def __init__(self, names, ruleset, gameid=None, wantedGame=None, client=None, playOpen=False, autoPlay=False): PlayingGame.__init__( self, names, ruleset, gameid, wantedGame=wantedGame, client=client, playOpen=playOpen, autoPlay=autoPlay) # Internal.mainWindow.adjustView() # Internal.mainWindow.updateGUI() self.wall.decorate()
def initHand(self): """Happens only on server: every player gets 13 tiles (including east)""" self.throwDices() self.wall.divide() for player in self.players: player.clearHand() # 13 tiles at least, with names as given by wall # compensate boni while len(player.concealedTiles) != 13: player.addConcealedTiles(self.wall.deal()) PlayingGame.initHand(self)
def __init__(self, names, ruleset, gameid=None, wantedGame=None, client=None, playOpen=False, autoPlay=False): PlayingGame.__init__(self, names, ruleset, gameid, wantedGame, client, playOpen, autoPlay) self.shouldSave = True
def __init__(self, names, ruleset, gameid=None, wantedGame=None, client=None, playOpen=False, autoPlay=False): PlayingGame.__init__(self, names, ruleset, gameid, wantedGame=wantedGame, client=client, playOpen=playOpen, autoPlay=autoPlay) # Internal.mainWindow.adjustMainView() # Internal.mainWindow.updateGUI() self.wall.decorate4()
def close(self): """close the game""" scene = Internal.scene scene.discardBoard.hide() if isAlive(scene): scene.removeTiles() scene.clientDialog = None for player in self.players: player.hide() if self.wall: self.wall.hide() if isAlive(scene.mainWindow): scene.mainWindow.actionAutoPlay.setChecked(False) scene.startingGame = False scene.game = None scene.mainWindow.updateGUI() return PlayingGame.close(self)
def close(self): """close the game""" scene = Internal.scene scene.discardBoard.hide() if isAlive(scene): scene.removeTiles() scene.clientDialog = None for player in self.players: player.hide() if self.wall: self.wall.hide() if isAlive(scene.mainWindow): scene.mainWindow.actionAutoPlay.setChecked(False) scene.startingGame = False scene.game = None SideText.removeAll() scene.mainWindow.updateGUI() return PlayingGame.close(self)
def throwDices(self): """sets random living and kongBox sets divideAt: an index for the wall break""" self.wall.tiles.sort() self.randomGenerator.shuffle(self.wall.tiles) PlayingGame.throwDices(self)
RULESETS = [] # test each of those rulesets twice: once with limit, once with roof off for testRuleset in [ClassicalChineseDMJL, ClassicalChineseBMJA] * 2: _ = testRuleset() _.load() RULESETS.append(_) for _ in RULESETS[2:]: _.roofOff = True # Do not create our test players in the data base: Players.createIfUnknown = str # RULESETS=RULESETS[:1] GAMES = list([PlayingGame(list(tuple([wind, str(wind.char)]) for wind in Wind.all4), x) for x in RULESETS]) PROGRAM = None class Expected: """define what we expect from test""" def __init__(self, won, points, doubles, limits): self.won = won self.score = Score(points, doubles, limits) def __str__(self): if self.won: return 'Won with %s' % self.score