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mahjong.py
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mahjong.py
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from player import *
from globals import *
from displays import *
'''This file contains most of the game logic, and game initialization'''
def getDeck():
# returns a complete deck (still missing flowers / seasons)
deck = []
# populate the deck: siuted values are 1-9, 4 tiles of each
for i in range(1,10):
deck += [Tile(i, 'circle', 'deck', None) for j in range(4)]
for i in range(1,10):
deck += [Tile(i, 'stick', 'deck', None) for j in range(4)]
for i in range(1,10):
deck += [Tile(i, 'number', 'deck', None) for j in range(4)]
# directions
deck += [Tile('dung', None, 'deck', None) for j in range(4)]
deck += [Tile('nan', None, 'deck', None) for j in range(4)]
deck += [Tile('xi', None, 'deck', None) for j in range(4)]
deck += [Tile('bei', None, 'deck', None) for j in range(4)]
# dragons
deck += [Tile('zhong', None, 'deck', None) for j in range(4)]
deck += [Tile('fa', None, 'deck', None) for j in range(4)]
deck += [Tile('box', None, 'deck', None) for j in range(4)]
# seasons / flowers
# deck += [Tile(None, 'flower', 'deck', None) for j in range(4)]
# deck += [Tile(None, 'season', 'deck', None) for j in range(4)]
random.shuffle(deck)
for i in range(0, len(deck[:-1]), 2):
topTile = deck[i]
bottomTile = deck[i+1]
topTile.index = bottomTile.index = (i // 2) % stacksPerSide
topTile.side = bottomTile.side = (i // 2) // stacksPerSide
print(len(deck))
return deck
def initPlayers(player1Name):
# creates 4 player objects, returns them in a list
player1 = Player(player1Name, 0, False)
player2 = Player('Mimi', 1, True)
player3 = Player('Sean', 2, True)
player4 = Player('Wesley', 3, True)
players = [player1, player2, player3, player4]
return players
def gameOver(players, tossedTile):
# checks if game has ended (ie if any player can end the game)
if (players[0].canHu(tossedTile) or
players[1].canHu(tossedTile) or
players[2].canHu(tossedTile) or
players[3].canHu(tossedTile)):
return True
return False
def checkForAction(players, tossedTile, deadTiles, turn, screen):
# called in endTurn > while not gameOver()
# check if players want to Kong / Pong
displayTossed(tossedTile, deadTiles, screen)
pygame.display.update()
for player in [ players[(turn+0)%4], players[(turn+1)%4], players[(turn+2)%4] ]:
action = None
if player.canHu(tossedTile):
player.won = True
endGame(players, turn, screen)
if player.canPong(tossedTile):
# Kong if and only if Pong
if player.canKong(tossedTile):
if player.isAI:
action = 'kong'
turn = player.num
break
else:
rects, booleans = displayButtons(player, tossedTile, turn, screen)
action = getAction(rects, booleans, screen)
else:
if player.isAI:
action = 'pong'
turn = player.num
break
else:
rects, booleans = displayButtons(player, tossedTile, turn, screen)
action = getAction(rects, booleans, screen)
if action == 'kong':
turn = player.num
break
elif action == 'pong':
turn = player.num
break
elif action == 'hu':
turn = player.num
break
else:
action = None
return action, turn
def initGame(players):
# initializes game attributes
deck = getDeck()
deadTiles = []
turn = 0
giveHands(players, deck)
# if dealer wins they stay dealer
dealer = players[0]
# for debugging
# players[2].revealed = [ [ Tile('fa', None), Tile('fa', None), Tile('fa', None) ] ]
return deck, deadTiles, turn, dealer
def firstTurn(players, deck, deadTiles, turn):
# first turn (must draw new tile)
players[0].drawTile(deck)
tossedTile = players[0].tossTile()
return deck, tossedTile, deadTiles, turn
def endTurn(players, deck, tossedTile, deadTiles, turn, dealer, screen):
turn = (turn + 1) % 4
# to make sure player doesn't Stanley (pong / chi then draw a tile)
action = None
# check if anyone can Pong / Kong
# if so, skip to their turn
action, turn = checkForAction(players, tossedTile, deadTiles, turn, screen)
# if nobody Pongs/Kongs, check for Chi (only following player can Chi)
nextPlayer = players[turn]
if (action is None) and (nextPlayer.canChi(tossedTile)):
if nextPlayer.isAI:
action = 'chi'
else:
rects, booleans = displayButtons(nextPlayer, tossedTile, turn, screen)
action = getAction(rects, booleans, screen)
if action == None or action == False:
# if no action happened, tile is now dead
deadTiles.append(tossedTile)
displayButtons(players[turn], None, turn, screen)
pygame.display.update()
return deck, tossedTile, action, deadTiles, turn, dealer
def startTurn(player, action, tossedTile, deck):
# performs one turn. Only gets called if no Hu can occur
# dont let player Stanley (draw a tile if they performed an action)
if action == 'pong':
player.pong(tossedTile)
drawnTile = None
elif action == 'kong':
# Kong draws tile from the back
player.kong(tossedTile)
drawnTile = player.drawTile(deck)
elif action == 'chi':
player.chi(tossedTile)
drawnTile = None
else:
drawnTile = player.drawTile(deck)
if player.isAI:
player.hand.append(drawnTile)
return drawnTile, deck
def middleTurn(player, drawnTile, deadTiles, screen):
# must toss tile
if player.isAI:
tileToToss = player.tossTileAI()
else:
tileToToss = player.getTossedTile(drawnTile)
if not (tileToToss is drawnTile):
player.tossTile(tileToToss)
displayTossed(tileToToss, deadTiles, screen)
pygame.display.update()
time.sleep(0.5)
if not (tileToToss is drawnTile) and tileToToss != None:
# only now add the drawn tile to the hand (if it wasn't thrown out)
if not player.isAI:
player.hand.append(drawnTile)
return tileToToss
def endGame(players, turn, screen):
# somebody can Hu
print('entered endgame')
for player in players:
if player.won:
winner = player
print(f'{winner.name} won!!')
for tile in winner.hand:
tile.location = 'hu'
tile.update()
tile.draw(screen)
pygame.display.update()
# whoever tossed out winning card is loser, unless winner drew card
# not using loser rn, might impliment betting / drinking
losers = [ players[turn] ]
if losers[0] is winner:
losers = [ players[(turn + 1) % 4],
players[(turn + 2) % 4],
players[(turn + 3) % 4] ]
keepPlaying = displayEndGame(players, turn, screen)
return keepPlaying
'''
if not keepPlaying:
# want to quit game
return
# BUG: reset must happen in game.py
if winner is dealer:
# if dealer won they stay dealer
endTurn(players)
else:
# if dealer lost, player 1 becomes dealer
for player in players:
player.num = (player.num + 1) % 4
endTurn(players)
'''