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game.py
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381 lines (368 loc) · 11.7 KB
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import typing
import sys
class Card:
def __init__(self, figure: "Figure", srcGame: "Game"):
self.figure = figure
self.game = srcGame
def execute(self):
pass
def getName(self):
return "wait"
class Figure:
def __init__(self, player: "Player | None" = None):
self.player = player
self.stunned = False
self.height = False
self.direction: typing.Literal["left", "right"] = "right"
def getDisplayHeight(self):
return ((not self.height) * 2) + (self.stunned * 1)
def setDirection(self, direction: typing.Literal["left", "right"]):
self.direction = direction
return self
def getName(self, players: list["Player"]):
if self.player == None:
return "#"
else:
return str(players.index(self.player))
class MoveForwardsCard(Card):
def __init__(self, figure: Figure, srcGame: "Game"):
super().__init__(figure, srcGame)
def execute(self):
if self.figure.stunned:
self.figure.stunned = False
else:
self.game.moveFigure(self.figure, self.figure.direction, "move")
def getName(self):
return "forwards"
class TurnCard(Card):
def __init__(self, figure: Figure, srcGame: "Game"):
super().__init__(figure, srcGame)
def execute(self):
if self.figure.stunned:
self.figure.stunned = False
else:
if self.figure.direction == "left":
self.figure.direction = "right"
else:
self.figure.direction = "left"
def getName(self):
return "turn"
class ChangeLevelCard(Card):
def __init__(self, figure: Figure, srcGame: "Game"):
super().__init__(figure, srcGame)
def execute(self):
if self.figure.stunned:
self.figure.stunned = False
else:
self.figure.height = not self.figure.height
def getName(self):
return "changeLevel"
class ShootCard(Card):
def __init__(self, figure: Figure, srcGame: "Game"):
super().__init__(figure, srcGame)
def execute(self):
if self.figure.stunned:
self.figure.stunned = False
else:
self.game.shoot(self.figure)
def getName(self):
return "shoot"
class RevengeCard(Card):
def __init__(self, figure: Figure, srcGame: "Game"):
super().__init__(figure, srcGame)
def execute(self):
if self.figure.stunned:
self.figure.stunned = False
self.game.shoot(self.figure)
else:
self.figure.stunned = True
def getName(self):
return "revenge"
class HorseCard(Card):
def __init__(self, figure: Figure, srcGame: "Game"):
super().__init__(figure, srcGame)
def execute(self):
if self.figure.stunned:
self.figure.stunned = False
else:
print(self.game.train, file=sys.stderr)
for car in self.game.train:
if self.figure in car:
car.remove(self.figure)
self.game.train[-1].append(self.figure)
self.figure.direction = "right"
print(self.game.train, file=sys.stderr)
def getName(self):
return "horse"
card_types: "list[type[Card]]" = [Card, MoveForwardsCard, TurnCard, ChangeLevelCard, ShootCard, RevengeCard, HorseCard]
class Player:
def __init__(self, name: str):
self.name: str = name
self.figure: Figure = Figure(self)
self.plan: list[Card] = []
self.ready: bool = False
self.misery: int = 0
def setPlan(self, srcGame: "Game", data: list[str]):
self.plan = []
for item in data:
card = {
c(self.figure, srcGame).getName(): c
for c in card_types
}[item]
self.plan.append(card(self.figure, srcGame))
self.ready = True
def shiftPlayerList(oldList: list[Player], offset: int) -> list[Player]:
newList = [*oldList] # not in place
for _ in range(offset):
newList.append(newList.pop(0))
return newList
class Game:
def __init__(self):
self.status: typing.Literal["joining", "schemin", "executing", "finished"] = "joining"
self.players: list[Player] = []
self.train: list[list[Figure]] = []
self.lastcard: tuple[Card, str] | None = None
self.playerOffset: int = 0
def addPlayer(self, player: Player):
self.players.append(player)
self.initTrain()
def __str__(self):
player_s = ''.join([f'\n | {self.players.index(p)} - {p.name}' for p in self.players])
def combineHz(s1: str, s2: str):
r: list[str] = []
for line in range(len(s1.split('\n'))):
r.append(s1.split("\n")[line] + s2.split("\n")[line])
return '\n'.join(r)
def renderCar(players: list[Player], car: list[Figure]):
if len(car) == 0: return " \n___\n \n___"
rows: list[str] = ["", "", "", ""]
for h in [0, 1, 2, 3]:
for fig in car:
if fig.getDisplayHeight() == h:
if fig.direction == 'left':
rows[h] += "."
elif h % 2 == 1:
rows[h] += "_"
else:
rows[h] += " "
rows[h] += fig.getName(players)
if fig.direction == 'right':
rows[h] += "."
elif h % 2 == 1:
rows[h] += "_"
else:
rows[h] += " "
elif h % 2 == 1:
# genius ascii art
rows[h] += "___"
else:
rows[h] += " "
return '\n'.join(rows)
cars = "\n\n\n"
for car in self.train:
rendered = renderCar(self.players, car)
rendered = combineHz(" \n \n \n-", rendered)
rendered = combineHz(rendered, " \n \n \n-")
cars = combineHz(cars, rendered)
return f"Game:\n | status: {self.status}\n | players:{player_s}\n | train:" + \
("\n" + cars).replace("\n", "\n | ")
def initTrain(self):
self.train = [[]] # caboose
for i in range(len(self.players)):
player = self.players[i]
fig = Figure(player)
player.figure = fig
if i >= len(self.players) // 2:
fig.direction = 'left'
self.train.append([fig])
self.train.append([]) # engine
def findFigure(self, figure: Figure) -> tuple[int, int] | None:
for carno, car in enumerate(self.train):
for figno, fig in enumerate(car):
if fig == figure:
return (carno, figno)
return None
def shoot(self, figure: Figure):
# figure out where we are
figLoc = self.findFigure(figure)
if not figLoc:
# aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
# he died :(
return
# find the next person (that's standing up) in the direction and on the same level...
# and if we find them, stun them and push them back.
hitFigure = self.trace(*figLoc, -1 if figure.direction == 'left' else 1, figure.height)
if hitFigure != None:
hitFigure.stunned = True
if hitFigure.player != None: hitFigure.player.misery += 30
self.moveFigure(hitFigure, figure.direction, "shot")
def trace(self, carNo: int, figNo: int, direction: typing.Literal[-1, 1], height: typing.Literal[True, False, "anywhere"]) -> Figure | None:
while True:
# Find the next figure in the car, or the next car if needed
figNo += direction
if figNo >= len(self.train[carNo]) or figNo < 0: # If we have traced outside of this car...
carNo += direction # move to the next car
if carNo >= len(self.train) or carNo < 0: # Check if we have exited the train
return None
figNo = 0 # Reset the figure number
if direction == -1: figNo = len(self.train[carNo]) - 1 # If we are tracing left, the figure number is the end of the car
if figNo >= len(self.train[carNo]) or figNo < 0: continue # If we are STILL out of bounds, restart so we can check again.
# This will only happen if there is a car with no one in it.
# Check this figure
target = self.train[carNo][figNo]
if target.height == height or height == "anywhere":
if target.stunned == False or height == "anywhere": # Train can go to players that are stunned
# aaa!
return target
def moveFigure(self, figure: Figure, direction: typing.Literal["left", "right"], source: typing.Literal["shot", "move"]):
new_car: list[Figure] | None = None
for carno, car in enumerate(self.train):
if figure in car: # Python does advertise how its statements look like real life sentences
car.remove(figure)
offset = -1 if direction == "left" else 1
if carno + offset >= len(self.train) or carno + offset < 0:
if figure.player != None:
figure.player.misery += 40
if carno + offset >= len(self.train): figure.player.misery += len(self.train) * 20
# goodbye player!
# (the player was removed above, and now will
# not be re-added as we are returning early)
return
# "aaaaaaa!"
# --this player
new_car = self.train[carno + offset]
if not new_car == None:
if direction == "left":
new_car.append(figure)
else:
new_car.insert(0, figure)
def toDict(self):
return {
"status": self.status,
"players": [{
"name": p.name,
"ready": p.ready,
"planSize": len(p.plan),
"misery": p.misery
} for p in self.players],
"train": [[{
"player": f.player.name if f.player != None else None,
"direction": f.direction,
"height": f.height,
"stunned": f.stunned
} for f in car] for car in self.train],
"lastcard": [self.lastcard[0].getName(), self.lastcard[1]] if self.lastcard != None else None,
"playeroffset": self.playerOffset
}
def readyPlayer(self, name: str):
for p in self.players:
if p.name == name:
p.ready = not p.ready
if len(self.players) == 0: return
if self.status == "joining":
allready = True
for p in self.players:
if not p.ready:
allready = False
if allready:
self.startRound()
elif self.status == "schemin":
allready = True
for p in self.players:
if not p.ready:
allready = False
if allready:
self.startCard()
elif self.status == "executing":
allready = True
for p in self.players:
if not p.ready:
allready = False
if allready:
self.startCard()
def startRound(self):
self.status = "schemin"
self.lastcard = None
for p in self.players:
p.ready = False
def setPlan(self, data: list[str]):
playername = data[0]
for p in self.players:
if p.name == playername:
p.setPlan(self, data[1:])
allready = True
for p in self.players:
if not p.ready:
allready = False
if allready:
self.startCard()
def startCard(self):
# Check whether only one player is left
if self.checkWhetherTheGameShouldEndRightNow():
self.finishGame()
return
# Setup the new game state
self.status = "executing"
for p in self.players:
p.ready = False
# Find the card
maxcards = -1
maxcplayer = self.players[0]
for p in shiftPlayerList(self.players, self.playerOffset):
if len(p.plan) > maxcards:
maxcards = len(p.plan)
maxcplayer = p
if maxcards == 0 or self.checkWhetherTheGameShouldEndRightNow():
# We are out of cards!
self.endRound()
else:
self.lastcard = (maxcplayer.plan.pop(0), maxcplayer.name)
self.lastcard[0].execute()
def getActiveFigures(self): return [fig for car in self.train for fig in car]
def checkWhetherTheGameShouldEndRightNow(self): return len(self.getActiveFigures()) <= 1
def endRound(self):
if self.checkWhetherTheGameShouldEndRightNow():
self.finishGame()
return
for fig in self.train[0]:
if fig.player != None:
fig.player.misery += 30
self.train.pop(0)
if self.checkWhetherTheGameShouldEndRightNow():
self.finishGame()
return
# If there are still players left:
self.playerOffset += 1
while shiftPlayerList(self.players, self.playerOffset)[0] not in [s.player for s in self.getActiveFigures()]:
self.playerOffset += 1
for car in self.train:
for fig in car:
if fig.player != None:
fig.player.misery -= 10
self.startRound()
def finishGame(self):
remaining: list[Figure] = self.getActiveFigures()
if len(remaining) > 0:
remainingFig = remaining[0]
possiblePlayer: Player | None = remainingFig.player
if possiblePlayer != None:
possiblePlayer.misery -= 30
self.status = "finished"
def removePlayer(self, index: int):
player = self.players[index]
self.players.remove(player)
for car in self.train:
for fig in car:
if fig.player == player:
fig.player = None
if self.status == "joining": self.initTrain()
if __name__ == "__main__":
# some testing
game = Game()
game.addPlayer(Player("someone"))
game.addPlayer(Player("someone else"))
game.addPlayer(Player("a third person"))
game.initTrain()
print(game)
MoveForwardsCard(game.players[0].figure, game).execute()
print(game)