split apart common into separate files
This commit is contained in:
444
game.py
Normal file
444
game.py
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from common import *
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from cards import *
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class Player:
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def __init__(self, player_id, name):
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self.player_id = player_id
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self.name = name
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self.owned_starters = []
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self.owned_citizens = []
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self.owned_domains = []
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self.owned_dukes = []
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self.owned_monsters = []
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self.gold_score = 2
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self.strength_score = 0
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self.magic_score = 1
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self.victory_score = 0
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self.is_first = False
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self.shadow_count = 0
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self.holy_count = 0
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self.soldier_count = 0
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self.worker_count = 0
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self.effects = {
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"roll_phase": [],
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"harvest_phase": [],
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"action_phase": []
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}
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@classmethod
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def from_dict(cls, data):
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player_id = data['player_id']
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name = data['name']
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player = cls(player_id, name)
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player.owned_starters = [Starter.from_dict(s) for s in data['owned_starters']]
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player.owned_citizens = [Citizen.from_dict(c) for c in data['owned_citizens']]
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player.owned_domains = [Domain.from_dict(d) for d in data['owned_domains']]
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player.owned_dukes = [Duke.from_dict(d) for d in data['owned_dukes']]
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player.owned_monsters = [Monster.from_dict(m) for m in data['owned_monsters']]
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player.gold_score = data['gold_score']
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player.strength_score = data['strength_score']
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player.magic_score = data['magic_score']
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player.victory_score = data['victory_score']
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player.is_first = data['is_first']
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player.shadow_count = data['shadow_count']
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player.holy_count = data['holy_count']
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player.soldier_count = data['soldier_count']
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player.worker_count = data['worker_count']
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player.effects = data['effects']
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return player
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def calc_roles(self):
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shadow_count = 0
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holy_count = 0
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soldier_count = 0
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worker_count = 0
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for citizen in self.owned_citizens:
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shadow_count = shadow_count + citizen.shadow_count
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holy_count = holy_count + citizen.holy_count
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soldier_count = soldier_count + citizen.soldier_count
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worker_count = worker_count + citizen.worker_count
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for domain in self.owned_domains:
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shadow_count = shadow_count + domain.shadow_count
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holy_count = holy_count + domain.holy_count
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soldier_count = soldier_count + domain.soldier_count
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worker_count = worker_count + domain.worker_count
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roles_dict = {
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"shadow_count": shadow_count,
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"holy_count": holy_count,
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"soldier_count": soldier_count,
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"worker_count": worker_count
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}
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return roles_dict
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class Game:
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def __init__(self, game_state):
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self.game_id = game_state['game_id']
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self.player_list = game_state['player_list']
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self.monster_grid = game_state['monster_grid']
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self.citizen_grid = game_state['citizen_grid']
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self.domain_grid = game_state['domain_grid']
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self.die_one = game_state['die_one']
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self.die_two = game_state['die_two']
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self.die_sum = game_state['die_sum']
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self.exhausted_count = game_state['exhausted_count']
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self.effects = game_state['effects']
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self.action_required = game_state['action_required']
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self.last_active_time = 0
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def roll_phase(self):
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self.die_one = random.randint(1, 6)
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self.die_two = random.randint(1, 6)
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self.die_sum = self.die_one + self.die_two
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print(f"{self.die_one} | {self.die_two} | {self.die_sum}")
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# check for player effects that are able to change roll
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# check for board effects that trigger from rolls
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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 citizen.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}: 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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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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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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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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case "owned_holy":
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self.update_payout_for_role('holy_count', player_id, payout, split_command)
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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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case "owned_citizens":
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self.update_payout_for_role('owned_citizens', player_id, payout, split_command)
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case "owned_domains":
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self.update_payout_for_role('owned_domains', player_id, payout, split_command)
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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] - int(third_word)
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case 's':
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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] - int(third_word)
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case 'v':
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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] + int(split_command[4])
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case 's':
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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] + int(split_command[4])
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case 'v':
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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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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 1':
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choice = [second_word, third_word]
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case 'choose 2':
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choice = [fourth_word, split_command[4]]
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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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case 'g':
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payout[0] = payout[0] + choice[1]
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case 's':
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payout[1] = payout[1] + choice[1]
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case 'm':
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payout[2] = payout[2] + choice[1]
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case 'v':
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payout[3] = payout[3] + choice[1]
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case _:
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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 owned_monster_attributes(self, player_id):
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return_dict = {attr: 0 for attr in Constants.areas + Constants.types}
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for player in self.player_list:
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if player.player_id == player_id:
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for monster in player.owned_monsters:
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for area in Constants.areas:
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if monster.area == area:
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return_dict[area] += 1
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for monster_type in Constants.types:
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if monster.monster_type == monster_type:
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return_dict[monster_type] += 1
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return return_dict
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def update_payout_for_role(self, role_name, player_id, payout, split_command):
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role_count = 0
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for player in self.player_list:
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if player.player_id == player_id:
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role_count = player.calc_roles()[role_name]
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break
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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] = int(split_command[3]) * role_count
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case 's':
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payout[1] = int(split_command[3]) * role_count
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case 'm':
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payout[2] = int(split_command[3]) * role_count
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case 'v':
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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, 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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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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payout = [0, 0, 0, 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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if monster.has_special_reward:
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payout = self.execute_special_payout(monster.special_reward, player_id)
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payout[0] = payout[0] + monster.gold_reward
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payout[1] = payout[1] + monster.strength_reward
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payout[2] = payout[2] + monster.magic_reward
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payout[3] = payout[3] + monster.vp_reward
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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 + 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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player.victory_score = player.victory_score + payout[3]
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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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def play_turn(self):
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self.roll_phase()
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self.harvest_phase()
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self.action_phase()
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def end_check(self):
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if self.exhausted_count <= (len(self.player_list) * 2):
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return False
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def prompt(self):
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return
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class SummaryEncoder(JSONEncoder):
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def default(self, obj):
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if isinstance(obj, Player):
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return {
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'player_id': obj.player_id,
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'name': obj.name,
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'owned_citizens': len(obj.owned_citizens),
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'owned_domains': len(obj.owned_domains),
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'owned_monsters': len(obj.owned_monsters),
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'gold_score': obj.gold_score,
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'strength_score': obj.strength_score,
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'magic_score': obj.magic_score,
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'victory_score': obj.victory_score,
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'is_first': obj.is_first
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}
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elif isinstance(obj, LobbyMember):
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return {
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"player_name": obj.name,
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"player_id": obj.player_id,
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"is_ready": obj.is_ready
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}
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elif isinstance(obj, GameMember):
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return {
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"player_name": obj.name,
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"player_id": obj.player_id
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}
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elif isinstance(obj, Game):
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return {
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"game_id": obj.game_id,
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"player_list": obj.player_list
|
||||
}
|
||||
else:
|
||||
return super().default(obj)
|
||||
|
||||
|
||||
class GameObjectEncoder(JSONEncoder):
|
||||
def default(self, obj):
|
||||
if isinstance(obj, Player):
|
||||
return {
|
||||
'player_id': obj.player_id,
|
||||
'name': obj.name,
|
||||
'owned_starters': [starter.starter_id for starter in obj.owned_starters],
|
||||
'owned_citizens': [citizen.citizen_id for citizen in obj.owned_citizens],
|
||||
'owned_domains': [domain.domain_id for domain in obj.owned_domains],
|
||||
'owned_dukes': [duke.duke_id for duke in obj.owned_dukes],
|
||||
'owned_monsters': [monster.monster_id for monster in obj.owned_monsters],
|
||||
'gold_score': obj.gold_score,
|
||||
'strength_score': obj.strength_score,
|
||||
'magic_score': obj.magic_score,
|
||||
'victory_score': obj.victory_score,
|
||||
'is_first': obj.is_first,
|
||||
'shadow_count': obj.shadow_count,
|
||||
'holy_count': obj.holy_count,
|
||||
'soldier_count': obj.soldier_count,
|
||||
'worker_count': obj.worker_count,
|
||||
'effects': obj.effects
|
||||
}
|
||||
elif isinstance(obj, Duke):
|
||||
return obj.to_dict()
|
||||
elif isinstance(obj, Monster):
|
||||
return obj.to_dict()
|
||||
elif isinstance(obj, Starter):
|
||||
return obj.to_dict()
|
||||
elif isinstance(obj, Citizen):
|
||||
return obj.to_dict()
|
||||
elif isinstance(obj, Domain):
|
||||
return obj.to_dict()
|
||||
elif isinstance(obj, Game):
|
||||
return {
|
||||
"game_id": obj.game_id,
|
||||
"player_list": obj.player_list,
|
||||
"monster_grid": obj.monster_grid,
|
||||
"citizen_grid": obj.citizen_grid,
|
||||
"domain_grid": obj.domain_grid,
|
||||
"die_one": obj.die_one,
|
||||
"die_two": obj.die_two,
|
||||
"die_sum": obj.die_sum,
|
||||
"exhausted_count": obj.exhausted_count,
|
||||
"effects": obj.effects,
|
||||
"action_required": obj.action_required
|
||||
}
|
||||
else:
|
||||
return super().default(obj)
|
||||
Reference in New Issue
Block a user