first stable version

This commit is contained in:
2018-06-01 18:17:10 +08:00
parent 152a71ff05
commit 4e8525f4cf
5 changed files with 737 additions and 595 deletions

471
room.py
View File

@@ -1,178 +1,293 @@
import game, card
import random
from json import dumps, loads
class Room:
CONNECTED = 0
MATCHING = 1
PLAYING = 2
WAITING = -1
# Player Status Definition
NOTHING = -1
IN_TURN = 0
ROBBED = 1
DEFENCE = 2
ROBBING = 3
TRADE = 4
PLAN = 5
def __init__(self, room):
self.room = room
self.players = []
def __len__(self):
return len(self.players)
def __repr__(self):
return "ROOM {}, {} player(s)".format(str(self.room), len(self))
def __iter__(self):
return iter(self.players)
def player_add(self, player):
if len(self) >= 2:
return
self.players.append(player)
def player_delete(self, player):
try:
self.players.remove(player)
except:
pass
"""async def start(self):
p1, p2 = self.players[0].player, self.players[1].player
first = random.choice([p1, p2])
print(first, p1, p2)
first.playing = True # so the first one will be random
await sendTo(first.name + "先攻", *self.players)
print(first.name,"先攻")
print() # change line
for _ in range(3): # 初始手牌*3
game.draw(p1)
game.draw(p2)
while p1.life > 0 and p2.life > 0:
print("game.turn start")
await game.turn(self.players[0], self.players[1])
print("game.turn end")
if p1.life <= 0:
print("{} 獲勝".format(p2.name))
elif p2.life <= 0:
print("{} 獲勝".format(p1.name))"""
def start(self): # initialize the game
p1, p2 = self.players[0].player, self.players[1].player
ws_list = self.players[:]
firstws = ws_list.pop(random.randint(0, 1))
#print(first, p1, p2)
firstws.player.playing = True # so the first one will be random
#await sendTo(first.player.name + "先攻", *self.players)
print(firstws.player.name,"先攻")
print() # change line
for _ in range(3): # 初始手牌*3
game.draw(p1)
game.draw(p2)
return firstws, ws_list[0] # it will be second player
@staticmethod
def start_turn(wscur, wsene):
cur, ene = wscur.player, wsene.player
message_to_send = []
cur.playing, ene.playing = ene.playing, cur.playing
cur.turn += 1
message_to_send.append(( (wscur,), game.draw(cur)))
message_to_send.append(( (wscur,),
dumps({"player": {
"turn": cur.turn, "hand": cur.hand, "deck_left": len(cur.deck),
"life": cur.life
}
}
)
))
message_to_send.append(( (wsene,),
dumps({"enemy": {
"turn": cur.turn, "deck_left": len(cur.deck),
"life": cur.life # cur為當前回合之玩家故此處仍為cur
}
}
)
))
message_to_send.append(( (wsene,), dumps({"msg": "drawEne", "data": [cur.name]})))
cur.status = Room.IN_TURN
if cur.poison_check():
message_to_send.append(( (wscur,wsene), "{} 受到了劇毒的侵蝕, 損失{}點生命".format(cur.name,cur.poison)))
if cur.life <= 0:
pass
#await sendTo(health(p1,p2), wsp1, wsp2)
#await sendTo(draw(cur), wsp1, wsp2) # 抽卡
#message_to_send.append(( (wscur,), game.display(cur))) # 顯示手牌
#message_to_send.append(( (wscur,), "請問要使用手牌嗎? 若不使用請輸入0"))
return message_to_send
def process(self, wscur, message): # cur is the person who send message to server
start_next_turn_cards = ['2', '3', '4', '8', '11', '12', '13', '14', '15', '16']
cur = wscur.player
wsene = self.players[1] if wscur is self.players[0] else self.players[0]
ene = wsene.player
message_to_send = []
choice = message
if cur.status == self.IN_TURN:
if choice in cur.hand:
message_to_send.extend(card.skills[choice](wscur, wsene))
if choice in start_next_turn_cards:
cur.status = self.NOTHING
message_to_send.extend(Room.start_turn(wsene, wscur))
cur.remove_card(choice)
elif choice == "0":
cur.status = self.NOTHING
message_to_send.extend(Room.start_turn(wsene, wscur))
"""elif choice == "-1":
cur.surrender()
{}投降".format(cur.name)"""
elif cur.status == self.ROBBING:
pass
elif cur.status == self.ROBBED:
pass
elif cur.status == self.DEFENCE: # cur是被攻擊方
if choice in cur.hand:
if choice in card.unattackable:
message_to_send.extend(card.skills[choice](wscur,wsene))
cur.remove_card(choice)
elif choice == "0":
message_to_send.append(( (wsene, wscur), "{} 受到{}點傷害".format(cur.name,ene.damage)))
ene.life -= cur.damage
else:
message_to_send.append(( (wscur,wsene), "{} 受到{}點傷害".format(cur.name,ene.damage)))
cur.life -= cur.damage
ene.attacking = False
ene.damage = 0 # reset
message_to_send.extend(Room.start_turn(wscur, wsene))
elif cur.status == self.TRADE:
pass
elif cur.status == self.PLAN:
pass
return message_to_send
async def sendTo(message, *ws_list):
for ws in ws_list:
await ws.send(message)
import game, card
import random
from json import dumps, loads
class Room:
CONNECTED = 0
MATCHING = 1
PLAYING = 2
WAITING = -1
DISCONNECT = -2
# Player Status Definition
NOTHING = -1
IN_TURN = 0
ROBBED = 1
DEFENCE = 2
ROBBING = 3
TRADE = 4
TRADE_ENE = 5
PLAN = 6
def __init__(self, room):
self.room = room
self.players = []
def __len__(self):
return len(self.players)
def __repr__(self):
return "ROOM {}, {} player(s)".format(str(self.room), len(self))
def __iter__(self):
return iter(self.players)
def player_add(self, player):
if len(self) >= 2:
return
self.players.append(player)
def player_delete(self, player):
try:
self.players.remove(player)
if len(self) == 1:
return True
else:
return False
except:
pass
"""async def start(self):
p1, p2 = self.players[0].player, self.players[1].player
first = random.choice([p1, p2])
print(first, p1, p2)
first.playing = True # so the first one will be random
await sendTo(first.name + "先攻", *self.players)
print(first.name,"先攻")
print() # change line
for _ in range(3): # 初始手牌*3
game.draw(p1)
game.draw(p2)
while p1.life > 0 and p2.life > 0:
print("game.turn start")
await game.turn(self.players[0], self.players[1])
print("game.turn end")
if p1.life <= 0:
print("{} 獲勝".format(p2.name))
elif p2.life <= 0:
print("{} 獲勝".format(p1.name))"""
def start(self): # initialize the game
p1, p2 = self.players[0].player, self.players[1].player
ws_list = self.players[:]
firstws = ws_list.pop(random.randint(0, 1))
#print(first, p1, p2)
firstws.player.playing = True # so the first one will be random
#await sendTo(first.player.name + "先攻", *self.players)
print(firstws.player.name,"先攻")
print() # change line
for _ in range(3): # 初始手牌*3
game.draw(p1)
game.draw(p2)
return firstws, ws_list[0] # it will be second player
@staticmethod
def start_turn(wscur, wsene):
cur, ene = wscur.player, wsene.player
message_to_send = []
cur.playing, ene.playing = ene.playing, cur.playing
cur.turn += 1
draw_res = game.draw(cur)
if not draw_res:
message_to_send.append(( (wscur, wsene), dumps({"msg": "noCard", "data": [cur.name]})))
else:
message_to_send.append(( (wscur,), draw_res))
if cur.poison_check():
message_to_send.append(( (wscur,wsene), dumps({"msg": "poisonDamaged", "data": [cur.name,cur.poison]})))
message_to_send.append(( (wscur,),
dumps({"player": {
"turn": cur.turn, "hand": cur.hand, "deck_left": len(cur.deck),
"life": cur.life, "poison": cur.poison,
},
"enemy": {
"life": ene.life, "deck_left": len(ene.deck),
"hand": len(ene.hand), "poison": ene.poison,
},
"now": "player",
}
)
))
message_to_send.append(( (wsene,),
dumps({"player": {
"turn": ene.turn, "hand": ene.hand, "deck_left": len(ene.deck),
"life": ene.life, "poison": ene.poison,
},
"enemy": {
"turn": cur.turn, "deck_left": len(cur.deck),
"life": cur.life, "hand": len(cur.hand), "poison": cur.poison,
# cur為當前回合之玩家故此處仍為cur
},
"now": "enemy"
}
)
))
message_to_send.append(( (wsene,), dumps({"msg": "drawEne", "data": [cur.name]})))
cur.status = Room.IN_TURN
if cur.life <= 0:
message_to_send.append(( (wscur,), dumps({"msg": "win", "data": ["enemy"]})))
message_to_send.append(( (wsene,), dumps({"msg": "win", "data": ["player"]})))
elif ene.life <= 0:
message_to_send.append(( (wscur,), dumps({"msg": "win", "data": ["player"]})))
message_to_send.append(( (wsene,), dumps({"msg": "win", "data": ["enemy"]})))
#await sendTo(health(p1,p2), wsp1, wsp2)
#await sendTo(draw(cur), wsp1, wsp2) # 抽卡
#message_to_send.append(( (wscur,), game.display(cur))) # 顯示手牌
#message_to_send.append(( (wscur,), "請問要使用手牌嗎? 若不使用請輸入0"))
return message_to_send
def process(self, wscur, message): # cur is the person who send message to server
start_next_turn_cards = ['2', '3', '4', '8', '11', '12', '13', '14', '15', '16']
cur = wscur.player
wsene = self.players[1] if wscur is self.players[0] else self.players[0]
ene = wsene.player
message_to_send = []
choice = message
if cur.status == self.IN_TURN:
if choice in cur.hand:
message_to_send.append(((wsene, wscur), dumps({"msg": "use", "data": [cur.name, choice]})))
cur.remove_card(choice)
message_to_send.extend(card.skills[choice](wscur, wsene))
if choice in start_next_turn_cards:
cur.status = self.NOTHING
message_to_send.extend(Room.start_turn(wsene, wscur))
else: # 直接結束
cur.status = self.NOTHING
message_to_send.extend(Room.start_turn(wsene, wscur))
"""elif choice == "-1":
cur.surrender()
{}投降".format(cur.name)"""
elif cur.status == self.ROBBING:
swag = choice
ene.status = self.NOTHING
if swag in ene.hand:
cur.robbing = swag
if ene.keep():
cur.status = Room.NOTHING
ene.status = Room.ROBBED
message_to_send.append(((wsene, ), dumps({"action": "toBeRobbed"})))
else:
ene.robbed(swag)
cur.add_card(swag)
message_to_send.append(( (wscur,wsene), dumps({"msg": "robbed", "data": [cur.name, cur.robbing]})))
cur.robbing = "0"
cur.status = Room.NOTHING
message_to_send.extend(Room.start_turn(wsene, wscur))
else: # 直接結束
message_to_send.append(((wsene, wscur), dumps({"msg": "cantRob", "data": [cur.name]})))
message_to_send.extend(Room.start_turn(wsene, wscur))
elif cur.status == self.ROBBED:
if choice in cur.hand and choice in card.unrobable:
message_to_send.extend(card.skills[choice](wscur,wsene))
cur.remove_card(choice)
else:
message_to_send.append(( (wscur,wsene), dumps({"msg": "robbed", "data": [ene.name, ene.robbing]})))
cur.robbed(ene.robbing)
ene.add_card(ene.robbing)
ene.robbing = "0"
message_to_send.extend(Room.start_turn(wscur, wsene))
elif cur.status == self.DEFENCE: # cur是被攻擊方
if choice in cur.hand:
if choice in card.unattackable:
message_to_send.extend(card.skills[choice](wscur,wsene))
cur.remove_card(choice)
else:
if ene.surprise:
msg = "surNoCard"
if ene.hand:
drop = random.choice(ene.hand)
ene.remove_card(drop)
msg = "surprised"
message_to_send.append(( (wsene, wscur), dumps({"msg": msg, "data": [cur.name, ene.damage]})))
else:
message_to_send.append(( (wsene, wscur), dumps({"msg": "damaged", "data": [cur.name, ene.damage]})))
cur.life -= ene.damage
else:
if ene.surprise:
drop = random.choice(ene.hand)
ene.remove_card(drop)
message_to_send.append(( (wsene, wscur), dumps({"msg": "surprised", "data": [cur.name, ene.damage]})))
else:
message_to_send.append(( (wsene, wscur), dumps({"msg": "damaged", "data": [cur.name, ene.damage]})))
cur.life -= ene.damage
ene.attacking = False
ene.surprise = False # 兩個都取消
ene.damage = 0 # reset
message_to_send.extend(Room.start_turn(wscur, wsene))
elif cur.status == self.TRADE:
if choice in cur.hand:
message_to_send.append(( (wsene, wscur), dumps({"msg": "tradeChoose", "data": [cur.name, choice]})))
message_to_send.append(( (wsene,), dumps({"action": "toTrade"})))
cur.trading = choice
cur.status = self.NOTHING
ene.status = self.TRADE_ENE
else: # 直接結束
message_to_send.extend(Room.start_turn(wsene, wscur))
elif cur.status == self.TRADE_ENE:
if cur.hand:
if choice not in cur.hand:
choice = random.sample(cur.hand, 1)[0] # decide a card randomly
ene.hand.remove(ene.trading)
ene.hand.append(choice)
cur.hand.remove(choice)
cur.hand.append(ene.trading)
else:
message_to_send.append(( (wsene,wscur), dumps( {"msg": "tradeNoCard", "data": [cur.name]})))
ene.trading = "0"
message_to_send.extend(Room.start_turn(wscur, wsene))
elif cur.status == self.PLAN:
if choice in cur.planning:
cur.add_card(choice)
cur.stauts = Room.NOTHING
cur.planning = []
message_to_send.extend(Room.start_turn(wsene, wscur))
print("status of ",cur.name, ":", cur.status)
print("status of ",ene.name, ":", ene.status)
return message_to_send
async def sendTo(message, *ws_list):
for ws in ws_list:
await ws.send(message)