772 lines
35 KiB
Python
772 lines
35 KiB
Python
import pygame
|
|
import UI
|
|
import cards
|
|
import players
|
|
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, DEBUG only
|
|
|
|
|
|
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, terminal=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*0.6), int(w_deck*0.6 *97/71))
|
|
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:
|
|
player_class = players.MainPlayer
|
|
if terminal:
|
|
player_class = players.Player
|
|
self.players.append(player_class(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.VivianAI(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.terminal_play = terminal
|
|
self.calling_panel = UI.CallPanel(playdeckx[0]+w_deck+5,playdecky[0]+w_deck-100,
|
|
220, 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):
|
|
"""
|
|
Blit the text centered in the surface rect box
|
|
:param surf:
|
|
:param rendered_text:
|
|
:param clear_colour:
|
|
:return:
|
|
"""
|
|
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 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.declare_winner()
|
|
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=0.5)
|
|
|
|
if not self.terminal_play:
|
|
self.calling_panel.cancel_button.visible = True
|
|
self.calling_panel.change_lists_elements([str(i+1) for i in range(7)],
|
|
['Clubs', 'Diamonds', 'Hearts', 'Spades', 'No Trump'])
|
|
|
|
def start_bidding(self, game_events):
|
|
"""
|
|
The bidding procedure. Flag up if player input required
|
|
: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
|
|
if not self.terminal_play:
|
|
self.calling_panel.visible = True
|
|
self.update_table.emit()
|
|
return False
|
|
else:
|
|
player_bid = self.players[self.current_player].make_decision(self.game_state, 0)
|
|
else:
|
|
player_bid, msg = self.players[self.current_player].make_decision(self.game_state, 0, game_events)
|
|
#if msg:
|
|
#self.write_message(msg, delay_time=1, update_now=True)
|
|
if player_bid < 0:
|
|
return False
|
|
self.require_player_input = False
|
|
#self.write_message("", delay_time=0, update_now=False)
|
|
if not self.terminal_play:
|
|
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
|
|
if player_bid:
|
|
self.update_player_bid(self.current_player, player_bid, update_now=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:
|
|
if not self.terminal_play:
|
|
self.calling_panel.cancel_button.visible = False
|
|
self.calling_panel.change_lists_elements(['2','3','4','5','6','7','8','9','10','J','Q','K','A'],
|
|
['Clubs', 'Diamonds', 'Hearts', 'Spades'])
|
|
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
|
|
if not self.terminal_play:
|
|
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, msg = self.players[self.current_player].make_decision(self.game_state, 1, game_events)
|
|
if msg:
|
|
self.write_message(msg, delay_time=0, update_now=True)
|
|
|
|
if not partner:
|
|
return False
|
|
|
|
self.table_status["partner"] = partner
|
|
self.require_player_input = False
|
|
if not self.terminal_play:
|
|
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:
|
|
if self.table_status['trump broken']:
|
|
self.write_message("Trump has been broken!", delay_time=0)
|
|
else:
|
|
self.write_message("Trump is not broken", delay_time=0)
|
|
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, msg = self.players[self.current_player].make_decision(self.game_state, 0, game_events)
|
|
#if msg:
|
|
# self.write_message(msg, delay_time=0, update_now=True)
|
|
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, msg = self.players[self.current_player].make_decision(self.game_state, 1, game_events)
|
|
#if msg:
|
|
# self.write_message(msg, delay_time=0, update_now=False)
|
|
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
|
|
if any(trumps):
|
|
valid_nums = [card_nums[i] * trumps[i] for i in range(NUM_OF_PLAYERS)]
|
|
else:
|
|
valid_nums = [card_nums[i] * follow_suits[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']:
|
|
self.table_status['trump broken'] = card.suit() == self.table_status['trump suit']
|
|
if self.table_status['trump broken']:
|
|
self.write_message("Trump broken!", delay_time=1)
|
|
|
|
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 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
|
|
:param update_now:
|
|
: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):
|
|
"""
|
|
Update the display of the player roles. Blank if UNKNOWN
|
|
:param player_num:
|
|
:param update_now:
|
|
:return:
|
|
"""
|
|
self.player_stats[player_num][1].fill((255, 255, 255, 255*VIEW_TRANSPARENT))
|
|
role_text = ''
|
|
colour = (0, 239, 224)
|
|
if self.players[player_num].role == PlayerRole.DECLARER:
|
|
role_text = 'Declarer'
|
|
elif self.players[player_num].role == PlayerRole.ATTACKER:
|
|
role_text = 'Attacker'
|
|
colour = (225, 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):
|
|
"""
|
|
Update the display of player's number of wins.
|
|
:param player_num:
|
|
:param update_now:
|
|
:param clear:
|
|
:return:
|
|
"""
|
|
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):
|
|
"""
|
|
Update the display of the player's last bid.
|
|
:param player_num:
|
|
:param update_now:
|
|
:param clear:
|
|
:return:
|
|
"""
|
|
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 = "Declarer: {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 = "Declarer: {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 reveal_all_roles(self, partner):
|
|
"""
|
|
Update all roles once the partner card is shown
|
|
Also updates the partner to the player number
|
|
:param partner:
|
|
:return:
|
|
"""
|
|
self.players[partner].role = PlayerRole.PARTNER
|
|
self.table_status["partner"] = 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 declare_winner(self):
|
|
if self.table_status['attacker']['wins'] >= self.table_status['attacker']['target']:
|
|
self.write_message("Attacker wins! Press P to play again!")
|
|
if self.table_status['defender']['wins'] >= self.table_status['defender']['target']:
|
|
self.write_message("Declarer wins! Press P to play again!")
|
|
|
|
def reset_game(self):
|
|
"""
|
|
Reset all variables for the next game
|
|
:return:
|
|
"""
|
|
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()
|