Archived
Small fixes for playtesting
This commit is contained in:
+62
-12
@@ -12,6 +12,7 @@ from model import (
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CardEffects,
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EffectType,
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EffectTimes,
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Team,
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)
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@@ -40,7 +41,7 @@ class Turn(Serializable):
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self.damage_reserve = 0
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self.heal_reserve = 0
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self.gold_reserve = 0
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self.champions_health: Dict[UUID, int] = {}
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self.champions_health: Dict[str, int] = {}
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self.effects_availables: List[Effect] = []
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self.cards_locked: List[Card] = []
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self.discard_markers = 0
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@@ -75,6 +76,10 @@ class Turn(Serializable):
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for c in self.player.board:
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if c.faction == card.faction:
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self.effects_availables.append(effect)
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case EffectTimes.PER_OTHER_CARD_OF_SAME_FACTION:
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for c in self.player.board:
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if c.faction == card.faction and c != card:
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self.effects_availables.append(effect)
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case EffectTimes.PER_CHAMPION:
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for c in self.player.board:
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if c.card_role == CardType.CHAMPION:
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@@ -100,19 +105,21 @@ class Turn(Serializable):
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await self.player.game.notify_controller("update", self.serialize())
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def discard_card(self, card_id: str):
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async def discard_card(self, card_id: str):
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if self.discard_markers <= 0:
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return print("You don't have any discard markers!")
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card = self.player.game.search_card_in_pile(card_id, self.cards_locked)
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if card is not None:
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return print("Cannot discard: card is locked")
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return self.player.discard_card(card_id)
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self.discard_markers -= 1
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await self.player.game.notify_controller("update", self.serialize())
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return await self.player.discard_card(card_id)
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def sacrifice_card(self, card_id: str):
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card = self.player.game.search_card_in_pile(card_id, self.cards_locked)
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if card is not None:
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return print("Cannot sacrifice : card is locked")
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return self.player.discard_card(card_id)
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return self.player.sacrifice_card(card_id)
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async def use_effect_with_check(self, effect_id: str, target: Optional[str]):
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if self.discard_markers > 0:
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@@ -177,7 +184,9 @@ class Turn(Serializable):
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self.effects_availables.remove(effect)
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for e in effect.sub_effects:
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self.effects_availables.append(e)
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for _ in range(e.amount):
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self.effects_availables.append(e)
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print([str(e.uuid) for e in self.effects_availables])
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await self.player.game.notify_controller("update", self.serialize())
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async def use_effect(self, effect_id: str, target: str):
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@@ -193,13 +202,13 @@ class Turn(Serializable):
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match effect.effect:
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case CardEffects.GOLD:
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self.gold_reserve += effect.amount
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self.gold_reserve += 1
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success = True
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case CardEffects.DAMAGE:
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self.damage_reserve += effect.amount
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self.damage_reserve += 1
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success = True
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case CardEffects.HEAL:
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self.heal_reserve += effect.amount
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self.heal_reserve += 1
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success = True
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case CardEffects.PERPARE:
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success = self.prepare(target)
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@@ -246,10 +255,12 @@ class Turn(Serializable):
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self.effects_availables.append(e)
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return True
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def start_turn(self) -> None:
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async def start_turn(self) -> None:
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self.champions_health = {}
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for c in self.player.board:
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if c.card_type == CardType.CHAMPION:
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self.champions_health[c.uuid] = c.defense
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self.champions_health[str(c.uuid)] = c.defense
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await self.player.game.notify_controller("update", self.serialize())
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def serialize(self):
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data = super().serialize() | {
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@@ -268,7 +279,7 @@ class Turn(Serializable):
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print("card is not a champion")
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return False
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else:
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return await self.player.put_on_stack_from_discard(self, card)
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return await self.player.put_on_stack_from_discard(card)
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async def stack_next_card_bought_check(self, card: Card) -> bool:
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@@ -314,7 +325,16 @@ class Turn(Serializable):
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await self.player.game.notify_controller("update", self.serialize())
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await self.player.game.notify_controller("update", self.player.team.serialize())
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async def damage(self, target: str):
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def check_for_guard(self, team: "Team"):
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for p in self.player.game.players:
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if p.team != team:
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continue
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for c in p.board:
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if c.guard == True:
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return True
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return False
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async def damage_team(self, target: str):
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team = next(
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(t for t in self.player.game.teams if str(t.uuid) == target),
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None,
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@@ -323,9 +343,39 @@ class Turn(Serializable):
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return print("team not found")
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if team == self.player.team:
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return print("KYS!")
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if self.check_for_guard(team):
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return print("You cannot attack this team if a guard is present")
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if self.damage_reserve > 0:
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self.damage_reserve -= 1
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team.health -= 1
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await self.player.game.notify_controller("update", self.serialize())
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await self.player.game.notify_controller("update", team.serialize())
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async def damage_champion(self, target: str):
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if self.damage_reserve <= 0:
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print("No damage left to attack")
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return
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for p in self.player.game.players:
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if self.player.team == p.team:
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continue
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for c in p.board:
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if str(c.uuid) != target:
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continue
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if c.card_type != CardType.CHAMPION:
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continue
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if not c.guard and self.check_for_guard(p.team):
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print("You cannot attack this champion if a guard is present")
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return
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self.damage_reserve -= 1
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p.turn.champions_health[str(c.uuid)] -= 1
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if p.turn.champions_health[str(c.uuid)] <= 0:
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await self.player.stun(c.uuid)
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await self.player.game.notify_controller("update", self.serialize())
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await self.player.game.notify_controller("update", p.turn.serialize())
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return
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print("card not found")
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