all citizen payouts for base1 work
This commit is contained in:
1
.gitignore
vendored
1
.gitignore
vendored
@@ -40,6 +40,7 @@ __pycache__/
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# Distribution / packaging
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gamestate.txt
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game_state.txt
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python3-vckonline/
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.idea/
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.Python
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185
common.py
185
common.py
@@ -1,7 +1,6 @@
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import json
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import time
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from json import JSONEncoder, JSONDecoder
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import mysql.connector
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import random
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from typing import List, Dict
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from constants import *
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@@ -98,6 +97,7 @@ class Player:
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}
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return roles_dict
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class Starter(Card):
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def __init__(self, starter_id, name, roll_match1, roll_match2, gold_payout_on_turn, gold_payout_off_turn,
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strength_payout_on_turn, strength_payout_off_turn, magic_payout_on_turn, magic_payout_off_turn,
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@@ -106,36 +106,36 @@ class Starter(Card):
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super().__init__()
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self.starter_id = starter_id
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self.name = name
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self.rollMatch1 = roll_match1
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self.rollMatch2 = roll_match2
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self.goldPayoutOnTurn = gold_payout_on_turn
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self.goldPayoutOffTurn = gold_payout_off_turn
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self.strengthPayoutOnTurn = strength_payout_on_turn
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self.strengthPayoutOffTurn = strength_payout_off_turn
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self.magicPayoutOnTurn = magic_payout_on_turn
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self.magicPayoutOffTurn = magic_payout_off_turn
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self.hasSpecialPayoutOnTurn = has_special_payout_on_turn
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self.hasSpecialPayoutOffTurn = has_special_payout_off_turn
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self.specialPayoutOnTurn = special_payout_on_turn
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self.specialPayoutOffTurn = special_payout_off_turn
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self.roll_match1 = roll_match1
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self.roll_match2 = roll_match2
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self.gold_payout_on_turn = gold_payout_on_turn
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self.gold_payout_off_turn = gold_payout_off_turn
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self.strength_payout_on_turn = strength_payout_on_turn
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self.strength_payout_off_turn = strength_payout_off_turn
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self.magic_payout_on_turn = magic_payout_on_turn
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self.magic_payout_off_turn = magic_payout_off_turn
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self.has_special_payout_on_turn = has_special_payout_on_turn
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self.has_special_payout_off_turn = has_special_payout_off_turn
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self.special_payout_on_turn = special_payout_on_turn
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self.special_payout_off_turn = special_payout_off_turn
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self.expansion = expansion
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def to_dict(self):
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return {
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"starter_id": self.starter_id,
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"name": self.name,
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"roll_match1": self.rollMatch1,
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"roll_match2": self.rollMatch2,
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"gold_payout_on_turn": self.goldPayoutOnTurn,
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"gold_payout_off_turn": self.goldPayoutOffTurn,
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"strength_payout_on_turn": self.strengthPayoutOnTurn,
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"strength_payout_off_turn": self.strengthPayoutOffTurn,
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"magic_payout_on_turn": self.magicPayoutOnTurn,
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"magic_payout_off_turn": self.magicPayoutOffTurn,
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"has_special_payout_on_turn": self.hasSpecialPayoutOnTurn,
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"has_special_payout_off_turn": self.hasSpecialPayoutOffTurn,
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"special_payout_on_turn": self.specialPayoutOnTurn,
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"special_payout_off_turn": self.specialPayoutOffTurn,
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"roll_match1": self.roll_match1,
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"roll_match2": self.roll_match2,
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"gold_payout_on_turn": self.gold_payout_on_turn,
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"gold_payout_off_turn": self.gold_payout_off_turn,
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"strength_payout_on_turn": self.strength_payout_on_turn,
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"strength_payout_off_turn": self.strength_payout_off_turn,
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"magic_payout_on_turn": self.magic_payout_on_turn,
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"magic_payout_off_turn": self.magic_payout_off_turn,
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"has_special_payout_on_turn": self.has_special_payout_on_turn,
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"has_special_payout_off_turn": self.has_special_payout_off_turn,
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"special_payout_on_turn": self.special_payout_on_turn,
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"special_payout_off_turn": self.special_payout_off_turn,
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"expansion": self.expansion
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}
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@@ -180,6 +180,7 @@ class Citizen(Card):
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def get_special_payout_on_turn(self):
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return self.special_payout_on_turn
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def to_dict(self):
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base_dict = super().to_dict()
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return {**base_dict,
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@@ -453,43 +454,99 @@ class Game:
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def harvest_phase(self):
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# steal activates first
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for starter in self.player_list[0].owned_starters:
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if (starter.roll_match1 == self.die_one) or (starter.roll_match1 == self.die_two) or (
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starter.roll_match1 == self.die_sum) or (starter.roll_match2 == self.die_sum):
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count = 1
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if starter.roll_match1 == self.die_one == self.die_two:
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count = 2
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print(f"Payout for {self.player_list[0].name}: Starter {starter.name}{' x2' if count == 2 else ''}")
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for i in range(count):
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self.player_list[0].gold_score = self.player_list[0].gold_score + starter.gold_payout_on_turn
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self.player_list[0].strength_score = self.player_list[
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0].strength_score + starter.strength_payout_on_turn
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self.player_list[0].magic_score = self.player_list[0].magic_score + starter.magic_payout_on_turn
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if starter.has_special_payout_on_turn:
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payout = self.execute_special_payout(starter.special_payout_on_turn,
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self.player_list[0].player_id)
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self.player_list[0].gold_score = self.player_list[0].gold_score + payout[0]
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self.player_list[0].strength_score = self.player_list[0].strength_score + payout[1]
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self.player_list[0].magic_score = self.player_list[0].magic_score + payout[2]
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for citizen in self.player_list[0].owned_citizens:
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if (citizen.roll_match1 == self.die_one) or (citizen.roll_match1 == self.die_two) or (
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citizen.roll_match1 == self.die_sum) or (citizen.roll_match2 == self.die_sum):
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count = 1
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if self.die_one == self.die_two:
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if citizen.roll_match1 == self.die_one == self.die_two:
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count = 2
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print(f"{citizen.name} Payout")
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print(f"Payout for {self.player_list[0].name}: Citizen {citizen.name}{' x2' if count == 2 else ''}")
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for i in range(count):
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self.player_list[0].gold_score = self.player_list[0].gold_score + citizen.gold_payout_on_turn
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self.player_list[0].strength_score = self.player_list[
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0].strength_score + citizen.strength_payout_on_turn
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self.player_list[0].magic_score = self.player_list[0].magic_score + citizen.magic_payout_on_turn
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if citizen.has_special_payout_on_turn:
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payout = self.execute_special_payout(citizen.special_payout_on_turn(),
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print(f"Citizen {citizen.name} special payout text: {citizen.special_payout_on_turn}")
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payout = self.execute_special_payout(citizen.special_payout_on_turn,
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self.player_list[0].player_id)
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print(f"right after running execute special payout {payout}")
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self.player_list[0].gold_score = self.player_list[0].gold_score + payout[0]
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self.player_list[0].strength_score = self.player_list[0].strength_score + payout[1]
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self.player_list[0].magic_score = self.player_list[0].magic_score + payout[2]
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list_iterator = iter(self.player_list) # skip first player when paying out the rest of the board
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next(list_iterator)
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for player in list_iterator:
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for starter in player.owned_starters:
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if (starter.roll_match1 == self.die_one) or (starter.roll_match1 == self.die_two) or (
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starter.roll_match1 == self.die_sum) or (starter.roll_match2 == self.die_sum):
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count = 1
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if starter.roll_match1 == self.die_one == self.die_two:
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count = 2
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print(f"Payout for {player.name}: Starter {starter.name}{' x2' if count == 2 else ''}")
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for i in range(count):
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player.gold_score = player.gold_score + starter.gold_payout_off_turn
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player.strength_score = player.strength_score + starter.strength_payout_off_turn
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player.magic_score = player.magic_score + starter.magic_payout_off_turn
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if starter.has_special_payout_off_turn:
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payout = self.execute_special_payout(starter.special_payout_off_turn, player.player_id)
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player.gold_score = player.gold_score + payout[0]
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player.strength_score = player.strength_score + payout[1]
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player.magic_score = player.magic_score + payout[2]
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for citizen in player.owned_citizens:
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if (citizen.roll_match1 == self.die_one) or (citizen.roll_match1 == self.die_two) or (
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citizen.roll_match1 == self.die_sum) or (citizen.roll_match2 == self.die_sum):
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print(f"{citizen.name} Payout")
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count = 1
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if citizen.roll_match1 == self.die_one == self.die_two:
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count = 2
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print(f"Payout for {player.name}: Citizen {citizen.name}{' x2' if count == 2 else ''}")
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for i in range(count):
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player.gold_score = player.gold_score + citizen.gold_payout_off_turn
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player.strength_score = player.strength_score + citizen.strength_payout_off_turn
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player.magic_score = player.magic_score + citizen.magic_payout_off_turn
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if citizen.has_special_payout_off_turn:
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print("special payout off turn triggered")
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print(citizen.special_payout_off_turn)
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payout = self.execute_special_payout(citizen.special_payout_off_turn, player.player_id)
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player.gold_score = player.gold_score + payout[0]
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player.strength_score = player.strength_score + payout[1]
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player.magic_score = player.magic_score + payout[2]
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for player in self.player_list:
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print(f"Player {player.name}: {player.gold_score} G, {player.strength_score} S, {player.magic_score} M,"
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f" {player.victory_score} VP, Monsters: {len(player.owned_monsters)}, "
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f"Citizens: {len(player.owned_citizens)}, Domains {len(player.owned_domains)}")
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def execute_special_payout(self, command, player_id):
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print("executing special payout")
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payout = [0, 0, 0, 0] # gp, sp, mp, vp, todo: citizen, monster, domain
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split_command = command.split()
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first_word = split_command[0]
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second_word = split_command[1]
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third_word = split_command[2]
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fourth_word = split_command[3]
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fifth_word = split_command[4]
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match first_word:
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case "count":
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print("Matched count")
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match second_word:
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case "owned_shadow":
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self.update_payout_for_role('shadow_count', player_id, payout, split_command)
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@@ -498,6 +555,7 @@ class Game:
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case "owned_soldier":
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self.update_payout_for_role('soldier_count', player_id, payout, split_command)
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case "owned_worker":
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self.update_payout_for_role('worker_count', player_id, payout, split_command)
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case "owned_monsters":
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self.update_payout_for_role('owned_monsters', player_id, payout, split_command)
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@@ -508,40 +566,44 @@ class Game:
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case _:
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payout[0] = -9999
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case "exchange":
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print("Matched exchange")
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match second_word:
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case 'g':
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payout[0] = payout[0] - third_word
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payout[0] = payout[0] - int(third_word)
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case 's':
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payout[1] = payout[1] - third_word
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payout[1] = payout[1] - int(third_word)
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case 'm':
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payout[2] = payout[2] - third_word
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payout[2] = payout[2] - int(third_word)
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case 'v':
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payout[3] = payout[3] - third_word
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payout[3] = payout[3] - int(third_word)
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case _:
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payout[0] = -9999
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match fourth_word:
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case 'g':
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payout[0] = payout[0] + fifth_word
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payout[0] = payout[0] + int(split_command[4])
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case 's':
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payout[1] = payout[1] + fifth_word
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payout[1] = payout[1] + int(split_command[4])
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case 'm':
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payout[2] = payout[2] + fifth_word
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payout[2] = payout[2] + int(split_command[4])
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case 'v':
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payout[3] = payout[3] + fifth_word
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payout[3] = payout[3] + int(split_command[4])
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case _:
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payout[0] = -9999
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case "choose":
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# need to pause execution here until we get player input
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print("Matched choose")
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self.action_required['player_id'] = player_id
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self.action_required['action'] = command
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# need to pause execution here until we get player input
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while self.action_required['player_id'] != self.game_id:
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time.sleep(1)
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choice = []
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match self.action_required['action']:
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case 'choose left':
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case 'choose 1':
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choice = [second_word, third_word]
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case 'choose right':
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case 'choose 2':
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choice = [fourth_word, fifth_word]
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case 'choose 3':
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choice = [split_command[5], split_command[6]] # [sixth_word, seventh_word]
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case _:
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payout[0] = -9999
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match choice[0]:
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@@ -557,6 +619,7 @@ class Game:
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payout[0] = -9999
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case _:
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payout[0] = -9999
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print(payout)
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return payout
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def update_payout_for_role(self, role_name, player_id, payout, split_command):
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@@ -568,28 +631,50 @@ class Game:
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if role_count > 0:
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match split_command[2]:
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case 'g':
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payout[0] = split_command[3] * role_count
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payout[0] = int(split_command[3]) * role_count
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case 's':
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payout[1] = split_command[3] * role_count
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payout[1] = int(split_command[3]) * role_count
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case 'm':
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payout[2] = split_command[3] * role_count
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payout[2] = int(split_command[3]) * role_count
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case 'v':
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payout[3] = split_command[3] * role_count
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payout[3] = int(split_command[3]) * role_count
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case _:
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payout[0] = -9999
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else:
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payout[0] = -9999
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def hire_citizen(self, citizen_id, gp, mp=0):
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available_citizens = []
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def hire_citizen(self, player_id, citizen_id, gp, mp=0):
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for citizen_stack in self.citizen_grid:
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for citizen in citizen_stack:
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if citizen.citizen_id == citizen_id and citizen.is_accessible:
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self.player_list[0].gold_score = self.player_list[0].gold_score - gp
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self.player_list[0].magic_score = self.player_list[0].magic_score - mp
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self.player_list[0].owned_citizens.append(citizen_stack.pop(-1))
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for player in self.player_list:
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if player.player_id == player_id:
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player.gold_score = player.gold_score - gp
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player.magic_score = player.magic_score - mp
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player.owned_citizens.append(citizen_stack.pop(-1))
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citizen_stack[-1].toggle_accessibility(True)
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def slay_monster(self, player_id, monster_id, sp, mp=0):
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for monster_stack in self.monster_grid:
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for monster in monster_stack:
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if monster.monster_id == monster_id and monster.is_accessible:
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for player in self.player_list:
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if player.player_id == player_id:
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player.strength_score = player.strength_score - sp
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player.magic_score = player.magic_score - mp
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player.owned_monsters.append(monster_stack.pop(-1))
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monster_stack[-1].toggle_accessibility(True)
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def buy_domain(self, player_id, domain_id, gp, mp=0):
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for domain_stack in self.domain_grid:
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for domain in domain_stack:
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if domain.domain_id == domain_id and domain.is_accessible:
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for player in self.player_list:
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if player.player_id == player_id:
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player.gold_score = player.gold_score - gp
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player.magic_score = player.magic_score - mp
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player.owned_domains.append(domain_stack.pop(-1))
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domain_stack[-1].toggle_accessibility(True)
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def action_phase(self):
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return
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2377
gamestate.txt
2377
gamestate.txt
File diff suppressed because it is too large
Load Diff
19
server.py
19
server.py
@@ -264,17 +264,19 @@ def load_game_data(game_id, preset, player_list_from_lobby):
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row['has_special_payout_on_turn'], row['has_special_payout_off_turn'],
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row['special_payout_on_turn'], row['special_payout_off_turn'], row['expansion'])
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starter_stack.append(my_starter)
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except Exception as e:
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print(f"Error: {e}")
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finally:
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my_cursor.close()
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my_connect.close()
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print(f"size of monster stack: {len(monster_stack)}")
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print(f"size of citizen stack: {len(citizen_stack)}")
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print(f"size of domain stack: {len(domain_stack)}")
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print(f"size of duke stack: {len(duke_stack)}")
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print(f"size of starter stack: {len(starter_stack)}")
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except Exception as e:
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print(f"Error: {e}")
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# print(f"size of monster stack: {len(monster_stack)}")
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# print(f"size of citizen stack: {len(citizen_stack)}")
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# print(f"size of domain stack: {len(domain_stack)}")
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# print(f"size of duke stack: {len(duke_stack)}")
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# print(f"size of starter stack: {len(starter_stack)}")
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# create players and determine order
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if not all([player_list_from_lobby, starter_query, monster_stack, citizen_stack, domain_stack, duke_stack]):
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raise ValueError("One or more required lists are empty.")
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else:
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for player in player_list_from_lobby:
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my_player = Player(player.player_id, player.name)
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player_list.append(my_player)
|
||||
@@ -348,7 +350,6 @@ def load_game_data(game_id, preset, player_list_from_lobby):
|
||||
'exhausted_count': exhausted_count,
|
||||
'effects': effects,
|
||||
'action_required': action_required}
|
||||
|
||||
# Return the dictionary
|
||||
return game_state
|
||||
|
||||
|
||||
35
vckonline.py
35
vckonline.py
@@ -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]
|
||||
try:
|
||||
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:
|
||||
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")
|
||||
|
||||
Reference in New Issue
Block a user