コード例 #1
0
class WhenTestingDice(unittest.TestCase):

    def setUp(self):
        self.dice = Dice()

    def test_dice(self):
        self.assertIn(self.dice.print_result(), Rolls)
コード例 #2
0
ファイル: engine.py プロジェクト: jpghacct/pyduel_engine
 def __init__(self, kwargs):
     """Initializer for Engine"""
     self.num_players = kwargs.get('num_players', 0)
     self.turn = kwargs.get('turn', 0)
     self.round_num = kwargs.get('round', 0)
     self.phase = kwargs.get('phase', None)
     self.active_action = kwargs.get('action', None)
     self.active_char = kwargs.get('active_char', None)
     self.target_char = kwargs.get('target_char', None)
     self.target_squad = kwargs.get('target_squad', None)
     self.active_card = kwargs.get('active_card', None)
     self.def_card = kwargs.get('def_card', None)
     self.board = Board({'board_type': kwargs.get('board_type', None)})
     self.squads = kwargs.get('squads')
     self.num_squads = kwargs.get('num_squads', 0)
     self.dice = Dice()
コード例 #3
0
ファイル: engine.py プロジェクト: jpghacct/pyduel_engine
class Engine(object):

    def __init__(self, kwargs):
        """Initializer for Engine"""
        self.num_players = kwargs.get('num_players', 0)
        self.turn = kwargs.get('turn', 0)
        self.round_num = kwargs.get('round', 0)
        self.phase = kwargs.get('phase', None)
        self.active_action = kwargs.get('action', None)
        self.active_char = kwargs.get('active_char', None)
        self.target_char = kwargs.get('target_char', None)
        self.target_squad = kwargs.get('target_squad', None)
        self.active_card = kwargs.get('active_card', None)
        self.def_card = kwargs.get('def_card', None)
        self.board = Board({'board_type': kwargs.get('board_type', None)})
        self.squads = kwargs.get('squads')
        self.num_squads = kwargs.get('num_squads', 0)
        self.dice = Dice()

    def __repr__(self):
        return 'Num Players:{0}\tRound: {1}\tTurn: {2}\tDice: {3}' \
               '\tSquads: {4}\n{5}'.format(self.num_players, self.round_num,
                                           self.turn, self.dice, self.squads,
                                           self.board)

    ##########################################################################
    ######################################################

    def active_squad(self):
        return self.squads[self.turn]

    def target_squad(self):
        return self.squads[self.target_squad]

    ##########################################################################
    # ###################### Board Init functions ############################
    ##########################################################################

    def shuffle_all_decks(self):
        for squad in self.squads:
            squad.deck_shuffle()

    def randomly_place_minor_characters(self):
        # place secondary characters
        for squad in self.squads:
            pos = self.find_minor_placement(squad)
            # print(pos)
            shuffle(pos)
            # hard coding the first two positions for the minor chars
            self.move_char(squad.chars['minor1'], pos[0])
            self.move_char(squad.chars['minor2'], pos[1])

    ##########################################################################
    #                        Game Rules
    ##########################################################################

    def is_game_over(self):
        """returns true if all main dark or light side characters are dead"""
        return (sum(squad.chars['main'].hp for squad in self.squads
                    if squad.side == Sqr.light) == 0) or \
               (sum(squad.chars['main'].hp for squad in self.squads
                    if squad.side == Sqr.dark) == 0)

    # TODO : decrement number of squads as they are defeated

    def can_attack(self, char, target):
        """verify if legal target"""
        if not char.is_range and not char.is_adj(target):
            return False
        return char.side != target.side

    # def can_melee_attack(self, char):
    #     """verify if target can be melee attacked"""
    #     return self.active_char().is_legal_target(char) and self.is_adj(char)

    ###########################################################################
    #                     Movement and Placement
    ###########################################################################

    def move_char(self, char, pos):
        self.board.board[pos.x][pos.y]['state'] = char.side
        if char.pos is not None:
            self.board.make_empty(char.pos)
        char.pos = pos
        logging.info("{0} moved to {1}".format(char.name, pos))

    def remove_char(self, char):
        if char.pos:
            self.board.make_empty(char.pos)
        char.pos = None
        logging.info("{0} removed from the board".format(char.name))

    def find_squad_moves(self, active_chars):
        """returns dictionary of active characters in a squad and all their
        possible moves based on the current dice state
        """
        squad_moves = {}

        for key in active_chars:
            squad_moves[key] = self.get_possible_moves(
                self.active_squad().chars[key])
        return squad_moves

    def move_squad(self, squad_pos, squad_num=None):
        """takes in dictionary of squad moves {'main': Pos, """
        # get list of active characters to know how many loops to iterate
        if squad_num:
            squad = self.squads[squad_num]
        else:
            squad = self.active_squad()

        for k, char in squad.chars.items():
            self.move_char(char, squad_pos[k])

    # def _place_minor_random(self):
    #     """Places minor characters randomly if no pos supplied"""
    #     for squad in self.squads:
    #         list_pos = self.board.get_adj_empty_pos(squad.chars['main'].pos)
    #         self.move_char(squad.chars['minor1'],
    #                        list_pos.pop(randrange(0, len(list_pos))))
    #         if squad.chars['minor2']:
    #             self.move_char(squad.chars['minor2'],
    #                            list_pos.pop(randrange(0, len(list_pos))))

    def initial_placement(self):
        board = self.board.type
        for squad in self.squads:
            pos = squad.chars['main'].init_pos[board]
            self.move_char(squad.chars['main'], pos)

    def find_minor_placement(self, squad):
        return self.board.get_adj_empty_pos(squad.chars['main'].pos)

    ###########################################################################
    #                        Discovery Methods
    ###########################################################################

    def get_possible_moves(self, char=None, moves=None):
        if char is None:
            char = self.active_char
        if moves is None:
            moves = self.dice.num()
        return self.board.find_moves(char, moves)

    def get_possible_actions(self):
        """get dictionary of all available actions"""
        # No actions available

        possible_actions = []
        # Squad related actions
        if not self.active_squad().can_act():
            return possible_actions

        if self.active_squad().can_draw:
            possible_actions.append(Act.draw)

        if self.active_squad().can_heal_main():
            possible_actions.append(Act.heal_main)

        # todo: don't need this, but might be useful for custom decks
        # if self.active_squad().can_heal_minor():
        #     possible_actions.append(Act.heal_minor)

        # Card related Actions
        if self.active_squad().has_hand():
            # get possible attack targets
            squad_targets = self.get_squad_targets()
            for index, card in enumerate(self.active_squad().hand):

                # attack cards with or without special abilities
                if card.is_atk():
                    squad_targets[card.owner]['cards']['attack'] = card
                    # possible_actions.append(index)

                # special abilities
                if card.is_special():
                    squad_targets[card.owner]['cards']['special'] = card

        return possible_actions

    # TODO: Clean this up
    # def get_list_of_char_card_actions(self):
    #     active_chars = self.active_squad().get_active_chars()

    # ######################### Targeting Methods ############################

    def get_squad_targets(self):
        """ Get dictionary of lists for all possible targets
        {char_key: char_object}"""
        active_chars = self.active_squad().get_active_chars()
        squad_targets = {}
        for char_key in active_chars:
            # char = self.active_squad().chars[char_key]
            squad_targets[char_key]['targets'] = self.get_char_targets(
                self.active_squad().chars[char_key])
        return squad_targets

    def get_char_targets(self, char):
        """ Get list of all possible target characters for a single character
        """
        return [target for squad in self.squads if squad.side != char.side
                for k, target in squad.chars.items() if target.is_alive()
                and self.board.can_target(char, target)]

    def get_adj_chars(self, char=None):
        """return list of adj characters. assumes active char unless set"""
        if char:
            origin = char
        else:
            origin = self.active_char

        return [char for squad in self.squads
                for k, char in squad.chars.items()
                if char.is_alive() and origin.pos.is_adj(char.pos)]

    def get_adj_allies_enemies(self, char=None):
        """return list of adj friendly characters"""
        allies = []
        enemies = []
        if char:
            origin = char
        else:
            origin = self.active_char
        for squad in self.squads:
            for k, char in squad.chars.items():
                if char.is_alive() and origin.pos.is_adj(char.pos):
                    if not origin.is_enemy(char):
                        allies.append(char)
                    else:
                        enemies.append(char)
        return allies, enemies

    def get_minor_enemy_chars(self, char=None):
        enemies = []
        if char:
            active_char = char
        else:
            active_char = self.active_char

        for squad in self.squads:
            if squad.side != active_char.side:
                enemies.append(squad.get_minor_chars())
        return enemies

    ##########################################################################
    #                         Action Methods
    ##########################################################################
    # TODO: Clean this up
    # def play_card(self):
    #     card = self.active_squad().active_card
    #     if card.self.ack:
    #         def_card = self.target_squad().active_card
    #         # resolve cards
    #     else:
    #         for effects in card.effects:
    #             # play effects
    #             effects['effect_type']()

    def combat(self):
        pass

    ###########################################################################
    #                              Card Effects
    ###########################################################################

    def damage_adj_chars(self, points, char=None):
        chars = self.get_adj_chars(char)
        for char in chars:
            char.damage(points)

    def damage_char(self, points=1):
        """Throw Debris"""
        self.target_char.damage(points)

    def deal_cards_to_squads(self, num_cards=4):
        """ Deals out hand to each squad Hand defaults to initial 4"""
        for squad in self.squads:
            squad.draw_card(num_cards)

    def draw(self, num):
        """Jedi block, martial defense, serenity, missile launch, taunt,
        masterful fighting, force strike, deadly aim, bowcaster attack,
        Latent Force Ability, gain power"""
        self.active_squad().draw_card(num)

    def reveal_discard_attack_cards(self, squad_num):
        """I will not fight you"""
        self.active_squad().discard_attack_cards()
        self.squads[squad_num].discard_attack_cards()

    def reveal_target_hand(self, squad_num):
        """"""
        # TODO: FIX THIS
        return self.squads[squad_num].hand

    def reveal_target_hand_discard_card(self, squad_num, card_indices):
        """Insight"""
        self.reveal_target_hand(squad_num)
        self.target_discard(squad_num, card_indices)

    def damage_minor_enemy(self, points, char=None):
        """Choke"""
        if char:
            char.damage(points)
        else:
            self.target_char.damage(points)

    def damage_and_discard_random(self, points, squad_num, num_cards):
        """Force Lightning"""
        self.damage_char(points)
        self.target_discard_random(squad_num, num_cards)

    def damage_char_and_adj_chars(self, points=1):
        """Thermal Detonator"""
        self.target_char.damage(points)
        self.damage_adj_chars(points, self.target_char)

    def switch_main_and_minor_pos(self, char):
        """Royal Command"""
        self.active_char.switch_pos(char)

    def heal_main_if_adjacent_alive_or_heal_minor(self, points):
        # """Luke's in trouble"""
        pass

    def heal_more_if_main_alive(self, alive_pts, dead_pts):
        """Protection"""
        if self.active_squad().is_main_dead():
            self.active_char.heal(dead_pts)
        else:
            self.active_char.heal(alive_pts)

    def damage_legal_targets_shuffle_discard_into_deck(self, points):
        """Never Tell Me The Odds"""
        self.damage_legal_targets(points)
        self.active_squad().shuffle_discard_into_deck()

    def heal_target_squad_cannot_draw_next_turn(self, points):
        """Meditation"""
        self.heal(points)
        self.squad_cannot_draw_next_turn()

    def squad_cannot_draw_next_turn(self):
        pass

    # def damage_adj_enemies(self, points):
    #     allies, enemies = self.get_adj_allies_enemies(self.active_char)
    #     self._damage_chars(points, enemies)

    def not_action(self):
        """Sith speed, super sith speed"""
        self.active_squad().actions += 1

    def lose_action(self, squad_num):
        """"""
        self.squads[squad_num] -= 1

    def heal(self, points=None):
        self.active_char().heal(points)

    def heal_and_move(self, points, moves):
        """Wookie Healing"""
        self.heal(points)
        self.move(moves)

    def move_and_damage_target_char(self, pos, points):
        """Its not wise"""
        self.move_char(self.target_char, pos)
        self.target_char.damage(points)

    # def move_and_damage_adj_chars(self, points):
    #     """Flame Thrower"""
    #     # TODO: FIX
    #     chars = self.get_adj_chars(self.active_char)
    #     # for char in chars:
    #     #     self.move_character(char)
    #     #     char.damage(points)

    def move_and_draw(self, moves, num_cards):
        """wisdom, force quickness"""
        self.move(moves)
        self.draw(num_cards)

    def counter(self, points):
        """Counter attack, blinding surge, force rebound"""
        self.active_char().damage(points)

    def move(self, num_moves):
        """Shot on the run, Heroic Retreat, Jedi Attack, Athletic Surge"""
        self.board.find_moves(self.active_char, num_moves)

    def move_squad_draw(self, num_moves, num_cards):
        """Children of the force"""
        self.move_squad(num_moves)
        self.draw(num_cards)

    def move_no_hand_draw_new_hand(self, num_moves, num_cards):
        """Calm"""
        self.move(num_moves)
        self.no_hand_draw(num_cards)

    def no_hand_draw(self, num_cards):
        if not self.active_squad().has_hand():
            self.draw(num_cards)

    def discard_to_draw(self):
        """precise shot"""
        self.active_squad().discard_to_draw()

    def target_dies_draw(self, cards):
        """kyber dart"""
        if self.target_char.hp == 0:
            self.draw(cards)

    def minor_dead_more_damage(self):
        """Justice"""
        if self.active_squad().can_heal_main():
            pass

    def damage_char_squad_loses_action(self, points, action):
        """wrist cable"""
        self.target_char.damage(points)
        # TODO: FIX THIS
        self.lose_action(action)

    def damage_squad(self, points):
        """wrath_vader"""
        self.target_squad.damage(points)

    def damage_legal_targets(self, points):
        """Never tell me the odds, whirlwind"""
        targets = self.get_char_targets(self.active_char)
        for target in targets:
            target.damage(points)

    def target_discard(self, squad_num, card_indices):
        """Let Go of your Hatred"""
        self.squads[squad_num].discard_cards(card_indices=card_indices)

    def target_discard_random(self, squad_num, num_cards):
        """Force Drain"""
        self.squads[squad_num].discard_cards(num_cards=num_cards)

    def damage_legal_target_discard_random(self, squad_num, num_cards):
        """Gambler's luck"""
        self.target_discard_random(squad_num, num_cards)

    def move_all(self, moves):
        # force control
        pass

    def lift_char(self):
        # Force Lift
        pass

    def drop_char(self):
        pass

    def reorder_cards_draw(self, card_indices, num_draw):
        """Future Foreseen"""
        self.reorder_cards(card_indices)
        self.draw(num_draw)

    def preview_deck(self, depth):
        self.active_squad().deck_preview(depth)

    def reorder_cards(self, card_indices):
        self.active_squad().deck_reorder(card_indices)

    def kill_or_die(self):
        """Desperate Shot"""
        if self.target_char.hp != 0:
            self.active_char().kill()

    def hand_size_to_one(self, card_index):
        """anger"""
        self.active_squad().hand_size_to_one(card_index)

    def drain_hp(self, points):
        # """dark side drain"""
        pass

    def hand_size_combat_modifier(self):
        # """battlemind"""
        pass

    def get_card_from_deck(self, card_type):
        """Wookie instincts"""
        self.active_squad().get_card_from_deck(card_type)
        self.active_squad().shuffle()

    def get_card_from_discard(self, card_type):
        """jedi mind trick"""
        self.active_squad().get_card_from_discard(card_type)

    def squad_discard_hand(self, squad_num):
        """You Will Die"""
        self.squads[squad_num].discard_hand()

    def all_squads_discard_hand(self):
        for squad in self.squads:
            squad.discard_hand()

    def squads_discard_redraw(self, num_cards):
        """Force Balance"""
        for squad in self.squads:
            squad.discard_hand()
            squad.draw_card(num_cards)

    def target_squad_reveal_hand(self):
        # TODO: Not sure on exposure
        pass

    def target_squad_discard_special(self):
        """Your Skills Are Not Complete"""
        self.target_squad_reveal_hand()
        pass

    def teleport(self, pos, char=None):
        """rocket retreat, assassination"""
        if char:
            self.move_char(char, pos)
        else:
            self.move_char(self.active_char, pos)

    def teleport_damage_damage(self, pos, points):
        """Force Push"""
        self.teleport(pos, self.target_char)
        self.target_char.damage(points)

    def teleport_adj_to_enemy(self):
        pass

    def teleport_not_action(self, pos, char=None):
        """Fire up the jet pack"""
        self.teleport(pos, char)
        self.not_action()

    def teleport_to_minor_damage(self, points):
        """wrath_anakin"""
        self.teleport_adj_to_enemy()
        self.target_char.damage(points)

    def teleport_to_target_not_action(self):
        """sudden arrival"""
        self.teleport_adj_to_enemy()
        self.not_action()

    def undefended_attack(self):
        """all to easy, sniper shot"""
        self.active_squad()
        pass
コード例 #4
0
 def setUp(self):
     self.dice = Dice()