all citizen payouts for base1 work
This commit is contained in:
1
.gitignore
vendored
1
.gitignore
vendored
@@ -40,6 +40,7 @@ __pycache__/
|
|||||||
|
|
||||||
# Distribution / packaging
|
# Distribution / packaging
|
||||||
gamestate.txt
|
gamestate.txt
|
||||||
|
game_state.txt
|
||||||
python3-vckonline/
|
python3-vckonline/
|
||||||
.idea/
|
.idea/
|
||||||
.Python
|
.Python
|
||||||
|
|||||||
191
common.py
191
common.py
@@ -1,7 +1,6 @@
|
|||||||
import json
|
import json
|
||||||
import time
|
import time
|
||||||
from json import JSONEncoder, JSONDecoder
|
from json import JSONEncoder, JSONDecoder
|
||||||
import mysql.connector
|
|
||||||
import random
|
import random
|
||||||
from typing import List, Dict
|
from typing import List, Dict
|
||||||
from constants import *
|
from constants import *
|
||||||
@@ -98,6 +97,7 @@ class Player:
|
|||||||
}
|
}
|
||||||
return roles_dict
|
return roles_dict
|
||||||
|
|
||||||
|
|
||||||
class Starter(Card):
|
class Starter(Card):
|
||||||
def __init__(self, starter_id, name, roll_match1, roll_match2, gold_payout_on_turn, gold_payout_off_turn,
|
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,
|
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__()
|
super().__init__()
|
||||||
self.starter_id = starter_id
|
self.starter_id = starter_id
|
||||||
self.name = name
|
self.name = name
|
||||||
self.rollMatch1 = roll_match1
|
self.roll_match1 = roll_match1
|
||||||
self.rollMatch2 = roll_match2
|
self.roll_match2 = roll_match2
|
||||||
self.goldPayoutOnTurn = gold_payout_on_turn
|
self.gold_payout_on_turn = gold_payout_on_turn
|
||||||
self.goldPayoutOffTurn = gold_payout_off_turn
|
self.gold_payout_off_turn = gold_payout_off_turn
|
||||||
self.strengthPayoutOnTurn = strength_payout_on_turn
|
self.strength_payout_on_turn = strength_payout_on_turn
|
||||||
self.strengthPayoutOffTurn = strength_payout_off_turn
|
self.strength_payout_off_turn = strength_payout_off_turn
|
||||||
self.magicPayoutOnTurn = magic_payout_on_turn
|
self.magic_payout_on_turn = magic_payout_on_turn
|
||||||
self.magicPayoutOffTurn = magic_payout_off_turn
|
self.magic_payout_off_turn = magic_payout_off_turn
|
||||||
self.hasSpecialPayoutOnTurn = has_special_payout_on_turn
|
self.has_special_payout_on_turn = has_special_payout_on_turn
|
||||||
self.hasSpecialPayoutOffTurn = has_special_payout_off_turn
|
self.has_special_payout_off_turn = has_special_payout_off_turn
|
||||||
self.specialPayoutOnTurn = special_payout_on_turn
|
self.special_payout_on_turn = special_payout_on_turn
|
||||||
self.specialPayoutOffTurn = special_payout_off_turn
|
self.special_payout_off_turn = special_payout_off_turn
|
||||||
self.expansion = expansion
|
self.expansion = expansion
|
||||||
|
|
||||||
def to_dict(self):
|
def to_dict(self):
|
||||||
return {
|
return {
|
||||||
"starter_id": self.starter_id,
|
"starter_id": self.starter_id,
|
||||||
"name": self.name,
|
"name": self.name,
|
||||||
"roll_match1": self.rollMatch1,
|
"roll_match1": self.roll_match1,
|
||||||
"roll_match2": self.rollMatch2,
|
"roll_match2": self.roll_match2,
|
||||||
"gold_payout_on_turn": self.goldPayoutOnTurn,
|
"gold_payout_on_turn": self.gold_payout_on_turn,
|
||||||
"gold_payout_off_turn": self.goldPayoutOffTurn,
|
"gold_payout_off_turn": self.gold_payout_off_turn,
|
||||||
"strength_payout_on_turn": self.strengthPayoutOnTurn,
|
"strength_payout_on_turn": self.strength_payout_on_turn,
|
||||||
"strength_payout_off_turn": self.strengthPayoutOffTurn,
|
"strength_payout_off_turn": self.strength_payout_off_turn,
|
||||||
"magic_payout_on_turn": self.magicPayoutOnTurn,
|
"magic_payout_on_turn": self.magic_payout_on_turn,
|
||||||
"magic_payout_off_turn": self.magicPayoutOffTurn,
|
"magic_payout_off_turn": self.magic_payout_off_turn,
|
||||||
"has_special_payout_on_turn": self.hasSpecialPayoutOnTurn,
|
"has_special_payout_on_turn": self.has_special_payout_on_turn,
|
||||||
"has_special_payout_off_turn": self.hasSpecialPayoutOffTurn,
|
"has_special_payout_off_turn": self.has_special_payout_off_turn,
|
||||||
"special_payout_on_turn": self.specialPayoutOnTurn,
|
"special_payout_on_turn": self.special_payout_on_turn,
|
||||||
"special_payout_off_turn": self.specialPayoutOffTurn,
|
"special_payout_off_turn": self.special_payout_off_turn,
|
||||||
"expansion": self.expansion
|
"expansion": self.expansion
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -180,6 +180,7 @@ class Citizen(Card):
|
|||||||
|
|
||||||
def get_special_payout_on_turn(self):
|
def get_special_payout_on_turn(self):
|
||||||
return self.special_payout_on_turn
|
return self.special_payout_on_turn
|
||||||
|
|
||||||
def to_dict(self):
|
def to_dict(self):
|
||||||
base_dict = super().to_dict()
|
base_dict = super().to_dict()
|
||||||
return {**base_dict,
|
return {**base_dict,
|
||||||
@@ -453,43 +454,99 @@ class Game:
|
|||||||
|
|
||||||
def harvest_phase(self):
|
def harvest_phase(self):
|
||||||
# steal activates first
|
# 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:
|
for citizen in self.player_list[0].owned_citizens:
|
||||||
if (citizen.roll_match1 == self.die_one) or (citizen.roll_match1 == self.die_two) or (
|
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):
|
citizen.roll_match1 == self.die_sum) or (citizen.roll_match2 == self.die_sum):
|
||||||
count = 1
|
count = 1
|
||||||
if self.die_one == self.die_two:
|
if citizen.roll_match1 == self.die_one == self.die_two:
|
||||||
count = 2
|
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):
|
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].gold_score = self.player_list[0].gold_score + citizen.gold_payout_on_turn
|
||||||
self.player_list[0].strength_score = self.player_list[
|
self.player_list[0].strength_score = self.player_list[
|
||||||
0].strength_score + citizen.strength_payout_on_turn
|
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
|
self.player_list[0].magic_score = self.player_list[0].magic_score + citizen.magic_payout_on_turn
|
||||||
if citizen.has_special_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)
|
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
|
list_iterator = iter(self.player_list) # skip first player when paying out the rest of the board
|
||||||
next(list_iterator)
|
next(list_iterator)
|
||||||
for player in 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:
|
for citizen in player.owned_citizens:
|
||||||
if (citizen.roll_match1 == self.die_one) or (citizen.roll_match1 == self.die_two) or (
|
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):
|
citizen.roll_match1 == self.die_sum) or (citizen.roll_match2 == self.die_sum):
|
||||||
print(f"{citizen.name} Payout")
|
count = 1
|
||||||
player.gold_score = player.gold_score + citizen.gold_payout_off_turn
|
if citizen.roll_match1 == self.die_one == self.die_two:
|
||||||
player.strength_score = player.strength_score + citizen.strength_payout_off_turn
|
count = 2
|
||||||
player.magic_score = player.magic_score + citizen.magic_payout_off_turn
|
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):
|
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
|
payout = [0, 0, 0, 0] # gp, sp, mp, vp, todo: citizen, monster, domain
|
||||||
split_command = command.split()
|
split_command = command.split()
|
||||||
first_word = split_command[0]
|
first_word = split_command[0]
|
||||||
second_word = split_command[1]
|
second_word = split_command[1]
|
||||||
third_word = split_command[2]
|
third_word = split_command[2]
|
||||||
fourth_word = split_command[3]
|
fourth_word = split_command[3]
|
||||||
fifth_word = split_command[4]
|
|
||||||
match first_word:
|
match first_word:
|
||||||
case "count":
|
case "count":
|
||||||
|
print("Matched count")
|
||||||
match second_word:
|
match second_word:
|
||||||
case "owned_shadow":
|
case "owned_shadow":
|
||||||
self.update_payout_for_role('shadow_count', player_id, payout, split_command)
|
self.update_payout_for_role('shadow_count', player_id, payout, split_command)
|
||||||
@@ -498,6 +555,7 @@ class Game:
|
|||||||
case "owned_soldier":
|
case "owned_soldier":
|
||||||
self.update_payout_for_role('soldier_count', player_id, payout, split_command)
|
self.update_payout_for_role('soldier_count', player_id, payout, split_command)
|
||||||
case "owned_worker":
|
case "owned_worker":
|
||||||
|
|
||||||
self.update_payout_for_role('worker_count', player_id, payout, split_command)
|
self.update_payout_for_role('worker_count', player_id, payout, split_command)
|
||||||
case "owned_monsters":
|
case "owned_monsters":
|
||||||
self.update_payout_for_role('owned_monsters', player_id, payout, split_command)
|
self.update_payout_for_role('owned_monsters', player_id, payout, split_command)
|
||||||
@@ -508,40 +566,44 @@ class Game:
|
|||||||
case _:
|
case _:
|
||||||
payout[0] = -9999
|
payout[0] = -9999
|
||||||
case "exchange":
|
case "exchange":
|
||||||
|
print("Matched exchange")
|
||||||
match second_word:
|
match second_word:
|
||||||
case 'g':
|
case 'g':
|
||||||
payout[0] = payout[0] - third_word
|
payout[0] = payout[0] - int(third_word)
|
||||||
case 's':
|
case 's':
|
||||||
payout[1] = payout[1] - third_word
|
payout[1] = payout[1] - int(third_word)
|
||||||
case 'm':
|
case 'm':
|
||||||
payout[2] = payout[2] - third_word
|
payout[2] = payout[2] - int(third_word)
|
||||||
case 'v':
|
case 'v':
|
||||||
payout[3] = payout[3] - third_word
|
payout[3] = payout[3] - int(third_word)
|
||||||
case _:
|
case _:
|
||||||
payout[0] = -9999
|
payout[0] = -9999
|
||||||
match fourth_word:
|
match fourth_word:
|
||||||
case 'g':
|
case 'g':
|
||||||
payout[0] = payout[0] + fifth_word
|
payout[0] = payout[0] + int(split_command[4])
|
||||||
case 's':
|
case 's':
|
||||||
payout[1] = payout[1] + fifth_word
|
payout[1] = payout[1] + int(split_command[4])
|
||||||
case 'm':
|
case 'm':
|
||||||
payout[2] = payout[2] + fifth_word
|
payout[2] = payout[2] + int(split_command[4])
|
||||||
case 'v':
|
case 'v':
|
||||||
payout[3] = payout[3] + fifth_word
|
payout[3] = payout[3] + int(split_command[4])
|
||||||
case _:
|
case _:
|
||||||
payout[0] = -9999
|
payout[0] = -9999
|
||||||
case "choose":
|
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['player_id'] = player_id
|
||||||
self.action_required['action'] = command
|
self.action_required['action'] = command
|
||||||
|
# need to pause execution here until we get player input
|
||||||
while self.action_required['player_id'] != self.game_id:
|
while self.action_required['player_id'] != self.game_id:
|
||||||
time.sleep(1)
|
time.sleep(1)
|
||||||
choice = []
|
choice = []
|
||||||
match self.action_required['action']:
|
match self.action_required['action']:
|
||||||
case 'choose left':
|
case 'choose 1':
|
||||||
choice = [second_word, third_word]
|
choice = [second_word, third_word]
|
||||||
case 'choose right':
|
case 'choose 2':
|
||||||
choice = [fourth_word, fifth_word]
|
choice = [fourth_word, fifth_word]
|
||||||
|
case 'choose 3':
|
||||||
|
choice = [split_command[5], split_command[6]] # [sixth_word, seventh_word]
|
||||||
case _:
|
case _:
|
||||||
payout[0] = -9999
|
payout[0] = -9999
|
||||||
match choice[0]:
|
match choice[0]:
|
||||||
@@ -557,6 +619,7 @@ class Game:
|
|||||||
payout[0] = -9999
|
payout[0] = -9999
|
||||||
case _:
|
case _:
|
||||||
payout[0] = -9999
|
payout[0] = -9999
|
||||||
|
print(payout)
|
||||||
return payout
|
return payout
|
||||||
|
|
||||||
def update_payout_for_role(self, role_name, player_id, payout, split_command):
|
def update_payout_for_role(self, role_name, player_id, payout, split_command):
|
||||||
@@ -568,28 +631,50 @@ class Game:
|
|||||||
if role_count > 0:
|
if role_count > 0:
|
||||||
match split_command[2]:
|
match split_command[2]:
|
||||||
case 'g':
|
case 'g':
|
||||||
payout[0] = split_command[3] * role_count
|
payout[0] = int(split_command[3]) * role_count
|
||||||
case 's':
|
case 's':
|
||||||
payout[1] = split_command[3] * role_count
|
payout[1] = int(split_command[3]) * role_count
|
||||||
case 'm':
|
case 'm':
|
||||||
payout[2] = split_command[3] * role_count
|
payout[2] = int(split_command[3]) * role_count
|
||||||
case 'v':
|
case 'v':
|
||||||
payout[3] = split_command[3] * role_count
|
payout[3] = int(split_command[3]) * role_count
|
||||||
case _:
|
case _:
|
||||||
payout[0] = -9999
|
payout[0] = -9999
|
||||||
else:
|
else:
|
||||||
payout[0] = -9999
|
payout[0] = -9999
|
||||||
|
|
||||||
def hire_citizen(self, citizen_id, gp, mp=0):
|
def hire_citizen(self, player_id, citizen_id, gp, mp=0):
|
||||||
available_citizens = []
|
|
||||||
for citizen_stack in self.citizen_grid:
|
for citizen_stack in self.citizen_grid:
|
||||||
for citizen in citizen_stack:
|
for citizen in citizen_stack:
|
||||||
if citizen.citizen_id == citizen_id and citizen.is_accessible:
|
if citizen.citizen_id == citizen_id and citizen.is_accessible:
|
||||||
self.player_list[0].gold_score = self.player_list[0].gold_score - gp
|
for player in self.player_list:
|
||||||
self.player_list[0].magic_score = self.player_list[0].magic_score - mp
|
if player.player_id == player_id:
|
||||||
self.player_list[0].owned_citizens.append(citizen_stack.pop(-1))
|
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)
|
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):
|
def action_phase(self):
|
||||||
return
|
return
|
||||||
|
|
||||||
|
|||||||
2377
gamestate.txt
2377
gamestate.txt
File diff suppressed because it is too large
Load Diff
165
server.py
165
server.py
@@ -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['has_special_payout_on_turn'], row['has_special_payout_off_turn'],
|
||||||
row['special_payout_on_turn'], row['special_payout_off_turn'], row['expansion'])
|
row['special_payout_on_turn'], row['special_payout_off_turn'], row['expansion'])
|
||||||
starter_stack.append(my_starter)
|
starter_stack.append(my_starter)
|
||||||
except Exception as e:
|
|
||||||
print(f"Error: {e}")
|
|
||||||
finally:
|
|
||||||
my_cursor.close()
|
my_cursor.close()
|
||||||
my_connect.close()
|
my_connect.close()
|
||||||
print(f"size of monster stack: {len(monster_stack)}")
|
except Exception as e:
|
||||||
print(f"size of citizen stack: {len(citizen_stack)}")
|
print(f"Error: {e}")
|
||||||
print(f"size of domain stack: {len(domain_stack)}")
|
# print(f"size of monster stack: {len(monster_stack)}")
|
||||||
print(f"size of duke stack: {len(duke_stack)}")
|
# print(f"size of citizen stack: {len(citizen_stack)}")
|
||||||
print(f"size of starter stack: {len(starter_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
|
# create players and determine order
|
||||||
for player in player_list_from_lobby:
|
if not all([player_list_from_lobby, starter_query, monster_stack, citizen_stack, domain_stack, duke_stack]):
|
||||||
my_player = Player(player.player_id, player.name)
|
raise ValueError("One or more required lists are empty.")
|
||||||
player_list.append(my_player)
|
else:
|
||||||
random.shuffle(player_list)
|
for player in player_list_from_lobby:
|
||||||
player_list[0].is_first = True
|
my_player = Player(player.player_id, player.name)
|
||||||
# give players starters and dukes
|
player_list.append(my_player)
|
||||||
for player in player_list:
|
random.shuffle(player_list)
|
||||||
player.owned_starters.append(starter_stack[0])
|
player_list[0].is_first = True
|
||||||
player.owned_starters.append(starter_stack[1])
|
# give players starters and dukes
|
||||||
for i in range(2):
|
for player in player_list:
|
||||||
player.owned_dukes.append(duke_stack.pop())
|
player.owned_starters.append(starter_stack[0])
|
||||||
# deal monsters onto the board
|
player.owned_starters.append(starter_stack[1])
|
||||||
grouped_monsters = {}
|
for i in range(2):
|
||||||
for monster in monster_stack:
|
player.owned_dukes.append(duke_stack.pop())
|
||||||
area = monster.area
|
# deal monsters onto the board
|
||||||
if area in grouped_monsters:
|
grouped_monsters = {}
|
||||||
grouped_monsters[area].append(monster)
|
for monster in monster_stack:
|
||||||
else:
|
area = monster.area
|
||||||
grouped_monsters[area] = [monster]
|
if area in grouped_monsters:
|
||||||
# Reverse the order of each group by monster_order
|
grouped_monsters[area].append(monster)
|
||||||
for area, monsters in grouped_monsters.items():
|
else:
|
||||||
monsters.sort(key=lambda item: item.order, reverse=True)
|
grouped_monsters[area] = [monster]
|
||||||
areas = list(grouped_monsters.keys())
|
# Reverse the order of each group by monster_order
|
||||||
chosen_areas = random.sample(areas, 5)
|
for area, monsters in grouped_monsters.items():
|
||||||
for i, area in enumerate(chosen_areas):
|
monsters.sort(key=lambda item: item.order, reverse=True)
|
||||||
monsters = grouped_monsters[area]
|
areas = list(grouped_monsters.keys())
|
||||||
monster_grid[i].extend(monsters)
|
chosen_areas = random.sample(areas, 5)
|
||||||
for i, stack in enumerate(monster_grid):
|
for i, area in enumerate(chosen_areas):
|
||||||
for monster in stack:
|
monsters = grouped_monsters[area]
|
||||||
monster.toggle_visibility(True)
|
monster_grid[i].extend(monsters)
|
||||||
# Make the last monster in the stack accessible
|
for i, stack in enumerate(monster_grid):
|
||||||
stack[-1].toggle_accessibility(True)
|
for monster in stack:
|
||||||
monster_stack = []
|
monster.toggle_visibility(True)
|
||||||
# deal citizens onto the board
|
# Make the last monster in the stack accessible
|
||||||
# Create a dictionary to store citizen lists with roll numbers as keys
|
stack[-1].toggle_accessibility(True)
|
||||||
citizens_by_roll = {roll: [] for roll in [1, 2, 3, 4, 5, 6, 7, 8, 9, 11]}
|
monster_stack = []
|
||||||
# Group citizens by roll number
|
# deal citizens onto the board
|
||||||
for citizen in citizen_stack:
|
# Create a dictionary to store citizen lists with roll numbers as keys
|
||||||
citizen.toggle_visibility()
|
citizens_by_roll = {roll: [] for roll in [1, 2, 3, 4, 5, 6, 7, 8, 9, 11]}
|
||||||
citizens_by_roll[citizen.roll_match1].append(citizen)
|
# Group citizens by roll number
|
||||||
for roll in citizens_by_roll:
|
for citizen in citizen_stack:
|
||||||
# Map 11 roll to index 9
|
citizen.toggle_visibility()
|
||||||
index = roll - 1 if roll < 11 else 9
|
citizens_by_roll[citizen.roll_match1].append(citizen)
|
||||||
citizens = citizens_by_roll[roll]
|
for roll in citizens_by_roll:
|
||||||
citizen_grid[index].extend(list(citizens))
|
# Map 11 roll to index 9
|
||||||
# Make the first citizen in each list accessible
|
index = roll - 1 if roll < 11 else 9
|
||||||
citizen_grid[index][-1].toggle_accessibility(True)
|
citizens = citizens_by_roll[roll]
|
||||||
citizen_stack = []
|
citizen_grid[index].extend(list(citizens))
|
||||||
# Deal the domains into the stacks
|
# Make the first citizen in each list accessible
|
||||||
for i in range(5):
|
citizen_grid[index][-1].toggle_accessibility(True)
|
||||||
stack = domain_grid[i]
|
citizen_stack = []
|
||||||
for j in range(3):
|
# Deal the domains into the stacks
|
||||||
if j == 2: # top domain is visible and accessible
|
for i in range(5):
|
||||||
domain = domain_stack.pop()
|
stack = domain_grid[i]
|
||||||
domain.toggle_visibility(True)
|
for j in range(3):
|
||||||
domain.toggle_accessibility(True)
|
if j == 2: # top domain is visible and accessible
|
||||||
stack.append(domain)
|
domain = domain_stack.pop()
|
||||||
else: # other domains are not visible or accessible
|
domain.toggle_visibility(True)
|
||||||
domain = domain_stack.pop()
|
domain.toggle_accessibility(True)
|
||||||
stack.append(domain)
|
stack.append(domain)
|
||||||
|
else: # other domains are not visible or accessible
|
||||||
# Create a dictionary to store all the stacks
|
domain = domain_stack.pop()
|
||||||
game_state = {'game_id': game_id,
|
stack.append(domain)
|
||||||
'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}
|
|
||||||
|
|
||||||
|
# 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 the dictionary
|
||||||
return game_state
|
return game_state
|
||||||
|
|
||||||
|
|
||||||
if __name__ == '__main__':
|
if __name__ == '__main__':
|
||||||
|
|||||||
39
vckonline.py
39
vckonline.py
@@ -1,11 +1,34 @@
|
|||||||
from common import *
|
from common import *
|
||||||
from server import load_game_data
|
from server import load_game_data
|
||||||
player1 = Player(shortuuid.uuid(), "Player 1")
|
player1_id = shortuuid.uuid()
|
||||||
player2 = Player(shortuuid.uuid(), "Player 2")
|
player2_id = shortuuid.uuid()
|
||||||
|
player1 = Player(player1_id, "Player 1")
|
||||||
|
player2 = Player(player2_id, "Player 2")
|
||||||
player_list = [player1, player2]
|
player_list = [player1, player2]
|
||||||
base1_new_game_state = load_game_data(str(uuid.uuid4()), "base1", player_list)
|
try:
|
||||||
game_board = Game(base1_new_game_state)
|
base1_new_game_state = load_game_data(str(uuid.uuid4()), "base1", player_list)
|
||||||
game_board.play_turn()
|
game = Game(base1_new_game_state)
|
||||||
game_json = json.dumps(game_board, cls=GameObjectEncoder, indent=2)
|
game.hire_citizen(player1_id, 1, 0, 0)
|
||||||
with open("gamestate.txt", "w") as dump:
|
game.hire_citizen(player1_id, 3, 0, 0)
|
||||||
dump.write(game_json)
|
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")
|
||||||
|
|||||||
Reference in New Issue
Block a user