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832 lines
30 KiB
Python
832 lines
30 KiB
Python
import tkinter as tk
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from tkinter import ttk
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import random
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import time
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class PokerModifierApp:
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def __init__(self):
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self.modifiers = [
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# Hand Bonus Modifiers (Balatro-inspired)
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{
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"name": "Pair Bonus",
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"description": "Any pocket pair: everyone else pays you 1 chip, even if you lose the hand."
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},
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{
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"name": "Flush Fever",
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"description": "Make a flush: collect 1 chip from each other player (separate from main pot)."
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},
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{
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"name": "Straight Shot",
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"description": "Complete a straight: choose one player to pay you half the current pot size."
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},
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{
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"name": "Full House Party",
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"description": "Make full house: everyone else pays 2 chips + takes 2 drinks."
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},
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{
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"name": "High Card Hero",
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"description": "Win with just high card: collect your normal winnings + 1 chip from each player."
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},
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# Card Enhancement Modifiers
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{
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"name": "Face Card Power",
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"description": "All face cards (J, Q, K) count as Aces for this hand."
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},
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{
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"name": "Red Suit Boost",
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"description": "Hearts and Diamonds are worth +1 rank (Jack becomes Queen, etc.)"
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},
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{
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"name": "Black Magic",
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"description": "Spades and Clubs can be used as any suit for straights/flushes."
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},
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{
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"name": "Lucky Sevens",
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"description": "All 7s become wild cards that can be any rank."
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},
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{
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"name": "Steel Cards",
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"description": "Random rank chosen: {steel_rank}. All {steel_rank}s beat everything this hand!"
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},
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# Ante-Based Effects (Clear Money Source)
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{
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"name": "Bonus Pool",
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"description": "Everyone puts 2 chips in bonus pool. First person to make any pair wins it all."
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},
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# Deck Manipulation (Balatro-style)
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{
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"name": "Deck Shuffle",
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"description": "After dealing hole cards, shuffle deck and redeal all community cards."
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},
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{
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"name": "Extra Draw",
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"description": "Deal each player a 3rd hole card. Discard one before the flop."
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},
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{
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"name": "Phantom Cards",
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"description": "Deal 6 community cards, but randomly remove 1 before showdown."
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},
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# Special Betting Rules (Realistic Economics)
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{
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"name": "Escalation",
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"description": "Each raise must be at least 2x the previous raise (not just matching)."
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},
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# Position and Action Modifiers
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{
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"name": "Button Bonus",
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"description": "Dealer button acts last in ALL rounds"
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},
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{
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"name": "Call Penalty",
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"description": "Anyone who only calls (never raises) pays 1 chip penalty to pot."
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},
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# Information Warfare
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{
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"name": "Poker Face",
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"description": "No talking, no expressions allowed. Pure silent poker this hand."
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},
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{
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"name": "Truth or Consequences",
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"description": "If asked 'good hand or bad hand?' you must answer truthfully or pay penalty."
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},
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{
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"name": "Open Book",
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"description": "Everyone plays with one hole card face-up."
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},
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# Drinking Game Integration
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{
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"name": "Liquid Courage",
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"description": "Take a drink before betting to get chip bonus to all your bets."
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},
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{
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"name": "Last Call",
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"description": "Everyone must finish their current drink before the river card."
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},
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{
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"name": "Shot Clock",
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"description": "5 seconds to act or take a shot and auto-fold."
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},
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{
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"name": "Drink Tax",
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"description": "Each red card in your final hand = one sip (reveal afret play) ."
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},
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# Wild and Chaos Effects
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{
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"name": "Joker's Wild",
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"description": "All Jacks become completely wild - any suit, any rank you choose."
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},
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{
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"name": "Suit Swap",
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"description": "Hearts become Spades, Diamonds become Clubs this hand."
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},
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{
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"name": "Rank Revolution",
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"description": "2s beat Aces this hand. All other ranks stay the same."
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},
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{
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"name": "Time Warp",
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"description": "Play the hand completely backwards: showdown first, then remove random cards from table !"
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},
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# Economic Effects (Clear Money Sources)
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{
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"name": "Poverty Mode",
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"description": "All bets limited to 1 chip maximum this hand."
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},
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{
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"name": "High Roller",
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"description": "Minimum bet is 5x the entry this hand."
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},
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{
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"name": "Charity Case",
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"description": "Player with fewest chips get ther ente funded by richest player."
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},
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# Penalty-Based Modifiers (Clear Consequences)
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{
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"name": "Fold Tax",
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"description": "Anyone who folds pays 5 chip to the pot immediately."
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},
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{
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"name": "Bluff Fine",
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"description": "Get caught bluffing = pay 2 chips to next hand's pot."
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},
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{
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"name": "Speed Fine",
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"description": "Take longer than 10 seconds to act = pay 1 chip to pot."
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},
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{
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"name": "Talk Tax",
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"description": "Every word spoken during betting costs 1 chip to the pot."
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},
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# Skill Challenges (With Clear Rewards/Penalties)
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{
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"name": "Memory Challenge",
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"description": " Dealers holder names all community cards in order. Success = collect 1 chip from each player. Fail = pay 1 chip to each player."
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},
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{
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"name": "Quick Draw",
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"description": "Everyone pays 1 chip to quick-draw pot. First to correctly announce their hand wins the pot and cant pass."
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},
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{
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"name": "Bluff Bonus",
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"description": "Successfully bluff with 7-high or worse = collect 2 chips from each other player."
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},
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{
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"name": "Prediction Pool",
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"description": "Everyone puts 1 chip in pool. Guess the river card exactly = win the pool."
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},
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# Partnership Modifiers
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{
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"name": "Buddy System",
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"description": "Each player chooses a partner. Partners share fate - both win or both lose."
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},
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{
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"name": "Duo Power",
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"description": "Partners can combine their hole cards - each player plays with 4 cards total."
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},
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{
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"name": "Shared Vision",
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"description": "Partners can show each other one hole card before betting starts."
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},
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{
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"name": "Tag Team",
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"description": "Partners alternate who plays each betting round (pre-flop, flop, turn, river)."
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},
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{
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"name": "Power Couple",
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"description": "If both partners make it to showdown, they both get +1 chip bonus from other players (revalt at the end of round)."
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},
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]
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# Separate endgame modifiers for special handling
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self.endgame_modifiers = [
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# Classic Endgame Modifiers
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{
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"name": "Final Boss",
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"description": "This is the last hand. Winner takes all remaining chips."
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},
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{
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"name": "Sudden Death",
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"description": "Anyone who folds is eliminated from the game."
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},
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{
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"name": "Comeback Kid",
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"description": "Player with the worst hand can't lose chips this round (reveal at the end of round)."
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},
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{
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"name": "Double or Nothing",
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"description": "Winner gets double payout, but everyone else pays double penalty."
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},
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# High Stakes Endgame
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{
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"name": "All In Madness",
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"description": "Everyone must go all-in. No calling, no folding allowed this hand."
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},
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{
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"name": "Chip Volcano",
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"description": "Everyone puts half their remaining chips in the center. Winner takes the mountain."
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},
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{
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"name": "Last Stand",
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"description": "Player with fewest chips gets to act last in ALL betting rounds."
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},
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# Dramatic Reversals
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{
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"name": "Underdog Victory",
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"description": "Worst hand wins the pot instead of best hand this round."
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}
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# Winner Takes All Variants
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{
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"name": "Crown Jewels",
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"description": "Winner of this hand becomes the 'King' - all other players pay tribute (2 chips each)."
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},
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{
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"name": "Championship Belt",
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"description": "Winner takes 75% of all chips on the table. Remaining 25% goes for the second best."
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},
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# Elimination Mechanics
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{
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"name": "Battle Royale",
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"description": "Lowest hand is eliminated. If tied, both eliminated."
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},
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{
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"name": "Survivor",
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"description": "Only players who improve their hand from pre-flop to river survive to next round."
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},
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#Time Pressure Endgame
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{
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"name": "Speed Round",
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"description": "3 seconds to act or auto-fold. No exceptions, no delays."
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},
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{
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"name": "Auction House",
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"description": "Players bid chips to see each other's hole cards before betting."
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},
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{
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"name": "Lightning Round",
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"description": "Deal all 5 community cards at once. Betting happens after each card revealed."
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},
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# Psychological Warfare
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{
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"name": "Confession Booth",
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"description": "Each player must truthfully state their biggest bluff this session."
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},
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{
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"name": "Truth Serum",
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"description": "Everyone must honestly rate their hand 1-10 before any betting."
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},
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{
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"name": "Poker Face Off",
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"description": "Staring contest: losers must reveal one hole card to the table."
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},
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# Endgame Economics
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{
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"name": "Wealth Redistribution",
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"description": "Before the hand, richest player gives 3 chips to poorest player."
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},
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{
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"name": "Emergency Fund",
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"description": "All players with less than 5 chips get emergency funding from the pot."
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},
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{
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"name": "Final Ante",
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"description": "Everyone must put in their last 2 chips before seeing cards. No backing out."
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},
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# Apocalypse Modifiers
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{
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"name": "Nuclear Option",
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"description": "Dealer burns the top 3 cards. Play with whatever's left in the deck."
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},
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{
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"name": "Meteor Strike",
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"description": "Remove all face cards from the deck for this hand only."
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},
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{
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"name": "Solar Flare",
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"description": "All suits become the same suit (dealer's choice)."
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},
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# Legacy Modifiers
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{
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"name": "Hall of Fame",
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"description": "Winner's name gets written down as 'Champion of the Session'."
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},
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{
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"name": "Legendary Hand",
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"description": "This hand will be retold as a story. Play like legends."
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},
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{
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"name": "Photo Finish",
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"description": "Take a photo of the winning hand - it goes in the poker hall of fame."
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},
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# Chaos Theory
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{
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"name": "Butterfly Effect",
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"description": "One random decision by dealer changes everything: flip a coin for each community card to reverse it."
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},
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{
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"name": "Time Paradox",
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"description": "Play the hand twice with same cards. Best average result wins."
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},
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{
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"name": "Multiverse",
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"description": "Deal 2 separate boards. Players choose which board to play after seeing both."
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}
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]
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# Remove endgame modifiers from regular modifier list
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endgame_modifier_names = [mod['name'] for mod in self.endgame_modifiers]
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self.modifiers = [mod for mod in self.modifiers if mod['name'] not in endgame_modifier_names]
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# Game state tracking
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self.rounds_played = 0
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self.modifiers_applied = 0
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self.total_game_rounds = 20 # Default game length
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self.endgame_threshold = 0.8 # Start endgame modifiers at 80% of total rounds
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self.debug_mode = False
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self.force_endgame = False
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self.setup_gui()
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def setup_gui(self):
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# Create main window
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self.root = tk.Tk()
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self.root.title("🃏 Texas Hold'em Modifier")
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self.root.geometry("650x750")
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self.root.configure(bg='#0f4c3a')
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self.root.resizable(True, True)
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# Configure style
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style = ttk.Style()
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style.theme_use('clam')
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# Main container
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main_frame = tk.Frame(self.root, bg='#0f4c3a', padx=20, pady=20)
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main_frame.pack(fill=tk.BOTH, expand=True)
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# Title
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title_label = tk.Label(
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main_frame,
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text="🃏 Texas Hold'em Modifier",
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font=('Arial', 24, 'bold'),
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fg='#ffd700',
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bg='#0f4c3a'
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)
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title_label.pack(pady=(0, 20))
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# Settings frame
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settings_frame = tk.LabelFrame(
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main_frame,
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text="Settings",
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font=('Arial', 12, 'bold'),
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fg='#ffd700',
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bg='#1a6b4d',
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relief=tk.RIDGE,
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bd=2
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)
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settings_frame.pack(fill=tk.X, pady=(0, 20), padx=10, ipady=10)
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# Probability setting
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prob_frame = tk.Frame(settings_frame, bg='#1a6b4d')
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prob_frame.pack(fill=tk.X, padx=10, pady=5)
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tk.Label(
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prob_frame,
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text="Modifier Probability:",
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font=('Arial', 11, 'bold'),
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fg='white',
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bg='#1a6b4d'
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).pack(side=tk.LEFT)
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self.prob_var = tk.IntVar(value=30)
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self.prob_scale = tk.Scale(
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prob_frame,
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from_=0,
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to=100,
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orient=tk.HORIZONTAL,
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variable=self.prob_var,
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command=self.update_prob_display,
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bg='#1a6b4d',
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fg='white',
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highlightbackground='#1a6b4d',
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troughcolor='#0f4c3a',
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activebackground='#ffd700'
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)
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self.prob_scale.pack(side=tk.LEFT, fill=tk.X, expand=True, padx=(10, 5))
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self.prob_label = tk.Label(
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prob_frame,
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text="30%",
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font=('Arial', 11, 'bold'),
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fg='#ffd700',
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bg='#1a6b4d',
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width=5
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)
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self.prob_label.pack(side=tk.RIGHT)
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# Debug controls frame
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debug_frame = tk.Frame(settings_frame, bg='#1a6b4d')
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debug_frame.pack(fill=tk.X, padx=10, pady=5)
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# Debug mode toggle
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self.debug_var = tk.BooleanVar(value=False)
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debug_check = tk.Checkbutton(
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debug_frame,
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text="Debug Mode",
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variable=self.debug_var,
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command=self.toggle_debug_mode,
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bg='#1a6b4d',
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fg='white',
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selectcolor='#0f4c3a',
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activebackground='#1a6b4d',
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activeforeground='#ffd700',
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font=('Arial', 10, 'bold')
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)
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debug_check.pack(side=tk.LEFT, padx=(0, 15))
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# Force endgame button (only visible in debug mode)
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self.force_endgame_button = tk.Button(
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debug_frame,
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text="Force Endgame",
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command=self.toggle_force_endgame,
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bg='#ff6b6b',
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fg='white',
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font=('Arial', 9, 'bold'),
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relief=tk.RAISED,
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bd=2
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)
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# Initially hidden
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# Game length setting
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length_frame = tk.Frame(settings_frame, bg='#1a6b4d')
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length_frame.pack(fill=tk.X, padx=10, pady=5)
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tk.Label(
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length_frame,
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text="Total Game Rounds:",
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font=('Arial', 11, 'bold'),
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fg='white',
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bg='#1a6b4d'
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).pack(side=tk.LEFT)
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self.length_var = tk.IntVar(value=20)
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self.length_scale = tk.Scale(
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length_frame,
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from_=5,
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to=50,
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orient=tk.HORIZONTAL,
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variable=self.length_var,
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command=self.update_length_display,
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bg='#1a6b4d',
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fg='white',
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highlightbackground='#1a6b4d',
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troughcolor='#0f4c3a',
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activebackground='#ffd700'
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)
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self.length_scale.pack(side=tk.LEFT, fill=tk.X, expand=True, padx=(10, 5))
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self.length_label = tk.Label(
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length_frame,
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text="20",
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font=('Arial', 11, 'bold'),
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fg='#ffd700',
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bg='#1a6b4d',
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width=5
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)
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self.length_label.pack(side=tk.RIGHT)
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# Result display frame
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self.result_frame = tk.Frame(
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main_frame,
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bg='#2d2d2d',
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relief=tk.RIDGE,
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bd=3,
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height=150
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)
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self.result_frame.pack(fill=tk.BOTH, expand=True, pady=(0, 20), padx=10)
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self.result_frame.pack_propagate(False)
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# Initial result text
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self.result_label = tk.Label(
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self.result_frame,
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text="Click 'Start Round' to begin!",
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font=('Arial', 14),
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fg='#cccccc',
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bg='#2d2d2d',
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wraplength=500,
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justify=tk.CENTER
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)
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self.result_label.pack(expand=True, fill=tk.BOTH, padx=20, pady=20)
|
|
|
|
# Button frame for Start and Reset
|
|
button_frame = tk.Frame(main_frame, bg='#0f4c3a')
|
|
button_frame.pack(fill=tk.X, pady=(0, 20), padx=10)
|
|
|
|
# Start button
|
|
self.start_button = tk.Button(
|
|
button_frame,
|
|
text="Start Round",
|
|
font=('Arial', 18, 'bold'),
|
|
bg='#ffd700',
|
|
fg='#0f4c3a',
|
|
activebackground='#ffed4e',
|
|
activeforeground='#0f4c3a',
|
|
relief=tk.RAISED,
|
|
bd=3,
|
|
command=self.start_round,
|
|
cursor='hand2'
|
|
)
|
|
self.start_button.pack(side=tk.LEFT, fill=tk.X, expand=True, ipady=10, padx=(0, 5))
|
|
|
|
# Reset button
|
|
self.reset_button = tk.Button(
|
|
button_frame,
|
|
text="Reset Game",
|
|
font=('Arial', 14, 'bold'),
|
|
bg='#ff6b6b',
|
|
fg='white',
|
|
activebackground='#ff5252',
|
|
activeforeground='white',
|
|
relief=tk.RAISED,
|
|
bd=3,
|
|
command=self.reset_game,
|
|
cursor='hand2'
|
|
)
|
|
self.reset_button.pack(side=tk.RIGHT, ipady=10, padx=(5, 0))
|
|
|
|
# Statistics frame
|
|
stats_frame = tk.Frame(main_frame, bg='#0f4c3a')
|
|
stats_frame.pack(fill=tk.X, padx=10)
|
|
|
|
# Rounds played
|
|
rounds_frame = tk.LabelFrame(
|
|
stats_frame,
|
|
text="Rounds Played",
|
|
font=('Arial', 10, 'bold'),
|
|
fg='#cccccc',
|
|
bg='#1a6b4d',
|
|
relief=tk.RIDGE,
|
|
bd=2
|
|
)
|
|
rounds_frame.pack(side=tk.LEFT, fill=tk.X, expand=True, padx=(0, 3))
|
|
|
|
self.rounds_label = tk.Label(
|
|
rounds_frame,
|
|
text="0",
|
|
font=('Arial', 20, 'bold'),
|
|
fg='#ffd700',
|
|
bg='#1a6b4d'
|
|
)
|
|
self.rounds_label.pack(pady=10)
|
|
|
|
# Modifiers applied
|
|
mods_frame = tk.LabelFrame(
|
|
stats_frame,
|
|
text="Modifiers Applied",
|
|
font=('Arial', 10, 'bold'),
|
|
fg='#cccccc',
|
|
bg='#1a6b4d',
|
|
relief=tk.RIDGE,
|
|
bd=2
|
|
)
|
|
mods_frame.pack(side=tk.LEFT, fill=tk.X, expand=True, padx=(3, 3))
|
|
|
|
self.mods_label = tk.Label(
|
|
mods_frame,
|
|
text="0",
|
|
font=('Arial', 20, 'bold'),
|
|
fg='#ffd700',
|
|
bg='#1a6b4d'
|
|
)
|
|
self.mods_label.pack(pady=10)
|
|
|
|
# Game phase indicator
|
|
phase_frame = tk.LabelFrame(
|
|
stats_frame,
|
|
text="Game Phase",
|
|
font=('Arial', 10, 'bold'),
|
|
fg='#cccccc',
|
|
bg='#1a6b4d',
|
|
relief=tk.RIDGE,
|
|
bd=2
|
|
)
|
|
phase_frame.pack(side=tk.RIGHT, fill=tk.X, expand=True, padx=(3, 0))
|
|
|
|
self.phase_label = tk.Label(
|
|
phase_frame,
|
|
text="Early",
|
|
font=('Arial', 16, 'bold'),
|
|
fg='#4CAF50',
|
|
bg='#1a6b4d'
|
|
)
|
|
self.phase_label.pack(pady=10)
|
|
|
|
def update_prob_display(self, value):
|
|
"""Update the probability percentage display"""
|
|
self.prob_label.config(text=f"{value}%")
|
|
|
|
def update_length_display(self, value):
|
|
"""Update the game length display"""
|
|
self.length_label.config(text=str(value))
|
|
self.total_game_rounds = int(value)
|
|
|
|
def toggle_debug_mode(self):
|
|
"""Toggle debug mode and show/hide debug controls"""
|
|
self.debug_mode = self.debug_var.get()
|
|
if self.debug_mode:
|
|
self.force_endgame_button.pack(side=tk.LEFT, padx=(0, 10))
|
|
print("🐛 Debug mode enabled")
|
|
else:
|
|
self.force_endgame_button.pack_forget()
|
|
self.force_endgame = False
|
|
print("🐛 Debug mode disabled")
|
|
|
|
def toggle_force_endgame(self):
|
|
"""Toggle forced endgame mode for testing"""
|
|
self.force_endgame = not self.force_endgame
|
|
if self.force_endgame:
|
|
self.force_endgame_button.config(text="Stop Force Endgame", bg='#4CAF50')
|
|
print("🎯 Forcing endgame modifiers")
|
|
else:
|
|
self.force_endgame_button.config(text="Force Endgame", bg='#ff6b6b')
|
|
print("🎯 Normal modifier selection restored")
|
|
|
|
def is_endgame(self):
|
|
"""Determine if we're in endgame phase"""
|
|
if self.debug_mode and self.force_endgame:
|
|
return True
|
|
|
|
endgame_round = int(self.total_game_rounds * self.endgame_threshold)
|
|
return self.rounds_played >= endgame_round
|
|
|
|
def start_round(self):
|
|
"""Start a new poker round and determine if modifier should be applied"""
|
|
# Button animation effect
|
|
self.start_button.config(relief=tk.SUNKEN)
|
|
self.root.after(100, lambda: self.start_button.config(relief=tk.RAISED))
|
|
|
|
# Update round counter
|
|
self.rounds_played += 1
|
|
self.rounds_label.config(text=str(self.rounds_played))
|
|
|
|
# Update game phase indicator
|
|
self.update_phase_indicator()
|
|
|
|
# Get current probability
|
|
modifier_chance = self.prob_var.get()
|
|
|
|
# Determine if modifier should be applied
|
|
random_value = random.random() * 100
|
|
should_apply_modifier = random_value < modifier_chance
|
|
|
|
if should_apply_modifier:
|
|
self.apply_random_modifier()
|
|
else:
|
|
self.show_no_modifier()
|
|
|
|
def update_phase_indicator(self):
|
|
"""Update the game phase indicator based on current round"""
|
|
if self.is_endgame():
|
|
self.phase_label.config(text="Endgame", fg='#ff6b6b')
|
|
elif self.rounds_played >= self.total_game_rounds * 0.6:
|
|
self.phase_label.config(text="Late", fg='#ffa500')
|
|
elif self.rounds_played >= self.total_game_rounds * 0.3:
|
|
self.phase_label.config(text="Mid", fg='#ffeb3b')
|
|
else:
|
|
self.phase_label.config(text="Early", fg='#4CAF50')
|
|
|
|
def apply_random_modifier(self):
|
|
"""Apply a random modifier and update display"""
|
|
# Update modifier counter
|
|
self.modifiers_applied += 1
|
|
self.mods_label.config(text=str(self.modifiers_applied))
|
|
|
|
# Determine which modifier pool to use
|
|
if self.is_endgame():
|
|
modifier_pool = self.endgame_modifiers
|
|
modifier_type = "🏁 ENDGAME"
|
|
bg_color = '#4a2d2d' # Darker red for endgame
|
|
else:
|
|
modifier_pool = self.modifiers
|
|
modifier_type = "🎲"
|
|
bg_color = '#2d4a2d' # Green for normal
|
|
|
|
# Select random modifier from appropriate pool
|
|
selected_modifier = random.choice(modifier_pool).copy()
|
|
|
|
# Special handling for Steel Cards - randomize the rank
|
|
if selected_modifier['name'] == 'Steel Cards':
|
|
ranks = ['2', '3', '4', '5', '6', '7', '8', '9', '10', 'Jack', 'Queen', 'King', 'Ace']
|
|
steel_rank = random.choice(ranks)
|
|
selected_modifier['description'] = selected_modifier['description'].format(steel_rank=steel_rank)
|
|
|
|
# Update result frame styling for modifier
|
|
self.result_frame.config(bg=bg_color, highlightbackground='#ffd700', highlightthickness=2)
|
|
|
|
# Update display with modifier info
|
|
modifier_text = f"{modifier_type} {selected_modifier['name']}\n\n{selected_modifier['description']}"
|
|
|
|
# Add endgame indicator if applicable
|
|
if self.is_endgame():
|
|
rounds_left = self.total_game_rounds - self.rounds_played
|
|
if rounds_left > 0:
|
|
modifier_text += f"\n\n⚠️ Endgame Phase - {rounds_left} rounds left"
|
|
else:
|
|
modifier_text += f"\n\n⚠️ FINAL ROUND!"
|
|
|
|
self.result_label.config(
|
|
text=modifier_text,
|
|
fg='#ffd700',
|
|
bg=bg_color,
|
|
font=('Arial', 14, 'bold')
|
|
)
|
|
|
|
def show_no_modifier(self):
|
|
"""Show no modifier message"""
|
|
# Update result frame styling for no modifier
|
|
self.result_frame.config(bg='#2d2d2d', highlightbackground='#666666', highlightthickness=1)
|
|
|
|
# Update display
|
|
self.result_label.config(
|
|
text="No modifier this round\n\nPlay normally",
|
|
fg='#cccccc',
|
|
bg='#2d2d2d',
|
|
font=('Arial', 14)
|
|
)
|
|
|
|
def reset_game(self):
|
|
"""Reset the game to initial state"""
|
|
self.rounds_played = 0
|
|
self.modifiers_applied = 0
|
|
self.force_endgame = False
|
|
|
|
# Update displays
|
|
self.rounds_label.config(text="0")
|
|
self.mods_label.config(text="0")
|
|
self.phase_label.config(text="Early", fg='#4CAF50')
|
|
|
|
# Reset result frame
|
|
self.result_frame.config(bg='#2d2d2d', highlightbackground='#666666', highlightthickness=1)
|
|
self.result_label.config(
|
|
text="Click 'Start Round' to begin!",
|
|
fg='#cccccc',
|
|
bg='#2d2d2d',
|
|
font=('Arial', 14)
|
|
)
|
|
|
|
# Reset force endgame button if visible
|
|
if self.debug_mode:
|
|
self.force_endgame_button.config(text="Force Endgame", bg='#ff6b6b')
|
|
|
|
print("🔄 Game reset to initial state")
|
|
|
|
def add_modifier(self, name, description):
|
|
"""Add a new modifier to the list"""
|
|
self.modifiers.append({"name": name, "description": description})
|
|
|
|
def get_stats(self):
|
|
"""Get current statistics"""
|
|
modifier_rate = 0 if self.rounds_played == 0 else (self.modifiers_applied / self.rounds_played) * 100
|
|
rounds_remaining = max(0, self.total_game_rounds - self.rounds_played)
|
|
|
|
return {
|
|
"rounds_played": self.rounds_played,
|
|
"modifiers_applied": self.modifiers_applied,
|
|
"modifier_rate": round(modifier_rate, 1),
|
|
"total_game_rounds": self.total_game_rounds,
|
|
"rounds_remaining": rounds_remaining,
|
|
"is_endgame": self.is_endgame(),
|
|
"debug_mode": self.debug_mode,
|
|
"force_endgame": self.force_endgame
|
|
}
|
|
|
|
def run(self):
|
|
"""Start the application"""
|
|
print("🃏 Texas Hold'em Modifier App started!")
|
|
print("Available methods: app.get_stats(), app.add_modifier(name, description)")
|
|
print("Debug features: Toggle debug mode to access force endgame controls")
|
|
print(f"Default game length: {self.total_game_rounds} rounds")
|
|
print(f"Endgame threshold: {int(self.endgame_threshold * 100)}% ({int(self.total_game_rounds * self.endgame_threshold)} rounds)")
|
|
self.root.mainloop()
|
|
|
|
if __name__ == "__main__":
|
|
app = PokerModifierApp()
|
|
app.run()
|