split apart common into separate files
This commit is contained in:
350
cards.py
Normal file
350
cards.py
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class Card:
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def __init__(self):
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self.name = ""
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self.is_visible = False
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self.is_accessible = False
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def to_dict(self):
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return {
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"name": self.name,
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"is_visible": self.is_visible,
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"is_accessible": self.is_accessible,
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}
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def toggle_visibility(self, toggle: bool = True):
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self.is_visible = toggle
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def toggle_accessibility(self, toggle: bool = True):
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self.is_accessible = toggle
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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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has_special_payout_on_turn, has_special_payout_off_turn, special_payout_on_turn,
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special_payout_off_turn, expansion):
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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.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.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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@classmethod
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def from_dict(cls, data):
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return cls(data["starter_id"], data["name"], data["roll_match1"], data["roll_match2"],
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data["gold_payout_on_turn"], data["gold_payout_off_turn"], data["strength_payout_on_turn"],
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data["strength_payout_off_turn"], data["magic_payout_on_turn"], data["magic_payout_off_turn"],
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data["has_special_payout_on_turn"], data["has_special_payout_off_turn"],
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data["special_payout_on_turn"],
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data["special_payout_off_turn"], data["expansion"])
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class Citizen(Card):
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def __init__(self, citizen_id, name, gold_cost, roll_match1, roll_match2, shadow_count, holy_count, soldier_count,
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worker_count, gold_payout_on_turn, gold_payout_off_turn, strength_payout_on_turn,
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strength_payout_off_turn, magic_payout_on_turn, magic_payout_off_turn, has_special_payout_on_turn,
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has_special_payout_off_turn, special_payout_on_turn, special_payout_off_turn, special_citizen,
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expansion):
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super().__init__()
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self.citizen_id = citizen_id
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self.name = name
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self.gold_cost = gold_cost
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self.roll_match1 = roll_match1
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self.roll_match2 = roll_match2
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self.shadow_count = shadow_count
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self.holy_count = holy_count
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self.soldier_count = soldier_count
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self.worker_count = worker_count
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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.special_citizen = special_citizen
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self.expansion = expansion
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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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"citizen_id": self.citizen_id,
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"gold_cost": self.gold_cost,
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"roll_match1": self.roll_match1,
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"roll_match2": self.roll_match2,
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"shadow_count": self.shadow_count,
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"holy_count": self.holy_count,
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"soldier_count": self.soldier_count,
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"worker_count": self.worker_count,
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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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"special_citizen": self.special_citizen,
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"expansion": self.expansion}
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@classmethod
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def from_dict(cls, dict_):
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return cls(citizen_id=dict_["citizen_id"],
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name=dict_["name"],
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gold_cost=dict_["gold_cost"],
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roll_match1=dict_["roll_match1"],
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roll_match2=dict_["roll_match2"],
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shadow_count=dict_["shadow_count"],
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holy_count=dict_["holy_count"],
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soldier_count=dict_["soldier_count"],
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worker_count=dict_["worker_count"],
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gold_payout_on_turn=dict_["gold_payout_on_turn"],
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gold_payout_off_turn=dict_["gold_payout_off_turn"],
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strength_payout_on_turn=dict_["strength_payout_on_turn"],
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strength_payout_off_turn=dict_["strength_payout_off_turn"],
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magic_payout_on_turn=dict_["magic_payout_on_turn"],
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magic_payout_off_turn=dict_["magic_payout_off_turn"],
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has_special_payout_on_turn=dict_["has_special_payout_on_turn"],
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has_special_payout_off_turn=dict_["has_special_payout_off_turn"],
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special_payout_on_turn=dict_["special_payout_on_turn"],
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special_payout_off_turn=dict_["special_payout_off_turn"],
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special_citizen=dict_["special_citizen"],
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expansion=dict_["expansion"])
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class Domain(Card):
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def __init__(self, domain_id, name, gold_cost, shadow_count, holy_count, soldier_count, worker_count, vp_reward,
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has_activation_effect, has_passive_effect, passive_effect, activation_effect, text, expansion):
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super().__init__()
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self.domain_id = domain_id
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self.name = name
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self.gold_cost = gold_cost
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self.shadow_count = shadow_count
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self.holy_count = holy_count
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self.soldier_count = soldier_count
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self.worker_count = worker_count
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self.vp_reward = vp_reward
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self.has_activation_effect = has_activation_effect
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self.has_passive_effect = has_passive_effect
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self.passive_effect = passive_effect
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self.activation_effect = activation_effect
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self.text = text
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self.expansion = expansion
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def to_dict(self):
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return {
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**super().to_dict(),
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"domain_id": self.domain_id,
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"name": self.name,
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"gold_cost": self.gold_cost,
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"shadow_count": self.shadow_count,
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"holy_count": self.holy_count,
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"soldier_count": self.soldier_count,
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"worker_count": self.worker_count,
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"vp_reward": self.vp_reward,
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"has_activation_effect": self.has_activation_effect,
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"has_passive_effect": self.has_passive_effect,
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"passive_effect": self.passive_effect,
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"activation_effect": self.activation_effect,
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"text": self.text,
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"expansion": self.expansion
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}
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@classmethod
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def from_dict(cls, dict_):
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return cls(
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domain_id=dict_['domain_id'],
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name=dict_['name'],
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gold_cost=dict_['gold_cost'],
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shadow_count=dict_['shadow_count'],
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holy_count=dict_['holy_count'],
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soldier_count=dict_['soldier_count'],
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worker_count=dict_['worker_count'],
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vp_reward=dict_['vp_reward'],
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has_activation_effect=dict_['has_activation_effect'],
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has_passive_effect=dict_['has_passive_effect'],
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passive_effect=dict_['passive_effect'],
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activation_effect=dict_['activation_effect'],
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text=dict_['text'],
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expansion=dict_['expansion']
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)
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class Monster(Card):
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def __init__(self, monster_id, name, area, monster_type, order, strength_cost, magic_cost, vp_reward, gold_reward,
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strength_reward, magic_reward, has_special_reward, special_reward, has_special_cost, special_cost,
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is_extra, expansion):
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super().__init__()
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self.monster_id = monster_id
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self.name = name
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self.area = area
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self.monster_type = monster_type
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self.order = order
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self.strength_cost = strength_cost
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self.magic_cost = magic_cost
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self.vp_reward = vp_reward
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self.gold_reward = gold_reward
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self.strength_reward = strength_reward
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self.magic_reward = magic_reward
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self.has_special_reward = has_special_reward
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self.special_reward = special_reward
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self.has_special_cost = has_special_cost
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self.special_cost = special_cost
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self.is_extra = is_extra
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self.expansion = expansion
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def to_dict(self):
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card_dict = super().to_dict()
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monster_dict = {
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"monster_id": self.monster_id,
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"area": self.area,
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"monster_type": self.monster_type,
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"order": self.order,
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"strength_cost": self.strength_cost,
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"magic_cost": self.magic_cost,
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"vp_reward": self.vp_reward,
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"gold_reward": self.gold_reward,
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"strength_reward": self.strength_reward,
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"magic_reward": self.magic_reward,
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"has_special_reward": self.has_special_reward,
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"special_reward": self.special_reward,
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"has_special_cost": self.has_special_cost,
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"special_cost": self.special_cost,
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"is_extra": self.is_extra,
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"expansion": self.expansion,
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}
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return {**card_dict, **monster_dict}
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@classmethod
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def from_dict(cls, d):
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return cls(
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d['monster_id'],
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d['name'],
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d['area'],
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d['monster_type'],
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d['order'],
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d['strength_cost'],
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d['magic_cost'],
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d['vp_reward'],
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d['gold_reward'],
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d['strength_reward'],
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d['magic_reward'],
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d['has_special_reward'],
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d['special_reward'],
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d['has_special_cost'],
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d['special_cost'],
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d['is_extra'],
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d['expansion'],
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)
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def add_strength_cost(self, added_strength):
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self.strength_cost = self.strength_cost + added_strength
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def add_magic_cost(self, added_magic):
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self.magic_cost = self.magic_cost + added_magic
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class Duke(Card):
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def __init__(self, duke_id, name, gold_mult, strength_mult, magic_mult, shadow_mult, holy_mult, soldier_mult,
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worker_mult, monster_mult, citizen_mult, domain_mult, boss_mult, minion_mult, beast_mult, titan_mult,
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expansion):
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super().__init__()
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self.duke_id = duke_id
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self.name = name
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self.gold_multiplier = gold_mult
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self.strength_multiplier = strength_mult
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self.magic_multiplier = magic_mult
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self.shadow_multiplier = shadow_mult
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self.holy_multiplier = holy_mult
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self.soldier_multiplier = soldier_mult
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self.worker_multiplier = worker_mult
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self.monster_multiplier = monster_mult
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self.citizen_multiplier = citizen_mult
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self.domain_multiplier = domain_mult
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self.boss_multiplier = boss_mult
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self.minion_multiplier = minion_mult
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self.beast_multiplier = beast_mult
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self.titan_multiplier = titan_mult
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self.expansion = expansion
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def to_dict(self):
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return {
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**super().to_dict(),
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"duke_id": self.duke_id,
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"gold_multiplier": self.gold_multiplier,
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"strength_multiplier": self.strength_multiplier,
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"magic_multiplier": self.magic_multiplier,
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"shadow_multiplier": self.shadow_multiplier,
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"holy_multiplier": self.holy_multiplier,
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"soldier_multiplier": self.soldier_multiplier,
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"worker_multiplier": self.worker_multiplier,
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"monster_multiplier": self.monster_multiplier,
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"citizen_multiplier": self.citizen_multiplier,
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"domain_multiplier": self.domain_multiplier,
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"boss_multiplier": self.boss_multiplier,
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"minion_multiplier": self.minion_multiplier,
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"beast_multiplier": self.beast_multiplier,
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"titan_multiplier": self.titan_multiplier,
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"expansion": self.expansion
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}
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@classmethod
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def from_dict(cls, data):
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duke_id = data["duke_id"]
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name = data["name"]
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gold_mult = data["gold_multiplier"]
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strength_mult = data["strength_multiplier"]
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magic_mult = data["magic_multiplier"]
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shadow_mult = data["shadow_multiplier"]
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holy_mult = data["holy_multiplier"]
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soldier_mult = data["soldier_multiplier"]
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worker_mult = data["worker_multiplier"]
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monster_mult = data["monster_multiplier"]
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citizen_mult = data["citizen_multiplier"]
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domain_mult = data["domain_multiplier"]
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boss_mult = data["boss_multiplier"]
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minion_mult = data["minion_multiplier"]
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beast_mult = data["beast_multiplier"]
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titan_mult = data["titan_multiplier"]
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expansion = data["expansion"]
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return cls(duke_id, name, gold_mult, strength_mult, magic_mult, shadow_mult, holy_mult, soldier_mult,
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worker_mult, monster_mult, citizen_mult, domain_mult, boss_mult, minion_mult, beast_mult,
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titan_mult, expansion)
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444
game.py
Normal file
444
game.py
Normal file
@@ -0,0 +1,444 @@
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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']
|
||||
player.soldier_count = data['soldier_count']
|
||||
player.worker_count = data['worker_count']
|
||||
player.effects = data['effects']
|
||||
return player
|
||||
|
||||
def calc_roles(self):
|
||||
shadow_count = 0
|
||||
holy_count = 0
|
||||
soldier_count = 0
|
||||
worker_count = 0
|
||||
for citizen in self.owned_citizens:
|
||||
shadow_count = shadow_count + citizen.shadow_count
|
||||
holy_count = holy_count + citizen.holy_count
|
||||
soldier_count = soldier_count + citizen.soldier_count
|
||||
worker_count = worker_count + citizen.worker_count
|
||||
for domain in self.owned_domains:
|
||||
shadow_count = shadow_count + domain.shadow_count
|
||||
holy_count = holy_count + domain.holy_count
|
||||
soldier_count = soldier_count + domain.soldier_count
|
||||
worker_count = worker_count + domain.worker_count
|
||||
roles_dict = {
|
||||
"shadow_count": shadow_count,
|
||||
"holy_count": holy_count,
|
||||
"soldier_count": soldier_count,
|
||||
"worker_count": worker_count
|
||||
}
|
||||
return roles_dict
|
||||
|
||||
class Game:
|
||||
def __init__(self, game_state):
|
||||
self.game_id = game_state['game_id']
|
||||
self.player_list = game_state['player_list']
|
||||
self.monster_grid = game_state['monster_grid']
|
||||
self.citizen_grid = game_state['citizen_grid']
|
||||
self.domain_grid = game_state['domain_grid']
|
||||
self.die_one = game_state['die_one']
|
||||
self.die_two = game_state['die_two']
|
||||
self.die_sum = game_state['die_sum']
|
||||
self.exhausted_count = game_state['exhausted_count']
|
||||
self.effects = game_state['effects']
|
||||
self.action_required = game_state['action_required']
|
||||
self.last_active_time = 0
|
||||
|
||||
def roll_phase(self):
|
||||
self.die_one = random.randint(1, 6)
|
||||
self.die_two = random.randint(1, 6)
|
||||
self.die_sum = self.die_one + self.die_two
|
||||
print(f"{self.die_one} | {self.die_two} | {self.die_sum}")
|
||||
# check for player effects that are able to change roll
|
||||
# check for board effects that trigger from rolls
|
||||
|
||||
def harvest_phase(self):
|
||||
# steal activates first
|
||||
for starter in self.player_list[0].owned_starters:
|
||||
if (starter.roll_match1 == self.die_one) or (starter.roll_match1 == self.die_two) or (
|
||||
starter.roll_match1 == self.die_sum) or (starter.roll_match2 == self.die_sum):
|
||||
count = 1
|
||||
if starter.roll_match1 == self.die_one == self.die_two:
|
||||
count = 2
|
||||
print(f"Payout for {self.player_list[0].name}: Starter {starter.name}{' x2' if count == 2 else ''}")
|
||||
for i in range(count):
|
||||
self.player_list[0].gold_score = self.player_list[0].gold_score + starter.gold_payout_on_turn
|
||||
self.player_list[0].strength_score = self.player_list[
|
||||
0].strength_score + starter.strength_payout_on_turn
|
||||
self.player_list[0].magic_score = self.player_list[0].magic_score + starter.magic_payout_on_turn
|
||||
if starter.has_special_payout_on_turn:
|
||||
payout = self.execute_special_payout(starter.special_payout_on_turn,
|
||||
self.player_list[0].player_id)
|
||||
self.player_list[0].gold_score = self.player_list[0].gold_score + payout[0]
|
||||
self.player_list[0].strength_score = self.player_list[0].strength_score + payout[1]
|
||||
self.player_list[0].magic_score = self.player_list[0].magic_score + payout[2]
|
||||
for citizen in self.player_list[0].owned_citizens:
|
||||
if (citizen.roll_match1 == self.die_one) or (citizen.roll_match1 == self.die_two) or (
|
||||
citizen.roll_match1 == self.die_sum) or (citizen.roll_match2 == self.die_sum):
|
||||
count = 1
|
||||
if citizen.roll_match1 == self.die_one == self.die_two:
|
||||
count = 2
|
||||
print(f"Payout for {self.player_list[0].name}: Citizen {citizen.name}{' x2' if count == 2 else ''}")
|
||||
for i in range(count):
|
||||
self.player_list[0].gold_score = self.player_list[0].gold_score + citizen.gold_payout_on_turn
|
||||
self.player_list[0].strength_score = self.player_list[
|
||||
0].strength_score + citizen.strength_payout_on_turn
|
||||
self.player_list[0].magic_score = self.player_list[0].magic_score + citizen.magic_payout_on_turn
|
||||
if citizen.has_special_payout_on_turn:
|
||||
print(f"Citizen {citizen.name} special payout text: {citizen.special_payout_on_turn}")
|
||||
payout = self.execute_special_payout(citizen.special_payout_on_turn,
|
||||
self.player_list[0].player_id)
|
||||
print(f"right after running execute special payout {payout}")
|
||||
self.player_list[0].gold_score = self.player_list[0].gold_score + payout[0]
|
||||
self.player_list[0].strength_score = self.player_list[0].strength_score + payout[1]
|
||||
self.player_list[0].magic_score = self.player_list[0].magic_score + payout[2]
|
||||
|
||||
list_iterator = iter(self.player_list) # skip first player when paying out the rest of the board
|
||||
next(list_iterator)
|
||||
for player in list_iterator:
|
||||
for starter in player.owned_starters:
|
||||
if (starter.roll_match1 == self.die_one) or (starter.roll_match1 == self.die_two) or (
|
||||
starter.roll_match1 == self.die_sum) or (starter.roll_match2 == self.die_sum):
|
||||
count = 1
|
||||
if starter.roll_match1 == self.die_one == self.die_two:
|
||||
count = 2
|
||||
print(f"Payout for {player.name}: Starter {starter.name}{' x2' if count == 2 else ''}")
|
||||
for i in range(count):
|
||||
player.gold_score = player.gold_score + starter.gold_payout_off_turn
|
||||
player.strength_score = player.strength_score + starter.strength_payout_off_turn
|
||||
player.magic_score = player.magic_score + starter.magic_payout_off_turn
|
||||
if starter.has_special_payout_off_turn:
|
||||
payout = self.execute_special_payout(starter.special_payout_off_turn, player.player_id)
|
||||
player.gold_score = player.gold_score + payout[0]
|
||||
player.strength_score = player.strength_score + payout[1]
|
||||
player.magic_score = player.magic_score + payout[2]
|
||||
|
||||
for citizen in player.owned_citizens:
|
||||
if (citizen.roll_match1 == self.die_one) or (citizen.roll_match1 == self.die_two) or (
|
||||
citizen.roll_match1 == self.die_sum) or (citizen.roll_match2 == self.die_sum):
|
||||
count = 1
|
||||
if citizen.roll_match1 == self.die_one == self.die_two:
|
||||
count = 2
|
||||
print(f"Payout for {player.name}: Citizen {citizen.name}{' x2' if count == 2 else ''}")
|
||||
for i in range(count):
|
||||
player.gold_score = player.gold_score + citizen.gold_payout_off_turn
|
||||
player.strength_score = player.strength_score + citizen.strength_payout_off_turn
|
||||
player.magic_score = player.magic_score + citizen.magic_payout_off_turn
|
||||
if citizen.has_special_payout_off_turn:
|
||||
print("special payout off turn triggered")
|
||||
print(citizen.special_payout_off_turn)
|
||||
payout = self.execute_special_payout(citizen.special_payout_off_turn, player.player_id)
|
||||
player.gold_score = player.gold_score + payout[0]
|
||||
player.strength_score = player.strength_score + payout[1]
|
||||
player.magic_score = player.magic_score + payout[2]
|
||||
for player in self.player_list:
|
||||
print(f"Player {player.name}: {player.gold_score} G, {player.strength_score} S, {player.magic_score} M,"
|
||||
f" {player.victory_score} VP, Monsters: {len(player.owned_monsters)}, "
|
||||
f"Citizens: {len(player.owned_citizens)}, Domains {len(player.owned_domains)}")
|
||||
|
||||
def execute_special_payout(self, command, player_id):
|
||||
print("executing special payout")
|
||||
payout = [0, 0, 0, 0] # gp, sp, mp, vp, todo: citizen, monster, domain
|
||||
split_command = command.split()
|
||||
first_word = split_command[0]
|
||||
second_word = split_command[1]
|
||||
third_word = split_command[2]
|
||||
fourth_word = split_command[3]
|
||||
match first_word:
|
||||
case "count":
|
||||
print("Matched count")
|
||||
match second_word:
|
||||
case "owned_shadow":
|
||||
self.update_payout_for_role('shadow_count', player_id, payout, split_command)
|
||||
case "owned_holy":
|
||||
self.update_payout_for_role('holy_count', player_id, payout, split_command)
|
||||
case "owned_soldier":
|
||||
self.update_payout_for_role('soldier_count', player_id, payout, split_command)
|
||||
case "owned_worker":
|
||||
|
||||
self.update_payout_for_role('worker_count', player_id, payout, split_command)
|
||||
case "owned_monsters":
|
||||
self.update_payout_for_role('owned_monsters', player_id, payout, split_command)
|
||||
case "owned_citizens":
|
||||
self.update_payout_for_role('owned_citizens', player_id, payout, split_command)
|
||||
case "owned_domains":
|
||||
self.update_payout_for_role('owned_domains', player_id, payout, split_command)
|
||||
case _:
|
||||
payout[0] = -9999
|
||||
case "exchange":
|
||||
print("Matched exchange")
|
||||
match second_word:
|
||||
case 'g':
|
||||
payout[0] = payout[0] - int(third_word)
|
||||
case 's':
|
||||
payout[1] = payout[1] - int(third_word)
|
||||
case 'm':
|
||||
payout[2] = payout[2] - int(third_word)
|
||||
case 'v':
|
||||
payout[3] = payout[3] - int(third_word)
|
||||
case _:
|
||||
payout[0] = -9999
|
||||
match fourth_word:
|
||||
case 'g':
|
||||
payout[0] = payout[0] + int(split_command[4])
|
||||
case 's':
|
||||
payout[1] = payout[1] + int(split_command[4])
|
||||
case 'm':
|
||||
payout[2] = payout[2] + int(split_command[4])
|
||||
case 'v':
|
||||
payout[3] = payout[3] + int(split_command[4])
|
||||
case _:
|
||||
payout[0] = -9999
|
||||
case "choose":
|
||||
print("Matched choose")
|
||||
self.action_required['player_id'] = player_id
|
||||
self.action_required['action'] = command
|
||||
# need to pause execution here until we get player input
|
||||
while self.action_required['player_id'] != self.game_id:
|
||||
time.sleep(1)
|
||||
choice = []
|
||||
match self.action_required['action']:
|
||||
case 'choose 1':
|
||||
choice = [second_word, third_word]
|
||||
case 'choose 2':
|
||||
choice = [fourth_word, split_command[4]]
|
||||
case 'choose 3':
|
||||
choice = [split_command[5], split_command[6]] # [sixth_word, seventh_word]
|
||||
case _:
|
||||
payout[0] = -9999
|
||||
match choice[0]:
|
||||
case 'g':
|
||||
payout[0] = payout[0] + choice[1]
|
||||
case 's':
|
||||
payout[1] = payout[1] + choice[1]
|
||||
case 'm':
|
||||
payout[2] = payout[2] + choice[1]
|
||||
case 'v':
|
||||
payout[3] = payout[3] + choice[1]
|
||||
case _:
|
||||
payout[0] = -9999
|
||||
case _:
|
||||
payout[0] = -9999
|
||||
print(payout)
|
||||
return payout
|
||||
|
||||
def owned_monster_attributes(self, player_id):
|
||||
return_dict = {attr: 0 for attr in Constants.areas + Constants.types}
|
||||
for player in self.player_list:
|
||||
if player.player_id == player_id:
|
||||
for monster in player.owned_monsters:
|
||||
for area in Constants.areas:
|
||||
if monster.area == area:
|
||||
return_dict[area] += 1
|
||||
for monster_type in Constants.types:
|
||||
if monster.monster_type == monster_type:
|
||||
return_dict[monster_type] += 1
|
||||
|
||||
return return_dict
|
||||
|
||||
def update_payout_for_role(self, role_name, player_id, payout, split_command):
|
||||
role_count = 0
|
||||
for player in self.player_list:
|
||||
if player.player_id == player_id:
|
||||
role_count = player.calc_roles()[role_name]
|
||||
break
|
||||
if role_count > 0:
|
||||
match split_command[2]:
|
||||
case 'g':
|
||||
payout[0] = int(split_command[3]) * role_count
|
||||
case 's':
|
||||
payout[1] = int(split_command[3]) * role_count
|
||||
case 'm':
|
||||
payout[2] = int(split_command[3]) * role_count
|
||||
case 'v':
|
||||
payout[3] = int(split_command[3]) * role_count
|
||||
case _:
|
||||
payout[0] = -9999
|
||||
else:
|
||||
payout[0] = -9999
|
||||
|
||||
def hire_citizen(self, player_id, citizen_id, gp, mp=0):
|
||||
for citizen_stack in self.citizen_grid:
|
||||
for citizen in citizen_stack:
|
||||
if citizen.citizen_id == citizen_id and citizen.is_accessible:
|
||||
for player in self.player_list:
|
||||
if player.player_id == player_id:
|
||||
player.gold_score = player.gold_score - gp
|
||||
player.magic_score = player.magic_score - mp
|
||||
player.owned_citizens.append(citizen_stack.pop(-1))
|
||||
citizen_stack[-1].toggle_accessibility(True)
|
||||
|
||||
def slay_monster(self, player_id, monster_id, sp, mp=0):
|
||||
payout = [0, 0, 0, 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))
|
||||
if monster.has_special_reward:
|
||||
payout = self.execute_special_payout(monster.special_reward, player_id)
|
||||
payout[0] = payout[0] + monster.gold_reward
|
||||
payout[1] = payout[1] + monster.strength_reward
|
||||
payout[2] = payout[2] + monster.magic_reward
|
||||
payout[3] = payout[3] + monster.vp_reward
|
||||
for player in self.player_list:
|
||||
if player.player_id == 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]
|
||||
player.victory_score = player.victory_score + payout[3]
|
||||
monster_stack[-1].toggle_accessibility(True)
|
||||
|
||||
def buy_domain(self, player_id, domain_id, gp, mp=0):
|
||||
for domain_stack in self.domain_grid:
|
||||
for domain in domain_stack:
|
||||
if domain.domain_id == domain_id and domain.is_accessible:
|
||||
for player in self.player_list:
|
||||
if player.player_id == player_id:
|
||||
player.gold_score = player.gold_score - gp
|
||||
player.magic_score = player.magic_score - mp
|
||||
player.owned_domains.append(domain_stack.pop(-1))
|
||||
domain_stack[-1].toggle_accessibility(True)
|
||||
|
||||
def action_phase(self):
|
||||
return
|
||||
|
||||
def play_turn(self):
|
||||
self.roll_phase()
|
||||
self.harvest_phase()
|
||||
self.action_phase()
|
||||
|
||||
def end_check(self):
|
||||
if self.exhausted_count <= (len(self.player_list) * 2):
|
||||
return False
|
||||
|
||||
def prompt(self):
|
||||
return
|
||||
|
||||
|
||||
class SummaryEncoder(JSONEncoder):
|
||||
def default(self, obj):
|
||||
if isinstance(obj, Player):
|
||||
return {
|
||||
'player_id': obj.player_id,
|
||||
'name': obj.name,
|
||||
'owned_citizens': len(obj.owned_citizens),
|
||||
'owned_domains': len(obj.owned_domains),
|
||||
'owned_monsters': len(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
|
||||
}
|
||||
elif isinstance(obj, LobbyMember):
|
||||
return {
|
||||
"player_name": obj.name,
|
||||
"player_id": obj.player_id,
|
||||
"is_ready": obj.is_ready
|
||||
}
|
||||
elif isinstance(obj, GameMember):
|
||||
return {
|
||||
"player_name": obj.name,
|
||||
"player_id": obj.player_id
|
||||
}
|
||||
elif isinstance(obj, Game):
|
||||
return {
|
||||
"game_id": obj.game_id,
|
||||
"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)
|
||||
@@ -1,5 +1,4 @@
|
||||
from common import *
|
||||
from server import load_game_data
|
||||
player1_id = shortuuid.uuid()
|
||||
player2_id = shortuuid.uuid()
|
||||
player1 = Player(player1_id, "Player 1")
|
||||
|
||||
Reference in New Issue
Block a user