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Copy patheffect_functions.py
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707 lines (475 loc) · 17.7 KB
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from Choice import *
from enums import Statics, CardName, LocationName, Icon
def no_effect(player: 'Player'):
pass
def persuasion_1(player: 'Player'):
player.change_persuasion(1)
def persuasion_2(player: 'Player'):
player.change_persuasion(2)
def persuasion_3(player: 'Player'):
player.change_persuasion(3)
def persuasion_4(player: 'Player'):
player.change_persuasion(4)
def spice_1(player: 'Player'):
player.change_spice(1)
def spice_2(player: 'Player'):
player.change_spice(2)
def spice_3(player: 'Player'):
player.change_spice(3)
def spice_5(player: 'Player'):
player.change_spice(5)
def solari_1(player: 'Player'):
player.change_solari(1)
def solari_2(player: 'Player'):
player.change_solari(2)
def solari_3(player: 'Player'):
player.change_solari(3)
def solari_4(player: 'Player'):
player.change_solari(4)
def solari_5(player: 'Player'):
player.change_solari(5)
def solari_6(player: 'Player'):
player.change_solari(6)
def water_1(player: 'Player'):
player.change_water(1)
def water_2(player: 'Player'):
player.change_water(2)
def victory_point_1(player: 'Player'):
player.change_victory_points(1)
def victory_point_2(player: 'Player'):
player.change_victory_points(2)
def draw_card_1(player: 'Player'):
player.draw(1)
def draw_card_2(player: 'Player'):
player.draw(2)
def draw_card_3(player: 'Player'):
player.draw(3)
def draw_intrigue(player: 'Player'):
player.draw_intrigue()
def remove_card(player: 'Player'):
card = removable_cards_choice.resolve(player)
player.remove_card(card)
# should only be used to get mentat for next round
def get_mentat(player: 'Player'):
player.add_mentat()
def force_1(player: 'Player'):
player.change_force(1)
def force_2(player: 'Player'):
player.change_force(2)
def force_3(player: 'Player'):
player.change_force(3)
def force_4(player: 'Player'):
player.change_force(4)
def force_5(player: 'Player'):
player.change_force(5)
def force_6(player: 'Player'):
player.change_force(6)
def garrison_1(player: 'Player'):
player.change_garrison(1)
def garrison_2(player: 'Player'):
player.change_garrison(2)
def garrison_4(player: 'Player'):
player.change_garrison(4)
def garrison_5(player: 'Player'):
player.change_garrison(5)
def deploy_1(player: 'Player'):
player.change_to_deploy(1)
def deploy_2(player: 'Player'):
player.change_to_deploy(2)
def deploy_all(player: 'Player'):
player.change_to_deploy(Statics.MAX_TROOPS)
def enter_combat(player: 'Player'):
player.agent_on_combat_location = True
deploy_2(player)
def retreat_all(player: 'Player'):
player.change_to_retreat(Statics.MAX_TROOPS)
def retreat_2(player: 'Player'):
player.change_to_retreat(2)
def influence_fremen_1(player: 'Player'):
player.change_influence(Faction.FREMEN, 1)
def influence_emperor_1(player: 'Player'):
player.change_influence(Faction.EMPEROR, 1)
def influence_spacing_guild_1(player: 'Player'):
player.change_influence(Faction.SPACING_GUILD, 1)
def influence_bene_gesserit_1(player: 'Player'):
player.change_influence(Faction.BENE_GESSERIT, 1)
def choose_influence_1(player: 'Player'):
faction = influence_choice(1, set()).resolve(player)
player.change_influence(faction, 1)
def choose_influence_2(player: 'Player'):
faction = influence_choice(2, set()).resolve(player)
player.change_influence(faction, 2)
# a bit hacky, but removes card with this name from the played cards, i.e. self deletion. Names should be at least managed with an enum
def self_remove(player: 'Player', card_name: CardName):
card = player.played_cards.find(lambda card: card.name == card_name.name)
player.remove_card(card)
def seek_allies_agent(player: 'Player'):
self_remove(player, CardName.SEEK_ALLIES)
def firm_grip_agent(player: 'Player'):
if player.solari >= 2:
choice = bool_choice.resolve(player)
if choice:
player.change_solari(-2)
faction = influence_choice(1, {Faction.EMPEROR}).resolve(player)
player.change_influence(faction, 1)
def firm_grip_reveal(player: 'Player'):
if Faction.EMPEROR in player.alliances:
player.change_persuasion(4)
def missionaria_protectiva_agent(player: 'Player'):
if player.get_in_play(Faction.BENE_GESSERIT) >= 2:
choose_influence_1(player)
def spice_smugglers_agent(player: 'Player'):
if player.spice >= 2:
player.change_spice(-2)
player.change_influence(Faction.SPACING_GUILD, 1)
player.change_solari(3)
def gurney_halleck_reveal(player: 'Player'):
player.change_persuasion(2)
if player.solari >= 3:
choice = bool_choice.resolve(player)
if choice:
player.change_solari(-3)
player.change_garrison(2)
player.change_to_deploy(2)
def liet_kynes_reveal(player: 'Player'):
in_play = player.get_in_play(Faction.FREMEN)
player.change_persuasion(in_play)
def sietch_reverend_mother_reveal(player: 'Player'):
if player.get_in_potential_play(Faction.BENE_GESSERIT) >= 2:
player.change_persuasion(3)
player.change_garrison(2)
def imerial_spy_agent(player: 'Player'):
choice = bool_choice.resolve(player)
if choice:
self_remove(player, CardName.IMPERIAL_SPY)
player.draw_intrigue()
def power_play_agent(player: 'Player'):
if player.current_location.faction in Faction:
player.change_influence(player.current_location.faction, 1)
self_remove(player, CardName.POWER_PLAY)
def other_memory_agent(player: 'Player'):
if player.get_in_discard(Faction.BENE_GESSERIT):
choice = bool_choice.resolve(player)
if choice:
card_choice = discard_pile_bene_gesserit_choice.resolve(player)
player.draw_from_discard(card_choice)
else:
player.draw(1)
def shifting_allegiances_agent(player: 'Player'):
if player.get_changeable_factions(-1) and player.spice >= 2:
choice = bool_choice.resolve(player)
if choice:
donor_faction = influence_choice(-1, set()).resolve(player)
receiver_faction = influence_choice(2, set()).resolve(player)
player.change_influence(donor_faction, -1)
player.change_influence(receiver_faction, 2)
player.change_spice(-2)
def duncan_idaho_agent(player: 'Player'):
if player.water >= 1:
choice = bool_choice.resolve(player)
if choice:
player.change_water(-1)
player.change_garrison(1)
player.draw(1)
def worm_riders_reveal(player: 'Player'):
if player.factions[Faction.FREMEN]['influence'] >= 2:
player.change_force(4)
if Faction.FREMEN in player.alliances:
player.change_force(2)
def smugglers_thopter_agent(player: 'Player'):
if player.factions[Faction.SPACING_GUILD]['influence'] >= 2:
player.draw(2)
# ToDo: edge cases (no cards and in_combat)
def test_of_humanity_agent(player: 'Player'):
for other_player in player.game.players:
if other_player is player:
continue
if other_player.in_combat:
choice = bool_choice.resolve(other_player)
if choice:
player.change_in_combat(-1)
return
card_choice = hand_card_choice.resolve(other_player)
player.discard(card_choice)
def guild_bankers_reveal(player: 'Player'):
player.guild_bankers = True
def spice_hunter_reveal(player: 'Player'):
player.change_persuasion(1)
player.change_force(1)
if player.get_in_potential_play(Faction.FREMEN) >= 2:
player.change_spice(1)
def fedaykin_death_commando_reveal(player: 'Player'):
player.change_force(1)
if player.get_in_potential_play(Faction.FREMEN) >= 2:
player.change_force(3)
def opulence_reveal(player: 'Player'):
player.change_persuasion(1)
if player.solari >= 6:
choice = bool_choice.resolve(player)
if choice:
player.change_solari(-6)
player.change_victory_points(1)
def kwisatz_haderach_agent(player: 'Player'):
player.draw(1)
agent_choice = kwisatz_location_choice.resolve(player)
destination_choice = kwisatz_destination_choice.resolve(player)
player.current_location = destination_choice
if agent_choice.name is LocationName.AGENT_RESERVES.value:
player.agents -= 1
else:
agent_choice.occupied_by.remove(player)
destination_choice.occupy(player)
destination_choice.requirement.fulfill(player)
destination_choice.effect(player)
def guild_ambassador_agent(player: 'Player'):
choice = bool_choice.resolve(player)
if choice:
player.change_influence(Faction.SPACING_GUILD, 1)
else:
player.change_spice(2)
def guild_ambassador_reveal(player: 'Player'):
if Faction.SPACING_GUILD in player.alliances:
if player.spice >= 3:
choice = bool_choice.resolve(player)
if choice:
player.change_spice(-3)
player.change_victory_points(1)
def gene_manipulation_agent(player: 'Player'):
remove_card(player)
if player.get_in_play(Faction.BENE_GESSERIT) >= 2:
player.change_spice(2)
def fremen_camp_agent(player: 'Player'):
if player.spice >= 2:
choice = bool_choice.resolve(player)
if choice:
player.change_spice(-2)
player.change_garrison(3)
def crysknife_reveal(player: 'Player'):
player.change_force(1)
if player.get_in_potential_play(Faction.FREMEN) >= 2:
player.change_influence(Faction.FREMEN, 1)
def carryall_agent(player: 'Player'):
if player.current_location.name is LocationName.IMPERIAL_BASIN.value:
player.change_spice(1)
elif player.current_location.name is LocationName.HAGGA_BASIN.value:
player.change_garrison(2)
elif player.current_location.name is LocationName.THE_GREAT_FLAT.value:
player.change_spice(3)
def bene_gesserit_sister_reveal(player: 'Player'):
choice = bool_choice.resolve(player)
if choice:
player.change_persuasion(2)
else:
player.change_force(2)
def the_voice_agent(player: 'Player'):
location_choice = voice_location_choice.resolve(player)
location_choice.voiced = True
for other_player in player.game.players:
if other_player is player:
continue
other_player.voice = True
def gun_thopter_agent(player: 'Player'):
for other_player in player.game.players:
if other_player is player:
continue
other_player.change_garrison(-1)
# Conflict
def cloak_and_dager_3rd(player: 'Player'):
choice = bool_choice.resolve(player)
if choice:
player.draw_intrigue()
else:
player.change_spice(1)
def machinations_1st(player: 'Player'):
faction_choice_1 = influence_choice(1, set()).resolve(player)
player.change_influence(faction_choice_1, 1)
faction_choice_2 = influence_choice(1, {faction_choice_1}).resolve(player)
player.change_influence(faction_choice_2, 1)
def battle_for_arrakeen_2nd(player: 'Player'):
# workaround for "choose 2 of 3"
choice_1 = bool_choice.resolve(player)
if choice_1:
player.draw_intrigue()
choice_2 = bool_choice.resolve(player)
if choice_2:
player.change_spice(2)
else:
player.change_solari(3)
else:
player.change_spice(2)
choice_2 = bool_choice.resolve(player)
if choice_2:
player.draw_intrigue()
else:
player.change_solari(3)
# Intrigues
def dispatch_an_envoy(player: 'Player'):
player.add_icons({Icon.EMPEROR, Icon.SPACING_GUILD, Icon.BENE_GESSERIT, Icon.FREMEN})
def reinforcements(player: 'Player'):
if player.solari >= 3:
choice = bool_choice.resolve(player)
if choice:
player.change_garrison(3)
player.change_solari(-2)
if player.is_revealing_turn:
player.change_to_deploy(3)
def the_sleeper_must_awaken(player: 'Player'):
if player.spice >= 4:
choice = bool_choice.resolve(player)
if choice:
player.change_spice(-4)
player.change_victory_points(1)
def choam_shares(player: 'Player'):
if player.solari >= 7:
choice = bool_choice.resolve(player)
if choice:
player.change_solari(-7)
player.change_victory_points(1)
def refocus(player: 'Player'):
player.deck.extend(player.discard_pile)
random.shuffle(player.discard_pile)
player.discard_pile.clear()
player.draw(1)
def bribery(player: 'Player'):
if player.spice >= 2:
choice = bool_choice.resolve(player)
if choice:
player.change_spice(-2)
choose_influence_1(player)
def double_cross(player: 'Player'):
if player.solari >= 1:
choice = bool_choice.resolve(player)
if choice:
player.change_solari(-1)
player_choice = other_players_choice.resolve(player)
player_choice.change_in_combat(-1)
player.change_to_deploy(1)
def infiltrate(player: 'Player'):
player.infiltrate = True
def councilors_dispensation(player: 'Player'):
if player.is_in_high_council():
player.change_spice(2)
def water_of_life(player: 'Player'):
if player.water >= 1 and player.spice >= 1:
choice = bool_choice.resolve(player)
if choice:
player.draw(3)
# ToDo: how to add information to model? Maybe Paul slot?
def poisons_snooper(player: 'Player'):
# ToDo: add information to input model
choice = bool_choice.resolve(player)
if choice:
player.draw(1)
else:
player.remove_deck_top()
def urgent_mission(player: 'Player'):
# check if player has used any agents
agent_choice = urgent_mission_location_choice.resolve(player)
agent_choice.occupied_by.remove(player)
player += 1
def recruitment_mission(player: 'Player'):
player.change_persuasion(1)
player.recruitment = True
def bindu_suspension(player: 'Player'):
if not player.in_turn:
player.draw(1)
player.bindu_suspension = True
def calculated_hire(player: 'Player'):
if player.spice >= 1 and player.game.mentat_available:
choice = bool_choice.resolve(player)
if choice:
player.change_spice(-1)
player.try_add_mentat()
def bypass_protocol(player: 'Player'):
cheap = bool_choice.resolve(player)
if cheap:
card_choice = bypass_protocol_3_choice.resolve(player)
player.game.shop.get_card(card_choice, player)
else:
choice = bool_choice.resolve(player)
if choice:
player.change_spice(-2)
card_choice = bypass_protocol_5_choice.resolve(player)
player.game.shop.get_card(card_choice, player)
def staged_incident(player: 'Player'):
if player.in_combat >= 3:
choice = bool_choice.resolve(player)
if choice:
player.change_in_combat(-3)
player.change_victory_points(1)
def private_army(player: 'Player'):
if player.spice >= 2:
choice = bool_choice.resolve(player)
if choice:
player.change_spice(-2)
player.change_force(5)
def allied_armada(player: 'Player'):
if player.spice >= 2 and player.alliances:
choice = bool_choice.resolve(player)
if choice:
player.change_spice(-2)
player.change_force(7)
def master_tactician(player: 'Player'):
choice = bool_choice.resolve(player)
if choice:
player.change_force(3)
else:
player.change_to_retreat(3)
def demand_respect(player: 'Player'):
player.on_win.append(_demand_respect)
def _demand_respect(player: 'Player'):
if player.spice >= 2:
choice = bool_choice.resolve(player)
if choice:
player.change_spice(-2)
choose_influence_2(player)
else:
choose_influence_1(player)
def _to_the_victor(player: 'Player'):
player.change_spice(3)
def to_the_victor(player: 'Player'):
player.on_win.append(_to_the_victor)
def tiebreaker(player: 'Player'):
if player.in_finale:
player.change_spice(10)
else:
player.change_force(2)
def _count_tsmf(player: 'Player'):
all_player_cards = player.get_all_cards()
return all_player_cards.count(lambda card: card.name == CardName.THE_SPICE_MUST_FLOW.value)
def corner_the_market(player: 'Player'):
player_tsmf = _count_tsmf(player)
if player_tsmf >= 2:
player.change_victory_points(1)
max_tsmf = max([_count_tsmf(other_player) for other_player in player.game.players if
other_player is not player])
if player_tsmf > max_tsmf:
player.change_victory_points(1)
def plans_within_plans(player: 'Player'):
more_than_3 = len([faction for faction in player.factions.keys() if player.factions[faction]['influence'] >= 3])
if more_than_3 >= 4:
player.change_victory_points(2)
elif more_than_3 >= 3:
player.change_victory_points(1)
def sell_melange(player):
spice_amount = spice_trade_choice.resolve(player)
# we already paid 2 spice upfront, before evaluation to ensure that we
# can go to this field
player.change_spice(-2 - spice_amount)
player.change_solari(6 + (2 * (spice_amount - 2)))
def swordmaster(player):
player.add_swordmaster(player)
def mentat(player):
player.try_add_mentat()
player.draw(1)
def high_council(player):
player.enter_high_council()
def fold_space(player):
player.draw_foldspace()
def steal_intrigue(player):
for other_player in player.game.players:
if other_player is player:
continue
if len(player.intrigues) > 3:
random.shuffle(other_player.intrigues)
player.intrigues.append(other_player.intrigues.pop())