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https://github.com/neogeek23/Dominion-Strategy-Simulator.git
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Add files via upload
cards now have owners - seems the are being assigned to the wrong owner though... the rabbit hole runs deeper...
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parent
a864ff1a7a
commit
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39
card.py
39
card.py
@ -3,14 +3,14 @@ from enum import Enum, auto
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class Card:
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class CardType(Enum):
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Action = auto()
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Attack = auto()
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Treasure = auto()
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Action = auto()
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Reaction = auto()
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Attack = auto()
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Victory = auto()
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Curse = auto()
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Reaction = auto()
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def __init__(self, name, cost, cardtype, value, coin, action, reaction, buy, draw, effect):
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def __init__(self, name, cost, cardtype, value, coin, action, buy, draw, owner):
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self.__name = name
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self.__cost = cost
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self.__coin = coin
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@ -18,27 +18,38 @@ class Card:
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self.__action = action
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self.__buy = buy
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self.__draw = draw
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self.__effect = effect
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self.__value = value
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self.__reaction = reaction
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self.__owner = owner
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def play(self, player):
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player.add_actions(self.__action)
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player.add_buys(self.__buy)
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player.add_purchase_power(self.__coin)
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player.add_reactions(self.__reaction)
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player.draw_cards(self.__draw)
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self.effect(player)
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def play(self):
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self.__owner.add_actions(self.__action)
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self.__owner.add_buys(self.__buy)
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self.__owner.add_purchase_power(self.__coin)
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self.__owner.draw_cards(self.__draw)
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self.effect()
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def effect(self, player):
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def effect(self):
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# This is here so that 'special' cards can override this function so that unique card effects can happen.
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pass
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def passive(self):
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# This is here so that 'special' cards can override this function so that unique card passives can happen.
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pass
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def get_name(self):
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return self.__name
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def get_type(self):
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return self.__type
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def get_cost(self):
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return self.__cost
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def set_owner(self, owner):
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self.__owner = owner
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def get_owner(self):
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return self.__owner
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def identify(self):
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return self.__name + ", " + str(self.__type) + ", " + str(self.__cost)
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63
game.py
63
game.py
@ -1,6 +1,7 @@
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from table import Table
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from player import Player
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from card import Card
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from militia import Militia
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def main():
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@ -18,10 +19,10 @@ def setup_new_game(game_list, parameter, card_info):
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index = 0
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for p in parameter[2:]:
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if p:
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card = Card(card_info[index][0], card_info[index][1], card_info[index][2], card_info[index][3],
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card_info[index][4], card_info[index][5], card_info[index][6], card_info[index][7],
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card_info[index][8], card_info[index][9])
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t.add_pile(card, card_info[index][10])
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card = card_info[index][8](card_info[index][0], card_info[index][1], card_info[index][2],
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card_info[index][3], card_info[index][4], card_info[index][5],
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card_info[index][6], card_info[index][7], None)
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t.add_pile(card, card_info[index][9])
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index += 1
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for i in range(humans):
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@ -30,11 +31,11 @@ def setup_new_game(game_list, parameter, card_info):
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human.draw_hand()
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t.add_player(human)
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# for i in range(bots):
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# bot = Player(False, t)
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# bot.draw_deck(t, get_starting_deck())
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# bot.draw_hand()
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# t.add_player(bot)
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for i in range(bots):
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bot = Player(False, t)
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bot.draw_deck(t, get_starting_deck())
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bot.draw_hand()
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t.add_player(bot)
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game_list.append(t)
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@ -44,35 +45,35 @@ def play_game(game_table):
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def get_game_parameters():
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# humans, bots, card #1, card #2, ... etc
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return [1, 1, True, True, True, True, True, True, False, True, True, True, True, True, True, True, True, True, True]
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def get_card_info():
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# [name, cost, cardtype, v, c, a, r, b, d, effect, count] - value to pass to Card()
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return [["Copper", 0, Card.CardType.Treasure, 0, 1, 0, 0, 0, 0, None, 60], # 1
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["Silver", 3, Card.CardType.Treasure, 0, 2, 0, 0, 0, 0, None, 40], # 2
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["Gold", 6, Card.CardT]ype.Treasure, 0, 3, 0, 0, 0, 0, None, 30], # 3
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["Estate", 2, Card.CardType.Victory, 1, 0, 0, 0, 0, 0, None, 24], # 4
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["Dutchy", 5, Card.CardType.Victory, 3, 0, 0, 0, 0, 0, None, 12], # 5
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["Province", 8, Card.CardType.Victory, 6, 0, 0, 0, 0, 0, None, 12], # 6
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["Curse", 0, Card.CardType.Curse, -1, 0, 0, 0, 0, 0, None, 30], # 7
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["Cellar", 2, Card.CardType.Action, 0, 0, 1, 0, 0, 0, "Name", 10], # 8
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["Market", 5, Card.CardType.Action, 0, 1, 1, 0, 1, 1, None, 10], # 9
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["Merchant", 3, Card.CardType.Action, 0, 0, 1, 0, 0, 1, "Name", 10], # 10
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["Militia", 4, Card.CardType.Attack, 0, 2, 0, 1, 0, 0, "Name", 10], # 11
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["Mine", 5, Card.CardType.Action, 0, 0, 0, 0, 0, 0, "Name", 10], # 12
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["Moat", 2, Card.CardType.Reaction, 0, 0, 0, 0, 0, 2, "Name", 10], # 13
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["Remodel", 4, Card.CardType.Action, 0, 0, 0, 0, 0, 0, "Name", 10], # 14
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["Smithy", 4, Card.CardType.Action, 0, 0, 0, 0, 0, 3, None, 10], # 15
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["Village", 3, Card.CardType.Action, 0, 0, 2, 0, 0, 1, None, 10], # 16
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["Workshop", 4, Card.CardType.Action, 0, 0, 0, 0, 0, 0, "Name", 10]] # 17
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# 0 1 2 3 4 5 6 7 8 9
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# [name, cost, cardtype, v, c, a, b, d, class, count] - values to pass to Card()
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return [["Copper", 0, Card.CardType.Treasure, 0, 1, 0, 0, 0, Card, 60], # 1
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["Silver", 3, Card.CardType.Treasure, 0, 2, 0, 0, 0, Card, 40], # 2
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["Gold", 6, Card.CardType.Treasure, 0, 3, 0, 0, 0, Card, 30], # 3
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["Estate", 2, Card.CardType.Victory, 1, 0, 0, 0, 0, Card, 24], # 4
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["Dutchy", 5, Card.CardType.Victory, 3, 0, 0, 0, 0, Card, 12], # 5
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["Province", 8, Card.CardType.Victory, 6, 0, 0, 0, 0, Card, 12], # 6
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["Curse", 0, Card.CardType.Curse, -1, 0, 0, 0, 0, Card, 30], # 7
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["Cellar", 2, Card.CardType.Action, 0, 0, 1, 0, 0, Card, 10], # 8*
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["Market", 5, Card.CardType.Action, 0, 1, 1, 1, 1, Card, 10], # 9
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["Merchant", 3, Card.CardType.Action, 0, 0, 1, 0, 1, Card, 10], # 10*
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["Militia", 4, Card.CardType.Attack, 0, 2, 0, 0, 0, Militia, 10], # 11
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["Mine", 5, Card.CardType.Action, 0, 0, 0, 0, 0, Card, 10], # 12*
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["Moat", 2, Card.CardType.Reaction, 0, 0, 0, 0, 2, Card, 10], # 13*
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["Remodel", 4, Card.CardType.Action, 0, 0, 0, 0, 0, Card, 10], # 14*
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["Smithy", 4, Card.CardType.Action, 0, 0, 0, 0, 3, Card, 10], # 15
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["Village", 3, Card.CardType.Action, 0, 0, 2, 0, 1, Card, 10], # 16
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["Workshop", 4, Card.CardType.Action, 0, 0, 0, 0, 0, Card, 10]] # 17*
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def get_starting_deck():
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return [["Copper", 7], ["Estate", 3]]
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# return [["Copper", 7], ["Estate", 3]]
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# return [["Market", 2], ["Merchant", 2], ["Smithy", 2], ["Village", 2], ["Moat", 2]]
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return [["Militia", 4], ["Village", 3], ["Smithy", 3]]
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main()
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18
hand.py
18
hand.py
@ -10,6 +10,14 @@ class Hand(Supply):
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result |= at in unique_types
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return result
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def get_card_type_count(self, card_type):
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result = 0
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for c in self._Supply__card:
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if c.get_type() == card_type:
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result += 1
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return result
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def __get_unique_types(self):
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unique_type = list()
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@ -17,12 +25,4 @@ class Hand(Supply):
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current_type = c.get_type()
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if not current_type in unique_type:
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unique_type.append(current_type)
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return unique_type
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def get_card_type_count(self, card_type):
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result = 0
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for c in self._Supply__card:
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if c.get_type() == card_type:
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result += 1
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return result
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return unique_type
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34
militia.py
Normal file
34
militia.py
Normal file
@ -0,0 +1,34 @@
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from card import Card
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from random import randint
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class Militia(Card):
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def effect(self):
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print("Who am I: " + str(self._Card__owner.get_table().get_players().index(self._Card__owner)) + " " + str(self._Card__owner))
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for player in self._Card__owner.get_table().get_players():
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print("player before if: " + str(self._Card__owner.get_table().get_players().index(player)) + " " + str(player))
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if self._Card__owner != player:
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print(str(self._Card__owner) + " " + str(player))
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print("self._Card__owner: " + str(self._Card__owner.get_table().get_players().index(self._Card__owner)))
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print("Player: " + str(self._Card__owner.get_table().get_players().index(player)))
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player.print_hand()
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print("Player " + str(self._Card__owner.get_table().get_players().index(player)) + ", you MUST discard "
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"down to 3 cards.")
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self.__force_discard(self._Card__owner.get_std_chances(), player)
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def __force_discard(self, chances, player):
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if self._Card__owner.get_hand().get_remaining() > 3 and chances > 0:
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hand_index = int(input("\nPlease identify a card from hand you would like to discard by providing "
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"its index: "))
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if 0 > hand_index >= self.__hand.get_remaining() and chances > 0:
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print("Acceptable inputs range from 0 to " + str(self.__hand.get_remaining() - 1) + ". 1 chance lost.")
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self.__force_discard(chances - 1)
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else:
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print("Discarding " + player.get_hand().get_card(hand_index).get_name() + ".")
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player.discard_from_hand(hand_index)
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self.__force_discard(chances, player)
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elif self._Card__owner.get_hand().get_remaining() > 3 and chances < 0:
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print("You're out of chances to select a valid card to discard, randomly selecting for you.")
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player.discard_from_hand(randint(0, self.__hand.get_remaining() - 1))
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130
player.py
130
player.py
@ -7,13 +7,13 @@ from counter import Counter
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class Player:
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def __init__(self, human, table):
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self.__std_chances = 3
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self.__deck = Deck()
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self.__discard = Discard()
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self.__hand = Hand()
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self.__purchase_power = 0
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self.__actions = Counter(0)
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self.__buys = 0
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self.__reactions = Counter(0)
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self.__is_human = human
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self.__table = table
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@ -26,14 +26,21 @@ class Player:
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def add_buys(self, n):
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self.__buys += n
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def add_reactions(self, n):
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self.__reactions.int += n
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def get_table(self):
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return self.__table
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def get_std_chances(self):
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return self.__std_chances
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def get_hand(self):
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return self.__hand
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def get_score(self):
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return 0
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def draw_card(self):
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self.__deck.transfer_top_card(self.__hand)
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self.__hand.get_top_card().passive()
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def draw_cards(self, how_many):
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spillover = how_many - self.__deck.get_remaining()
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@ -63,6 +70,8 @@ class Player:
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index = table.get_pile_index_of_card(ds[0])
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for i in range(ds[1]):
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table.get_pile(index).transfer_top_card(self.__deck)
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self.__claim_top_card(self.__deck)
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print("Top card: " + str(self.__deck.get_top_card().get_owner()) + " " + str(self.__deck.get_top_card().get_name()))
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self.__deck.shuffle()
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def draw_hand(self):
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@ -72,98 +81,109 @@ class Player:
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while self.__hand.get_remaining() > 0:
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self.__hand.transfer_top_card(self.__discard)
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def __print_hand(self):
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print("\nHand:")
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self.__hand.print()
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print("\n")
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def __print_discard(self):
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print("\nDiscard:")
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self.__discard.print()
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print("\n")
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def __print_deck(self):
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print("\nDeck")
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self.__deck.print()
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print("\n")
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def __print(self):
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print("\nPlayer:")
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print("Actions: " + str(self.__actions.int))
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print("Reactions: " + str(self.__reactions.int))
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print("Buys: " + str(self.__buys))
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print("Coin: " + str(self.__purchase_power))
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self.__print_hand()
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self.__print_discard()
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self.__print_deck()
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def __gain_turn_events(self):
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self.__actions.int = 1
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self.__buys = 1
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self.__purchase_power = 0
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self.__reactions.int = 0
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def discard_from_hand(self, n):
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self.__hand.transfer_card(n, self.__discard)
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def play_card(self, acceptable_card_type, chances, counter):
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if chances > 0 and self.__hand.contains_one_of(acceptable_card_type):
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hand_index = int(input("Please identify a card from hand you would like to play by providing its index: "))
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hand_index = int(input("\nPlease identify a card from hand you would like to play by providing its index: "))
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if hand_index < 0:
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print("You have elected to forfeit any remaining plays.")
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if counter is not None:
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counter.int = 0
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elif hand_index >= self.__hand.get_remaining():
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print("Acceptible inputs range from 0 to " + str(self.__hand.get_remaining() - 1) + ". Try again.")
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print("Acceptable inputs range from 0 to " + str(self.__hand.get_remaining() - 1) + ". 1 chance lost.")
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self.play_card(acceptable_card_type, chances - 1, counter)
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elif self.__hand.get_card(hand_index).get_type() in acceptable_card_type:
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self.__hand.get_card(hand_index).play(self)
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print("Player " + str(self.get_table().get_players().index(self)) + " playing: " +
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self.__hand.get_card(hand_index).get_name())
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self.__hand.get_card(hand_index).play()
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self.__hand.transfer_card(hand_index, self.__discard)
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if counter is not None:
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counter.int -= 1
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self.__print()
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else:
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print("Index in bounds but not an acceptable card type. Chance to get it right reduced.")
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self.play_card(acceptable_card_type, chances - 1, counter)
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elif chances <= 0:
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print("You have used up all of your chances to enter a positive integer; forfeiting remaining plays.")
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print("You have used up all of your chances to enter a valid integer; forfeiting remaining plays.")
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if counter is not None:
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counter.int = 0
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else:
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print("There are no more acceptable cards in hand, moving to next phase.")
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if counter is not None:
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counter.int = 0
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def take_action(self):
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print("Please play an Action, Attack, or Reaction card until you have no remaining actions.")
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print("\nPlease play an Action, Attack, or Reaction card until you have no remaining actions.")
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while self.__actions.int > 0:
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self.play_card([Card.CardType.Action, Card.CardType.Attack, Card.CardType.Reaction], 3, self.__actions)
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def give_reaction(self):
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pass
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def take_reaction(self):
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pass
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self.play_card([Card.CardType.Action, Card.CardType.Attack, Card.CardType.Reaction],
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self.__std_chances, self.__actions)
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def take_buy(self):
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if self.__hand.contains_one_of([Card.CardType.Treasure]):
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print("Please play all Treasure cards that you want to play.")
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print("\nPlease play all Treasure cards that you want to play.")
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play_another = Counter(self.__hand.get_card_type_count(Card.CardType.Treasure))
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while play_another.int > 0:
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self.play_card([Card.CardType.Treasure], 3, play_another)
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self.play_card([Card.CardType.Treasure], self.__std_chances, play_another)
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self.buy_card(3)
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def buy_card(self, chances):
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while self.__buys > 0 and not self.__table.are_there_any_empty_piles() and chances > 0:
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pile_index = int(input("Please identify a pile from the table that you'd like to purchase: "))
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self.__table.get_pile(pile_index).transfer_top_card(self.__discard)
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self.__buys -= 1
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if pile_index < 0:
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print("You have elected to forfeit any remaining plays.")
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self.__buys = 0
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elif pile_index >= self.__table.get_pile_count():
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print("Acceptable inputs range from 0 to " + str(self.__table.get_pile_count() - 1) + ". Try again.")
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chances -= 1
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elif self.__table.get_pile(pile_index).get_card_group().get_cost() > self.__purchase_power:
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print("You do not have enough coin. Try again.")
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chances -= 1
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else:
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print("Buying card " + self.__table.get_pile(pile_index).get_card_group().get_name())
|
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self.__table.get_pile(pile_index).transfer_top_card(self.__discard)
|
||||
self.__claim_top_card(self.__discard)
|
||||
self.__buys -= 1
|
||||
|
||||
def take_turn(self):
|
||||
print("Deck Size: " + str(self.__deck.get_remaining()))
|
||||
self.__print_hand()
|
||||
self.__gain_turn_events()
|
||||
self.__turn_setup()
|
||||
self.__print()
|
||||
self.take_action()
|
||||
# self.__print_discard()
|
||||
# self.__print_deck()
|
||||
# self.give_reaction()
|
||||
self.take_buy()
|
||||
self.discard_remaining_hand()
|
||||
self.draw_hand()
|
||||
self.__print_hand()
|
||||
self.print_hand()
|
||||
|
||||
def __claim_top_card(self, supply):
|
||||
supply.get_top_card().set_owner(self)
|
||||
|
||||
def print_hand(self):
|
||||
print("\nPlayer " + str(self.__table.get_players().index(self)) + " Hand:")
|
||||
self.__hand.print()
|
||||
|
||||
def __print_discard(self):
|
||||
print("\nPlayer " + str(self.__table.get_players().index(self)) + " Discard:")
|
||||
self.__discard.print()
|
||||
|
||||
def __print_deck(self):
|
||||
print("\nPlayer " + str(self.__table.get_players().index(self)) + " Deck")
|
||||
self.__deck.print()
|
||||
|
||||
def __print(self):
|
||||
print("\nPlayer " + str(self.__table.get_players().index(self)) + ": ")
|
||||
print("Actions: " + str(self.__actions.int))
|
||||
print("Buys: " + str(self.__buys))
|
||||
print("Coin: " + str(self.__purchase_power))
|
||||
self.print_hand()
|
||||
self.__print_discard()
|
||||
self.__print_deck()
|
||||
|
||||
def __turn_setup(self):
|
||||
self.__actions.int = 1
|
||||
self.__buys = 1
|
||||
self.__purchase_power = 0
|
||||
@ -22,9 +22,14 @@ class Supply:
|
||||
def get_card(self, n):
|
||||
return self.__card[n]
|
||||
|
||||
def get_top_card(self):
|
||||
return self.__card[len(self.__card) - 1]
|
||||
|
||||
def get_remaining(self):
|
||||
return len(self.__card)
|
||||
|
||||
def print(self):
|
||||
index = 0
|
||||
for c in self.__card:
|
||||
print(c.identify())
|
||||
print(str(index) + ": " + c.identify())
|
||||
index += 1
|
||||
|
||||
15
table.py
15
table.py
@ -16,6 +16,9 @@ class Table:
|
||||
def get_player(self, n):
|
||||
return self.__player[n]
|
||||
|
||||
def get_players(self):
|
||||
return self.__player
|
||||
|
||||
def add_pile(self, card, n):
|
||||
p = Pile()
|
||||
p.add_cards(card, n)
|
||||
@ -27,6 +30,9 @@ class Table:
|
||||
def get_pile(self, n):
|
||||
return self.__pile[n]
|
||||
|
||||
def get_pile_count(self):
|
||||
return len(self.__pile)
|
||||
|
||||
def get_pile_index_of_card(self, card_name):
|
||||
result = 0
|
||||
for p in self.__pile:
|
||||
@ -43,7 +49,7 @@ class Table:
|
||||
def play(self):
|
||||
turn = 0
|
||||
# turn < 4 is for testing, otherwise endless as buying cards is not yet done
|
||||
while not self.are_there_any_empty_piles() and turn < 4:
|
||||
while not self.are_there_any_empty_piles() and turn < 10:
|
||||
self.print()
|
||||
self.__player[turn % len(self.__player)].take_turn()
|
||||
turn += 1
|
||||
@ -53,8 +59,11 @@ class Table:
|
||||
if p.get_score() > self.__winning_score:
|
||||
self.__winning_score = p.get_score
|
||||
self.__winner = p
|
||||
print("\n\nPlayer " + str(self.__winner) + " won with " + str(self.__winning_score) + " points.\n\n")
|
||||
|
||||
def print(self):
|
||||
print("Piles:")
|
||||
print("\nPiles: ")
|
||||
index = 0
|
||||
for s in self.__pile:
|
||||
print(s.get_card_group().identify() + ": " + str(s.get_remaining()))
|
||||
print(str(index) + ": " + s.get_card_group().identify() + ": " + str(s.get_remaining()))
|
||||
index += 1
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user