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back-python/src/model/card_behaviour.py
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legonzaur 8e4e2f0821
release-tag / release-image (push) Successful in 20s
fix: additional check for prepare effect
2024-05-13 11:59:58 +02:00

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6.5 KiB
Python

from typing import TYPE_CHECKING, Optional, Callable, Coroutine, Any
from model.card_validator import EffectParser
from model.card import Effect, EffectType, CardEffects, EffectTimes, CardType
if TYPE_CHECKING:
from model import Turn
# pylint: disable=unused-argument,missing-function-docstring
# 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):
await turn.heal(effect.amount)
return True
async def effect_prepare(effect: Effect, turn: "Turn", target: str):
return await 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_and_play(1)
async def effect_draw_and_discard(effect: Effect, turn: "Turn", _target: str):
turn.discard_markers += 1
turn.discard_marker_effect = effect
return await turn.player.draw_and_play(1)
async def effect_make_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_board)
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.MAKE_DISCARD: effect_make_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.cards_locked:
if c.faction == effect.card.faction:
times += 1
return times
def effect_times_other_same_faction(effect: Effect, turn: "Turn"):
times = 0
for c in turn.cards_locked:
if c.faction == effect.card.faction and c != effect.card:
times += 1
return times
def effect_times_champion(effect: Effect, turn: "Turn"):
times = 0
for c in turn.cards_locked:
if c.card_type == CardType.CHAMPION:
times += 1
return times
def effect_times_other_champion(effect: Effect, turn: "Turn"):
times = 0
for c in turn.cards_locked:
if c.card_type == CardType.CHAMPION and c != effect.card:
times += 1
return times
def effect_times_other_guard(effect: Effect, turn: "Turn"):
times = 0
for c in turn.cards_locked:
if c.card_type == CardType.CHAMPION and c.guard is True and c != effect.card:
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,
) -> Callable[[Effect, "Turn", str | None], Coroutine[Any, Any, Any]]:
async def effect_type_behaviour(effect: Effect, turn: "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(effect: Effect, turn: "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 or ""))
if not effect_result:
return False
return True
return activate