def playFunc(ply, enemy, target):
    cardChoices = []
    for files in os.listdir('./cards'):
        cardChoices.append(files[:-3])
    chosen = random.choice(cardChoices)
    ply.hand.append(chosen)
    yield from mechanics.heal(ply, mechanics.cardList[chosen.lower()].cost)
示例#2
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def triggerFunc(ply, enemy, data, affectedPlayer):
    print('before check')
    if affectedPlayer == "friendly":
        print('after check')
        yield from mechanics.heal(ply, 1)
        print('after heal')
    return
示例#3
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def playFunc(ply, enemy, target):
	mechanics.sacNode(enemy,ply,target)
	yield from mechanics.heal( enemy, 6 )
def startRound(match, activePlayer, activePlayerObj, otherPlayer,
               otherPlayerObj, ctx):
    #check if game still exists
    if not mechanics.isGameRunning(match):
        return
    #check if milled out when drawing a card (maybe condense this chunk somehow)
    if not activePlayerObj.drawCard():
        yield from ctx.message.channel.send(activePlayer.name + " milled out!")
        yield from mechanics.gameOver(activePlayer.id)
        return

    #Energy costs (oooh actual phase orders are showing c:)
    yield from mechanics.heal(activePlayerObj, activePlayerObj.energy)

    #check if game still exists
    if not mechanics.isGameRunning(match):
        return

    #Activate all of active player's nodes/initialize turn-based vars
    if len(activePlayerObj.nodes) > 0:
        for thisNode in activePlayerObj.nodes.copy():
            yield from mechanics.activateNode(thisNode, activePlayerObj,
                                              otherPlayerObj)
        yield from ctx.message.channel.send(
            activePlayerObj.name + " activated their start of turn abilities.")
    activePlayerObj.newTurn()
    otherPlayerObj.newTurn()
    activePlayerObj.newMyTurn()

    #check if game still exists
    if not mechanics.isGameRunning(match):
        return

    #Send the info
    yield from ctx.message.channel.send(activePlayer.name + "'s turn.")
    if not match.gameMessage == None:
        yield from bot.delete_message(match.gameMessage)
    yield from printLogs(match, ctx)
    match.gameMessage = yield from ctx.message.channel.send(
        str(activePlayerObj) + "\n\n" + str(otherPlayerObj) +
        "\nCommands: play, concede, pass, info, mill")

    yield from sendHand(activePlayer, activePlayerObj, ctx)

    #Make sure it's a game command
    def check(msg):
        return msg.content.lower().startswith('play') or msg.content.lower(
        ).startswith('concede') or msg.content.lower().startswith(
            'pass') or msg.content.lower().startswith(
                'info') or msg.content.lower().startswith('mill')

    #Wait for active player's command.
    while True:
        #check if game still exists
        if not mechanics.isGameRunning(match):
            return
        messageOriginal = yield from bot.wait_for_message(
            author=activePlayer, check=check, timeout=config.TURN_TIMEOUT)

        #Act within 500 seconds or game is lost
        try:
            message = messageOriginal.content.lower().split(' ', 1)
        except AttributeError:
            yield from ctx.message.channel.send("Game timed out!")
            match.timedOut = True
            yield from mechanics.gameOver(activePlayer.id)
            break

        if message[0] == 'info':
            if not match.gameMessage == None:
                yield from bot.delete_message(match.gameMessage)
            match.gameMessage = yield from ctx.message.channel.send(
                str(activePlayerObj) + "\n\n" + str(otherPlayerObj) +
                "\nCommands: play, concede, pass, info, mill")
            continue
        elif message[0] == 'play':  #The big one

            #Ensure it's in hand
            if not any(message[1] in x.lower() for x in activePlayerObj.hand):
                yield from ctx.message.channel.send("Played an invalid card.")
                continue

            #Get proper targets
            playedObject = mechanics.cardList[message[1].lower()]
            thisTarget = yield from getTarget(playedObject, activePlayerObj,
                                              activePlayer, otherPlayerObj,
                                              ctx)
            if thisTarget == -1:
                continue

            #Check if node generator (for 1 per turn limit)
            if playedObject.cardtype == "NodeGen":
                if activePlayerObj.playedNode:
                    yield from ctx.message.channel.send(
                        "You already spawned a Node this turn.")
                    continue
                else:
                    activePlayerObj.playedNode = True
            yield from playCard(match, activePlayer, activePlayerObj,
                                otherPlayer, otherPlayerObj, message[1],
                                thisTarget, ctx)
            continue

        elif message[0] == 'pass':
            yield from startRound(match, otherPlayer, otherPlayerObj,
                                  activePlayer, activePlayerObj, ctx)
            break
        elif message[0] == 'mill':
            if activePlayerObj.milled == True:
                yield from ctx.message.channel.send(
                    "You already milled a card this turn.")
                continue
            elif len(activePlayerObj.deck) <= 0:
                yield from ctx.message.channel.send(
                    "You have no cards to mill.")
                continue
            else:
                activePlayerObj.milled = True
                poppedCard, lifeToGain = mechanics.millCard(activePlayerObj)
                yield from ctx.message.channel.send(activePlayerObj.name +
                                                    " milled " + poppedCard +
                                                    " for " + str(lifeToGain) +
                                                    " health.")
                continue
        elif message[0] == 'concede':
            yield from ctx.message.channel.send(activePlayer.name +
                                                " conceded.")
            yield from mechanics.gameOver(activePlayer.id)
            return
def playFunc(ply, enemy, target):
    ply.desperation -= 5
    yield from mechanics.heal(ply, 10)
示例#6
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def playFunc(ply, enemy, target):
    if len(ply.nodes) > 0:
        mechanics.sacNode(ply, enemy, target)
        yield from mechanics.heal(ply, 8)
def playFunc(ply, enemy, target):
	yield from mechanics.heal( enemy, ply.energy )
示例#8
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def playFunc(ply, enemy, target):
    yield from mechanics.heal(ply, 10)
    ply.hunger -= 5
示例#9
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def playFunc(ply, enemy):
    yield from mechanics.heal(ply, len(ply.nodes))
    return
示例#10
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def playFunc(ply, enemy):
    if ply.lifeforce < 15:
        yield from mechanics.heal(ply, 5)
        ply.desperation += 5
        mechanics.sacNode(ply, enemy, ply.nodes.index('Adrenaline'))
    return
示例#11
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def triggerFunc(ply, enemy, dataPassed, affectedPlayer):
    #dataPassed is damage dealt
    if affectedPlayer == "enemy":
        yield from mechanics.heal(ply, dataPassed)
    return
示例#12
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def deathFunc(ply, enemy):
    yield from mechanics.heal(ply, 5)
    return
示例#13
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def playFunc(ply, enemy, target):
    yield from mechanics.heal(ply, 7)
    yield from mechanics.damage(enemy, 7)
def playFunc(ply, enemy, target):
	yield from mechanics.heal( ply, 5 )
示例#15
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def playFunc(ply, enemy, target):
    yield from mechanics.heal(ply, 18)
    enemy.addNode('Lesser Leech')