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

165
server.py
View File

@@ -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__':