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1.1.0
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@ -7,4 +7,4 @@ name = "gameUtils"
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version = "1.0.0"
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version = "1.0.0"
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description = "A set of utilities to make the game development process less painful (despite the organisation name) and more unified."
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description = "A set of utilities to make the game development process less painful (despite the organisation name) and more unified."
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authors = [{ name = "Brosef" }]
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authors = [{ name = "Brosef" }]
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dependencies = ["pygame-ce"]
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dependencies = ["pygame-ce", "pygame_gui"]
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@ -4,4 +4,6 @@ from .anim import AnimationHandler
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from .anim import AnimatedObject
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from .anim import AnimatedObject
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from .events import AnimStart
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from .events import AnimStart
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from .events import AnimFinish
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from .events import AnimFinish
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from .events import Timeout
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from .events import Timeout
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from .turns import BaseTurnHandler
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from .turns import RoundTable
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@ -1,9 +1,11 @@
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from .events import Timeout
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from .anim import AnimatedObject
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import NoPELib
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import tomllib
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import tomllib
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import time
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import time
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import NoPELib
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from .events import Timeout
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from .anim import AnimatedObject
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class Game:
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class Game:
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def __init__(self, surface):
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def __init__(self, surface):
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"""
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"""
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@ -21,23 +23,55 @@ class Game:
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self.pm = NoPELib.PlayersManager(self.cfg['name'], playersPath='../players.json')
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self.pm = NoPELib.PlayersManager(self.cfg['name'], playersPath='../players.json')
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# Holds all the timeouts that haven't been fired yet
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# Holds all the timeouts that haven't been fired yet
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self._timeouts = []
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self._timeouts = []
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# The following are used by self.popup() to halt some events
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self._haltUpdate = False
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self._haltEvents = False
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# Will become a pygame.Surface with the popup contents
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self._popupMenu = None
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def update(self):
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def update(self):
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"""
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"""
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Updates some core things in the background.
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Intended to be overridden by the game developer.
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See BaseGame for documentation.
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"""
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"""
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def _update(self):
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"""
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Updates some core things in the background, and calls update()
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"""
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# Handle timeouts
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for timeout in self._timeouts.copy():
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for timeout in self._timeouts.copy():
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if timeout.fireOn <= time.perf_counter():
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if timeout.fireOn <= time.perf_counter():
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self.onEvent(timeout)
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self.onEvent(timeout)
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self._timeouts.remove(timeout)
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self._timeouts.remove(timeout)
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# Game update
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if not self._haltUpdate:
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self.update()
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# TODO: Draw things like debug menu, etc.
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def onEvent(self, event):
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def onEvent(self, event):
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pass
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"""
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Intended to be overridden by the game developer.
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See BaseGame for documentation.
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"""
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def _onEvent(self, event):
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"""
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Updates some core things in the background, and calls onEvent()
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"""
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if not self._haltEvents:
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self.onEvent(event)
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def close(self):
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def close(self):
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pass
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"""
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Intended to be overridden by the game developer.
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See BaseGame for documentation.
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"""
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def createAnimObj(self, *args, **kwargs):
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def createAnimObj(self, *args, **kwargs):
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"""
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"""
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Creates an animated object.
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Creates an animated object.
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@ -59,19 +93,48 @@ class Game:
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delay (float): How long (in seconds)
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delay (float): How long (in seconds)
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to wait before firing.
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to wait before firing.
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"""
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"""
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self._timeouts.append(Timeout(id, time.perf_counter()+delay))
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self._timeouts.append(Timeout(id, time.perf_counter()+delay))
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def awaitingTimeout(self, id: str):
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def awaitingTimeout(self, timeoutID: str):
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"""
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"""
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Tells you if a timeout ID is on the timeout stack.
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Tells you if a timeout ID is on the timeout stack.
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Args:
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Args:
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id (str): The timeout ID.
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timeoutID (str): The timeout ID.
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Returns:
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Returns:
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bool: True if there is a timeout with that ID
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bool: True if there is a timeout with that ID
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ID on the stack, False otherwise.
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ID on the stack, False otherwise.
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"""
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"""
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return any([timeout.timeoutID == id for timeout in self._timeouts])
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return any(timeout.timeoutID == timeoutID for timeout in self._timeouts)
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def popup(self, title: str, text: str, haltUpdate: bool=False, haltEvents: bool=True):
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"""
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Pops up a dialogue box.
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Args:
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title (str): The big "title" text to be displayed.
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text (str): The main body text to be displayed.
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haltUpdate (bool): If True, the games update() method will not be called until
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the popup is dismissed. Default: False.
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haltEvents (bool): If True, the games onEvent() method will not be called until
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the popup is dismissed. Default: True.
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"""
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self._haltUpdate = haltUpdate
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self._haltEvents = haltEvents
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def punish(self, player, intensity: float):
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"""
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Handles punishing players for most games.
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Handles games preferences on PDO order?
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Handles auto popups for messaged events.
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Args:
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player (NoPELib.Player): The player to punish.
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intensity (float): The intensity to punish the player.
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"""
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69
src/gameUtils/turns.py
Normal file
69
src/gameUtils/turns.py
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# TODO: Add a variable for the game developers to see if pain is "avaialbe",
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# I.E. has the shocker been passed to the next player.
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# Also add a pop-up, probably using pygame-gui, to tell the player
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# to pass the shocker to the next person.
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# NOTE: Each expansion is assigned multiple players, if an expansion has a tag
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# such as "ONE_PERSON_ONLY", it means that when the game developer wants
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# to go to the next player, it must self.notify() the players to pass the
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# physical object around.
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# NOTE: That tag IS NOT a part of NoPE-Lib or PDO-Lib. It simply acts as an
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# identifier for games to use.
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# TODO: Add player config editor.
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class BaseTurnHandler:
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def __init__(self, playersManager):
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"""
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The base turn handler metaclass, used to create round
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handlers such as round table.
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"""
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self._pm = playersManager
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# The current turn number (0 based)
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self.turn = 0
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# The maximum number of turns
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self.turns = len(self._pm)
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# The current round number (0 based)
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self.round = 0
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# Which players are playing in this turn
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self.playing = []
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def next(self):
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raise NotImplementedError
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class RoundTable(BaseTurnHandler):
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"""
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A simple "round table" round system.
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"""
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# TODO: Add some kind of implementation with NoPE
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# to determain if we actually need to re-assign PDOs.
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def __init__(self, teamSize: int, *args, **kwargs):
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"""
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"""
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super().__init__(*args, **kwargs)
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if teamSize > len(self._pm):
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raise Exception('Too little players for specified team size.') # TODO: Custom exception
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self.teamSize = teamSize
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self.turns //= self.teamSize
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self.turn -= 1
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self.next()
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def next(self):
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"""
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Oh god I hate it.
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"""
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self.turn += 1
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if self.turn >= self.turns:
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self.turn -= self.turns
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self.round += 1
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self.playing = []
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playerNames = list(self._pm.keys())
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for i in range(self.teamSize):
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self.playing.append(self._pm[playerNames[(i+self.turn)%len(playerNames)]])
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return self.playing
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