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game.py
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game.py
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import logging
import random
import time
from calendar import timegm
from itertools import chain
from .actions import Attack, BeginTurn, Death, Deaths, EndTurn, EventListener
from .card import Card, THE_COIN
from .entity import Entity
from .enums import CardType, PlayState, Step, Zone
from .managers import GameManager
from .utils import CardList
class GameOver(Exception):
pass
class BaseGame(Entity):
type = CardType.GAME
MAX_MINIONS_ON_FIELD = 8
Manager = GameManager
def __init__(self, players):
self.data = None
super().__init__()
self.players = players
for player in players:
player.game = self
self.step = None
self.next_step = None
self.turn = 0
self.current_player = None
self.auras = []
self.minions_killed = CardList()
self.minions_killed_this_turn = CardList()
self._action_queue = []
def __repr__(self):
return "<%s %s>" % (self.__class__.__name__, self)
def __str__(self):
return "%s vs %s" % (self.players)
def __iter__(self):
return self.all_entities.__iter__()
@property
def board(self):
return CardList(chain(self.players[0].field, self.players[1].field))
@property
def decks(self):
return CardList(chain(self.players[0].deck, self.players[1].deck))
@property
def hands(self):
return CardList(chain(self.players[0].hand, self.players[1].hand))
@property
def characters(self):
return CardList(chain(self.players[0].characters, self.players[1].characters))
@property
def all_entities(self):
return CardList(chain(self.entities, self.hands, self.decks))
@property
def entities(self):
return CardList(chain([self], self.players[0].entities, self.players[1].entities))
@property
def live_entities(self):
return CardList(chain(self.players[0].live_entities, self.players[1].live_entities))
def filter(self, *args, **kwargs):
return self.all_entities.filter(*args, **kwargs)
def attack(self, source, target):
return self.queue_actions(source, [Attack(source, target)])
def _attack(self):
"""
See https://github.com/jleclanche/fireplace/wiki/Combat
for information on how attacking works
"""
attacker = self.proposed_attacker
defender = self.proposed_defender
self.proposed_attacker = None
self.proposed_defender = None
if attacker.should_exit_combat:
logging.info("Attack has been interrupted.")
attacker.should_exit_combat = False
attacker.attacking = False
defender.defending = False
return
# Save the attacker/defender atk values in case they change during the attack
# (eg. in case of Enrage)
def_atk = defender.atk
attacker.hit(defender, attacker.atk)
if def_atk:
defender.hit(attacker, def_atk)
attacker.attacking = False
defender.defending = False
attacker.num_attacks += 1
def card(self, id):
card = Card(id)
self.manager.new_entity(card)
return card
def check_for_end_game(self):
"""
Check if one or more player is currently losing.
End the game if they are.
"""
gameover = False
for player in self.players:
if player.playstate == PlayState.LOSING:
player.playstate = PlayState.LOST
gameover = True
else:
player.playstate = PlayState.WON
if gameover:
raise GameOver("The game has ended.")
def process_deaths(self):
actions = []
for card in self.live_entities:
if card.to_be_destroyed:
actions += self._schedule_death(card)
self.check_for_end_game()
if actions:
self.queue_actions(self, actions)
def _schedule_death(self, card):
"""
Prepare a card for its death. Will run any related Death
trigger attached to the Game object.
Returns a list of actions to perform during the death sweep.
"""
card.ignore_events = True
if card.type == CardType.MINION:
self.minions_killed.append(card)
self.minions_killed_this_turn.append(card)
card.controller.minions_killed_this_turn += 1
elif card.type == CardType.HERO:
card.controller.playstate = PlayState.LOSING
return [Death(card)]
def queue_actions(self, source, actions):
"""
Queue a list of \a actions for processing from \a source.
"""
ret = []
for action in actions:
if isinstance(action, EventListener):
logging.debug("Registering %r on %r", action, self)
source.controller._events.append(action)
else:
self._action_queue.append(action)
ret.append(action.trigger(source, self))
self.refresh_auras()
self._action_queue.pop()
if not self._action_queue:
self.process_deaths()
return ret
def pick_first_player(self):
"""
Picks and returns first player, second player
In the default implementation, the first player is always
"Player 0". Use CoinRules to decide it randomly.
"""
return self.players[0], self.players[1]
def refresh_auras(self):
for aura in self.auras:
aura.update()
def prepare(self):
self.players[0].opponent = self.players[1]
self.players[1].opponent = self.players[0]
for player in self.players:
self.manager.new_entity(player)
player.zone = Zone.PLAY
player.summon(player.original_deck.hero)
for card in player.original_deck:
card.controller = player
card.zone = Zone.DECK
player.shuffle_deck()
player.playstate = PlayState.PLAYING
player.cards_drawn_this_turn = 0
first, second = self.pick_first_player()
self.player1 = first
self.player1.first_player = True
self.player2 = second
self.player2.first_player = False
self.player1.draw(3)
self.player2.draw(4)
self.current_player = self.player1
def start(self):
logging.info("Starting game: %r" % (self))
self.prepare()
self.begin_turn(self.player1)
def end_turn(self):
return self.queue_actions(self, [EndTurn(self.current_player)])
def _end_turn(self):
logging.info("%s ends turn %i", self.current_player, self.turn)
self.step, self.next_step = self.next_step, Step.MAIN_CLEANUP
self.current_player.temp_mana = 0
for character in self.current_player.characters.filter(frozen=True):
if not character.num_attacks:
character.frozen = False
for buff in self.current_player.entities.filter(one_turn_effect=True):
logging.info("Ending One-Turn effect: %r", buff)
buff.destroy()
self.step, self.next_step = self.next_step, Step.MAIN_NEXT
self.begin_turn(self.current_player.opponent)
def begin_turn(self, player):
return self.queue_actions(self, [BeginTurn(player)])
def _begin_turn(self, player):
self.step, self.next_step = self.next_step, Step.MAIN_START_TRIGGERS
self.step, self.next_step = self.next_step, Step.MAIN_START
self.turn += 1
logging.info("%s begins turn %i", player, self.turn)
self.step, self.next_step = self.next_step, Step.MAIN_ACTION
self.current_player = player
self.minions_killed_this_turn = CardList()
for p in self.players:
p.cards_drawn_this_turn = 0
p.current_player = p is player
player.turn_start = timegm(time.gmtime())
player.cards_played_this_turn = 0
player.minions_played_this_turn = 0
player.minions_killed_this_turn = 0
player.combo = False
player.max_mana += 1
player.used_mana = player.overloaded
player.overloaded = 0
for entity in player.entities:
if entity.type != CardType.PLAYER:
entity.turns_in_play += 1
if entity.type == CardType.HERO_POWER:
entity.exhausted = False
elif entity.type in (CardType.HERO, CardType.MINION):
entity.num_attacks = 0
player.draw()
class CoinRules:
"""
Randomly determines the starting player when the Game starts.
The second player gets "The Coin" (GAME_005).
"""
def pick_first_player(self):
winner = random.choice(self.players)
logging.info("Tossing the coin... %s wins!", winner)
return winner, winner.opponent
def start(self):
super().start()
logging.info("%s gets The Coin (%s)", self.player2, THE_COIN)
self.player2.give(THE_COIN)
class MulliganRules:
"""
Performs a Mulligan phase when the Game starts.
Currently just a dummy phase.
"""
def start(self):
self.next_step = Step.BEGIN_MULLIGAN
super().start()
self.begin_mulligan()
def begin_mulligan(self):
logging.info("Entering mulligan phase")
self.step, self.next_step = self.next_step, Step.MAIN_READY
class Game(MulliganRules, CoinRules, BaseGame):
pass