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)
def game_start(g): # game started, init state from cards import Card, Deck, CardList g.deck = Deck() ehclasses = list(action_eventhandlers) + _game_ehs.values() np = g.n_persons 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.special = CardList(p, 'special') # used on special purpose p.showncardlists = [p.showncards, p.fatetell] # cardlists should shown to others p.tags = defaultdict(int) p.dead = False # choose girls init --> from characters import characters as chars if Game.SERVER_SIDE: choice = [ CharChoice(cls, cid) for cls, cid in zip(g.random.sample(chars, 3*np+2), xrange(3*np+2)) ] elif Game.CLIENT_SIDE: choice = [ CharChoice(None, i) for i in xrange(3*np+2) ] chosen_girls = [] pl = PlayerList(g.players) def process(p, cid): try: retry = p._retry except AttributeError: retry = 3 retry -= 1 try: check(isinstance(cid, int)) i = p._choose_tag if p is boss: assert p is pl[-1] check(i*3 <= cid< (i+1)*3+2) else: check(i*3 <= cid < (i+1)*3) c = choice[cid] if c.chosen and retry > 0: p._retry = retry raise ValueError c.chosen = p chosen_girls.append(c) g.emit_event('girl_chosen', c) pl.remove(p) return c except CheckFailed as e: return None finally: try: del p._retry del p._choose_tag except AttributeError: pass # choose boss idx = sync_primitive(g.random.randrange(len(g.players)), g.players) pl[-1], pl[idx] = pl[idx], pl[-1] boss = g.boss = pl[-1] boss.identity = Identity() boss.identity.type = Identity.TYPE.BOSS g.process_action(RevealIdentity(boss, g.players)) for i, p in enumerate(pl): p._choose_tag = i p.reveal(choice[i*3:(i+1)*3]) boss.reveal(choice[-2:]) g.emit_event('choose_girl_begin', ([boss], choice)) PlayerList([boss]).user_input_all('choose_girl', process, choice, timeout=30) if not chosen_girls: # didn't choose offs = sync_primitive(g.random.randrange(5), g.players) c = choice[(len(pl)-1)*3+offs] c.chosen = boss g.emit_event('girl_chosen', c) pl.remove(boss) else: c = chosen_girls.pop() assert c.chosen is boss g.players.reveal(c) # mix it in advance # so the others could see it mixin_character(boss, c.char_cls) boss.skills = list(boss.skills) # make it instance variable ehclasses.extend(boss.eventhandlers_required) # boss's hp bonus if len(g.players) > 5: boss.maxlife += 1 boss.life = boss.maxlife g.emit_event('choose_girl_end', None) # reseat opl = g.players loc = range(len(opl)) g.random.shuffle(loc) loc = sync_primitive(loc, opl) npl = opl[:] for i, l in zip(range(len(opl)), loc): npl[i] = opl[l] g.players[:] = npl g.emit_event('reseat', None) # tell the others their own identity il = list(g.identities) g.random.shuffle(il) for p in g.players.exclude(boss): p.identity = Identity() id = il.pop() if Game.SERVER_SIDE: p.identity.type = id g.process_action(RevealIdentity(p, p)) pl = g.players.exclude(boss) g.emit_event('choose_girl_begin', (pl, choice)) pl.user_input_all('choose_girl', process, choice, timeout=30) g.emit_event('choose_girl_end', None) # now you can have them all. g.players.reveal(choice) # if there's any person didn't make a choice --> # FIXME: this can choose girl from the other force! 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.life = p.maxlife ehclasses.extend(p.eventhandlers_required) g.event_handlers = EventHandler.make_list(ehclasses) g.emit_event('game_begin', g) try: for p in g.players: g.process_action(DrawCards(p, amount=4)) pl = g.players.rotate_to(boss) for i, p in enumerate(cycle(pl)): if i >= 6000: break if not p.dead: try: g.process_action(PlayerTurn(p)) except InterruptActionFlow: pass except GameEnded: pass