,2,hide=False)
game.player1=Player(player2_set[0],game.chooseDeck(player2_set[1]),game)
game.player2=Computer("Ennemi 2",game.chooseDeck("Reveil De La Roche"),game,2,hide=False,verbose=5)
#game.player2=HostedPlayer(game)
game.initialize(common_start=False)
game.loadGame()
game.play()
"""
simu = SimulationGame(game)
from Player import SimulationComputer
simuplayer = SimulationComputer("mr-simu",[],simu,2)
simu.player1 = simuplayer
simu.player2 = SimulationComputer("mr-simu2",[],simu,2)
all_cards={}
for f in glob.glob("CardFiles/all*.sav") :
#print "load cards in ",f
d = readMonsters(f)
all_cards.update(d)
evaluated = []
simuplayer.hand = []
simu.id = 1
simu.objects = {}
simuplayer.adv = simu.player2
simu.player2.army = []
for c in all_cards.values():
if c.pv>0:
simuplayer.army = []
print c.constructor()
cr = Creature(c,simuplayer,triggerPlayingEffect = False)
evaluated.append((cr.getValue(),c.constructor()))
print cr.getValue()
evaluated.sort()
"""
pygame.quit()