Пример #1
0
    def shuffle(self, cl):
        owner = cl.owner
        list_shuffle(cl, owner)

        for c in cl:
            c.sync_id = 0
            self.register_card(c)
Пример #2
0
    def shuffle(self, cl):
        owner = cl.owner
        list_shuffle(cl, owner)

        for c in cl:
            c.sync_id = 0
            self.register_card(c)
Пример #3
0
    def apply_action(self):
        g = Game.getgame()

        from . import cards

        g.pick_history = []

        g.deck = cards.Deck(cards.kof_card_definition)
        g.ehclasses = []
        g.current_player = None

        for i, p in enumerate(g.players):
            p.identity = Identity()
            p.identity.type = (Identity.TYPE.HAKUREI, Identity.TYPE.MORIYA)[i % 2]

        # choose girls -->
        from characters import get_characters

        chars = get_characters("kof")

        testing = list(settings.TESTING_CHARACTERS)
        testing = filter_out(chars, lambda c: c.__name__ in testing)

        _chars = g.random.sample(chars, 10)
        _chars.extend(testing)

        from characters.akari import Akari

        if Game.SERVER_SIDE:
            choice = [CharChoice(cls) for cls in _chars[-10:]]

            for c in g.random.sample(choice, 4):
                c.real_cls = c.char_cls
                c.char_cls = Akari

        elif Game.CLIENT_SIDE:
            choice = [CharChoice(None) for i in xrange(10)]

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

        g.players.reveal(choice)

        # roll
        roll = range(len(g.players))
        g.random.shuffle(roll)
        pl = g.players
        roll = sync_primitive(roll, pl)

        roll = [pl[i] for i in roll]

        g.emit_event("game_roll", roll)

        first = roll[0]
        second = roll[1]

        g.emit_event("game_roll_result", first)
        # ----

        # akaris = {}  # DO NOT USE DICT! THEY ARE UNORDERED!
        akaris = []

        A, B = first, second
        order = [A, B, B, A, A, B, B, A, A, B]
        A.choices = []
        B.choices = []
        A.remaining = [2]
        B.remaining = [2]
        choice_mapping = {A: choice, B: choice}
        del A, B

        with InputTransaction("ChooseGirl", g.players, mapping=choice_mapping) as trans:
            for p in order:
                c = user_input([p], ChooseGirlInputlet(g, choice_mapping), 10, "single", trans)
                if not c:
                    # first non-chosen char
                    for c in choice:
                        if not c.chosen:
                            c.chosen = p
                            break

                if issubclass(c.char_cls, Akari):
                    akaris.append((p, c))

                c.chosen = p
                p.choices.append(c)

                trans.notify("girl_chosen", (p, c))

        # reveal akaris for themselves
        for p, c in akaris:
            c.char_cls = c.real_cls
            p.reveal(c)

        for c in choice:
            del c.chosen

        list_shuffle(first.choices, first)
        list_shuffle(second.choices, second)

        mapping = {first: first.choices, second: second.choices}

        with InputTransaction("ChooseGirl", g.players, mapping=mapping) as trans:
            ilet = ChooseGirlInputlet(g, mapping)
            ilet.with_post_process(lambda p, rst: trans.notify("girl_chosen", (p, rst)) or rst)
            rst = user_input(pl, ilet, type="all", trans=trans)

        def s(p):
            c = rst[p] or p.choices[0]
            p = g.next_character(p, c)
            p.choices.remove(c)
            return p

        first, second = s(first), s(second)

        order = [1, 0] if first is g.players[0] else [0, 1]

        pl = g.players
        for p in pl:
            g.process_action(RevealIdentity(p, pl))

        g.emit_event("game_begin", g)

        for p in pl:
            g.process_action(DistributeCards(p, amount=4 if p is first else 3))

        for i in order:
            g.emit_event("character_debut", (None, g.players[i]))

        for i, idx in enumerate(cycle(order)):
            p = g.players[idx]
            if i >= 6000:
                break
            if p.dead:
                KOFCharacterSwitchHandler.do_switch_dead()
                p = g.players[idx]  # player changed

            assert not p.dead

            try:
                g.emit_event("player_turn", p)
                g.process_action(PlayerTurn(p))
            except InterruptActionFlow:
                pass
Пример #4
0
    def apply_action(self):
        g = Game.getgame()

        from . import cards

        g.pick_history = []

        g.deck = cards.Deck(cards.kof_card_definition)
        g.ehclasses = []
        g.current_player = None

        for i, p in enumerate(g.players):
            p.identity = Identity()
            p.identity.type = (Identity.TYPE.HAKUREI,
                               Identity.TYPE.MORIYA)[i % 2]

        # choose girls -->
        from characters import get_characters
        chars = get_characters('kof')

        testing = list(settings.TESTING_CHARACTERS)
        testing = filter_out(chars, lambda c: c.__name__ in testing)

        _chars = g.random.sample(chars, 10)
        _chars.extend(testing)

        from characters.akari import Akari
        if Game.SERVER_SIDE:
            choice = [CharChoice(cls) for cls in _chars[-10:]]

            for c in g.random.sample(choice, 4):
                c.real_cls = c.char_cls
                c.char_cls = Akari

        elif Game.CLIENT_SIDE:
            choice = [CharChoice(None) for i in xrange(10)]

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

        g.players.reveal(choice)

        # roll
        roll = range(len(g.players))
        g.random.shuffle(roll)
        pl = g.players
        roll = sync_primitive(roll, pl)

        roll = [pl[i] for i in roll]

        g.emit_event('game_roll', roll)

        first = roll[0]
        second = roll[1]

        g.emit_event('game_roll_result', first)
        # ----

        # akaris = {}  # DO NOT USE DICT! THEY ARE UNORDERED!
        akaris = []

        A, B = first, second
        order = [A, B, B, A, A, B, B, A, A, B]
        A.choices = []
        B.choices = []
        A.remaining = [2]
        B.remaining = [2]
        choice_mapping = {A: choice, B: choice}
        del A, B

        with InputTransaction('ChooseGirl', g.players,
                              mapping=choice_mapping) as trans:
            for p in order:
                c = user_input([p], ChooseGirlInputlet(g, choice_mapping), 10,
                               'single', trans)
                if not c:
                    # first non-chosen char
                    for c in choice:
                        if not c.chosen:
                            c.chosen = p
                            break

                if issubclass(c.char_cls, Akari):
                    akaris.append((p, c))

                c.chosen = p
                p.choices.append(c)

                trans.notify('girl_chosen', (p, c))

        # reveal akaris for themselves
        for p, c in akaris:
            c.char_cls = c.real_cls
            p.reveal(c)

        for c in choice:
            del c.chosen

        list_shuffle(first.choices, first)
        list_shuffle(second.choices, second)

        mapping = {first: first.choices, second: second.choices}

        with InputTransaction('ChooseGirl', g.players,
                              mapping=mapping) as trans:
            ilet = ChooseGirlInputlet(g, mapping)
            ilet.with_post_process(
                lambda p, rst: trans.notify('girl_chosen', (p, rst)) or rst)
            rst = user_input(pl, ilet, type='all', trans=trans)

        def s(p):
            c = rst[p] or p.choices[0]
            p = g.next_character(p, c)
            p.choices.remove(c)
            return p

        first, second = s(first), s(second)

        order = [1, 0] if first is g.players[0] else [0, 1]

        pl = g.players
        for p in pl:
            g.process_action(RevealIdentity(p, pl))

        g.emit_event('game_begin', g)

        for p in pl:
            g.process_action(DistributeCards(p, amount=4 if p is first else 3))

        for i in order:
            g.emit_event('character_debut', (None, g.players[i]))

        for i, idx in enumerate(cycle(order)):
            p = g.players[idx]
            if i >= 6000: break
            if p.dead:
                KOFCharacterSwitchHandler.do_switch_dead()
                p = g.players[idx]  # player changed

            assert not p.dead

            try:
                g.emit_event('player_turn', p)
                g.process_action(PlayerTurn(p))
            except InterruptActionFlow:
                pass
Пример #5
0
    def apply_action(self):
        g = Game.getgame()

        from . import cards

        g.pick_history = []

        g.deck = cards.Deck(cards.kof_card_definition)
        g.ehclasses = []
        g.current_player = None

        for i, p in enumerate(g.players):
            p.identity = Identity()
            p.identity.type = (Identity.TYPE.HAKUREI, Identity.TYPE.MORIYA)[i % 2]

        # choose girls -->
        from thb.characters import get_characters
        chars = get_characters('common', 'kof')

        A, B = roll(g, self.items)
        order = [A, B, B, A, A, B, B, A, A, B]

        choices, imperial_choices = build_choices(
            g, self.items,
            candidates=chars, players=[A, B],
            num=10, akaris=4, shared=True,
        )

        chosen = {A: [], B: []}

        with InputTransaction('ChooseGirl', g.players, mapping=choices) as trans:
            for p, c in imperial_choices:
                c.chosen = p
                chosen[p].append(c)
                trans.notify('girl_chosen', (p, c))
                order.remove(p)

            for p in order:
                c = user_input([p], ChooseGirlInputlet(g, choices), 10, 'single', trans)
                c = c or first(choices[p], lambda c: not c.chosen)

                c.chosen = p
                chosen[p].append(c)

                trans.notify('girl_chosen', (p, c))

        # reveal akaris for themselves
        for p in [A, B]:
            for c in chosen[p]:
                c.akari = False
                p.reveal(c)
                del c.chosen

        list_shuffle(chosen[A], A)
        list_shuffle(chosen[B], B)

        with InputTransaction('ChooseGirl', g.players, mapping=chosen) as trans:
            ilet = ChooseGirlInputlet(g, chosen)
            ilet.with_post_process(lambda p, rst: trans.notify('girl_chosen', (p, rst)) or rst)
            rst = user_input([A, B], ilet, type='all', trans=trans)

        def s(p):
            c = rst[p] or chosen[p][0]
            chosen[p].remove(c)
            p.choices = chosen[p]
            p.remaining = [2]
            p = g.next_character(p, c)
            return p

        A, B = s(A), s(B)

        order = [1, 0] if A is g.players[0] else [0, 1]

        for p in [A, B]:
            g.process_action(RevealIdentity(p, g.players))

        g.emit_event('game_begin', g)

        g.process_action(DistributeCards(A, amount=4))
        g.process_action(DistributeCards(B, amount=3))

        for i in order:
            g.emit_event('character_debut', (None, g.players[i]))

        for i, idx in enumerate(cycle(order)):
            p = g.players[idx]
            if i >= 6000: break
            if p.dead:
                KOFCharacterSwitchHandler.do_switch_dead()
                p = g.players[idx]  # player changed

            assert not p.dead

            try:
                g.emit_event('player_turn', p)
                g.process_action(PlayerTurn(p))
            except InterruptActionFlow:
                pass