fixes #1; Migrate card activation effect to factory in card_behaviour.py

This commit is contained in:
2024-05-02 23:10:04 +02:00
parent 2e04462d86
commit 191d32bea2
4 changed files with 275 additions and 148 deletions
+11 -3
View File
@@ -1,7 +1,10 @@
from typing import List, Optional
from typing import List, Optional, Callable, TYPE_CHECKING, Union
from model import Serializable, CardRole, CardType, CardFaction
from model.card_validator import CardEffects, EffectType, EffectTimes
if TYPE_CHECKING:
from model import Player, Turn
class Effect(Serializable):
"""Represents an effect of a card (gold, damage, heal, draw a card...)"""
@@ -13,12 +16,14 @@ class Effect(Serializable):
mutex: List["Effect"]
effect_type: Optional[EffectType] = None
times: Optional[EffectTimes] = None
card: Optional["Card"] = None
card: "Card"
activate: Callable[["Turn"], Union["Player", "Card"]]
def __init__(
self,
effect: CardEffects,
amount: int,
activate: Callable[["Turn"], Union["Player", "Card"]],
sub_effects: Optional[List["Effect"]] = None,
effect_type: Optional[EffectType] = None,
times: Optional[EffectTimes] = None,
@@ -31,18 +36,21 @@ class Effect(Serializable):
sub_effects = []
self.effect = effect
self.amount = amount
self.activate = activate
self.sub_effects = sub_effects
self.effect_type = effect_type
self.mutex = mutex
self.times = times
def serialize(self) -> dict:
return super().serialize() | {
data = super().serialize() | {
"sub_effects": [effect.uuid for effect in self.sub_effects],
"mutex": [effect.uuid for effect in self.mutex],
"card": self.card.uuid,
}
return {k: data[k] for k in data.keys() - ["activate"]}
class Card(Serializable):
"""Represents any playable card"""
+214
View File
@@ -0,0 +1,214 @@
from typing import TYPE_CHECKING, Awaitable, Optional
from model.card_validator import EffectParser
from model.card import Card, Effect, EffectType, CardEffects, EffectTimes, CardType
if TYPE_CHECKING:
from model import Turn
# Effect Types
async def effect_type_suicide(effect: Effect, turn: "Turn"):
for e in effect.card.effects:
if e != effect:
while e in turn.effects_availables:
turn.effects_availables.remove(e)
for se in e.sub_effects:
if se != effect:
while se in turn.effects_availables:
turn.effects_availables.remove(se)
if effect.card in turn.player.board:
await turn.player.sacrifice_card(str(effect.card.uuid))
return True
async def effect_type_faction_combo(effect: Effect, turn: "Turn"):
for c in turn.cards_locked:
if (
c in turn.cards_locked
and c.faction == effect.card.faction
and c != effect.card
):
return True
return False
effect_types_all_behaviours = {
EffectType.SUICIDE: effect_type_suicide,
EffectType.FACTION_COMBO: effect_type_faction_combo,
}
# Card Effects
async def effect_gold(effect: Effect, turn: "Turn", _target: str):
turn.gold_reserve += effect.amount
return True
async def effect_damage(effect: Effect, turn: "Turn", _target: str):
turn.damage_reserve += effect.amount
return True
async def effect_heal(effect: Effect, turn: "Turn", _target: str):
turn.heal_reserve += effect.amount
return True
def effect_prepare(_effect: Effect, turn: "Turn", target: str):
return turn.prepare(target)
async def effect_stun(_effect: Effect, turn: "Turn", target: str):
return await turn.player.stun(target)
async def effect_sacrifice(_effect: Effect, turn: "Turn", target: str):
return await turn.sacrifice_card(target)
async def effect_draw(_effect: Effect, turn: "Turn", _target: str):
return await turn.player.draw(1)
async def effect_draw_and_discard(_effect: Effect, turn: "Turn", _target: str):
turn.discard_markers += 1
return await turn.player.draw(1)
async def effect_discard(_effect: Effect, turn: "Turn", target: str):
return await turn.player.make_enemy_discard(target)
async def effect_restack_discarded_champion(_effect: Effect, turn: "Turn", target: str):
return await turn.restack_discarded_champion(target)
async def effect_restack_discarded(_effect: Effect, turn: "Turn", target: str):
return await turn.player.put_on_stack_from_discard(target)
async def effect_stack_next_action(_effect: Effect, turn: "Turn", target: str):
return await turn.buy_card(target, turn.player.buy_on_stack)
async def effect_stack_next_card(_effect: Effect, turn: "Turn", target: str):
return await turn.buy_card(target, turn.stack_next_card_bought_check)
async def effect_play_next_card(_effect: Effect, turn: "Turn", target: str):
return await turn.buy_card(target, turn.player.buy_in_hand)
card_effect_all_behaviours = {
CardEffects.GOLD: effect_gold,
CardEffects.DAMAGE: effect_damage,
CardEffects.HEAL: effect_heal,
CardEffects.PREPARE: effect_prepare,
CardEffects.STUN: effect_stun,
CardEffects.SACRIFICE: effect_sacrifice,
CardEffects.DRAW: effect_draw,
CardEffects.DRAW_AND_DISCARD: effect_draw_and_discard,
CardEffects.DISCARD: effect_discard,
CardEffects.RESTACK_DISCARDED_CHAMPION: effect_restack_discarded_champion,
CardEffects.RESTACK_DISCARDED_CARD: effect_restack_discarded,
CardEffects.STACK_NEXT_ACTION_BOUGHT: effect_stack_next_action,
CardEffects.STACK_NEXT_CARD_BOUGHT: effect_stack_next_card,
CardEffects.PLAY_NEXT_CARD_BOUGHT: effect_play_next_card,
}
# Effect Times
def effect_times_same_faction(effect: Effect, turn: "Turn"):
times = 0
for c in turn.player.board:
if c.faction == effect.card.faction and c in turn.cards_locked:
times += 1
return times
def effect_times_other_same_faction(effect: Effect, turn: "Turn"):
times = 0
for c in turn.player.board:
if (
c.faction == effect.card.faction
and c != effect.card
and c in turn.cards_locked
):
times += 1
return times
def effect_times_champion(effect: Effect, turn: "Turn"):
times = 0
for c in turn.player.board:
if c.card_type == CardType.CHAMPION and c in turn.cards_locked:
times += 1
return times
def effect_times_other_champion(effect: Effect, turn: "Turn"):
times = 0
for c in turn.player.board:
if (
c.card_type == CardType.CHAMPION
and c != effect.card
and c in turn.cards_locked
):
times += 1
return times
def effect_times_other_guard(effect: Effect, turn: "Turn"):
times = 0
for c in turn.player.board:
if (
c.card_type == CardType.CHAMPION
and c.guard is True
and c != effect.card
and c in turn.cards_locked
):
times += 1
return times
effect_times_all_behaviours = {
EffectTimes.PER_CARD_OF_SAME_FACTION: effect_times_same_faction,
EffectTimes.PER_OTHER_CARD_OF_SAME_FACTION: effect_times_other_same_faction,
EffectTimes.PER_CHAMPION: effect_times_champion,
EffectTimes.PER_OTHER_CHAMPION: effect_times_other_champion,
EffectTimes.PER_OTHER_GUARD: effect_times_other_guard,
}
def create_effect_behaviour(effect: EffectParser) -> Awaitable[None]:
async def effect_type_behaviour(_e: Effect, _t: "Turn"):
return True
if effect.effect_type in effect_types_all_behaviours:
effect_type_behaviour = effect_types_all_behaviours[effect.effect_type]
if effect.effect not in card_effect_all_behaviours:
raise NotImplementedError("CardEffect " + effect.effect + " not implemented")
card_effect_behaviour = card_effect_all_behaviours[effect.effect]
def effect_times_behaviour(_e: Effect, _t: "Turn"):
return 1
if effect.times in effect_times_all_behaviours:
effect_times_behaviour = effect_times_all_behaviours[effect.times]
async def activate(self: Effect, turn: "Turn", target: Optional[str] = None):
effect_type_result = await effect_type_behaviour(self, turn)
if not effect_type_result:
return False
times = effect_times_behaviour(self, turn)
for _ in range(times):
effect_result = await card_effect_behaviour(self, turn, target)
if not effect_result:
return False
return True
return activate
+16 -12
View File
@@ -1,10 +1,12 @@
from json import JSONDecodeError
from typing import List, Dict, Optional
from pathlib import Path
from pydantic import BaseModel, ValidationError
from typing import List, Dict, Optional
from model.card_validator import CardParser, EffectParser
from model.card import Effect, Card
from .card_behaviour import create_effect_behaviour
class CardContainerFile(BaseModel):
@@ -57,7 +59,7 @@ def create_card_effects(
mutexes[mutex] = []
for effect in card.effects:
real_effect, sub_effects = create_effect(effect)
real_effect, sub_effects = create_effect_and_subeffects(effect)
for e in sub_effects:
all_effects.append(e)
all_effects.append(real_effect)
@@ -72,7 +74,7 @@ def create_card_effects(
return combined, all_effects
def create_effect(
def create_effect_and_subeffects(
effect: EffectParser, all_effects: Optional[List[Effect]] = None
) -> (Effect, List[Effect]):
if all_effects is None:
@@ -83,7 +85,7 @@ def create_effect(
mutexes[mutex] = []
for s in effect.sub_effects:
real_effect, all_effects2 = create_effect(s, all_effects)
real_effect, all_effects2 = create_effect_and_subeffects(s, all_effects)
for e in all_effects2:
all_effects.append(e)
all_effects.append(real_effect)
@@ -95,13 +97,15 @@ def create_effect(
if s.mutex in mutexes:
sub_effects[index].mutex = mutexes[s.mutex]
return (
Effect(
effect=effect.effect,
amount=effect.amount,
effect_type=effect.effect_type,
sub_effects=sub_effects,
times=effect.times,
actual_effect = Effect(
effect=effect.effect,
amount=effect.amount,
effect_type=effect.effect_type,
sub_effects=sub_effects,
times=effect.times,
activate=lambda *args, **kwargs: create_effect_behaviour(effect=effect)(
actual_effect, *args, **kwargs
),
all_effects,
)
return actual_effect, all_effects
+34 -133
View File
@@ -2,7 +2,7 @@
Checks the actions of the user and prevent the user to do something illegal
"""
from typing import TYPE_CHECKING, List, Dict, Optional, Callable
from typing import TYPE_CHECKING, List, Dict, Optional, Callable, Coroutine, Any
from uuid import UUID
from model import (
Serializable,
@@ -29,7 +29,7 @@ class Turn(Serializable):
player: "Player"
cards_locked: List[Card]
effects_availables: List[Effect]
champions_health: Dict[UUID, int]
champions_health: Dict[str, int]
discard_markers: int
damage_reserve: int
heal_reserve: int
@@ -57,7 +57,13 @@ class Turn(Serializable):
self.effects_availables = []
self.cards_locked = []
self.discard_markers = 0
await self.player.game.notify_controller("update", self.serialize())
for p in self.player.game.players:
p.turn.champions_health = {}
for c in p.board:
if c.card_type == CardType.CHAMPION:
p.turn.champions_health[str(c.uuid)] = c.defense
await p.game.notify_controller("update", p.turn.serialize())
await self.player.end_turn()
async def lock_card(self, card_id: str):
@@ -70,38 +76,21 @@ class Turn(Serializable):
return print("Card already locked")
self.cards_locked.append(card)
for effect in card.effects:
for _ in range(effect.amount):
match effect.times:
case EffectTimes.PER_CARD_OF_SAME_FACTION:
for c in self.player.board:
if c.faction == card.faction:
self.effects_availables.append(effect)
case EffectTimes.PER_OTHER_CARD_OF_SAME_FACTION:
for c in self.player.board:
if c.faction == card.faction and c != card:
self.effects_availables.append(effect)
case EffectTimes.PER_CHAMPION:
for c in self.player.board:
if c.card_role == CardType.CHAMPION:
self.effects_availables.append(effect)
case EffectTimes.PER_OTHER_CHAMPION:
for c in self.player.board:
if c.card_role == CardType.CHAMPION and c != card:
self.effects_availables.append(effect)
case EffectTimes.PER_OTHER_GUARD:
for c in self.player.board:
if (
c.card_role == CardType.CHAMPION
and c.guard is True
and c != card
):
self.effects_availables.append(effect)
case None:
self.effects_availables.append(effect)
case _:
raise NotImplementedError(
"EffectTimes " + effect.times + " not implemented"
)
if effect.effect in [
CardEffects.DAMAGE,
CardEffects.GOLD,
CardEffects.HEAL,
]:
self.effects_availables.append(effect)
if (
effect.effect_type is None
or effect.effect_type == EffectType.CHAMPION_ACTION
):
if len(effect.mutex) == 0:
await self.use_effect_with_check(effect_id=str(effect.uuid))
else:
for _ in range(effect.amount):
self.effects_availables.append(effect)
await self.player.game.notify_controller("update", self.serialize())
@@ -121,7 +110,7 @@ class Turn(Serializable):
return print("Cannot sacrifice : card is locked")
return self.player.sacrifice_card(card_id)
async def use_effect_with_check(self, effect_id: str, target: Optional[str]):
async def use_effect_with_check(self, effect_id: str, target: Optional[str] = None):
if self.discard_markers > 0:
return print("You cannot use an effect while having discard markers")
effect = next(
@@ -130,47 +119,13 @@ class Turn(Serializable):
)
if effect is None:
return print("Effect not available")
card = next(
(m for m in self.player.board if effect in m.effects),
None,
)
if card is not None:
# TODO: Could break for subEffects
# Maybe store a reference to card in effect to fix this
# Also breaks for Sacrifice effects
match effect.effect_type:
case EffectType.SUICIDE:
for e in card.effects:
if e != effect:
while e in self.effects_availables:
self.effects_availables.remove(e)
for se in e.sub_effects:
if se != effect:
while se in self.effects_availables:
self.effects_availables.remove(se)
await self.player.sacrifice_card(str(card.uuid))
case EffectType.FACTION_COMBO:
if (
len([c for c in self.player.board if c.faction == card.faction])
<= 1
):
return print("effect cannot run : faction combo not reached")
case None:
pass
case EffectType.CHAMPION_ACTION:
pass
case _:
raise NotImplementedError(
"EffectType " + effect.effect_type + " not implemented"
)
else:
print(
card = effect.card
if card is None:
return print(
"Something went wrong while finding the card parent of an effect\nAre you using an effect from an already used card ?"
)
success = await self.use_effect(effect_id, target)
success = await effect.activate(self, target)
if not success:
return print("something went wrong while executing effect")
@@ -186,59 +141,8 @@ class Turn(Serializable):
for e in effect.sub_effects:
for _ in range(e.amount):
self.effects_availables.append(e)
print([str(e.uuid) for e in self.effects_availables])
await self.player.game.notify_controller("update", self.serialize())
async def use_effect(self, effect_id: str, target: str):
effect = next(
(e for e in self.effects_availables if str(e.uuid) == effect_id),
None,
)
if effect is None:
print("effect couldn't found!")
return False
success = False
match effect.effect:
case CardEffects.GOLD:
self.gold_reserve += 1
success = True
case CardEffects.DAMAGE:
self.damage_reserve += 1
success = True
case CardEffects.HEAL:
self.heal_reserve += 1
success = True
case CardEffects.PERPARE:
success = self.prepare(target)
case CardEffects.STUN:
success = await self.player.stun(target)
case CardEffects.SACRIFICE:
success = await self.sacrifice_card(target)
case CardEffects.DRAW:
success = await self.player.draw(1)
case CardEffects.DRAW_AND_DISCARD:
self.discard_markers += 1
success = await self.player.draw(1)
case CardEffects.DISCARD:
success = await self.player.make_enemy_discard(target)
case CardEffects.RESTACK_DISCARDED_CHAMPION:
success = await self.restack_discarded_champion(target)
case CardEffects.RESTACK_DISCARDED_CARD:
success = await self.player.put_on_stack_from_discard(target)
case CardEffects.STACK_NEXT_ACTION_BOUGHT:
success = await self.buy_card(target, self.player.buy_on_stack)
case CardEffects.STACK_NEXT_CARD_BOUGHT:
success = await self.buy_card(target, self.stack_next_card_bought_check)
case CardEffects.PLAY_NEXT_CARD_BOUGHT:
success = await self.buy_card(target, self.player.buy_in_hand)
case _:
raise NotImplementedError(
"CardEffect " + effect.effect + " not implemented"
)
return success
def prepare(self, card_id: str) -> bool:
card = next(
(e for e in self.cards_locked if str(e.uuid) == card_id),
@@ -256,12 +160,7 @@ class Turn(Serializable):
return True
async def start_turn(self) -> None:
self.champions_health = {}
for p in self.player.game.players:
for c in p.board:
if c.card_type == CardType.CHAMPION:
p.turn.champions_health[str(c.uuid)] = c.defense
await p.game.notify_controller("update", p.turn.serialize())
pass
def serialize(self):
data = super().serialize() | {
@@ -291,7 +190,9 @@ class Turn(Serializable):
return await self.player.buy_on_stack(card)
async def buy_card(
self, card_id: str, buy_function: Optional[Callable[[Card], bool]] = None
self,
card_id: str,
buy_function: Optional[Callable[[Card], Coroutine[Any, Any, bool]]] = None,
):
if buy_function is None:
buy_function = self.player.buy_card
@@ -331,7 +232,7 @@ class Turn(Serializable):
if p.team != team:
continue
for c in p.board:
if c.guard == True:
if c.guard:
return True
return False