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Refactored card typing to no longer be a piece of data but a feature of the object structure.
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5
card/basic/card_action.py
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5
card/basic/card_action.py
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@ -0,0 +1,5 @@
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from card.basic.card_kingdom import Kingdom
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class Action(Kingdom):
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pass
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5
card/basic/card_attack.py
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5
card/basic/card_attack.py
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@ -0,0 +1,5 @@
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from card.basic.card_kingdom import Kingdom
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class Attack(Kingdom):
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pass
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10
card/basic/card_curse.py
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10
card/basic/card_curse.py
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@ -0,0 +1,10 @@
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from card.card import Card
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class Curse(Card):
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@staticmethod
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def pile_setup(player_count):
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if player_count % Card.normal_full_table < Card.normal_full_table/2:
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return Card.pile_player_rate
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else:
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return (player_count - 1) * Card.pile_player_rate
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10
card/basic/card_kingdom.py
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10
card/basic/card_kingdom.py
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@ -0,0 +1,10 @@
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from card.card import Card
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from math import floor
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class Kingdom(Card):
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pile_player_rate = 10
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@staticmethod
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def pile_setup(player_count):
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return (floor(player_count/Card.normal_full_table) + 1) * Card.pile_player_rate
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5
card/basic/card_reaction.py
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5
card/basic/card_reaction.py
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@ -0,0 +1,5 @@
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from card.basic.card_kingdom import Kingdom
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class Reaction(Kingdom):
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pass
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8
card/basic/card_treasure.py
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8
card/basic/card_treasure.py
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@ -0,0 +1,8 @@
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from card.card import Card
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from math import floor
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class Treasure(Card):
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@classmethod
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def pile_setup(cls, player_count):
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return (floor(player_count/Card.normal_full_table) + 1) * cls.pile_player_rate
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21
card/basic/card_victory.py
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21
card/basic/card_victory.py
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@ -0,0 +1,21 @@
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from card.card import Card
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from math import floor
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class Victory(Card):
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two_player_count = 8
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four_player_count = 12
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five_player_count = 15
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six_player_count = 18
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@classmethod
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def pile_setup(cls, player_count):
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if 0 < player_count % Card.normal_full_table < Card.normal_full_table/2:
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supplement = cls.two_player_count
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elif Card.normal_full_table/2 <= player_count % Card.normal_full_table < Card.normal_full_table - 1:
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supplement = cls.four_player_count
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elif player_count % Card.normal_full_table == Card.normal_full_table - 1:
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supplement = cls.five_player_count
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else:
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supplement = cls.six_player_count
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return (floor(player_count/Card.normal_full_table) * cls.six_player_count) + supplement
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47
card/card.py
47
card/card.py
@ -1,22 +1,12 @@
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from enum import Enum, auto
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class Card:
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class CardType(Enum):
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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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prevent_attack = False
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normal_full_table = 6
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pile_player_rate = 10
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def __init__(self, name, cost, cardtype, value, coin, action, buy, draw, owner):
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def __init__(self, name, cost, 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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self.__type = cardtype
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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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@ -34,16 +24,19 @@ class Card:
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# This is here so that 'special' card can override this function so that unique card effects can happen.
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pass
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def setup(self):
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@classmethod
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def pile_setup(cls, player_count):
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# This is here so that each card can override this function so that the right number of .
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pass
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@staticmethod
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def setup():
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# This is here so that 'special' card can override this function so that unique card setup effects 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_points(self):
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return self.__value
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@ -60,7 +53,15 @@ class Card:
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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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return self.__name + ", " + self.__str__() + ", costing " + str(self.__cost)
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def print_card_list(self, card, message):
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print("\nPlayer " + str(self._Card__owner.get_player_index()) + " " + message)
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counter = 0
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for c in card:
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print(str(counter) + ": " + c.identify())
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counter += 1
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def __get_index_not_self(self):
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result = -1
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@ -69,13 +70,5 @@ class Card:
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result = self._Card__owner.get_hand().get_player_index()
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return result
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def __print_card_list(self, card, message):
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print("\nPlayer " + str(self._Card__owner.get_player_index()) + " " + message)
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counter = 0
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for c in card:
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print(str(counter) + ": " + c.identify())
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counter += 1
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def __str__(self):
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return "A " + self.__name + " card."
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return "a " + self.__name + " card"
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27
card/named/cellar.py
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27
card/named/cellar.py
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@ -0,0 +1,27 @@
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from card.basic.card_action import Action
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class Cellar(Action):
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def effect(self):
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hand_index = 0
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cards_discarded = 0
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have_not_run_yet = True
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while self._Card__owner.get_hand().get_remaining() >= 0 and \
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0 <= hand_index < self._Card__owner.get_hand().get_remaining() and \
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(hand_index != self._Card__owner.get_hand().get_supply().index(self) or have_not_run_yet):
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hand_index = self.__get_index("Player " + str(self._Card__owner.get_player_index()) + ", input the index "
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"from your hand to discard that card and gain an action, or input an "
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"impossible index to end discard selection: ")
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if 0 <= hand_index < self._Card__owner.get_hand().get_remaining() and \
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hand_index != self._Card__owner.get_hand().get_supply().index(self):
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self._Card__owner.discard_from_hand(hand_index)
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self._Card__owner.print_hand()
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cards_discarded += 1
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hand_index = self.__get_index_not_self()
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have_not_run_yet = False
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self._Card__owner.draw_cards(cards_discarded)
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def __get_index(self, message):
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return self.__Card_owner.get_general_input(message, int)
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5
card/named/copper.py
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5
card/named/copper.py
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@ -0,0 +1,5 @@
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from card.basic.card_treasure import Treasure
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class Copper(Treasure):
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pile_player_rate = 60
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8
card/named/estate.py
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8
card/named/estate.py
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@ -0,0 +1,8 @@
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from card.basic.card_victory import Victory
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class Estate(Victory):
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two_player_count = 14
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four_player_count = 18
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five_player_count = 21
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six_player_count = 24
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5
card/named/gold.py
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5
card/named/gold.py
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@ -0,0 +1,5 @@
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from card.basic.card_treasure import Treasure
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class Gold(Treasure):
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pile_player_rate = 30
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17
card/named/merchant.py
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17
card/named/merchant.py
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@ -0,0 +1,17 @@
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from card.basic.card_action import Action
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class Merchant(Action):
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def effect(self):
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silver_card_index = self._Card__owner.get_hand().get_index_of_card_by_name("Silver")
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if silver_card_index >= 0:
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yes_no = self.__get_Merchant_input("'Y' if you'd like to play a silver card and gain an extra coin: ")
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if yes_no:
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self._Card__owner.get_hand().transfer_card_by_card(
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self._Card__owner.get_hand().get_card(silver_card_index), self._Card__owner.get_discard())
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self._Card__owner.add_purchase_power(3)
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def __get_Merchant_input(self, message):
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return self.__Card_owner.get_general_input("Player " + str(self._Card__owner.get_player_index()) + ", " +
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message, str)
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32
card/named/militia.py
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32
card/named/militia.py
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@ -0,0 +1,32 @@
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from card.basic.card_attack import Attack
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from card.basic.card_action import Action
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from random import randint
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class Militia(Action, Attack):
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def effect(self):
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for player in self._Card__owner.get_table().get_players():
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if self._Card__owner != player and not player.get_hand().blocks_attack(self.get_name()):
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player.print_hand()
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print("Player " + str(player.get_player_index()) + ", you MUST discard down to 3 card.")
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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 player.get_hand().get_remaining() > 3 and chances > 0:
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hand_index = player.militia_input("\nPlease provide an index to identify a card from hand you would like to"
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" discard (0 to " + str(player.get_hand().get_remaining() - 1) + "): "
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, int)
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self.__check_discard(hand_index, player, chances)
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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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def __check_discard(self, index, player, chances):
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if 0 > index or index >= self._Card__owner.get_hand().get_remaining():
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print("Valid inputs range from 0 to " + str(player.get_hand().get_remaining() - 1) + ". 1 chance lost.")
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self.__force_discard(chances - 1, player)
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else:
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print("Discarding " + player.get_hand().get_card(index).get_name() + ".")
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player.discard_from_hand(index)
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player.print_hand()
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self.__force_discard(self._Card__owner.get_std_chances(), player)
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9
card/named/mine.py
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9
card/named/mine.py
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@ -0,0 +1,9 @@
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from card.basic.card_action import Action
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from card.basic.card_treasure import Treasure
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from card.special.card_gain_trash import CardGainTrash
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class Mine(Action, CardGainTrash):
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coin_gain = 3
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trashable_type_restriction = Treasure
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gainable_type_restriction = Treasure
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6
card/named/moat.py
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6
card/named/moat.py
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@ -0,0 +1,6 @@
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from card.basic.card_action import Action
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from card.basic.card_reaction import Reaction
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class Moat(Action, Reaction):
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prevent_attack = True
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6
card/named/remodel.py
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6
card/named/remodel.py
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@ -0,0 +1,6 @@
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from card.basic.card_action import Action
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from card.special.card_gain_trash import CardGainTrash
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class Remodel(Action, CardGainTrash):
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coin_gain = 2
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6
card/named/silver.py
Normal file
6
card/named/silver.py
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@ -0,0 +1,6 @@
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from card.basic.card_treasure import Treasure
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class Silver(Treasure):
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pile_player_rate = 40
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9
card/named/workshop.py
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9
card/named/workshop.py
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@ -0,0 +1,9 @@
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from card.basic.card_action import Action
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from card.special.card_gain import CardGain
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class Workshop(Action, CardGain):
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coin_gain = 4
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def effect(self):
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self.gain_card(self.coin_gain)
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41
card/special/card_gain.py
Normal file
41
card/special/card_gain.py
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@ -0,0 +1,41 @@
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from card.card import Card
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class CardGain(Card):
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gainable_type_restriction = None
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def gain_card(self, spending_limit):
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gainable_cards = self.__get_gainable_cards(spending_limit)
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self.print_card_list(gainable_cards, "Gainable Cards: ")
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index = 0
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chances = self.get_owner().get_std_chances()
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while len(gainable_cards) > 0 and 0 <= index < len(gainable_cards) - 1 and chances > 0:
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index = self.__get_gain_card()
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if 0 > index >= len(gainable_cards):
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print("Acceptable inputs range from 0 to " + str(len(gainable_cards) - 1) + ". 1 chance lost.")
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index = 0
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chances -= 1
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else:
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pile_index = self.get_owner().get_table().get_pile_index_of_card(gainable_cards[index].get_name())
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print("Player " + str(self.get_owner().get_player_index()) + " drawing "
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+ self.get_owner().get_table().get_pile(pile_index).get_card_group().get_name() + " to hand.")
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self.get_owner().get_table().get_pile(pile_index).transfer_top_card(self.get_owner().get_hand())
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self.get_owner().claim_top_card(self.get_owner().get_hand())
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chances = 0
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def __get_gain_card(self):
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return self.get_owner().get_general_input("\nPlease identify the index of which card you would like to "
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"obtain: ", int)
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def __get_gainable_cards(self, spending_limit):
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result = list()
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for p in self.get_owner().get_table().get_piles():
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if p.get_card_group().get_cost() <= spending_limit:
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if self.gainable_type_restriction is None:
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result.append(p.get_card_group())
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elif isinstance(p.get_card_group(), self.gainable_type_restriction):
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result.append(p.get_card_group())
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return result
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9
card/special/card_gain_trash.py
Normal file
9
card/special/card_gain_trash.py
Normal file
@ -0,0 +1,9 @@
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from card.special.card_trash import CardTrash
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from card.special.card_gain import CardGain
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class CardGainTrash(CardTrash, CardGain):
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coin_gain = 0
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def effect(self):
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self.gain_card(self.trash_card_get_cost() + self.coin_gain)
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43
card/special/card_trash.py
Normal file
43
card/special/card_trash.py
Normal file
@ -0,0 +1,43 @@
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from card.card import Card
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class CardTrash(Card):
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trashable_type_restriction = None
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def trash_card_get_cost(self):
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tc = self.__get_trashable_cards()
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self.print_card_list(tc, " Trashable Cards: ")
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index = 0
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bonus = 0
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chances = self.get_owner().get_std_chances()
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while 0 < len(tc) and 0 <= index < len(tc) - 1 and chances > 0:
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index = self.__get_card_to_trash()
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if index < 0 or index >= len(tc):
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print("Acceptable inputs range from 0 to " + str(len(tc) - 1) + ". 1 chance lost.")
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index = 0
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chances -= 1
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else:
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print("Player " + str(self.get_owner().get_player_index()) + " trashing " + tc[index].get_name() + ".")
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bonus = tc[index].get_cost()
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self.get_owner().get_hand().transfer_card_by_card(tc[index], self.get_owner().get_table().get_trash())
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chances = 0
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return bonus
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def trash_card(self):
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self.trash_card_get_cost()
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def __get_card_to_trash(self):
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return self.get_owner().get_general_input("\nPlease identify the index of the desired card to trash: ", int)
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def __get_trashable_cards(self):
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result = list()
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for c in self.get_owner().get_hand().get_supply():
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if c != self:
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if self.trashable_type_restriction is None:
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result.append(c)
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elif isinstance(c, self.trashable_type_restriction):
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result.append(c)
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return result
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@ -1,6 +1,6 @@
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from player.player import Player
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from card.card import Card
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#name943meats23jet
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from card.basic.card_treasure import Treasure
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class Pure_Big_Money(Player):
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def take_action(self):
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@ -12,7 +12,7 @@ class Pure_Big_Money(Player):
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hand = self.get_hand().get_supply()
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for c in hand:
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if c.get_type() == Card.CardType.Treasure:
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if isinstance(c, Treasure):
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choice = hand.index(c)
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print(message + str(choice))
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@ -39,7 +39,10 @@ class Pure_Big_Money(Player):
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min_coin = self.get_hand().get_supply()[choice].get_purchase_power()
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for c in self.get_hand().get_supply():
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if c.get_purchase_power() < min_coin and c.get_type() != Card.CardType.Treasure:
|
||||
# We want to do isinstance rather than not isinstance because we only want to evaluate this loop when we are
|
||||
# evaluating an all treasure card hand as at that point the choice will be a treasure card, otherwise the
|
||||
# choice will already be non-treasure and we don't need to check anything since this bot doesn't do action
|
||||
if c.get_purchase_power() < min_coin and isinstance(c, Treasure):
|
||||
min_coin = c.get_purchase_power()
|
||||
choice = self.get_hand().get_supply().index(c)
|
||||
|
||||
@ -48,7 +51,7 @@ class Pure_Big_Money(Player):
|
||||
|
||||
def __get_first_non_Treasure(self):
|
||||
for c in self.get_hand().get_supply():
|
||||
if c.get_type() != Card.CardType.Treasure:
|
||||
if not isinstance(c, Treasure):
|
||||
return self.get_hand().get_supply().index(c)
|
||||
return 0
|
||||
|
||||
|
||||
@ -2,19 +2,19 @@ from table.supply import Supply
|
||||
|
||||
|
||||
class Hand(Supply):
|
||||
def contains_one_of(self, acceptible_types):
|
||||
def contains_one_of(self, acceptable_class):
|
||||
result = False
|
||||
unique_types = self.__get_unique_types()
|
||||
unique_class_instances = self.__get_unique_class_instances()
|
||||
|
||||
for at in acceptible_types:
|
||||
result |= at in unique_types
|
||||
for uci in unique_class_instances:
|
||||
result |= isinstance(uci, acceptable_class)
|
||||
return result
|
||||
|
||||
def get_card_type_count(self, card_type):
|
||||
def get_card_type_count(self, card_class):
|
||||
result = 0
|
||||
|
||||
for c in self._Supply__card:
|
||||
if c.get_type() == card_type:
|
||||
for c in self.get_supply():
|
||||
if isinstance(c, card_class):
|
||||
result += 1
|
||||
return result
|
||||
|
||||
@ -22,23 +22,21 @@ class Hand(Supply):
|
||||
yes_no = False
|
||||
found_at = -1
|
||||
|
||||
for c in self._Supply__card:
|
||||
for c in self.get_supply():
|
||||
if c.prevent_attack:
|
||||
found_at = self._Supply__card.index(c)
|
||||
found_at = self.get_supply().index(c)
|
||||
|
||||
if found_at >= 0:
|
||||
owner = self._Supply__card[found_at].get_owner()
|
||||
owner = self.get_supply()[found_at].get_owner()
|
||||
yes_no = "Y" == owner.get_general_input("Player " + str(owner.get_player_index()) + ", enter 'Y' if you'd "
|
||||
"like to reveal "
|
||||
+ self._Supply__card[found_at].get_name() + " to block the "
|
||||
+ what_attack + " attack: ", str)
|
||||
"like to reveal " + self.get_supply()[found_at].get_name() +
|
||||
" to block the " + what_attack + " attack: ", str)
|
||||
return yes_no
|
||||
|
||||
def __get_unique_types(self):
|
||||
unique_type = list()
|
||||
def __get_unique_class_instances(self):
|
||||
unique_class_instances = list()
|
||||
|
||||
for c in self._Supply__card:
|
||||
current_type = c.get_type()
|
||||
if not current_type in unique_type:
|
||||
unique_type.append(current_type)
|
||||
return unique_type
|
||||
for c in self.get_supply():
|
||||
if c not in unique_class_instances:
|
||||
unique_class_instances.append(c)
|
||||
return unique_class_instances
|
||||
|
||||
@ -2,7 +2,8 @@ from player.deck import Deck
|
||||
from player.discard import Discard
|
||||
from player.hand import Hand
|
||||
from player.counter import Counter
|
||||
from card.card import Card
|
||||
from card.basic.card_treasure import Treasure
|
||||
from card.basic.card_action import Action
|
||||
from random import randint
|
||||
|
||||
|
||||
@ -99,10 +100,10 @@ class Player:
|
||||
def discard_from_hand(self, n):
|
||||
self.__hand.transfer_card_by_index(n, self.__discard)
|
||||
|
||||
def play_card(self, acceptable_card_type, chances, counter):
|
||||
if chances > 0 and self.__hand.contains_one_of(acceptable_card_type):
|
||||
def play_card(self, acceptable_card_class, chances, counter):
|
||||
if chances > 0 and self.__hand.contains_one_of(acceptable_card_class):
|
||||
hand_index = self.get_play_input("\nPlease identify a card from hand to play by providing its index: ", int)
|
||||
self.__check_play_card(hand_index, counter, acceptable_card_type, chances)
|
||||
self.__check_play_card(hand_index, counter, acceptable_card_class, chances)
|
||||
elif chances <= 0:
|
||||
print("You have used up all of your chances to enter a valid integer; forfeiting remaining plays.")
|
||||
if counter is not None:
|
||||
@ -113,18 +114,17 @@ class Player:
|
||||
counter.int = 0
|
||||
|
||||
def take_action(self):
|
||||
print("\nPlease play an Action, Attack, or Reaction card until you have no remaining actions.")
|
||||
print("\nPlease play an Action card until you have no remaining actions.")
|
||||
while self.__actions.int > 0:
|
||||
self.play_card([Card.CardType.Action, Card.CardType.Attack, Card.CardType.Reaction],
|
||||
self.__std_chances, self.__actions)
|
||||
self.play_card(Action, self.__std_chances, self.__actions)
|
||||
|
||||
def take_buy(self):
|
||||
if self.__hand.contains_one_of([Card.CardType.Treasure]):
|
||||
if self.__hand.contains_one_of(Treasure):
|
||||
print("\nPlease play all Treasure card that you want to play.")
|
||||
|
||||
play_another = Counter(self.__hand.get_card_type_count(Card.CardType.Treasure))
|
||||
play_another = Counter(self.__hand.get_card_type_count(Treasure))
|
||||
while play_another.int > 0:
|
||||
self.play_card([Card.CardType.Treasure], self.__std_chances, play_another)
|
||||
self.play_card(Treasure, self.__std_chances, play_another)
|
||||
self.buy_card(self.__std_chances)
|
||||
|
||||
def buy_card(self, chances):
|
||||
@ -169,15 +169,15 @@ class Player:
|
||||
print("\nPlayer " + str(self.__table.get_players().index(self)) + " Hand:")
|
||||
self.__hand.print()
|
||||
|
||||
def __check_play_card(self, hand_index, counter, acceptable_card_type, chances):
|
||||
def __check_play_card(self, hand_index, counter, acceptable_card_class, chances):
|
||||
if hand_index < 0:
|
||||
print("You have elected to forfeit any remaining plays.")
|
||||
if counter is not None:
|
||||
counter.int = 0
|
||||
elif hand_index >= self.__hand.get_remaining():
|
||||
print("Acceptable inputs range from 0 to " + str(self.__hand.get_remaining() - 1) + ". 1 chance lost.")
|
||||
self.play_card(acceptable_card_type, chances - 1, counter)
|
||||
elif self.__hand.get_card(hand_index).get_type() in acceptable_card_type:
|
||||
self.play_card(acceptable_card_class, chances - 1, counter)
|
||||
elif isinstance(self.__hand.get_card(hand_index), acceptable_card_class):
|
||||
print("Player " + str(self.get_player_index()) + " playing: " + self.__hand.get_card(hand_index).get_name())
|
||||
play_card = self.__hand.get_card(hand_index)
|
||||
play_card.play()
|
||||
@ -187,7 +187,7 @@ class Player:
|
||||
self.__print()
|
||||
else:
|
||||
print("Index in bounds but not an acceptable card type. Chance to get it right reduced.")
|
||||
self.play_card(acceptable_card_type, chances - 1, counter)
|
||||
self.play_card(acceptable_card_class, chances - 1, counter)
|
||||
|
||||
# The following two methods are identical under different names so they can be overridden by bot classes later
|
||||
def get_play_input(self, message, target_type):
|
||||
|
||||
@ -1,5 +1,6 @@
|
||||
from table.supply import Supply
|
||||
|
||||
|
||||
class Pile(Supply):
|
||||
def __init__(self, card):
|
||||
self.__card_group = card
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user