示例#1
0
    def handle(self, evt_type, act):
        if evt_type == 'action_after' and isinstance(act, PrepareStage):
            src = act.target
            if not src.has_skill(LunaDial):
                return act

            PlayerTurn.get_current(src).pending_stages.insert(0, LunaDialActionStage)

        return act
示例#2
0
    def fatetell_action(self, ft):
        if ft.succeeded:
            turn = PlayerTurn.get_current(self.target)
            try:
                turn.pending_stages.remove(DrawCardStage)
            except Exception:
                pass

            return True

        return False
示例#3
0
    def apply_action(self):
        tgt = self.target
        ActionStage.force_break()
        turn = PlayerTurn.get_current(tgt)
        try:
            turn.pending_stages.remove(DropCardStage)
            turn.pending_stages.remove(FinalizeStage)
        except Exception:
            pass

        return True
示例#4
0
    def apply_action(self):
        src = self.source

        g = Game.getgame()
        g.process_action(DrawCards(src, 1))

        turn = PlayerTurn.get_current(src)
        try:
            turn.pending_stages.remove(DropCardStage)
        except Exception:
            pass

        return True
示例#5
0
    def apply_action(self):
        src = self.source

        g = Game.getgame()
        g.process_action(DrawCards(src, 1))

        turn = PlayerTurn.get_current(src)
        try:
            turn.pending_stages.remove(DropCardStage)
        except Exception:
            pass

        return True
示例#6
0
    def handle(self, evt_type, arg):
        if evt_type == 'card_migration':
            act, cards, _from, to, _ = arg
            if isinstance(act, (DistributeCards, DrawCardStage)):
                return arg

            if to is None or not to.owner:
                return arg

            if to.type not in ('cards', 'showncards', 'equips'):
                return arg

            if _from is not None and _from.owner is to.owner:
                return arg

            g = Game.getgame()
            a, b = g.players

            if not a.has_skill(SanaeFaithKOF):
                a, b = b, a

            if not a.has_skill(SanaeFaithKOF):
                return arg

            if b is not to.owner:
                return arg

            turn = PlayerTurn.get_current()
            if not turn:
                return arg

            stage = turn.current_stage
            if stage.target is not b or not isinstance(stage, ActionStage):
                return arg

            g = Game.getgame()

            g.process_action(SanaeFaithKOFDrawCards(a, 1))

        return arg
示例#7
0
    def handle(self, evt_type, arg):
        if evt_type == 'card_migration':
            act, cards, _from, to, _ = arg
            if isinstance(act, (DistributeCards, DrawCardStage)):
                return arg

            if to is None or not to.owner:
                return arg

            if to.type not in ('cards', 'showncards', 'equips'):
                return arg

            if _from is not None and _from.owner is to.owner:
                return arg

            g = Game.getgame()
            a, b = g.players

            if not a.has_skill(SanaeFaithKOF):
                a, b = b, a

            if not a.has_skill(SanaeFaithKOF):
                return arg

            if b is not to.owner:
                return arg

            turn = PlayerTurn.get_current()
            if not turn:
                return arg

            stage = turn.current_stage
            if stage.target is not b or not isinstance(stage, ActionStage):
                return arg

            g = Game.getgame()

            g.process_action(SanaeFaithKOFDrawCards(a, 1))

        return arg
示例#8
0
    def apply_action(self):
        g = Game.getgame()
        params = self.params

        from thb.cards import Deck

        g.stats = []

        g.deck = Deck()
        g.ehclasses = []

        if params['random_force']:
            seed = get_seed_for(g.players)
            random.Random(seed).shuffle(g.players)

        g.draw_extra_card = params['draw_extra_card']

        f1 = BatchList()
        f2 = BatchList()
        g.forces = BatchList([f1, f2])

        H, M = Identity.TYPE.HAKUREI, Identity.TYPE.MORIYA
        for p, id, f in zip(g.players, [H, H, M, M], [f1, f1, f2, f2]):
            p.identity = Identity()
            p.identity.type = id
            p.force = f
            f.append(p)

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

        roll_rst = roll(g, self.items)
        f1, f2 = partition(lambda p: p.force is roll_rst[0].force, roll_rst)
        final_order = [f1[0], f2[0], f2[1], f1[1]]
        g.players[:] = final_order
        g.emit_event('reseat', None)

        # ban / choose girls -->
        from . import characters
        chars = characters.get_characters('common', '2v2')

        seed = get_seed_for(g.players)
        random.Random(seed).shuffle(chars)

        # ANCHOR(test)
        testing = list(settings.TESTING_CHARACTERS)
        testing, chars = partition(lambda c: c.__name__ in testing, chars)
        chars.extend(testing)

        chars = chars[-20:]
        choices = [CharChoice(cls) for cls in chars]

        banned = set()
        mapping = {p: choices for p in g.players}
        with InputTransaction('BanGirl', g.players, mapping=mapping) as trans:
            for p in g.players:
                c = user_input([p],
                               ChooseGirlInputlet(g, mapping),
                               timeout=30,
                               trans=trans)
                c = c or [_c for _c in choices if not _c.chosen][0]
                c.chosen = p
                banned.add(c.char_cls)
                trans.notify('girl_chosen', (p, c))

        assert len(banned) == 4

        g.stats.extend([{
            'event': 'ban',
            'attributes': {
                'gamemode': g.__class__.__name__,
                'character': i.__name__
            }
        } for i in banned])

        chars = [_c for _c in chars if _c not in banned]

        g.random.shuffle(chars)

        if Game.CLIENT_SIDE:
            chars = [None] * len(chars)

        for p in g.players:
            p.choices = [CharChoice(cls) for cls in chars[-4:]]
            p.choices[-1].as_akari = True

            del chars[-4:]

            p.reveal(p.choices)

        g.pause(1)

        mapping = {p: p.choices for p in g.players}
        with InputTransaction('ChooseGirl', g.players,
                              mapping=mapping) as trans:
            ilet = ChooseGirlInputlet(g, mapping)

            @ilet.with_post_process
            def process(p, c):
                c = c or p.choices[0]
                trans.notify('girl_chosen', (p, c))
                return c

            rst = user_input(g.players,
                             ilet,
                             timeout=30,
                             type='all',
                             trans=trans)

        # reveal
        for p, c in rst.items():
            c.as_akari = False
            g.players.reveal(c)
            g.set_character(p, c.char_cls)

        # -------
        for p in g.players:
            log.info(
                u'>> Player: %s:%s %s',
                p.__class__.__name__,
                Identity.TYPE.rlookup(p.identity.type),
                p.account.username,
            )
        # -------

        g.emit_event('game_begin', g)

        for p in g.players:
            g.process_action(DistributeCards(p, amount=4))

        for i, p in enumerate(cycle(pl)):
            if i >= 6000: break
            if not p.dead:
                g.emit_event('player_turn', p)
                try:
                    g.process_action(PlayerTurn(p))
                except InterruptActionFlow:
                    pass

        return True
示例#9
0
    def apply_action(self):
        g = Game.getgame()

        from thb.characters.meirin import Meirin
        from thb.characters.cirno import Cirno
        from thb.characters.sakuya import Sakuya

        # ----- Init -----
        from thb.cards import Deck
        g.deck = Deck()
        g.ehclasses = []

        cirno, meirin = g.players

        for i, p in enumerate(g.players):
            p.identity = Identity()
            p.identity.type = Identity.TYPE.HIDDEN

        g.set_character(cirno, Cirno)
        g.set_character(meirin, Meirin)

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

        g.emit_event('game_begin', g)

        # ----- End Init -----

        def dialog(character, dialog, voice):
            if voice is not None:
                voice = 'thb-cv-newbie-%s-%s' % (character.__name__.lower(),
                                                 ('000' + str(voice))[-3:])

            user_input([meirin],
                       GalgameDialogInputlet(g, character, dialog, voice),
                       timeout=60)

        def inject_eh(hook):
            eh = AdhocEventHandler()
            eh.handle = hook
            g.add_adhoc_event_handler(eh)
            return eh

        def remove_eh(eh):
            try:
                g.remove_adhoc_event_handler(eh)
            except:
                pass

        def fail():
            dialog(Meirin, u'喂剧本不是这么写的啊,重来重来!', 1)

        cirno, meirin = g.players  # update

        dialog(Meirin, u'一个pad,两个pad,三个pad……', 2)
        dialog(Sakuya, u'(唰', None)
        dialog(Meirin, u'啊,我头上的是……', 3)
        dialog(Sakuya, u'别做白日梦,起床了起床了。那边那个妖精可又来门口找麻烦了,为了你的晚餐考虑,还是去解决一下吧?', 1)
        dialog(Meirin, u'是是是……这都已经是第999次了吧,那家伙真是不知道什么叫做放弃吗……', 4)

        dialog(Cirno, u'俺又来啦,这次绝对要打赢你!赌上大酱的100场陪练!', 1)
        dialog(Meirin, u'前面998次你也都是这么说的……好了,废话少说,放马过来吧!', 5)
        dialog(Cirno, u'正合我意!', 2)

        g.current_player = cirno

        c = g.deck.inject(AttackCard, Card.SPADE, 1)
        g.process_action(DrawCards(cirno, 1))
        dialog(Cirno, u'“吃我大弹幕啦!”', 3)
        g.process_action(LaunchCard(cirno, [meirin], c))

        # 红美铃受到一点伤害

        dialog(Meirin, u'呜哇!?', 6)
        dialog(Sakuya, u'怎么搞的,被一只妖精弄伤了?', 2)
        dialog(Meirin, u'不不不,那个咲夜你听我说,这是偷袭……', 7)
        dialog(Sakuya,
               u'嗯……明明游戏已经开始了,不打起十二分的精神迎战可是不行的啊。在玩thb的时候请注意队友的感受,不要挂机喔。', 3)
        dialog(Meirin, u'啥啊又在对着不存在的人说些莫名其妙的东西……', 8)
        dialog(Sakuya, u'嗯?', 4)
        dialog(Meirin, u'我可什么都没说!', 9)

        # 红美铃的回合【目的:使用基本牌(麻薯,弹幕)】
        g.current_player = meirin
        c = g.deck.inject(HealCard, Card.HEART, 2)
        g.process_action(DrawCards(meirin, 1))

        while c in meirin.cards:
            text = (u'总之,这里先回复……\n'
                    u'(请使用麻薯)\n'
                    u'(在PC版中鼠标移动到卡牌/人物上,或者手机版中长按卡牌/人物头像,就会弹出说明,很有用的)')
            dialog(Meirin, text, 10)
            g.process_action(ActionStage(meirin, one_shot=True))

        atkcard = g.deck.inject(AttackCard, Card.SPADE, 3)
        g.process_action(DrawCards(meirin, 1))

        while atkcard in meirin.cards:
            text = (u'好,状态全满!那边的妖精!吃我大弹幕啦!\n'
                    u'(请首先点击弹幕,然后点击琪露诺,最后点击出牌)\n'
                    u'(在PC版中鼠标移动到卡牌/人物上,或者手机版中长按卡牌/人物头像,就会弹出说明,很有用的)')
            dialog(Meirin, text, 11)
            g.process_action(ActionStage(meirin, one_shot=True))

        dialog(Cirno, u'哎呀!?', 4)
        dialog(Sakuya, u'啊啦,干的不错。', 5)
        dialog(Meirin, u'那是自然啦,对付一些这样的妖精还是不在话下的……', 12)
        dialog(Cirno, u'喂!悄悄话说的也太大声了!!', 5)

        # 琪露诺的回合【目的:使用基本牌(擦弹)】【使用太极(1)】
        g.current_player = cirno
        g.deck.inject(HealCard, Card.HEART, 4)
        g.process_action(DrawCards(cirno, 1))
        while True:
            if meirin.life < meirin.maxlife:
                g.process_action(
                    Heal(meirin, meirin, meirin.maxlife - meirin.life))

            if meirin.cards:
                g.process_action(DropCards(meirin, meirin, meirin.cards))

            atkcard = g.deck.inject(AttackCard, Card.SPADE, 5)
            g.process_action(DrawCards(cirno, 1))
            graze = g.deck.inject(GrazeCard, Card.DIAMOND, 6)
            g.process_action(DrawCards(meirin, 1))

            dialog(Cirno, u'这回就轮到我了!接招!超⑨武神霸斩!', 6)

            lc = LaunchCard(cirno, [meirin], atkcard)

            @inject_eh
            def resp(evt_type, act):
                if evt_type == 'choose_target' and act[0] is lc:
                    g.pause(1)
                    dialog(Meirin, u'来的正好!', 13)

                elif evt_type == 'action_after' and isinstance(
                        act, LaunchGraze) and act.succeeded:
                    g.pause(1)
                    dialog(Cirno, u'我的计谋竟被……', 7)
                    text = (u'还没完呐!\n'
                            u'(使用技能,震飞琪露诺一张手牌)\n'
                            u'(每一名角色都有自己独特的技能,灵活利用好这些技能是你取得胜利的关键所在)')
                    dialog(Meirin, text, 14)

                return act

            g.process_action(lc)
            remove_eh(resp)

            if graze in meirin.cards or cirno.cards:
                fail()
                continue

            break

        dialog(Cirno, u'切,再让你嘚瑟一会儿,我还有自己的杀手锏呢……', 8)
        dialog(Meirin, u'在这种时候放空话可是谁都不会相信的啦。', 15)
        green = g.deck.inject(GreenUFOCard, Card.DIAMOND, 7)
        g.process_action(DrawCards(cirno, 1))
        dialog(Cirno, u'总之不能再让你这么自在地用弹幕打到俺了……看我的杀手锏!', 9)
        g.process_action(LaunchCard(cirno, [cirno], green))

        dialog(Meirin, u'咦……', 16)
        dialog(Sakuya, u'不会连这个你也不清楚吧。', 6)
        dialog(
            Meirin,
            u'我记得是记得啦,似乎是我现在够不到琪露诺了之类的而琪露诺可以够到我……吧?说回来,这样的解释似乎很不科学诶,为什么我够不到但是对方够得到我啊,这个|G绿色UFO|r到底是什么东西……',
            17)
        dialog(Sakuya, u'……你只要好好打完这局就可以了,再问这么多为什么,我可不保证你的脑门上会多出什么奇怪的金属制品。', 7)
        dialog(Meirin, u'是!', 18)

        # 红美铃的回合【目的:使用延时符卡(冻青蛙),使用太极(2),使用红色UFO】'
        g.current_player = meirin
        frozen = g.deck.inject(FrozenFrogCard, Card.SPADE, 8)
        g.process_action(DrawCards(meirin, 1))

        dialog(Meirin, u'咦,这张牌是……', 19)
        dialog(
            Sakuya,
            u'这是|G冻青蛙|r。\n(咳嗽了一声)|G冻青蛙|r是一种|R延时符卡|r,它和|G封魔阵|r一样在使用时并不会立即发生作用,只有轮到了那个角色的行动回合时,才会进行一次判定来执行该符卡的后续效果。',
            8)
        dialog(Meirin, u'原来是这样……那就先贴到她脸上再说!', 20)

        g.process_action(ActionStage(meirin, one_shot=True))

        dialog(Meirin, u'这是怎么回事…为什么不能使用…那就先来一发|G弹幕|r好了!', 21)

        atkcard = g.deck.inject(AttackCard, Card.SPADE, 9)
        g.process_action(DrawCards(meirin, 1))

        g.process_action(ActionStage(meirin, one_shot=True))

        dialog(Meirin, u'咲夜咲夜咲夜,我没法打她啊!', 22)
        dialog(
            Sakuya,
            u'……你忘了琪露诺的|G绿色UFO|r吗。现在从你这边看来和琪露诺的距离为2,也就是,赤手空拳的距离1是没有办法用|G弹幕|r打中她的。我记得鬼族有她们的方法,但是很显然你并不会。',
            9)
        dialog(Meirin, u'好吧……所以?', 23)
        dialog(Sakuya, u'(掏出飞刀', None)
        dialog(Meirin, u'好啦好啦,我不问啦!', 24)

        red = g.deck.inject(RedUFOCard, Card.HEART, 10)
        g.process_action(DrawCards(meirin, 1))

        while red in meirin.cards:
            text = (u'哈,我找到了这个!\n' u'(红色UFO可以拉近其他角色与你的距离,快装备上吧)')
            dialog(Meirin, text, 25)
            g.process_action(ActionStage(meirin, one_shot=True))

        dialog(Sakuya, u'你这不是知道UFO的规则嘛。', 10)
        dialog(Meirin, u'只是想趁这次机会和咲夜多说说话啦,平时总是一副大忙人的样子来无影去无踪的……', 26)
        dialog(Sakuya, u'你以为奉承一下我就会给你涨工资吗。', 11)
        dialog(Meirin, u'啊哈,啊哈哈。', 27)

        g.pause(1)

        g.deck.inject(NazrinRodCard, Card.HEART, 11)
        graze = g.deck.inject(GrazeCard, Card.DIAMOND, 12)
        g.process_action(DrawCards(cirno, 2))

        while True:
            if atkcard not in meirin.cards:
                atkcard = g.deck.inject(AttackCard, Card.SPADE, 9)
                g.process_action(DrawCards(meirin, 1))

            if graze not in cirno.cards:
                graze = g.deck.inject(GrazeCard, Card.DIAMOND, 12)
                g.process_action(DrawCards(cirno, 1))

            dialog(Cirno, u'喂,读条要过了你们在那儿干嘛呢,说好的弹幕呢!', 10)
            dialog(Meirin, u'我这辈子还没听过这么欠扁的要求!吃我一弹!', 28)

            @inject_eh
            def resp(evt_type, act):
                if evt_type == 'action_after' and isinstance(
                        act, LaunchGraze) and act.target is cirno:
                    g.pause(1)
                    dialog(Cirno, u'你以为只有你会闪开吗!', 11)
                    dialog(Meirin, u'确实谁都会闪啦,不过接下来的,可就不是谁都会的咯?', 29)

                return act

            g.process_action(ActionStage(meirin, one_shot=True))
            remove_eh(resp)

            if atkcard in meirin.cards:
                continue

            if cirno.cards:
                fail()
                continue

            break

        g.pause(1)
        dialog(Cirno, u'呜哇你赖皮!', 12)
        dialog(Meirin, u'哪来的什么赖皮不赖皮,我有自己的能力,但是你也有啊。', 30)
        dialog(Cirno, u'可是我又不会用!你这不是赖皮是什么嘛!', 13)
        dialog(Meirin, u'……', None)
        dialog(Sakuya, u'……还是不要跟笨蛋说话的比较好,智商会下降的。', 12)

        while frozen in meirin.cards:
            dialog(Meirin, u'那么,把这张|G冻青蛙|r也贴上去吧!', 31)
            g.process_action(ActionStage(meirin))

        g.current_player = cirno
        g.deck.inject(SinsackCard, Card.SPADE, 13)
        g.process_action(FatetellStage(cirno))

        g.pause(2)

        dialog(Sakuya, u'所谓“笨蛋的运气总会很不错”吗。', 13)
        dialog(Cirno, u'哼,俺可是自带⑨翅膀的天才呀!', 14)
        dialog(Meirin, u'可惜依旧是笨蛋。', 32)

        shield = g.deck.inject(MomijiShieldCard, Card.SPADE, 1)
        g.process_action(DrawCards(cirno, 1))
        dialog(Cirno, u'无路赛……我要出王牌啦!', 15)
        g.process_action(LaunchCard(cirno, [cirno], shield))

        dialog(Meirin, u'这是……', 33)
        dialog(Cirno, u'这是我在妖怪之山的妖精那里【借】来的宝物,怎么样,接下来你就没办法用弹幕伤到俺了吧~', 16)
        dialog(Sakuya, u'只是黑色的弹幕无效而已。', 14)
        dialog(Meirin, u'对呀对呀。', 34)
        dialog(Sakuya, u'而且,只要拆掉的话不就好了吗。', 15)
        dialog(Meirin, u'对呀对……啥?', 35)
        dialog(Sakuya, u'真是的,你之前的998局到底是怎么赢的……', 16)

        # 红美铃的回合【目的:使用符卡(城管执法,好人卡)】
        g.current_player = meirin

        demolition = g.deck.inject(DemolitionCard, Card.CLUB, 2)
        g.process_action(DrawCards(meirin, 1))
        cirnoreject = g.deck.inject(RejectCard, Card.CLUB, 3)
        g.process_action(DrawCards(cirno, 1))

        while demolition in meirin.cards:
            dialog(Meirin, u'咲夜咲夜!', 36)
            dialog(Sakuya,
                   u'是啦,这就是我说的那张符卡了。和其他的|R非延时符卡|r使用方法都一样,属于发动之后就会立即生效的类型。', 17)
            dialog(Meirin, u'……不是很好理解诶。', 37)

            dialog(Sakuya, u'用用看就知道了。快去卸掉她的|G天狗盾|r吧。', 18)

            @inject_eh
            def resp(evt_type, act):
                if evt_type == 'action_before' and isinstance(act, Demolition):
                    g.pause(1.5)
                    dialog(Cirno, u'哈哈,早知道你会用这一招,怎能让你轻易得逞!', 17)
                    g.process_action(
                        LaunchCard(cirno, [cirno], cirnoreject,
                                   Reject(cirno, act)))

                elif evt_type == 'action_before' and isinstance(
                        act, Reject) and act.associated_card is cirnoreject:
                    g.pause(1.5)
                    dialog(Meirin, u'这又是怎么回事……好像|G城管执法|r并没有起作用?', 38)
                    dialog(Sakuya, u'咦,这笨蛋居然知道用|G好人卡|r啊……', 19)
                    dialog(Cirno, u'什么笨蛋,老娘是天才,天~才~', 18)
                    text = (u'|G好人卡|r的效果是|R抵消符卡效果|r,也就是说,你的|G城管执法|r的效果被无效化了。\n'
                            u'(在PC版中鼠标移动到卡牌/人物上,或者手机版中长按卡牌/人物头像,就会弹出说明,很有用的)')
                    dialog(Sakuya, text, 20)
                    dialog(Sakuya,
                           u'但是,|G好人卡|r的“无效符卡”的效果,本身也是符卡效果,是可以被|G好人卡|r抵消的!',
                           21)

                    meirinreject = g.deck.inject(RejectCard, Card.CLUB, 4)
                    g.process_action(DrawCards(meirin, 1))

                    while not act.cancelled:
                        dialog(Meirin, u'我知道了,我也用|G好人卡|r去抵消她的|G好人卡|r效果就好了!',
                               39)

                        rej = RejectHandler()
                        rej.target_act = act
                        with InputTransaction('AskForRejectAction',
                                              [meirin]) as trans:
                            p, rst = ask_for_action(rej, [meirin],
                                                    ('cards', 'showncards'),
                                                    [],
                                                    trans=trans)

                        if not p: continue
                        cards, _ = rst
                        assert cards[0] is meirinreject
                        g.process_action(
                            LaunchCard(meirin, [cirno], meirinreject,
                                       Reject(meirin, act)))

                return act

            g.process_action(ActionStage(meirin, one_shot=True))
            remove_eh(resp)

        if shield in cirno.equips:
            dialog(Sakuya, u'喂,不是说要拆掉|G天狗盾|r吗,你明明装备着|G红色UFO|r的,她是在你的距离范围内的。',
                   22)
            dialog(Meirin, u'哎呀,手抖了的说……', 40)
        else:
            dialog(Cirno, u'呜哇你赔我的|G天狗盾|r!', 19)
            dialog(Meirin, u'怪我咯!?', 41)

        g.deck.inject(ExinwanCard, Card.CLUB, 3)
        g.process_action(DrawCards(meirin, 1))

        dialog(Meirin, u'咦?咲夜,这张牌好奇怪……为什么是负面的效果?', 42)
        dialog(
            Sakuya,
            u'是|G恶心丸|r啊……你的运气不太好哦。不过尽管说是一张负面效果的牌,但是看发动条件的话,是可以恶心到别人的。情况允许的话就留在手里好了,直接吃掉肯定是不合算的。',
            23)

        g.current_player = cirno
        demolition = g.deck.inject(DemolitionCard, Card.CLUB, 4)
        g.process_action(DrawCards(cirno, 1))
        dialog(Cirno, u'可恶,你到底有没有认真的在打啊!看我双倍奉还!', 20)
        g.process_action(LaunchCard(cirno, [meirin], demolition))

        dialog(Cirno, u'呜哇,这是什么!不要来找我!', 21)
        dialog(Meirin, u'哈哈,说好的双倍奉还呢?', 43)

        # 美铃的觉醒和主动技能
        er = g.deck.inject(ElementalReactorCard, Card.DIAMOND, 5)
        atks = [g.deck.inject(AttackCard, Card.SPADE, i) for i in (6, 7, 8, 9)]
        g.process_action(DrawCards(cirno, 5))
        dialog(Cirno, u'真是伤脑筋……看来我要拿出真正的实力来了!', 22)
        g.process_action(LaunchCard(cirno, [cirno], er))

        dialog(Cirno, u'接招啦!!', 23)

        for c in atks[:-1]:
            g.pause(0.5)
            g.process_action(LaunchCard(cirno, [meirin], c))

        dialog(Meirin, u'唔,不好,再这样下去就要撑不住了……', 44)
        wine = g.deck.inject(WineCard, Card.DIAMOND, 10)
        g.process_action(DrawCards(meirin, 1))

        while wine in meirin.cards:
            dialog(Meirin,
                   u'没办法,这瓶|G酒|r本来是想留着|R来一发2点伤害的弹幕|r用的,现在只能用来|R抵挡1点致命伤害|r了……',
                   45)
            g.process_action(ActionStage(meirin))

        g.pause(0.5)
        g.process_action(LaunchCard(cirno, [meirin], atks[-1]))

        g.pause(0.5)
        dialog(Cirno, u'怎么样,老娘最强!', 24)

        dialog(Meirin, u'呼呼,撑过来了……', 46)
        dialog(Meirin, u'咲夜,这是怎么回事?|G弹幕|r不应该|R一回合只能使用一次|r吗?', 47)
        dialog(
            Sakuya,
            u'嗯……说的不错。|R一回合只能使用一次|r这个规则是没错啦,不过你看她的手上,是河童们研制的迷你|G八卦炉|r,只要装备上的话,一回合就可以使用任意次数的|G弹幕|r了。',
            24)
        dialog(Meirin, u'你这家伙好像【借】来了不少东西嘛……不过笨蛋就是笨蛋,我怎么可能会输在笨蛋的手上!', 48)

        g.process_action(DummyPlayerTurn(meirin))  # awake!
        g.pause(2)

        dialog(Cirno, u'你怎么会突然多出来一个技能,这一点也不公平!', 25)
        dialog(
            Sakuya,
            u'“笨蛋就是笨蛋”这句话说的一点没错……你像这样打伤美铃,触发了美铃的|R觉醒技|r。|R觉醒技|r通常都是很厉害的技能,但是要满足一定条件以后才可以开始使用。据我所知,那个三途川的草鞋船夫也有类似的能力,而美铃的觉醒技,就是|G太极|r了。',
            25)
        dialog(Cirno, u'啊,原来是这样……不不,才不是笨蛋,老娘最强!', 26)

        graze = g.deck.inject(GrazeCard, Card.DIAMOND, 11)
        g.process_action(DrawCards(meirin, 1))

        while graze in meirin.cards:
            text = (u'现在说不是笨蛋是不是有点晚啊……见识一下吧,这来自古老东方的两仪|G太极|r之力!\n'
                    u'(使用主动发动的技能:请点击技能按钮,然后选择擦弹,然后选择琪露诺,最后出牌)')
            dialog(Meirin, text, 49)
            g.process_action(ActionStage(meirin, one_shot=True))

        dialog(Cirno, u'呜啊……', 27)
        dialog(Sakuya, u'我要回去做晚饭了。一会儿到了饭点你还没有解决掉这个妖精,我可不会给你留吃的。', 26)
        dialog(Meirin, u'喂咲夜你先等等……', 50)
        dialog(Sakuya, u'(The World', None)
        dialog(Meirin, u'……好吧。那边的妖精!', 51)
        dialog(Cirno, u'诶?', 28)
        dialog(Meirin, u'以晚饭之名!我要制裁你!', 52)
        dialog(Cirno, u'虽然不知道为什么突然燃起了斗志,不过……', 29)
        dialog(Cirno, u'来吧!老娘是不可能会输的!', 30)

        g.process_action(Heal(cirno, cirno, cirno.maxlife - cirno.life))
        g.process_action(Heal(meirin, meirin, meirin.maxlife - meirin.life))
        g.process_action(DrawCards(cirno, 4))
        g.process_action(DrawCards(meirin, 4))

        for i, idx in enumerate(cycle([1, 0])):
            p = g.players[idx]
            if i >= 6000: break
            try:
                g.emit_event('player_turn', p)
                g.process_action(PlayerTurn(p))
            except InterruptActionFlow:
                pass

        return True
示例#10
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
示例#11
0
    def apply_action(self):
        g = Game.getgame()
        params = self.params

        from thb.cards import Deck

        g.picks = []
        g.deck = Deck()

        g.ehclasses = list(action_eventhandlers) + g.game_ehs.values()

        H, M = Identity.TYPE.HAKUREI, Identity.TYPE.MORIYA
        if params['random_seat']:
            # reseat
            seed = get_seed_for(g.players)
            random.Random(seed).shuffle(g.players)
            g.emit_event('reseat', None)

            L = [[H, H, M, M, H, M], [H, M, H, M, H, M]]
            rnd = random.Random(get_seed_for(g.players))
            L = rnd.choice(L) * 2
            s = rnd.randrange(0, 6)
            idlist = L[s:s + 6]
            del L, s, rnd
        else:
            idlist = [H, M, H, M, H, M]

        del H, M

        for p, identity in zip(g.players, idlist):
            p.identity = Identity()
            p.identity.type = identity
            g.process_action(RevealIdentity(p, g.players))

        force_hakurei = BatchList()
        force_moriya = BatchList()
        force_hakurei.pool = []
        force_moriya.pool = []

        for p in g.players:
            if p.identity.type == Identity.TYPE.HAKUREI:
                force_hakurei.append(p)
                p.force = force_hakurei
            elif p.identity.type == Identity.TYPE.MORIYA:
                force_moriya.append(p)
                p.force = force_moriya

        g.forces = BatchList([force_hakurei, force_moriya])

        roll_rst = roll(g, self.items)
        first = roll_rst[0]

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

        choices, _ = build_choices(
            g,
            self.items,
            candidates=chars,
            players=g.players,
            num=[4] * 6,
            akaris=[1] * 6,
            shared=False,
        )

        rst = user_input(g.players,
                         SortCharacterInputlet(g, choices, 2),
                         timeout=30,
                         type='all')

        for p in g.players:
            a, b = [choices[p][i] for i in rst[p][:2]]
            b.chosen = None
            p.force.reveal(b)
            g.switch_character(p, a)
            p.force.pool.append(b)

        for p in g.players:
            if p.player is first:
                first = p
                break

        pl = g.players
        first_index = pl.index(first)
        order = BatchList(range(len(pl))).rotate_to(first_index)

        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))

        pl = g.players.rotate_to(first)
        rst = user_input(pl[1:],
                         ChooseOptionInputlet(DeathHandler(), (False, True)),
                         type='all')

        for p in pl[1:]:
            rst.get(p) and g.process_action(RedrawCards(p, p))

        pl = g.players
        for i, idx in enumerate(cycle(order)):
            if i >= 6000: break
            p = pl[idx]
            if p.dead: continue

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

        return True
示例#12
0
    def apply_action(self):
        g = Game.getgame()
        params = self.params

        from thb.cards import Deck

        g.deck = Deck()
        g.ehclasses = []

        if params['random_seat']:
            seed = get_seed_for(g.players)
            random.Random(seed).shuffle(g.players)
            g.emit_event('reseat', None)

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

        g.forces = forces = BatchList([BatchList(), BatchList()])
        for i, p in enumerate(g.players):
            f = i % 2
            p.force = f
            forces[f].append(p)

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

        from . import characters
        chars = characters.get_characters('common', '3v3')
        choices, imperial_choices = build_choices(
            g,
            self.items,
            candidates=chars,
            players=g.players,
            num=16,
            akaris=4,
            shared=True,
        )

        roll_rst = roll(g, self.items)
        first = roll_rst[0]
        first_index = g.players.index(first)

        order_list = (0, 5, 3, 4, 2, 1)
        n = len(order_list)
        order = [g.players[(first_index + i) % n] for i in order_list]

        akaris = []
        with InputTransaction('ChooseGirl', g.players,
                              mapping=choices) as trans:
            chosen = set()

            for p, c in imperial_choices:
                chosen.add(p)
                c.chosen = p
                g.set_character(p, c.char_cls)
                trans.notify('girl_chosen', (p, c))

            for p in order:
                if p in chosen:
                    continue

                c = user_input([p],
                               ChooseGirlInputlet(g, choices),
                               timeout=30,
                               trans=trans)
                c = c or [_c
                          for _c in reversed(choices[p]) if not _c.chosen][0]
                c.chosen = p

                if c.akari:
                    c.akari = False
                    akaris.append((p, c))
                else:
                    g.set_character(p, c.char_cls)

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

        # reveal akaris
        if akaris:
            g.players.reveal([i[1] for i in akaris])

            for p, c in akaris:
                g.set_character(p, c.char_cls)

        # -------
        for p in g.players:
            log.info(
                u'>> Player: %s:%s %s',
                p.__class__.__name__,
                Identity.TYPE.rlookup(p.identity.type),
                p.account.username,
            )
        # -------

        first = g.players[first_index]

        g.emit_event('game_begin', g)

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

        pl = g.players.rotate_to(first)

        for i, p in enumerate(cycle(pl)):
            if i >= 6000: break
            if not p.dead:
                g.emit_event('player_turn', p)
                try:
                    g.process_action(PlayerTurn(p))
                except InterruptActionFlow:
                    pass

        return True
示例#13
0
    def apply_action(self):
        g = Game.getgame()
        params = self.params

        from thb.cards import Deck

        g.deck = Deck()
        g.ehclasses = []

        # arrange identities -->
        g.double_curtain = params['double_curtain']

        mapping = {
            'B': Identity.TYPE.BOSS,
            '!': Identity.TYPE.ATTACKER,
            '&': Identity.TYPE.ACCOMPLICE,
            '?': Identity.TYPE.CURTAIN,
        }

        if g.double_curtain:
            identities = 'B!!!&&??'
        else:
            identities = 'B!!!!&&?'

        pl = g.players[:]
        identities = [mapping[i] for i in identities]
        g.identities = identities[:]
        imperial_identities = ImperialIdentity.get_chosen(self.items, pl)
        for p, i in imperial_identities:
            pl.remove(p)
            identities.remove(i)

        g.random.shuffle(identities)

        if Game.CLIENT_SIDE:
            identities = [Identity.TYPE.HIDDEN for _ in identities]

        for p, i in imperial_identities + zip(pl, identities):
            p.identity = Identity()
            p.identity.type = i
            g.process_action(RevealIdentity(p, p))

        del identities

        is_boss = sync_primitive(
            [p.identity.type == Identity.TYPE.BOSS for p in g.players],
            g.players)
        boss_idx = is_boss.index(True)
        boss = g.boss = g.players[boss_idx]

        boss.identity = Identity()
        boss.identity.type = Identity.TYPE.BOSS
        g.process_action(RevealIdentity(boss, g.players))

        # choose girls init -->
        from .characters import get_characters
        pl = g.players.rotate_to(boss)

        choices, _ = build_choices(
            g,
            self.items,
            candidates=get_characters('common', 'id', 'id8', '-boss'),
            players=[boss],
            num=[5],
            akaris=[1],
            shared=False,
        )

        choices[boss][:0] = [CharChoice(cls) for cls in get_characters('boss')]

        with InputTransaction('ChooseGirl', [boss], mapping=choices) as trans:
            c = user_input([boss], ChooseGirlInputlet(g, choices), 30,
                           'single', trans)

            c = c or choices[boss][-1]
            c.chosen = boss
            c.akari = False
            g.players.reveal(c)
            trans.notify('girl_chosen', (boss, c))

        chars = get_characters('common', 'id', 'id8')

        try:
            chars.remove(c.char_cls)
        except:
            pass

        # mix it in advance
        # so the others could see it

        boss = g.switch_character(boss, c.char_cls)

        # boss's hp bonus
        if g.n_persons > 5:
            boss.maxlife += 1

        boss.life = boss.maxlife

        # choose boss dedicated skill
        g.process_action(ChooseBossSkillAction(boss, boss))

        # reseat
        seed = get_seed_for(g.players)
        random.Random(seed).shuffle(g.players)
        g.emit_event('reseat', None)

        # others choose girls
        pl = g.players.exclude(boss)

        choices, _ = build_choices(
            g,
            self.items,
            candidates=chars,
            players=pl,
            num=[4] * len(pl),
            akaris=[1] * len(pl),
            shared=False,
        )

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

        # mix char class with player -->
        for p in pl:
            c = result[p] or choices[p][-1]
            c.akari = False
            g.players.reveal(c)
            p = g.switch_character(p, c.char_cls)

        # -------
        for p in g.players:
            log.info(
                u'>> Player: %s:%s %s',
                p.__class__.__name__,
                Identity.TYPE.rlookup(p.identity.type),
                p.account.username,
            )
        # -------

        g.emit_event('game_begin', g)

        for p in g.players:
            g.process_action(DistributeCards(p, amount=4))

        for i, p in enumerate(cycle(g.players.rotate_to(boss))):
            if i >= 6000: break
            if not p.dead:
                try:
                    g.process_action(PlayerTurn(p))
                except InterruptActionFlow:
                    pass

        return True