コード例 #1
0
ファイル: spellcard.py プロジェクト: yxyxq1984/thbattle
    def handle(self, evt_type, act):
        if evt_type == 'action_before' and isinstance(act, SpellCardAction):
            if act.cancelled: return act  # some other thing have done the job
            if isinstance(act, NonResponsiveInstantSpellCardAction):
                return act

            g = Game.getgame()
            self.target_act = act  # for ui

            pl = PlayerList(p for p in g.players if not g.dead)
            p, input = pl.user_input_any('choose_card_and_player_reject',
                                         self._expects, (self, []))

            if not p: return act

            sid_list, cid_list, _ = input
            cards = g.deck.lookupcards(cid_list)

            if sid_list:  # skill selected
                card = skill_wrap(p, sid_list, cards)
            else:
                card = cards[0]

            g.players.exclude(p).reveal(card)

            if not (card and self.cond([card])):
                return act

            g.process_action(LaunchReject(p, act, card))

        return act
コード例 #2
0
ファイル: spellcard.py プロジェクト: CoolCloud/thbattle
    def handle(self, evt_type, act):
        if evt_type == 'action_before' and isinstance(act, SpellCardAction):
            if act.cancelled: return act  # some other thing have done the job
            if isinstance(act, NonResponsiveInstantSpellCardAction):
                return act

            g = Game.getgame()
            self.target_act = act # for ui

            pl = PlayerList(p for p in g.players if not g.dead)
            p, input = pl.user_input_any(
                'choose_card_and_player_reject', self._expects, (self, [])
            )

            if not p: return act

            sid_list, cid_list, _ = input
            cards = g.deck.lookupcards(cid_list)

            if sid_list: # skill selected
                card = skill_wrap(p, sid_list, cards)
            else:
                card = cards[0]

            g.players.exclude(p).reveal(card)

            if not (card and self.cond([card])):
                return act

            g.process_action(LaunchReject(p, act, card))

        return act
コード例 #3
0
    def game_start(g):
        # game started, init state
        from cards import Card, CardList

        g.action_types[LaunchCard] = RaidLaunchCard
        g.action_types[ActionStageLaunchCard] = RaidActionStageLaunchCard

        ehclasses = g.ehclasses = []

        for p in g.players:
            p.cards = CardList(p, 'handcard')  # Cards in hand
            p.showncards = CardList(p, 'showncard')  # Cards which are shown to the others, treated as 'Cards in hand'
            p.equips = CardList(p, 'equips')  # Equipments
            p.fatetell = CardList(p, 'fatetell')  # Cards in the Fatetell Zone
            p.faiths = CardList(p, 'faiths')  # 'faith' cards
            p.special = CardList(p, 'special')  # used on special purpose

            p.showncardlists = [p.showncards, p.faiths, p.fatetell]  # cardlists should shown to others

            p.tags = defaultdict(int)
            p.tags['faithcounter'] = True

            p.dead = False

        # reveal identities
        mutant = g.mutant = g.players[0]
        attackers = g.attackers = PlayerList(g.players[1:])

        mutant.identity = Identity()
        mutant.identity.type = Identity.TYPE.MUTANT

        g.process_action(RevealIdentity(mutant, g.players))

        for p in attackers:
            p.identity = Identity()
            p.identity.type = Identity.TYPE.ATTACKER

            g.process_action(RevealIdentity(p, g.players))

        # choose girl init
        chosen_girls = []
        pl = PlayerList(g.players)
        def process(p, cid):
            try:
                check(isinstance(cid, int))
                check(0 <= cid < len(choice))
                c = choice[cid]
                if c.chosen:
                    raise ValueError

                c.chosen = p
                chosen_girls.append(c)
                g.emit_event('girl_chosen', c)
                pl.remove(p)
                return c

            except CheckFailed:
                raise ValueError

        # mutant's choose
        from characters import ex_characters as ex_chars

        choice = [CharChoice(cls, cid) for cid, cls in enumerate(ex_chars)]

        g.emit_event('choose_girl_begin', ([mutant], choice))
        PlayerList([mutant]).user_input_all('choose_girl', process, choice, timeout=5)

        if not chosen_girls:
            # didn't choose
            c = choice[0]
            c.chosen = mutant
            g.emit_event('girl_chosen', c)
            pl.remove(mutant)
        else:
            c = chosen_girls.pop()

        assert c.chosen is mutant

        # mix it in advance
        # so the others could see it

        mixin_character(mutant, c.char_cls)
        mutant.skills = list(mutant.skills)  # make it instance variable
        ehclasses.extend(mutant.eventhandlers_required)

        mutant.life = mutant.maxlife
        mutant.morphed = False

        g.emit_event('choose_girl_end', None)

        # init deck & mutant's initial equip
        # (SinsackCard, SPADE, 1)
        # (SinsackCard, HEART, Q)
        from cards import Deck, SinsackCard, card_definition
        raid_carddef = [
            carddef for carddef in card_definition
            if carddef[0] is not SinsackCard
        ]

        g.deck = Deck(raid_carddef)

        # attackers' choose
        from characters import characters as chars

        if Game.SERVER_SIDE:
            choice = [
                CharChoice(cls, cid) for cid, cls in
                enumerate(g.random.sample(chars, 16))
            ]

        elif Game.CLIENT_SIDE:
            choice = [
                CharChoice(None, i)
                for i in xrange(16)
            ]

        # -----------

        g.players.reveal(choice)
        g.emit_event('choose_girl_begin', (attackers, choice))
        attackers.user_input_all('choose_girl', process, choice, timeout=30)
        g.emit_event('choose_girl_end', None)

        # if there's any person didn't make a choice -->
        if pl:
            choice = [c for c in choice if not c.chosen]
            sample = sync_primitive(
                g.random.sample(xrange(len(choice)), len(pl)), g.players
            )
            for p, i in zip(pl, sample):
                c = choice[i]
                c.chosen = p
                chosen_girls.append(c)
                g.emit_event('girl_chosen', c)

        # mix char class with player -->
        for c in chosen_girls:
            p = c.chosen
            mixin_character(p, c.char_cls)
            p.skills = list(p.skills)  # make it instance variable
            p.skills.extend([
                Cooperation, Protection,
                Parry, OneUp,
            ])
            p.life = p.maxlife
            ehclasses.extend(p.eventhandlers_required)

        g.update_event_handlers()

        g.emit_event('game_begin', g)

        # -------
        log.info(u'>> Game info: ')
        log.info(u'>> Mutant: %s', mutant.char_cls.__name__)
        for p in attackers:
            log.info(u'>> Attacker: %s', p.char_cls.__name__)

        # -------

        try:
            g.process_action(DrawCards(mutant, amount=6))
            for p in attackers:
                g.process_action(DrawCards(p, amount=4))

            # stage 1
            try:
                for i in xrange(500):
                    g.process_action(CollectFaith(mutant, mutant, 1))

                    g.emit_event('round_start', False)
                    for p in attackers:
                        p.tags['action'] = True

                    while True:
                        avail = PlayerList([p for p in attackers if p.tags['action'] and not p.dead])
                        if not avail:
                            break

                        p, _ = avail.user_input_any(
                            tag='choose_option',
                            expects=lambda p, data: bool(data),
                            attachment=RequestAction,
                            timeout=15,
                        )

                        p = p or avail[0]

                        p.tags['action'] = False
                        try:
                            g.process_action(PlayerTurn(p))
                        except InterruptActionFlow:
                            pass

                        try:
                            g.process_action(PlayerTurn(mutant))
                        except InterruptActionFlow:
                            pass

            except MutantMorph:
                pass

            # morphing
            stage1 = mutant.__class__
            stage2 = stage1.stage2

            for s in stage1.skills:
                try:
                    mutant.skills.remove(s)
                except ValueError:
                    pass

            mutant.skills.extend(stage2.skills)

            ehclasses = g.ehclasses
            for s in stage1.eventhandlers_required:
                try:
                    ehclasses.remove(s)
                except ValueError:
                    pass

            ehclasses.extend(stage2.eventhandlers_required)

            g.process_action(
                MaxLifeChange(mutant, mutant, -(stage1.maxlife // 2))
            )
            mutant.morphed = True

            mixin_character(mutant, stage2)

            g.update_event_handlers()

            for p in attackers:
                g.process_action(CollectFaith(p, p, 1))

            g.process_action(DropCards(mutant, mutant.fatetell))

            g.emit_event('mutant_morph', mutant)

            g.pause(4)

            # stage 2
            for i in xrange(500):
                g.process_action(CollectFaith(mutant, mutant, 1))

                g.emit_event('round_start', False)
                for p in attackers:
                    p.tags['action'] = True

                try:
                    g.process_action(PlayerTurn(mutant))
                except InterruptActionFlow:
                    pass

                while True:
                    avail = PlayerList([p for p in attackers if p.tags['action'] and not p.dead])
                    if not avail:
                        break

                    p, _ = avail.user_input_any(
                        tag='choose_option',
                        expects=lambda p, data: bool(data),
                        attachment=RequestAction,
                        timeout=15,
                    )

                    p = p or avail[0]

                    p.tags['action'] = False
                    try:
                        g.process_action(PlayerTurn(p))
                    except InterruptActionFlow:
                        pass

        except GameEnded:
            pass

        winner_force = 'Mutant' if g.winners == [mutant] else 'Attackers'
        log.info(u'>> Winner: %s', winner_force)