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#!/usr/bin/env python
# -*- mode: python; coding: utf-8; -*-
# ---------------------------------------------------------------------------##
#
# Copyright (C) 1998-2003 Markus Franz Xaver Johannes Oberhumer
# Copyright (C) 2003 Mt. Hood Playing Card Co.
# Copyright (C) 2005-2009 Skomoroh
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#
# ---------------------------------------------------------------------------##
from pysollib.game import Game
from pysollib.gamedb import GI, GameInfo, registerGame
from pysollib.layout import Layout
from pysollib.stack import \
AC_RowStack, \
InitialDealTalonStack, \
OpenStack, \
SS_RowStack, \
StackWrapper, \
isAlternateColorSequence, \
isSameSuitSequence
from pysollib.util import ANY_RANK
# ************************************************************************
# * Wave Motion
# ************************************************************************
class WaveMotion(Game):
RowStack_Class = SS_RowStack
Reserve_Class = StackWrapper(OpenStack, max_accept=0)
CAN_MOVE_RESERVES = False
#
# game layout
#
def createGame(self, rows=8, reserves=8, playcards=7):
# create layout
l, s = Layout(self), self.s
# set window
max_rows = max(rows, reserves)
w, h = l.XM + max_rows*l.XS, l.YM + 2*l.YS + (14+playcards)*l.YOFFSET
self.setSize(w, h)
# create stacks
x, y = l.XM + (max_rows-rows) * l.XS // 2, l.YM
for i in range(rows):
stack = self.RowStack_Class(x, y, self, base_rank=ANY_RANK)
stack.getBottomImage = stack._getReserveBottomImage
s.rows.append(stack)
x += l.XS
x, y = l.XM + (max_rows-reserves)*l.XS//2, l.YM+l.YS+14*l.YOFFSET
for i in range(reserves):
stack = self.Reserve_Class(x, y, self)
s.reserves.append(stack)
stack.CARD_XOFFSET, stack.CARD_YOFFSET = 0, l.YOFFSET
x += l.XS
s.talon = InitialDealTalonStack(l.XM, l.YM, self)
# default
l.defaultAll()
#
# game overrides
#
def startGame(self):
for i in range(5):
self.s.talon.dealRow(rows=self.s.reserves, frames=0)
self.startDealSample()
self.s.talon.dealRow(rows=self.s.reserves)
self.s.talon.dealRow(rows=self.s.reserves[:4])
def isGameWon(self):
cardsPlayed = False
for s in self.s.rows:
if s.cards:
if len(s.cards) != 13 or not isSameSuitSequence(s.cards):
return False
cardsPlayed = True
if not cardsPlayed:
return False
return True
shallHighlightMatch = Game._shallHighlightMatch_SS
# ************************************************************************
# * Flourish
# ************************************************************************
class Flourish(WaveMotion):
RowStack_Class = AC_RowStack
def createGame(self):
WaveMotion.createGame(self, rows=7, reserves=8, playcards=7)
def isGameWon(self):
for s in self.s.rows:
if s.cards:
if len(s.cards) != 13 or not isAlternateColorSequence(s.cards):
return False
return True
shallHighlightMatch = Game._shallHighlightMatch_AC
# ************************************************************************
# * Flow
# * Wading Pool
# ************************************************************************
class Flow_ReserveStack(SS_RowStack):
def acceptsCards(self, from_stack, cards):
if len(self.cards) == 0 and len(cards) > 1:
return False
return SS_RowStack.acceptsCards(self, from_stack, cards)
class Flow(WaveMotion):
Reserve_Class = StackWrapper(Flow_ReserveStack, base_rank=ANY_RANK)
def createGame(self):
WaveMotion.createGame(self, rows=8, reserves=8, playcards=14)
class WadingPool(Flow):
Reserve_Class = StackWrapper(Flow_ReserveStack, base_rank=ANY_RANK,
max_move=1)
# register the game
registerGame(GameInfo(314, WaveMotion, "Wave Motion",
GI.GT_1DECK_TYPE | GI.GT_OPEN, 1, 0, GI.SL_MOSTLY_SKILL))
registerGame(GameInfo(753, Flourish, "Flourish",
GI.GT_1DECK_TYPE | GI.GT_OPEN | GI.GT_ORIGINAL, 1, 0,
GI.SL_MOSTLY_SKILL))
registerGame(GameInfo(841, Flow, "Flow",
GI.GT_1DECK_TYPE | GI.GT_OPEN, 1, 0, GI.SL_MOSTLY_SKILL))
registerGame(GameInfo(878, WadingPool, "Wading Pool",
GI.GT_1DECK_TYPE | GI.GT_OPEN, 1, 0, GI.SL_MOSTLY_SKILL))
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