1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
|
from enum import Enum, auto
import random
from typing import Optional
from swiftstory.exception import WrongAction, JoinError
from swiftstory.player import Player
from swiftstory.board import Board
from swiftstory.status import error, success
class GameState(Enum):
WAITING_NEW_JUDGE = auto(),
WAITING_COLLECTION = auto(),
WAITING_DESIGNATION = auto(),
class Game:
def __init__(self, white_desc, black_desc):
self.state = GameState.WAITING_NEW_JUDGE
self.players = []
self.judge: Optional[Player] = None
self.board = Board()
self.board.white_pick = list(enumerate(white_desc))
self.board.black_pick = list(enumerate(black_desc))
random.shuffle(self.board.white_pick)
random.shuffle(self.board.black_pick)
def try_join(self, client):
if len(self.players) >= 10:
raise JoinError('too many players in this game')
cards = []
try:
for _ in range(10):
cards.append(self.board.pick_white_card())
except IndexError:
raise JoinError('not enough white cards for player')
player = Player()
for card in cards:
player.receive_card(card)
client.player = player
client.game = self
client.monitor_player()
self.players.append(player)
for p in self.players:
if p is not player:
p.register_notification({'op': 'player_joined_game'})
cards = [(idx, desc) for idx, (_, desc) in player.cards.items()]
if self.state is GameState.WAITING_NEW_JUDGE:
state = 'waiting_judge'
elif self.state is GameState.WAITING_COLLECTION:
state = 'waiting_collection'
else:
state = 'waiting_designation'
return success({'cards': cards, 'game_state': state})
def try_become_judge(self, player):
if self.state is not GameState.WAITING_NEW_JUDGE:
# TODO what if the judge has quit ?
raise WrongAction('Someone is judge already')
self.judge = player
self.board.reveal_next_black_card()
self.state = GameState.WAITING_COLLECTION
for p in self.players:
if p is not player:
p.register_notification({'op': 'judge_designed'})
return self.try_view_black_card(player)
def try_play_card(self, player, card_id):
if self.state is not GameState.WAITING_COLLECTION:
raise WrongAction('Who asked you to play now ?!')
if self.judge is player:
raise WrongAction('You\'re the judge, you silly')
elif player.has_played:
raise WrongAction('You already played, you dumb ass')
try:
card = player.pop_card(card_id)
except IndexError:
raise WrongAction('Invalid card id')
player.has_played = True
self.board.play_card(player, card)
if self.judge is None:
raise ValueError("There is no judge")
self.judge.register_notification({'op': 'card_played'})
return success({'card_id': card_id})
def try_collect_cards(self, player):
if self.state is not GameState.WAITING_COLLECTION:
raise WrongAction("Do you think it's the moment for collection !?")
if self.judge is not player:
raise WrongAction('You\'re not the judge, you fool!')
self.board.shuffle_played_cards()
# we prevent the others to play
self.state = GameState.WAITING_DESIGNATION
for p in self.players:
if p is not player:
p.register_notification({'op': 'cards_collected'})
return self.try_view_played_cards(player)
def try_designate_card(self, player, card_id):
if self.state is not GameState.WAITING_DESIGNATION:
raise WrongAction('Not now, moron !')
if self.judge is not player:
raise WrongAction('Who do you think you are !?')
if card_id is None and len(self.board.played_cards) > 0:
raise WrongAction('There are cards on the board, pick one !')
if card_id is not None or len(self.board.played_cards) > 0:
# if there are cards on the board
# TODO check exception
try:
card, winner = self.board.played_cards[card_id]
except IndexError:
return error('Invalid card')
winner.inc_score()
# put the cards back in the deck
self.board.recycle_played_cards()
# reset the state of the players
for p in self.players:
if p.has_played:
idx = p.receive_card(self.board.pick_white_card())
p.register_notification({
'op': 'received_card',
'content': {
'card': {
'id': idx,
'desc': p.cards[idx][1],
},
},
})
p.has_played = False
self.judge = None
for p in self.players:
if p is not player:
p.register_notification({'op': 'judge_needed'})
self.state = GameState.WAITING_NEW_JUDGE
return success(None)
def try_view_player_cards(self, player):
return success([(idx, desc) for idx, (_, desc) in player.cards.items()])
def try_view_played_cards(self, player):
if self.state is not GameState.WAITING_DESIGNATION:
raise WrongAction('Not now, moron !')
return success([desc for (_, desc), _ in self.board.played_cards])
def try_view_black_card(self, player):
card = self.board.current_black_card
if card is not None:
return success(card[1])
raise WrongAction('The black card has not been revealed yet')
def disconnect(self, player):
if self.judge is player:
self.judge = None
for p in self.players:
p.register_notification({'op': 'judge_needed'})
for card, p in self.board.played_cards:
p.receive_card(card)
p.register_notification({
'op': 'received_card',
'content': {
'card': {
'id': card[0],
'desc': card[1],
},
},
})
p.has_played = False
self.board.played_cards = []
self.state = GameState.WAITING_NEW_JUDGE
|