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room.py
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from ui import *
from player import *
from skills.general import *
from skills.standard import *
from cards.identity import *
from lib import character
# from extensions.bf.cards.bf import *
from lib.translation import translateTable
import random
class Room:
__itemType = 'room'
path = ''
def __init__(self, iniMode, playerNum):
self.__ui = set() # UI(window, self)
self.__status = Status(self)
self.characters = character.characters
self.__tran = translateTable
self.__mode = iniMode
self.__identityNum = {'zhu': 0, 'zhong': 0, 'fan': 0, 'nei': 0}
self.playerNum = playerNum
self.__players = [] # alive players
self.__allPlayers = []
self.__currentPhase = None
# self.__playList = []
self.__inPile = []
self.__drawPile = Pile(self)
self.__discardPile = DiscardPile(self)
self.__handleArea = HandleArea(self)
# self.__judgingArea = JudgingArea(self)
# self.__pindianArea = PindianArea(self)
self.__globalSkill = []
self.__turn = 0
self.__result = {'gameOver': False, 'winnerTeam': None, 'winner': [], 'gameInterrupted': False}
self.storage = {}
self.directory = ['']
self.test = False
@property
def itemType(self):
return self.__itemType
@property
def translateTable(self):
return self.__tran
@translateTable.setter
def translateTable(self, value):
self.__tran = value
def translate(self, name):
if type(name) is not str:
name = name.name
info = name.split("_")
sub = ""
if info[0] == "re":
sub = "界"
return sub + self.__tran[info[-1]]
@property
def mode(self):
return self.__mode
@property
def ui(self):
return self.__ui
@property
def status(self):
return self.__status
@property
def players(self):
return self.__players
@property
def allPlayers(self):
return self.__allPlayers
@allPlayers.setter
def allPlayers(self, value):
self.__allPlayers = value
@property
def currentPhase(self):
return self.__currentPhase
@currentPhase.setter
def currentPhase(self, value):
self.__currentPhase = value
@property
def result(self):
return self.__result
@property
def inPile(self):
return self.__inPile
@inPile.setter
def inPile(self, value):
self.__inPile = value
@property
def drawPile(self):
return self.__drawPile
@property
def discardPile(self):
return self.__discardPile
def getDrawPileNum(self):
return self.__drawPile.length
def getDiscardPileNum(self):
return self.__discardPile.length
@property
def handleArea(self):
return self.__handleArea
@property
def globalSkill(self):
return self.__globalSkill
def initialize(self, window, w, h):
# 添加相应数量玩家
for i in range(self.playerNum):
playerType = 'ai' if i else 'human'
self.addPlayer(Player(self, playerType))
# self.__allPlayers = self.__players.copy()
for player in self.__players:
player.initialize()
# 玩家UI初始化
for player in self.__players:
if player.operator == 'ai':
continue
# 初始化游戏环境
screen = window
ui = UI(screen, player)
ui.windowSize = (w, h)
ui.initialize()
player.ui = ui
# 添加全局技能
for skill in mode.modes[self.__mode]['globalSkill']:
self.addSkill(skill)
def addSkill(self, name, temp=False):
for skill in self.__globalSkill:
if skill.name == name:
return False
skill = self.createSkill(name)
if skill:
skill.temp = temp
skill.owner = self
self.__globalSkill.append(skill)
skill.initialize()
def createSkill(self, name):
if name and name[0].islower:
name = chr(ord(name[0]) - 32) + name[1:]
return eval(name)(self.__status)
def removeSkill(self, name):
for i in range(len(self.__globalSkill)):
if self.__globalSkill[i].name == name:
self.__globalSkill[i].onRemove()
self.__globalSkill.pop(i)
break
def prepare(self):
# 分配身份与座次
# self.identityDistribute()
self.__players[0].identity = 'zhu'
self.__players[0].seat = 1
for i in range(1, len(self.__players)):
self.__players[i].identity = 'fan'
self.__players[i].seat = i + 1
self.__players[0].ai.info[self.__players[i]]['identityKnown'] = True
for player in self.__players:
if player != self.__players[i]:
self.__players[i].ai.info[player]['identityKnown'] = True
# 选将
for player in self.__players:
player.chooseRole()
# 亮将
for player in self.__players:
player.displayChara()
self.delay(300)
# 添加卡牌
cards, nature = mode.modes[self.__mode]['cards'], None
for card in cards:
if 'nature' in card[3]:
nature = card[3]['nature']
else:
nature = None
newCard = self.createCard(card[0], card[1], card[2], nature)
# self.__drawPile.addCard(newCard)
self.addCard(newCard)
self.__inPile = mode.modes[self.__mode]['inPile'].copy()
# 洗牌
# self.__drawPile.getCards(), self.__discardPile = self.__discardPile, self.__drawPile
self.shuffle()
def addPlayer(self, player: Player, seat=None):
self.__players.append(player)
self.__allPlayers.append(player)
if len(self.__players) > 1:
player.previous = self.__players[-2]
player.next = self.__players[0]
self.__players[-2].next = player
self.__players[0].previous = player
def removeDeadPlayer(self, player):
for i in range(len(self.__players)):
if self.__players[i] == player:
player.previous.next = player.next
player.next.previous = player.previous
self.__players.pop(i)
break
def identityDistribute(self):
if self.playerNum == 2:
identities = ['zhu', 'fan']
pass
def createCard(self, name, suit=None, number=0, nature=None, existence='real'):
if name and name[0].islower:
name = chr(ord(name[0]) - 32) + name[1:]
newCard = eval(name)(suit, number, nature, existence)
if not newCard:
print("\033[0;31;40m" + "Warning: Failed to create card \"" + name + "\"!" + "\033[0m")
newCard.setStatus(self.__status)
return newCard
def addCard(self, card: Card, area=None):
if area is None:
area = self.__drawPile
area.addCard(card, random.randint(0, self.__drawPile.length))
def getCards(self, num=1, bottom=False):
if self.__drawPile.length < num:
if self.__drawPile.length + self.__discardPile.length < num:
self.result['gameOver'] = True
self.status.currentEvent.cancel()
return []
self.shuffle()
if bottom:
cards = self.__drawPile.cards[self.__drawPile.length - num:]
else:
cards = self.__drawPile.cards[:num]
return cards
def shuffle(self):
while self.discardPile.length:
i = random.randint(0, self.discardPile.length - 1)
card = self.discardPile.cards[i]
self.moveCardTo(card, 'drawPile', "Reason_Shuffle")
def flipSkin(self, seat):
if seat > len(self.__allPlayers) or seat <= 0:
return
self.__allPlayers[seat - 1].flipSkin()
def process(self):
# 初始摸牌
for player in self.__players:
player.startDraw(4)
for player in self.__players:
if player.isUnderControl():
while True:
next = player.chooseBool('是否使用手气卡?')
self.status.processNext()
if next.result('bool'):
player.luckyHandcard()
else:
break
self.delay(100)
for player in self.__players:
if player.isUnderControl():
player.ui.setCommonClock("gameStart", 300)
player.ui.playAudio("gameStart")
self.delay(400)
current = self.players[0]
while True:
current.phase()
self.status.processNext()
if self.result['gameOver']:
self.broadcastAll(lambda ui: self.setUI_gameOver(ui))
return
if self.result['gameInterrupted']:
return
current = current.next
def setUI_gameOver(self, ui):
ui.playAudio('gameStart')
ui.delay(1)
ui.stop()
def targetSort(self, targets: list = None, player: Player = None):
if not self.__players:
return []
if targets is None:
targets = self.__players.copy()
else:
targets = targets.copy()
if player is None:
seat = self.__currentPhase.seat if self.__currentPhase else self.__players[0].seat
else:
seat = player.seat
for i in range(1, len(targets)):
current = targets[i]
j = i - 1
# print(targets[j].seat < seat <= current.seat, seat <= current.seat < targets[j].seat, current.seat < targets[j].seat < seat)
while j > -1 and (
targets[j].seat < seat <= current.seat or seat <= current.seat < targets[j].seat or current.seat <
targets[j].seat < seat):
targets[j + 1] = targets[j]
j -= 1
targets[j + 1] = current
return targets
def judgeResult(self):
identities = []
for player in self.__players:
if player.isAlive() and player.identity not in identities:
identities.append(player.identity)
result = self.__result
if 'zhu' not in identities:
result['gameOver'] = True
if len(identities) == 1 and identities[0] == 'nei':
result['winnerTeam'] = 'nei'
else:
result['winnerTeam'] = 'fan'
elif 'fan' not in identities and 'nei' not in identities:
result['gameOver'] = True
result['winnerTeam'] = 'zhu'
for player in self.__allPlayers:
if player.identity == result['winnerTeam'] or result['winnerTeam'] == 'zhu' and player.identity == 'zhong':
self.__result['winner'].append(player)
def moveCardTo(self, cards, to='d', pattern="defaultPattern", visible=False):
ui = self.__players[0].ui
if to == 'd' or to == 'discardPile':
to = self.__discardPile
if to == 'r' or to == 'drawPile':
to = self.__drawPile
if to == 't' or to == 'handleArea':
to = self.__handleArea
if type(cards) is not list:
cards = [cards]
cardsNum = len(cards)
for card in cards:
card.area.removeCard(card)
to.addCard(cards)
if to == self.__handleArea:
self.broadcastAll(lambda ui: ui.addToHandling(cards, 9999 if pattern == 'use' else 500, pattern == 'use',
'八卦' if pattern == 'judge' else None))
if to.owner:
toPlayer = to.owner
if toPlayer == ui.me:
for i in range(cardsNum):
ui.setMovement(cards[i], 'screen_center', ui.getCoordinate(cards[i]))
# cards[i].setMovement()
# ui.setClock("handcards", 4, oriNum + i)
# elif pattern == "draw" and visible:
# ui.setCommonClock("gain", 45, toPlayer.seat())
# elif not visible:
# ui.setCommonClock("draw", 45, toPlayer.seat)
# ui.setCommonClockContent("draw", str(cardsNum) if cardsNum > 1 else "", toPlayer.seat)
ui.delay(1)
# 时机:moveCard
def broadcastAll(self, func):
if not callable(func):
return
for ui in self.ui:
func(ui)
def delay(self, time=200):
pass
for ui in self.ui:
ui.delay(time)
def setCommonClock(self, name, num, index=None):
pass
for ui in self.ui:
ui.setCommonClock(name, num, index)
def setCommonClockContent(self, key, content, index=None):
pass
for ui in self.ui:
ui.setCommonClock(key, content, index)
def showResult(self):
self.broadcastAll(lambda ui: ui.blitText(''))
class Status:
def __init__(self, room):
self.__room = room
self.__next = []
self.__currentEvent = None
self.__result = {
'bool': False, 'card': None, 'cards': [], 'target': None, 'targets': []
}
@property
def room(self):
return self.__room
@property
def currentEvent(self):
return self.__currentEvent
@currentEvent.setter
def currentEvent(self, event):
self.__currentEvent = event
@property
def next(self):
return self.__next
def clearResult(self):
self.__result = {'bool': False, 'card': None, 'cards': [], 'target': None, 'targets': []}
def setResult(self, arg: str, value):
self.__result[arg] = value
def createEvent(self, name):
if name and name[0].islower:
name = chr(ord(name[0]) - 32) + name[1:]
return eval(name)(self)
def addEvent(self, event):
if type(event) is str:
event = self.createEvent(event)
if self.__currentEvent:
self.__currentEvent.pushNext(event)
else:
self.__next.append(event)
return event
def processNext(self):
while len(self.__next):
self.__next[0].process()
self.__next.pop(0)
# if len(name) > 6:
# if name[-6:] == 'Effect':
# if name == 'shaEffect':
# return ShaEffect(self)
# if name == 'shanEffect':
# return ShanEffect(self)
# if name == 'jiuEffect':
# return JiuEffect(self)
# if name == 'taoEffect':
# return TaoEffect(self)
# if name == 'wuzhongEffect':
# return WuzhongEffect(self)
# if name == 'juedouEffect':
# return JuedouEffect(self)
# if name == 'guoheEffect':
# return GuoheEffect(self)
# if name == 'shunshouEffect':
# return ShunshouEffect(self)
# if name == 'nanmanEffect':
# return NanmanEffect(self)
# if name == 'wanjianEffect':
# return WanjianEffect(self)
# if name == 'tiesuoEffect':
# return TiesuoEffect(self)
# if name[:6] == 'choose':
# if name == 'chooseToUse':
# return ChooseToUse(self)
# if name == 'chooseToDiscard':
# return ChooseToDiscard(self)
# if name == 'chooseToInvoke':
# return ChooseToInvoke(self)
# if name == 'chooseCard':
# return ChooseCard(self)
# if name == 'chooseCardTarget':
# return ChooseCardTarget(self)
# if name[-6:] == 'Invoke':
# if name == 'updateAIInvoke':
# return UpdateAIInvoke(self)
# if name == 'onPhaseUseAfterInvoke':
# return OnPhaseUseAfterInvoke(self)
# if name == 'onPhaseAfterInvoke':
# return OnPhaseAfterInvoke(self)
# if name == 'zuijiuInvoke':
# return ZuijiuInvoke(self)
# if name == 'jizhiInvoke':
# return JizhiInvoke(self)
# if name == 'jianxiongInvoke':
# return JianxiongInvoke(self)
# if name == 'huodeInvoke':
# return HuodeInvoke(self)
# if name == 'guanshiSkillInvoke':
# return GuanshiSkillInvoke(self)
# if name == 'baguaSkillInvoke':
# return BaguaSkillInvoke(self)
# if name == 'renwangSkillInvoke':
# return RenwangSkillInvoke(self)
# if name == 'trigger':
# return Trigger(self)
# if name == 'phase':
# return Phase(self)
# if name == 'phasePrepare':
# # self.getRoom().wait(1000)
# return PhasePrepare(self)
# if name == 'phaseJudge':
# return PhaseJudge(self)
# if name == 'phaseDraw':
# return PhaseDraw(self)
# if name == 'phaseUse':
# return PhaseUse(self)
# if name == 'phaseDiscard':
# return PhaseDiscard(self)
# if name == 'phaseFinish':
# return PhaseFinish(self)
# if name == 'draw':
# return Draw(self)
# if name == 'gain':
# return Gain(self)
# if name == 'discard':
# return Discard(self)
# if name == 'lose':
# return Lose(self)
# if name == 'useCard':
# return UseCard(self)
# if name == 'useSkill':
# return UseSkill(self)
# if name == 'useCardToTarget':
# return UseCardToTarget(self)
# if name == 'damage':
# return Damage(self)
# if name == 'recover':
# return Recover(self)
# if name == 'changeHp':
# return ChangeHp(self)
# if name == 'dying':
# return Dying(self)
# if name == 'die':
# return Die(self)
# print("\033[0;31;40m" + "Warning: Failed to create event \"" + name + "\"!" + "\033[0m")
# return Event(self)
# status = self.__status
# if name == 'zuijiu':
# return Zuijiu(status)
# if name == 'updateAI':
# return UpdateAI(status)
# if name == 'jizhi':
# return Jizhi(status)
# if name == 'jianxiong':
# return Jianxiong(status)
# if name == 'huode':
# return Huode(status)
# # if name == 'zhuge':
# # return ZhugeSkill(status)
# if name == 'guanshiSkill':
# return GuanshiSkill(status)
# if name == 'baguaSkill':
# return BaguaSkill(status)
# if name == 'renwangSkill':
# return RenwangSkill(status)
# if name == 'onPhaseUseAfter':
# return OnPhaseUseAfter(status)
# if name == 'onPhaseAfter':
# return OnPhaseAfter(status)
# print("\033[0;31;40m" + "Warning: Failed to create skill \"" + name + "\"!" + "\033[0m")
# return Skill(status)
# newCard = None
# # newCard = Card(self.createID(), suit, number)
# if name == "sha":
# newCard = Sha(suit, number, nature)
# if name == "shan":
# newCard = Shan(suit, number)
# if name == "tao":
# newCard = Tao(suit, number)
# if name == "jiu":
# newCard = Jiu(suit, number)
# if name == "zhuge":
# newCard = Zhuge(suit, number)
# if name == "guanshi":
# newCard = Guanshi(suit, number)
# if name == "bagua":
# newCard = Bagua(suit, number)
# if name == "renwang":
# newCard = Renwang(suit, number)
# if name == "juedou":
# newCard = Juedou(suit, number)
# if name == "guohe":
# newCard = Guohe(suit, number)
# if name == "shunshou":
# newCard = Shunshou(suit, number)
# if name == "tiesuo":
# newCard = Tiesuo(suit, number)
# if name == "nanman":
# newCard = Nanman(suit, number)
# if name == "wuzhong":
# newCard = Wuzhong(suit, number)
# if name == "wanjian":
# newCard = Wanjian(suit, number)