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Python GameState.setRobberTile方法代码示例

本文整理汇总了Python中GameState.GameState.setRobberTile方法的典型用法代码示例。如果您正苦于以下问题:Python GameState.setRobberTile方法的具体用法?Python GameState.setRobberTile怎么用?Python GameState.setRobberTile使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在GameState.GameState的用法示例。


在下文中一共展示了GameState.setRobberTile方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。

示例1: Controller

# 需要导入模块: from GameState import GameState [as 别名]
# 或者: from GameState.GameState import setRobberTile [as 别名]

#.........这里部分代码省略.........
    def moveRobber(self):
        self.state.phase = 'moverobber'
        move = self.getValidMove(self.state.turn)
        self.doMove(move)
        #list of playerid's next to robber
        adjplayers = self.state.getAdjacentPlayers(self.state.getRobberTile())
        if self.state.turn in adjplayers:
            adjplayers.remove(self.state.turn)
        #remove players who have no cards from adjacent list
        for i in xrange(len(adjplayers) - 1, -1, -1):
            if self.state.countResources(adjplayers[i]) == 0:
                del adjplayers[i]

        # Davis says to make code concise, use empty list as test for this
        # if statement otherwise he will hit irakli. I like irakli, so this list
        # is now the test for this if statement.
        if adjplayers:
            self.state.phaseinfo = adjplayers
            self.state.phase = 'chooseplayer'
            move = self.getValidMove(self.state.turn)
            self.doMove(move)

    def getValidMove(self, player):
        self.updateView()
        move = self.players[player].getMove(self.state)
        # loop until valid move receied
        while not self.isValid(move):
            self.logger.error("INVALID MOVE RECEIVED: Player %d, Move: %s, Phase %s" % (player,str(move), self.state.phase))
            move = self.players[player].getMove(self.state)
        return move

    def isValid(self, move):
        return self.validator.validateMove(move)

    def doMove(self, move):
        if move.typ == 'build':
            if move.structure == 'road':
                # 1 brick, 1 wood
                self.state.addRoad(move.playerid, move.location[0], move.location[1])
                if self.state.phase != 'buildroad':
                    self.state.removeResource(move.playerid, 'brick', 1)
                    self.state.removeResource(move.playerid, 'wood', 1)
            else:
                if move.structure == 'settlement':
                    # 1 brick, 1 wood, 1 wheat, 1 sheep settlement
                    if self.state.phase != 'buildsettle':
                        self.state.removeResource(move.playerid, 'wood', 1)
                        self.state.removeResource(move.playerid, 'wheat', 1)
                        self.state.removeResource(move.playerid, 'brick', 1)
                        self.state.removeResource(move.playerid, 'sheep', 1)
                elif move.structure == 'city':
                    # 2 wheat, 3 ore city
                    self.state.removeResource(move.playerid, 'wheat', 2)
                    self.state.removeResource(move.playerid, 'ore', 3)
                else:
                    self.logger.error("Unrecognized build type %s" % move.structure)
                self.state.addBuilding(move.playerid, move.structure, move.location)
            # check to see if building changed longest road count
            l = self.state.getLongestRoads()
            currentlongest = 0
            if self.state.longestroad is not None:
                currentlongest = l[self.state.longestroad]
            newlongestid = self.state.longestroad
            for i in xrange(0, self.nplayers):
                if l[i] > currentlongest:
                    newlongestid = i
                    currentlongest = l[i]
            #need to check if road breaking resulted in a tie
            if newlongestid != self.state.longestroad:
                if currentlongest<5:
                    self.state.longestroad = None
                elif l.count(currentlongest) != 1:
                    self.state.longestroad = None
                else:
                    self.state.longestroad = newlongestid
            # update remaining building count
            self.state.updateRemaining(move.playerid)
            #self.updateView()
        elif move.typ == 'trade':
            self.logger.error("TRADE MOVE NOT SUPPORTED")
        elif move.typ == 'navaltrade':
            self.state.removeResource(move.playerid,move.offer,4)
            self.state.addResource(move.playerid,move.want,1)
        elif move.typ == 'robber':
            #set robber tile
            self.state.setRobberTile(move.location)
        elif move.typ == 'takecard':
            # Remove card from target, add to initiator
            rectoremove = self.state.getRandomResource(move.target)
            self.state.removeResource(move.target, rectoremove, 1)
            self.state.addResource(move.playerid, rectoremove, 1)
            #self.updateView()
        elif move.typ == 'playcard':
            #yell when things are important
            self.logger.error("PLAY CARD MOVE NOT SUPPORTED")
        elif move.typ == 'discard':
            # Need to add ability to discard more than one at a time
            self.state.removeResource(move.playerid, move.card, 1)
        elif move.typ == 'endturn':
            self.state.phase = 'endturn'
开发者ID:minorl,项目名称:hackcu,代码行数:104,代码来源:controller.py


注:本文中的GameState.GameState.setRobberTile方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。