pyFloatingBridge/table.py

741 lines
34 KiB
Python

import pygame
import UI
import cards
import players
import view
import random
import copy
import time
from signalslot import Signal
from ai_comp import ai
from game_consts import GameState, PlayerRole, STARTING_HAND, NUM_OF_PLAYERS, CALL_EVENT
VIEW_TRANSPARENT = False # Make the text box not transparent
class Table:
"""
A Table is the place where all actions takes place. It is essentially a FSM, doing different
routines at each state. It needs to keep track of the score, roles, the rules, etc. It needs
to ask each player for decisions and respond to them accordingly. The table will also need
to inform any decision to the Main Screen so that it can update the screen to reflect that
change through the use of callbacks (Signal and Slot). This call should be minimised by making
all the changes before calling to update the screen in one go.
FSM cycles
---
Preloop - Prepare the cards once
- Initiate Players and connect them to the Table
1. Shuffle and Deal out cards to Players.
2a. Detect weak hands and ask for reshuffle.
2b. Return to (1) if any reshuffle occurs, otherwise proceed.
3. Bidding round. Randomly pick a starting player, in clockwise manner
ask for a bid until it is valid.
3b. Proceed only if 3 consecutive skips are detected.
3c. Ask the winner of the bid a card not in their hand.
3d. Set up the player roles, trump suit, rounds to win for both side
3e. Play the game. Start with bid winner if NO TRUMP, otherwise
Starting next to the bid winner.
4a. With the first player, ask for any card, excluding trump suits if trump
is not broken
4b. With subsequent players, ask for cards that follow the suit of the first player
, include trump suit if trump is broken. Ask for any card if the player cannot
follow suit.
4c. Once all 4 players has made valid plays, announce results, update scoring. Announce
player roles if the partner card is played. Break trump if trump is played.
4d. Repeat 4 until 13 rounds are made. Maybe add early win if confirmed one side wins
5. Ask for a new game. Go back to 1 if true.
All played cards go into a hidden discard pile.
"""
def __init__(self, x, y, width, height, clear_colour, autoplay=False, view_all_cards=False):
# TODO: Reduce the amount of update_table call
self.update_table = Signal()
self.x = x
self.y = y
self.width = width
self.height = height
self.table_font = pygame.font.SysFont("None", 25)
self.player_font = pygame.font.SysFont("None", 25)
# For gameplay
self.game_state = GameState.DEALING
self.reshuffling_players = []
self.current_round = 0
self.passes = 0
self.current_player = 0
self.first_player = False # This is for bidding purposes
self.players = []
self.players_playzone = []
# Table status will be made known to the player by reference
self.table_status = {'played cards': [0, 0, 0, 0], 'leading player': 0, 'trump suit': 1,
'trump broken': False, 'round history': [], 'bid': 0, 'partner': 0,
'partner reveal': False, 'defender': {'target': 0, 'wins': 0},
'attacker': {'target': 0, 'wins': 0}}
# Prepare the surfaces for displaying
self.background = pygame.Surface((self.width, self.height))
self.background.fill(clear_colour)
self.background = self.background.convert()
# TODO: Update the drawing of the table?
# Prepare the card with dimensions
w_deck = min(self.height, self.width) * 0.18
l_deck = min(self.width, self.height) * 0.7
# This is not a deck as it will never be drawn
self.discard_deck = cards.prepare_playing_cards(int(w_deck*0.7), int(w_deck*0.8))
game_margins = 5
# Players' deck positioning
playerx = ((self.width - l_deck)//2,
game_margins,
(self.width - l_deck)//2,
self.width - w_deck - game_margins)
playery = (self.height - w_deck - game_margins,
(self.height - l_deck)//2,
game_margins,
(self.height - l_deck)//2)
h_spacing = 20
v_spacing = 25
# Middle playfield for announcer and player playing deck positioning
playfield_margins = 5
margins_with_w_deck = w_deck + playfield_margins + game_margins
playfield_x = margins_with_w_deck
playfield_y = margins_with_w_deck
playfield_width = self.width - margins_with_w_deck * 2
playfield_height = self.height - margins_with_w_deck * 2
playdeckx = (playfield_x + (playfield_width - w_deck) / 2,
playfield_x,
playfield_x + (playfield_width - w_deck) / 2,
playfield_x + playfield_width - w_deck)
playdecky = (playfield_y + playfield_height - w_deck,
playfield_y + (playfield_height - w_deck) / 2,
playfield_y,
playfield_y + (playfield_height - w_deck) / 2)
# Player stats positioning
stats_width = 100
self.stats_height = 100
stats_spacing = 10
self.player_stats_x = (playdeckx[0] - stats_width - stats_spacing,
playdeckx[1],
playdeckx[2] + w_deck + stats_spacing,
playdeckx[3])
self.player_stats_y = (playdecky[0] + w_deck - self.stats_height,
playdecky[1] - self.stats_height - stats_spacing,
playdecky[2],
playdecky[3] - w_deck - stats_spacing)
self.player_stats = [[], [], [], []]
# TODO: change surface to use colorkey, maybe, if the performance is tanked
# Prepare all the player surfaces
for i in range(NUM_OF_PLAYERS):
vert = i % 2 == 1
spacing = h_spacing
if vert:
spacing = v_spacing
reveal_mode = cards.DeckReveal.HIDE_ALL
if i == 0 or view_all_cards:
reveal_mode = cards.DeckReveal.SHOW_ALL
if i == 0:
self.players.append(players.MainPlayer(playerx[i], playery[i],
l_deck, w_deck,
spacing, vert_orientation=vert,
deck_reveal=reveal_mode))
else:
self.players.append(players.Player(playerx[i], playery[i],
l_deck, w_deck,
spacing, vert_orientation=vert,
deck_reveal=reveal_mode, flip=(i == 1 or i == 2),
draw_from_last=(i == 2 or i == 3)))
self.players[i].connect_to_table(self.table_status)
if i > 0:
self.players[i].add_ai(ai.RandomAI(self.table_status))
self.players_playzone.append(cards.Deck(playdeckx[i], playdecky[i],
w_deck, w_deck, 0))
for j in range(3):
surf = pygame.Surface((stats_width, self.stats_height / 3), pygame.SRCALPHA)
rendered_text = self.player_font.render("Player {0:d}".format(i), True,
(255, 0, 255)).convert_alpha()
self.center_text_on_surface(surf, rendered_text,
(255, 255, 255, 255 * VIEW_TRANSPARENT))
self.player_stats[i].append(surf)
if autoplay:
self.players[0].add_ai(ai.VivianAI(self.table_status))
# Announcer positioning and surface creation
announcer_margins = 5
announcer_spacing = announcer_margins + w_deck
self.announcer_x = playfield_x + announcer_spacing
self.announcer_y = playfield_y + announcer_spacing
self.announcer_width = playfield_width - 2 * announcer_spacing
self.announcer_height = playfield_height - 2 * announcer_spacing
self.announcer_line = []
for i in range(3):
surf = pygame.Surface((self.announcer_width, self.announcer_height/3), pygame.SRCALPHA)
self.announcer_line.append(surf)
self.update_all_players(role=True, wins=True, clear_wins=True)
self.write_message("Press P to play!")
self.ongoing = False
self.require_player_input = False
self.calling_panel = UI.CallPanel(playdeckx[0]+w_deck+5,playdecky[0]+w_deck-100,
250, 100)
self.calling_panel.parent = self
self.calling_panel.visible = False
self.parent = None
self.calling_panel.confirm_output.connect(self.emit_call)
self.yes_button = UI.Button(playdeckx[0]+w_deck+5,playdecky[0],
50, 25, text='yes')
self.yes_button.visible = False
self.yes_button.clicked.connect(lambda **z: pygame.event.post(pygame.event.Event(CALL_EVENT, call=True)))
self.no_button = UI.Button(playdeckx[0] + w_deck + 5, playdecky[0] + 25+25,
50, 25, text='no')
self.no_button.clicked.connect(lambda **z: pygame.event.post(pygame.event.Event(CALL_EVENT, call=False)))
self.no_button.visible = False
self.UI_elements = [self.calling_panel, self.yes_button, self.no_button]
def emit_call(self, output, **kwargs):
pygame.event.post(pygame.event.Event(CALL_EVENT, call=output))
def get_offset_pos(self):
x, y = 0, 0
if self.parent:
x, y = self.parent.get_offset_pos()
return x+self.x, y+self.y
def center_text_on_surface(self, surf, rendered_text, clear_colour):
line_center = surf.get_rect().center
text_rect = rendered_text.get_rect(center=line_center)
surf.fill(clear_colour)
surf.blit(rendered_text, text_rect)
def write_message(self, text, delay_time=0.5, line=0, update_now=True):
"""
Write a message into the center board surface (announcer)
:param text: String to be displayed on the center board
:param delay_time: How much delay to put once the string is display
:param line: Which line of the announcer to write to
:return: None
"""
if 0 <= line < len(self.announcer_line):
print(text)
text = text.strip('\n')
rendered_text = self.table_font.render(text, True, (255, 255, 255)).convert_alpha()
self.center_text_on_surface(self.announcer_line[line], rendered_text,
(255, 255, 255, 255*VIEW_TRANSPARENT))
if update_now:
self.update_table.emit()
time.sleep(delay_time)
def update_players_role(self, player_num, update_now=True):
self.player_stats[player_num][1].fill((255, 255, 255, 255*VIEW_TRANSPARENT))
role_text = ''
colour = (128, 64, 192)
if self.players[player_num].role == PlayerRole.DECLARER:
role_text = 'Declarer'
elif self.players[player_num].role == PlayerRole.ATTACKER:
role_text = 'Attacker'
colour = (192, 0, 0)
elif self.players[player_num].role == PlayerRole.PARTNER:
role_text = 'Partner'
rendered_text = self.player_font.render(role_text, True, colour).convert_alpha()
self.center_text_on_surface(self.player_stats[player_num][1], rendered_text,
(255, 255, 255, 255 * VIEW_TRANSPARENT))
if update_now:
self.update_table.emit()
def update_player_wins(self, player_num, update_now=True, clear=False):
self.player_stats[player_num][2].fill((255, 255, 255, 255*VIEW_TRANSPARENT))
if not clear:
if self.players[player_num].score > 1:
rendered_text = self.player_font.render("Wins: {0:d}".format(self.players[player_num].score), True,
(255, 255, 255)).convert_alpha()
else:
rendered_text = self.player_font.render("Win: {0:d}".format(self.players[player_num].score), True,
(255, 255, 255)).convert_alpha()
self.center_text_on_surface(self.player_stats[player_num][2], rendered_text,
(255, 255, 255, 255 * VIEW_TRANSPARENT))
if update_now:
self.update_table.emit()
def update_player_bid(self, player_num, bid, update_now=True):
self.player_stats[player_num][2].fill((255, 255, 255, 255 * VIEW_TRANSPARENT))
if not bid:
rendered_text = self.player_font.render("Pass".format(self.players[player_num].score), True,
(255, 255, 255)).convert_alpha()
else:
bid_text = str(bid//10) + ' ' + cards.get_suit_string(bid % 10)
rendered_text = self.player_font.render(bid_text.format(self.players[player_num].score), True,
(255, 255, 255)).convert_alpha()
self.center_text_on_surface(self.player_stats[player_num][2], rendered_text,
(255, 255, 255, 255 * VIEW_TRANSPARENT))
if update_now:
self.update_table.emit()
def update_all_players(self, role=False, wins=True, clear_wins=False):
for i in range(NUM_OF_PLAYERS):
if wins:
self.update_player_wins(i, update_now=False, clear=clear_wins)
if role:
self.update_players_role(i, update_now=False)
self.update_table.emit()
def display_current_player(self, current=-1):
if current >= 0:
print("Player {0:d}\n".format(current))
for i in range(NUM_OF_PLAYERS):
rendered_text = self.player_font.render("Player {0:d}".format(i), True,
(255, 0, 255)).convert_alpha()
if i == current:
self.center_text_on_surface(self.player_stats[i][0], rendered_text,
(0, 64, 0, 255))
else:
self.center_text_on_surface(self.player_stats[i][0], rendered_text,
(255, 255, 255, 255 * VIEW_TRANSPARENT))
self.update_table.emit()
def update_team_scores(self):
if self.table_status['partner reveal']:
msg = "Defender: {0:d}/{2:d}, Attacker: {1:d}/{3:d}\n".format(self.table_status['defender']['wins'],
self.table_status['attacker']['wins'],
self.table_status['defender']['target'],
self.table_status['attacker']['target'])
self.write_message(msg, line=2)
else:
msg = "Defender: {0:d}?/{1:d}, Attacker: ?/{2:d}\n".format(self.table_status['defender']['wins'],
self.table_status['defender']['target'],
self.table_status['attacker']['target'])
self.write_message(msg, line=2)
def get_pos(self):
return self.x, self.y
def process_UI(self, event):
draw_update = False
#if event.type == pygame.KEYUP:
# if event.key == pygame.K_o:
# self.calling_panel.visible = not self.calling_panel.visible
# draw_update = True
for element in self.UI_elements:
if element.visible and \
element.process_events(event):
draw_update = True
if draw_update:
self.update_table.emit()
def continue_game(self, game_events):
"""
This is where the FSM is. State transition should occur here.
What takes place in the state should be in a function.
:return: None
"""
# TODO: Adjust the timing of sleep
if self.game_state == GameState.DEALING:
self.shuffle_and_deal()
self.write_message("Shuffle Complete!")
self.reshuffling_players = []
for i, player in enumerate(self.players):
if player.get_card_points() < 4:
self.write_message("Low points detected in Player {0:d}! ".format(i))
self.reshuffling_players.append(i)
if not self.reshuffling_players:
self.write_message('No Reshuffle needed!')
self.game_state = GameState.BIDDING
self.write_message("Start to Bid")
self.prepare_bidding()
else:
self.current_player = self.reshuffling_players[0]
self.game_state = GameState.POINT_CHECK
elif self.game_state == GameState.POINT_CHECK:
reshuffle = self.check_reshuffle(game_events)
if reshuffle is None:
return
if reshuffle is False and not self.current_player == self.reshuffling_players[-1]:
return
else:
if reshuffle:
self.write_message('Reshuffle Initiated!', line=1)
self.game_state = GameState.ENDING
else:
self.write_message('No Reshuffle needed!')
self.game_state = GameState.BIDDING
self.write_message("Start to Bid")
self.prepare_bidding()
elif self.game_state == GameState.BIDDING:
bid_complete = self.start_bidding(game_events)
if bid_complete:
self.game_state = GameState.PLAYING
self.update_all_players(role=True, wins=True)
self.update_team_scores()
elif self.game_state == GameState.PLAYING:
self.play_a_round(game_events)
if self.current_round == 13:
self.write_message("Game Set! Press P to play again!")
self.ongoing = False
self.game_state = GameState.ENDING
else:
self.reset_game()
self.game_state = GameState.DEALING
def shuffle_and_deal(self):
"""
Shuffle and deal the discard deck to the players, which should have 52 cards.
:return: None
"""
if self.discard_deck:
for i in range(10):
random.shuffle(self.discard_deck)
for player in self.players:
for i in range(STARTING_HAND):
player.add_card(self.discard_deck.pop())
self.update_table.emit()
def check_reshuffle(self, game_events):
"""
Detect any possible reshuffle request within the players
:return: True if reshuffle requested, else False
"""
if not self.require_player_input:
if not self.players[self.current_player].AI:
self.require_player_input = True
self.write_message("Do you want a reshuffle?", line=1, update_now=False)
self.yes_button.visible = True
self.no_button.visible = True
self.update_table.emit()
return
else:
reshuffle = self.players[self.current_player].make_decision(self.game_state, 0)
else:
reshuffle = self.players[self.current_player].make_decision(self.game_state, 0, game_events)
if reshuffle is None:
return None
self.require_player_input = False
self.yes_button.visible = False
self.no_button.visible = False
self.update_table.emit()
self.current_player = (self.current_player + 1)%NUM_OF_PLAYERS
while self.current_player not in self.reshuffling_players:
self.current_player = (self.current_player + 1) % NUM_OF_PLAYERS
return reshuffle
def prepare_bidding(self):
# Randomly pick a starting player, whom also is the current bid winner
self.current_player = random.randint(1, NUM_OF_PLAYERS) - 1
print("Starting Player: {0:d}".format(self.current_player))
self.passes = 0
self.table_status["bid"] = 11 # Lowest Bid: 1 Club by default
self.first_player = True # Starting bidder "privilege" to raise the starting bid
msg = "Current Bid: {0:d} {1:s}".format(self.table_status["bid"] // 10,
cards.get_suit_string(self.table_status["bid"] % 10))
self.write_message(msg, line=1, delay_time=0)
self.display_current_player(self.current_player)
self.update_player_bid(self.current_player, 11, update_now=False)
msg = 'Bid Leader: Player {0:d}'.format((self.current_player - self.passes -
1 * (not self.first_player)) % NUM_OF_PLAYERS)
self.write_message(msg, line=2, delay_time=1)
self.calling_panel.list1.replace_list([str(i+1) for i in range(7)])
self.calling_panel.list2.replace_list(['Clubs', 'Diamonds', 'Hearts', 'Spades', 'No Trump'])
self.calling_panel.cancel_button.visible = True
self.calling_panel.redraw()
def start_bidding(self, game_events):
"""
The bidding procedure.
:return: Whether bidding is completed
"""
# Highest bid: 7 NoTrump. No further check required
if self.passes < NUM_OF_PLAYERS - 1 and self.table_status["bid"] < 75:
if not self.require_player_input:
if not self.players[self.current_player].AI:
self.require_player_input = True
self.calling_panel.visible = True
self.update_table.emit()
return
else:
player_bid = self.players[self.current_player].make_decision(self.game_state, 0)
else:
player_bid = self.players[self.current_player].make_decision(self.game_state, 0, game_events)
if player_bid < 0:
return False
self.require_player_input = False
self.calling_panel.visible = False
self.update_table.emit()
if not player_bid:
if not self.first_player: # Starting bidder pass do not count at the start
self.passes += 1
else:
self.table_status["bid"] = player_bid
self.passes = 0
msg = "Current Bid: {0:d} {1:s}".format(self.table_status["bid"] // 10,
cards.get_suit_string(self.table_status["bid"] % 10))
self.write_message(msg, line=1, update_now=False)
msg = 'Bid Leader: Player {0:d}'.format(self.current_player)
self.write_message(msg, line=2, update_now=True)
if self.first_player:
self.first_player = False
else:
self.update_player_bid(self.current_player, player_bid, update_now=False)
if self.table_status["bid"] < 75:
self.current_player += 1
self.current_player %= NUM_OF_PLAYERS
self.display_current_player(self.current_player)
time.sleep(0.5)
if self.passes == NUM_OF_PLAYERS - 1 or self.table_status["bid"] == 75:
self.calling_panel.list1.replace_list(['2','3','4','5','6','7','8','9','10','J','Q','K','A'])
self.calling_panel.list2.replace_list(['Clubs', 'Diamonds', 'Hearts', 'Spades'])
self.calling_panel.cancel_button.visible = False
self.calling_panel.redraw()
return False
else:
if not self.require_player_input:
self.write_message("Player {0:d} is the bid winner!".format(self.current_player), delay_time=1)
msg = "Player {0:d} is calling a partner...".format(self.current_player)
self.write_message(msg, delay_time=1)
self.display_current_player(self.current_player)
if not self.players[self.current_player].AI:
self.require_player_input = True
self.calling_panel.visible = True
self.update_table.emit()
return False
else:
# Ask for the partner card
self.table_status["partner"] = self.players[self.current_player].make_decision(self.game_state, 1)
else:
partner = self.players[self.current_player].make_decision(self.game_state, 1,
game_events)
if not partner:
return False
self.table_status["partner"] = partner
self.require_player_input = False
self.calling_panel.visible = False
self.update_table.emit()
# Setup the table status before the play starts
self.table_status['partner reveal'] = False
self.table_status["trump suit"] = self.table_status["bid"] % 10
self.table_status["trump broken"] = False
self.table_status['played cards'] = [0, 0, 0, 0]
if self.table_status['trump suit'] == 5:
self.table_status["leading player"] = self.current_player
else:
self.table_status["leading player"] = (self.current_player + 1) % NUM_OF_PLAYERS
self.table_status['defender']['target'] = self.table_status["bid"] // 10 + 6
self.table_status['attacker']['target'] = 14 - self.table_status['defender']['target']
# Set the roles of the players
self.players[self.current_player].role = PlayerRole.DECLARER
self.write_message('Bidding Complete', delay_time=0)
msg = 'Trump: {1:s}, Partner: {0:s}'.format(cards.get_card_string(self.table_status["partner"]),
cards.get_suit_string(self.table_status['trump suit']))
self.write_message(msg, line=1, delay_time=1)
return True
def play_a_round(self, game_events):
"""
Ask each player to play a valid card and determine the winner of the round
This must work without pause if only bots are playing
The function will exit after every player decision or if a user input is needed.
If a user input is required, the function will continuously exit without proceeding to the next player
until a valid input is received.
:return: None
"""
if not any(self.table_status["played cards"]):
# Leading player starts with the leading card, which determines the leading suit
if not self.require_player_input:
self.current_player = self.table_status['leading player']
self.display_current_player(self.current_player)
if not self.players[self.current_player].AI:
self.require_player_input = True
return
else:
card = self.players[self.current_player].make_decision(self.game_state, 0)
else:
card = self.players[self.current_player].make_decision(self.game_state, 0, game_events)
if not type(card) is cards.Card:
if card:
self.update_table.emit()
return
self.require_player_input = False
self.table_status["played cards"][self.current_player] = card
self.players_playzone[self.current_player].add_card(card)
elif not all(self.table_status["played cards"]):
# Subsequent player make their plays, following suit if possible
if not self.require_player_input:
self.display_current_player(self.current_player)
if not self.players[self.current_player].AI:
self.require_player_input = True
return
else:
card = self.players[self.current_player].make_decision(self.game_state, 1)
else:
card = self.players[self.current_player].make_decision(self.game_state, 1, game_events)
if not type(card) is cards.Card:
if card:
self.update_table.emit()
return
self.require_player_input = False
self.players_playzone[self.current_player].add_card(card)
self.table_status["played cards"][self.current_player] = card
else:
# Once all player played, find out who wins
leading_card = self.table_status["played cards"][self.table_status['leading player']]
card_suits = [card.suit() for card in self.table_status["played cards"]]
card_nums = [card.number() for card in self.table_status["played cards"]]
follow_suits = [suit == leading_card.suit() for suit in card_suits]
trumps = [suit == self.table_status['trump suit'] for suit in card_suits]
# Determine which players to check for winner, and determine winner
valid_nums = [card_nums[i] * ((follow_suits[i] and not self.table_status['trump broken']) or trumps[i])
for i in range(NUM_OF_PLAYERS)]
winning_player = valid_nums.index(max(valid_nums))
self.write_message("Player {0:d} wins!\n".format(winning_player), delay_time=1)
self.players[winning_player].score += 1
self.update_player_wins(winning_player)
# Clean up the cards, update score, set the next leading player, update round history
for deck in self.players_playzone:
self.discard_deck.append(deck.remove_card())
for player in self.players:
if player.AI:
player.AI.update_memory()
if self.players[winning_player].role == PlayerRole.DECLARER or\
self.players[winning_player].role == PlayerRole.PARTNER :
self.table_status['defender']['wins'] += 1
elif self.players[winning_player].role == PlayerRole.ATTACKER:
self.table_status['attacker']['wins'] += 1
self.table_status['leading player'] = winning_player
self.table_status['round history'].append(copy.copy(self.table_status["played cards"]))
self.update_team_scores()
self.table_status["played cards"] = [0]*NUM_OF_PLAYERS
self.current_round += 1
self.update_table.emit()
return
# Break trump if the trump suit is played
if not self.table_status['trump broken']:
trump_played = card.suit() == self.table_status['trump suit']
if trump_played:
self.table_status['trump broken'] = True
self.write_message("Trump Broken!", delay_time=1.5)
if not self.table_status['partner reveal']:
if card.value == self.table_status['partner']:
self.table_status['partner reveal'] = True
self.write_message("Partner Revealed!", delay_time=1)
self.reveal_all_roles(self.current_player)
self.update_all_players(role=True, wins=False)
self.current_player += 1
self.current_player %= NUM_OF_PLAYERS
self.update_table.emit()
time.sleep(0.5)
def reveal_all_roles(self, partner):
self.players[partner].role = PlayerRole.PARTNER
self.table_status['defender']['wins'] += self.players[partner].score
for i in range(NUM_OF_PLAYERS):
if self.players[i].role == PlayerRole.UNKNOWN:
self.players[i].role = PlayerRole.ATTACKER
self.table_status['attacker']['wins'] += self.players[i].score
def reset_game(self):
for player in self.players:
while not player.is_empty():
self.discard_deck.append(player.remove_card())
player.score = 0
player.role = PlayerRole.UNKNOWN
if player.AI:
player.AI.reset_memory()
for i in range(NUM_OF_PLAYERS):
self.update_players_role(i)
self.update_player_wins(i, clear=True)
self.table_status['defender']['wins'] = 0
self.table_status['attacker']['wins'] = 0
self.table_status["played cards"] = [0]*NUM_OF_PLAYERS
self.table_status['round history'] = []
self.current_round = 0
self.write_message("", line=1, update_now=False)
self.write_message("", line=2)
self.display_current_player()
self.update_table.emit()
class TestView(view.PygView):
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
self.table = Table(0, 0, self.width, self.height, (0, 0, 255))
self.table.update_table.connect(self.draw_table)
self.draw_table()
def draw_table(self, **kwargs):
self.screen.blit(self.background, (0, 0))
self.screen.blit(self.table.background, self.table.get_pos())
for player in self.table.players:
self.screen.blit(player.deck_surface, player.get_pos())
for playerzone in self.table.players_playzone:
self.screen.blit(playerzone.deck_surface, playerzone.get_pos())
pygame.display.flip()
def run(self):
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
running = False
if event.key == pygame.K_p:
print('add cards')
pass
pygame.quit()
if __name__ == '__main__':
test_view = TestView(900, 600, clear_colour=(0, 0, 0))
test_view.run()