all citizen payouts for base1 work

This commit is contained in:
2023-05-04 18:04:09 -07:00
parent 56782e5560
commit 1dea2cf324
5 changed files with 253 additions and 2520 deletions

1
.gitignore vendored
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@@ -40,6 +40,7 @@ __pycache__/
# Distribution / packaging
gamestate.txt
game_state.txt
python3-vckonline/
.idea/
.Python

191
common.py
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@@ -1,7 +1,6 @@
import json
import time
from json import JSONEncoder, JSONDecoder
import mysql.connector
import random
from typing import List, Dict
from constants import *
@@ -98,6 +97,7 @@ class Player:
}
return roles_dict
class Starter(Card):
def __init__(self, starter_id, name, roll_match1, roll_match2, gold_payout_on_turn, gold_payout_off_turn,
strength_payout_on_turn, strength_payout_off_turn, magic_payout_on_turn, magic_payout_off_turn,
@@ -106,36 +106,36 @@ class Starter(Card):
super().__init__()
self.starter_id = starter_id
self.name = name
self.rollMatch1 = roll_match1
self.rollMatch2 = roll_match2
self.goldPayoutOnTurn = gold_payout_on_turn
self.goldPayoutOffTurn = gold_payout_off_turn
self.strengthPayoutOnTurn = strength_payout_on_turn
self.strengthPayoutOffTurn = strength_payout_off_turn
self.magicPayoutOnTurn = magic_payout_on_turn
self.magicPayoutOffTurn = magic_payout_off_turn
self.hasSpecialPayoutOnTurn = has_special_payout_on_turn
self.hasSpecialPayoutOffTurn = has_special_payout_off_turn
self.specialPayoutOnTurn = special_payout_on_turn
self.specialPayoutOffTurn = special_payout_off_turn
self.roll_match1 = roll_match1
self.roll_match2 = roll_match2
self.gold_payout_on_turn = gold_payout_on_turn
self.gold_payout_off_turn = gold_payout_off_turn
self.strength_payout_on_turn = strength_payout_on_turn
self.strength_payout_off_turn = strength_payout_off_turn
self.magic_payout_on_turn = magic_payout_on_turn
self.magic_payout_off_turn = magic_payout_off_turn
self.has_special_payout_on_turn = has_special_payout_on_turn
self.has_special_payout_off_turn = has_special_payout_off_turn
self.special_payout_on_turn = special_payout_on_turn
self.special_payout_off_turn = special_payout_off_turn
self.expansion = expansion
def to_dict(self):
return {
"starter_id": self.starter_id,
"name": self.name,
"roll_match1": self.rollMatch1,
"roll_match2": self.rollMatch2,
"gold_payout_on_turn": self.goldPayoutOnTurn,
"gold_payout_off_turn": self.goldPayoutOffTurn,
"strength_payout_on_turn": self.strengthPayoutOnTurn,
"strength_payout_off_turn": self.strengthPayoutOffTurn,
"magic_payout_on_turn": self.magicPayoutOnTurn,
"magic_payout_off_turn": self.magicPayoutOffTurn,
"has_special_payout_on_turn": self.hasSpecialPayoutOnTurn,
"has_special_payout_off_turn": self.hasSpecialPayoutOffTurn,
"special_payout_on_turn": self.specialPayoutOnTurn,
"special_payout_off_turn": self.specialPayoutOffTurn,
"roll_match1": self.roll_match1,
"roll_match2": self.roll_match2,
"gold_payout_on_turn": self.gold_payout_on_turn,
"gold_payout_off_turn": self.gold_payout_off_turn,
"strength_payout_on_turn": self.strength_payout_on_turn,
"strength_payout_off_turn": self.strength_payout_off_turn,
"magic_payout_on_turn": self.magic_payout_on_turn,
"magic_payout_off_turn": self.magic_payout_off_turn,
"has_special_payout_on_turn": self.has_special_payout_on_turn,
"has_special_payout_off_turn": self.has_special_payout_off_turn,
"special_payout_on_turn": self.special_payout_on_turn,
"special_payout_off_turn": self.special_payout_off_turn,
"expansion": self.expansion
}
@@ -180,6 +180,7 @@ class Citizen(Card):
def get_special_payout_on_turn(self):
return self.special_payout_on_turn
def to_dict(self):
base_dict = super().to_dict()
return {**base_dict,
@@ -453,43 +454,99 @@ class Game:
def harvest_phase(self):
# steal activates first
for starter in self.player_list[0].owned_starters:
if (starter.roll_match1 == self.die_one) or (starter.roll_match1 == self.die_two) or (
starter.roll_match1 == self.die_sum) or (starter.roll_match2 == self.die_sum):
count = 1
if starter.roll_match1 == self.die_one == self.die_two:
count = 2
print(f"Payout for {self.player_list[0].name}: Starter {starter.name}{' x2' if count == 2 else ''}")
for i in range(count):
self.player_list[0].gold_score = self.player_list[0].gold_score + starter.gold_payout_on_turn
self.player_list[0].strength_score = self.player_list[
0].strength_score + starter.strength_payout_on_turn
self.player_list[0].magic_score = self.player_list[0].magic_score + starter.magic_payout_on_turn
if starter.has_special_payout_on_turn:
payout = self.execute_special_payout(starter.special_payout_on_turn,
self.player_list[0].player_id)
self.player_list[0].gold_score = self.player_list[0].gold_score + payout[0]
self.player_list[0].strength_score = self.player_list[0].strength_score + payout[1]
self.player_list[0].magic_score = self.player_list[0].magic_score + payout[2]
for citizen in self.player_list[0].owned_citizens:
if (citizen.roll_match1 == self.die_one) or (citizen.roll_match1 == self.die_two) or (
citizen.roll_match1 == self.die_sum) or (citizen.roll_match2 == self.die_sum):
count = 1
if self.die_one == self.die_two:
if citizen.roll_match1 == self.die_one == self.die_two:
count = 2
print(f"{citizen.name} Payout")
print(f"Payout for {self.player_list[0].name}: Citizen {citizen.name}{' x2' if count == 2 else ''}")
for i in range(count):
self.player_list[0].gold_score = self.player_list[0].gold_score + citizen.gold_payout_on_turn
self.player_list[0].strength_score = self.player_list[
0].strength_score + citizen.strength_payout_on_turn
self.player_list[0].magic_score = self.player_list[0].magic_score + citizen.magic_payout_on_turn
if citizen.has_special_payout_on_turn:
payout = self.execute_special_payout(citizen.special_payout_on_turn(),
print(f"Citizen {citizen.name} special payout text: {citizen.special_payout_on_turn}")
payout = self.execute_special_payout(citizen.special_payout_on_turn,
self.player_list[0].player_id)
print(f"right after running execute special payout {payout}")
self.player_list[0].gold_score = self.player_list[0].gold_score + payout[0]
self.player_list[0].strength_score = self.player_list[0].strength_score + payout[1]
self.player_list[0].magic_score = self.player_list[0].magic_score + payout[2]
list_iterator = iter(self.player_list) # skip first player when paying out the rest of the board
next(list_iterator)
for player in list_iterator:
for starter in player.owned_starters:
if (starter.roll_match1 == self.die_one) or (starter.roll_match1 == self.die_two) or (
starter.roll_match1 == self.die_sum) or (starter.roll_match2 == self.die_sum):
count = 1
if starter.roll_match1 == self.die_one == self.die_two:
count = 2
print(f"Payout for {player.name}: Starter {starter.name}{' x2' if count == 2 else ''}")
for i in range(count):
player.gold_score = player.gold_score + starter.gold_payout_off_turn
player.strength_score = player.strength_score + starter.strength_payout_off_turn
player.magic_score = player.magic_score + starter.magic_payout_off_turn
if starter.has_special_payout_off_turn:
payout = self.execute_special_payout(starter.special_payout_off_turn, player.player_id)
player.gold_score = player.gold_score + payout[0]
player.strength_score = player.strength_score + payout[1]
player.magic_score = player.magic_score + payout[2]
for citizen in player.owned_citizens:
if (citizen.roll_match1 == self.die_one) or (citizen.roll_match1 == self.die_two) or (
citizen.roll_match1 == self.die_sum) or (citizen.roll_match2 == self.die_sum):
print(f"{citizen.name} Payout")
player.gold_score = player.gold_score + citizen.gold_payout_off_turn
player.strength_score = player.strength_score + citizen.strength_payout_off_turn
player.magic_score = player.magic_score + citizen.magic_payout_off_turn
count = 1
if citizen.roll_match1 == self.die_one == self.die_two:
count = 2
print(f"Payout for {player.name}: Citizen {citizen.name}{' x2' if count == 2 else ''}")
for i in range(count):
player.gold_score = player.gold_score + citizen.gold_payout_off_turn
player.strength_score = player.strength_score + citizen.strength_payout_off_turn
player.magic_score = player.magic_score + citizen.magic_payout_off_turn
if citizen.has_special_payout_off_turn:
print("special payout off turn triggered")
print(citizen.special_payout_off_turn)
payout = self.execute_special_payout(citizen.special_payout_off_turn, player.player_id)
player.gold_score = player.gold_score + payout[0]
player.strength_score = player.strength_score + payout[1]
player.magic_score = player.magic_score + payout[2]
for player in self.player_list:
print(f"Player {player.name}: {player.gold_score} G, {player.strength_score} S, {player.magic_score} M,"
f" {player.victory_score} VP, Monsters: {len(player.owned_monsters)}, "
f"Citizens: {len(player.owned_citizens)}, Domains {len(player.owned_domains)}")
def execute_special_payout(self, command, player_id):
print("executing special payout")
payout = [0, 0, 0, 0] # gp, sp, mp, vp, todo: citizen, monster, domain
split_command = command.split()
first_word = split_command[0]
second_word = split_command[1]
third_word = split_command[2]
fourth_word = split_command[3]
fifth_word = split_command[4]
match first_word:
case "count":
print("Matched count")
match second_word:
case "owned_shadow":
self.update_payout_for_role('shadow_count', player_id, payout, split_command)
@@ -498,6 +555,7 @@ class Game:
case "owned_soldier":
self.update_payout_for_role('soldier_count', player_id, payout, split_command)
case "owned_worker":
self.update_payout_for_role('worker_count', player_id, payout, split_command)
case "owned_monsters":
self.update_payout_for_role('owned_monsters', player_id, payout, split_command)
@@ -508,40 +566,44 @@ class Game:
case _:
payout[0] = -9999
case "exchange":
print("Matched exchange")
match second_word:
case 'g':
payout[0] = payout[0] - third_word
payout[0] = payout[0] - int(third_word)
case 's':
payout[1] = payout[1] - third_word
payout[1] = payout[1] - int(third_word)
case 'm':
payout[2] = payout[2] - third_word
payout[2] = payout[2] - int(third_word)
case 'v':
payout[3] = payout[3] - third_word
payout[3] = payout[3] - int(third_word)
case _:
payout[0] = -9999
match fourth_word:
case 'g':
payout[0] = payout[0] + fifth_word
payout[0] = payout[0] + int(split_command[4])
case 's':
payout[1] = payout[1] + fifth_word
payout[1] = payout[1] + int(split_command[4])
case 'm':
payout[2] = payout[2] + fifth_word
payout[2] = payout[2] + int(split_command[4])
case 'v':
payout[3] = payout[3] + fifth_word
payout[3] = payout[3] + int(split_command[4])
case _:
payout[0] = -9999
case "choose":
# need to pause execution here until we get player input
print("Matched choose")
self.action_required['player_id'] = player_id
self.action_required['action'] = command
# need to pause execution here until we get player input
while self.action_required['player_id'] != self.game_id:
time.sleep(1)
choice = []
match self.action_required['action']:
case 'choose left':
case 'choose 1':
choice = [second_word, third_word]
case 'choose right':
case 'choose 2':
choice = [fourth_word, fifth_word]
case 'choose 3':
choice = [split_command[5], split_command[6]] # [sixth_word, seventh_word]
case _:
payout[0] = -9999
match choice[0]:
@@ -557,6 +619,7 @@ class Game:
payout[0] = -9999
case _:
payout[0] = -9999
print(payout)
return payout
def update_payout_for_role(self, role_name, player_id, payout, split_command):
@@ -568,28 +631,50 @@ class Game:
if role_count > 0:
match split_command[2]:
case 'g':
payout[0] = split_command[3] * role_count
payout[0] = int(split_command[3]) * role_count
case 's':
payout[1] = split_command[3] * role_count
payout[1] = int(split_command[3]) * role_count
case 'm':
payout[2] = split_command[3] * role_count
payout[2] = int(split_command[3]) * role_count
case 'v':
payout[3] = split_command[3] * role_count
payout[3] = int(split_command[3]) * role_count
case _:
payout[0] = -9999
else:
payout[0] = -9999
def hire_citizen(self, citizen_id, gp, mp=0):
available_citizens = []
def hire_citizen(self, player_id, citizen_id, gp, mp=0):
for citizen_stack in self.citizen_grid:
for citizen in citizen_stack:
if citizen.citizen_id == citizen_id and citizen.is_accessible:
self.player_list[0].gold_score = self.player_list[0].gold_score - gp
self.player_list[0].magic_score = self.player_list[0].magic_score - mp
self.player_list[0].owned_citizens.append(citizen_stack.pop(-1))
for player in self.player_list:
if player.player_id == player_id:
player.gold_score = player.gold_score - gp
player.magic_score = player.magic_score - mp
player.owned_citizens.append(citizen_stack.pop(-1))
citizen_stack[-1].toggle_accessibility(True)
def slay_monster(self, player_id, monster_id, sp, mp=0):
for monster_stack in self.monster_grid:
for monster in monster_stack:
if monster.monster_id == monster_id and monster.is_accessible:
for player in self.player_list:
if player.player_id == player_id:
player.strength_score = player.strength_score - sp
player.magic_score = player.magic_score - mp
player.owned_monsters.append(monster_stack.pop(-1))
monster_stack[-1].toggle_accessibility(True)
def buy_domain(self, player_id, domain_id, gp, mp=0):
for domain_stack in self.domain_grid:
for domain in domain_stack:
if domain.domain_id == domain_id and domain.is_accessible:
for player in self.player_list:
if player.player_id == player_id:
player.gold_score = player.gold_score - gp
player.magic_score = player.magic_score - mp
player.owned_domains.append(domain_stack.pop(-1))
domain_stack[-1].toggle_accessibility(True)
def action_phase(self):
return

File diff suppressed because it is too large Load Diff

165
server.py
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@@ -264,93 +264,94 @@ def load_game_data(game_id, preset, player_list_from_lobby):
row['has_special_payout_on_turn'], row['has_special_payout_off_turn'],
row['special_payout_on_turn'], row['special_payout_off_turn'], row['expansion'])
starter_stack.append(my_starter)
except Exception as e:
print(f"Error: {e}")
finally:
my_cursor.close()
my_connect.close()
print(f"size of monster stack: {len(monster_stack)}")
print(f"size of citizen stack: {len(citizen_stack)}")
print(f"size of domain stack: {len(domain_stack)}")
print(f"size of duke stack: {len(duke_stack)}")
print(f"size of starter stack: {len(starter_stack)}")
except Exception as e:
print(f"Error: {e}")
# print(f"size of monster stack: {len(monster_stack)}")
# print(f"size of citizen stack: {len(citizen_stack)}")
# print(f"size of domain stack: {len(domain_stack)}")
# print(f"size of duke stack: {len(duke_stack)}")
# print(f"size of starter stack: {len(starter_stack)}")
# create players and determine order
for player in player_list_from_lobby:
my_player = Player(player.player_id, player.name)
player_list.append(my_player)
random.shuffle(player_list)
player_list[0].is_first = True
# give players starters and dukes
for player in player_list:
player.owned_starters.append(starter_stack[0])
player.owned_starters.append(starter_stack[1])
for i in range(2):
player.owned_dukes.append(duke_stack.pop())
# deal monsters onto the board
grouped_monsters = {}
for monster in monster_stack:
area = monster.area
if area in grouped_monsters:
grouped_monsters[area].append(monster)
else:
grouped_monsters[area] = [monster]
# Reverse the order of each group by monster_order
for area, monsters in grouped_monsters.items():
monsters.sort(key=lambda item: item.order, reverse=True)
areas = list(grouped_monsters.keys())
chosen_areas = random.sample(areas, 5)
for i, area in enumerate(chosen_areas):
monsters = grouped_monsters[area]
monster_grid[i].extend(monsters)
for i, stack in enumerate(monster_grid):
for monster in stack:
monster.toggle_visibility(True)
# Make the last monster in the stack accessible
stack[-1].toggle_accessibility(True)
monster_stack = []
# deal citizens onto the board
# Create a dictionary to store citizen lists with roll numbers as keys
citizens_by_roll = {roll: [] for roll in [1, 2, 3, 4, 5, 6, 7, 8, 9, 11]}
# Group citizens by roll number
for citizen in citizen_stack:
citizen.toggle_visibility()
citizens_by_roll[citizen.roll_match1].append(citizen)
for roll in citizens_by_roll:
# Map 11 roll to index 9
index = roll - 1 if roll < 11 else 9
citizens = citizens_by_roll[roll]
citizen_grid[index].extend(list(citizens))
# Make the first citizen in each list accessible
citizen_grid[index][-1].toggle_accessibility(True)
citizen_stack = []
# Deal the domains into the stacks
for i in range(5):
stack = domain_grid[i]
for j in range(3):
if j == 2: # top domain is visible and accessible
domain = domain_stack.pop()
domain.toggle_visibility(True)
domain.toggle_accessibility(True)
stack.append(domain)
else: # other domains are not visible or accessible
domain = domain_stack.pop()
stack.append(domain)
# Create a dictionary to store all the stacks
game_state = {'game_id': game_id,
'player_list': player_list,
'monster_grid': monster_grid,
'citizen_grid': citizen_grid,
'domain_grid': domain_grid,
'die_one': die_one,
'die_two': die_two,
'die_sum': die_sum,
'exhausted_count': exhausted_count,
'effects': effects,
'action_required': action_required}
if not all([player_list_from_lobby, starter_query, monster_stack, citizen_stack, domain_stack, duke_stack]):
raise ValueError("One or more required lists are empty.")
else:
for player in player_list_from_lobby:
my_player = Player(player.player_id, player.name)
player_list.append(my_player)
random.shuffle(player_list)
player_list[0].is_first = True
# give players starters and dukes
for player in player_list:
player.owned_starters.append(starter_stack[0])
player.owned_starters.append(starter_stack[1])
for i in range(2):
player.owned_dukes.append(duke_stack.pop())
# deal monsters onto the board
grouped_monsters = {}
for monster in monster_stack:
area = monster.area
if area in grouped_monsters:
grouped_monsters[area].append(monster)
else:
grouped_monsters[area] = [monster]
# Reverse the order of each group by monster_order
for area, monsters in grouped_monsters.items():
monsters.sort(key=lambda item: item.order, reverse=True)
areas = list(grouped_monsters.keys())
chosen_areas = random.sample(areas, 5)
for i, area in enumerate(chosen_areas):
monsters = grouped_monsters[area]
monster_grid[i].extend(monsters)
for i, stack in enumerate(monster_grid):
for monster in stack:
monster.toggle_visibility(True)
# Make the last monster in the stack accessible
stack[-1].toggle_accessibility(True)
monster_stack = []
# deal citizens onto the board
# Create a dictionary to store citizen lists with roll numbers as keys
citizens_by_roll = {roll: [] for roll in [1, 2, 3, 4, 5, 6, 7, 8, 9, 11]}
# Group citizens by roll number
for citizen in citizen_stack:
citizen.toggle_visibility()
citizens_by_roll[citizen.roll_match1].append(citizen)
for roll in citizens_by_roll:
# Map 11 roll to index 9
index = roll - 1 if roll < 11 else 9
citizens = citizens_by_roll[roll]
citizen_grid[index].extend(list(citizens))
# Make the first citizen in each list accessible
citizen_grid[index][-1].toggle_accessibility(True)
citizen_stack = []
# Deal the domains into the stacks
for i in range(5):
stack = domain_grid[i]
for j in range(3):
if j == 2: # top domain is visible and accessible
domain = domain_stack.pop()
domain.toggle_visibility(True)
domain.toggle_accessibility(True)
stack.append(domain)
else: # other domains are not visible or accessible
domain = domain_stack.pop()
stack.append(domain)
# Create a dictionary to store all the stacks
game_state = {'game_id': game_id,
'player_list': player_list,
'monster_grid': monster_grid,
'citizen_grid': citizen_grid,
'domain_grid': domain_grid,
'die_one': die_one,
'die_two': die_two,
'die_sum': die_sum,
'exhausted_count': exhausted_count,
'effects': effects,
'action_required': action_required}
# Return the dictionary
return game_state
return game_state
if __name__ == '__main__':

View File

@@ -1,11 +1,34 @@
from common import *
from server import load_game_data
player1 = Player(shortuuid.uuid(), "Player 1")
player2 = Player(shortuuid.uuid(), "Player 2")
player1_id = shortuuid.uuid()
player2_id = shortuuid.uuid()
player1 = Player(player1_id, "Player 1")
player2 = Player(player2_id, "Player 2")
player_list = [player1, player2]
base1_new_game_state = load_game_data(str(uuid.uuid4()), "base1", player_list)
game_board = Game(base1_new_game_state)
game_board.play_turn()
game_json = json.dumps(game_board, cls=GameObjectEncoder, indent=2)
with open("gamestate.txt", "w") as dump:
dump.write(game_json)
try:
base1_new_game_state = load_game_data(str(uuid.uuid4()), "base1", player_list)
game = Game(base1_new_game_state)
game.hire_citizen(player1_id, 1, 0, 0)
game.hire_citizen(player1_id, 3, 0, 0)
game.hire_citizen(player1_id, 4, 0, 0)
game.hire_citizen(player1_id, 5, 0, 0)
game.hire_citizen(player1_id, 6, 0, 0)
game.hire_citizen(player1_id, 7, 0, 0)
game.hire_citizen(player1_id, 8, 0, 0)
game.hire_citizen(player1_id, 9, 0, 0)
game.hire_citizen(player1_id, 10, 0, 0)
game.hire_citizen(player2_id, 1, 0, 0)
game.hire_citizen(player2_id, 3, 0, 0)
game.hire_citizen(player2_id, 4, 0, 0)
game.hire_citizen(player2_id, 5, 0, 0)
game.hire_citizen(player2_id, 6, 0, 0)
game.hire_citizen(player2_id, 7, 0, 0)
game.hire_citizen(player2_id, 8, 0, 0)
game.hire_citizen(player2_id, 9, 0, 0)
game.hire_citizen(player2_id, 10, 0, 0)
game.play_turn()
game_json = json.dumps(game, cls=GameObjectEncoder, indent=2)
with open("game_state.txt", "w") as dump:
dump.write(game_json)
except ValueError:
print("Error: Failed to load game data")