game class is now separate from db load and board organization. game initializes from a dictionary with the full game state.

This commit is contained in:
2023-05-01 15:19:06 -07:00
parent ce51e5c35c
commit 2f613d0dbb
11 changed files with 448 additions and 358 deletions

469
common.py
View File

@@ -1,9 +1,9 @@
import json
from json import JSONEncoder
from json import JSONEncoder, JSONDecoder
import mysql.connector
import random
from typing import List, Dict
from constants import *
import shortuuid
import uuid
@@ -46,6 +46,26 @@ class Player:
self.soldier_count = 0
self.worker_count = 0
@classmethod
def from_dict(cls, data):
player_id = data['player_id']
name = data['name']
player = cls(player_id, name)
player.owned_starters = [Starter.from_dict(s) for s in data['owned_starters']]
player.owned_citizens = [Citizen.from_dict(c) for c in data['owned_citizens']]
player.owned_domains = [Domain.from_dict(d) for d in data['owned_domains']]
player.owned_dukes = [Duke.from_dict(d) for d in data['owned_dukes']]
player.owned_monsters = [Monster.from_dict(m) for m in data['owned_monsters']]
player.gold_score = data['gold_score']
player.strength_score = data['strength_score']
player.magic_score = data['magic_score']
player.is_first = data['is_first']
player.shadow_count = data['shadow_count']
player.holy_count = data['holy_count']
player.soldier_count = data['soldier_count']
player.worker_count = data['worker_count']
return player
def calc_roles(self):
for citizen in self.owned_citizens:
self.shadow_count = self.shadow_count + citizen.shadow_count
@@ -100,6 +120,15 @@ class Starter(Card):
"expansion": self.expansion
}
@classmethod
def from_dict(cls, data):
return cls(data["starter_id"], data["name"], data["roll_match1"], data["roll_match2"],
data["gold_payout_on_turn"], data["gold_payout_off_turn"], data["strength_payout_on_turn"],
data["strength_payout_off_turn"], data["magic_payout_on_turn"], data["magic_payout_off_turn"],
data["has_special_payout_on_turn"], data["has_special_payout_off_turn"],
data["special_payout_on_turn"],
data["special_payout_off_turn"], data["expansion"])
class Citizen(Card):
def __init__(self, citizen_id, name, gold_cost, roll_match1, roll_match2, shadow_count, holy_count, soldier_count,
@@ -154,6 +183,30 @@ class Citizen(Card):
"special_citizen": self.special_citizen,
"expansion": self.expansion}
@classmethod
def from_dict(cls, dict_):
return cls(citizen_id=dict_["citizen_id"],
name=dict_["name"],
gold_cost=dict_["gold_cost"],
roll_match1=dict_["roll_match1"],
roll_match2=dict_["roll_match2"],
shadow_count=dict_["shadow_count"],
holy_count=dict_["holy_count"],
soldier_count=dict_["soldier_count"],
worker_count=dict_["worker_count"],
gold_payout_on_turn=dict_["gold_payout_on_turn"],
gold_payout_off_turn=dict_["gold_payout_off_turn"],
strength_payout_on_turn=dict_["strength_payout_on_turn"],
strength_payout_off_turn=dict_["strength_payout_off_turn"],
magic_payout_on_turn=dict_["magic_payout_on_turn"],
magic_payout_off_turn=dict_["magic_payout_off_turn"],
has_special_payout_on_turn=dict_["has_special_payout_on_turn"],
has_special_payout_off_turn=dict_["has_special_payout_off_turn"],
special_payout_on_turn=dict_["special_payout_on_turn"],
special_payout_off_turn=dict_["special_payout_off_turn"],
special_citizen=dict_["special_citizen"],
expansion=dict_["expansion"])
class Domain(Card):
def __init__(self, domain_id, name, gold_cost, shadow_count, holy_count, soldier_count, worker_count, vp_reward,
@@ -193,6 +246,25 @@ class Domain(Card):
"expansion": self.expansion
}
@classmethod
def from_dict(cls, dict_):
return cls(
domain_id=dict_['domain_id'],
name=dict_['name'],
gold_cost=dict_['gold_cost'],
shadow_count=dict_['shadow_count'],
holy_count=dict_['holy_count'],
soldier_count=dict_['soldier_count'],
worker_count=dict_['worker_count'],
vp_reward=dict_['vp_reward'],
has_activation_effect=dict_['has_activation_effect'],
has_passive_effect=dict_['has_passive_effect'],
passive_effect=dict_['passive_effect'],
activation_effect=dict_['activation_effect'],
text=dict_['text'],
expansion=dict_['expansion']
)
class Monster(Card):
def __init__(self, monster_id, name, area, monster_type, order, strength_cost, magic_cost, vp_reward, gold_reward,
@@ -239,6 +311,28 @@ class Monster(Card):
}
return {**card_dict, **monster_dict}
@classmethod
def from_dict(cls, d):
return cls(
d['monster_id'],
d['name'],
d['area'],
d['monster_type'],
d['order'],
d['strength_cost'],
d['magic_cost'],
d['vp_reward'],
d['gold_reward'],
d['strength_reward'],
d['magic_reward'],
d['has_special_reward'],
d['special_reward'],
d['has_special_cost'],
d['special_cost'],
d['is_extra'],
d['expansion'],
)
def add_strength_cost(self, added_strength):
self.strength_cost = self.strength_cost + added_strength
@@ -290,304 +384,41 @@ class Duke(Card):
"expansion": self.expansion
}
@classmethod
def from_dict(cls, data):
duke_id = data["duke_id"]
name = data["name"]
gold_mult = data["gold_multiplier"]
strength_mult = data["strength_multiplier"]
magic_mult = data["magic_multiplier"]
shadow_mult = data["shadow_multiplier"]
holy_mult = data["holy_multiplier"]
soldier_mult = data["soldier_multiplier"]
worker_mult = data["worker_multiplier"]
monster_mult = data["monster_multiplier"]
citizen_mult = data["citizen_multiplier"]
domain_mult = data["domain_multiplier"]
boss_mult = data["boss_multiplier"]
minion_mult = data["minion_multiplier"]
beast_mult = data["beast_multiplier"]
titan_mult = data["titan_multiplier"]
expansion = data["expansion"]
return cls(duke_id, name, gold_mult, strength_mult, magic_mult, shadow_mult, holy_mult, soldier_mult,
worker_mult, monster_mult, citizen_mult, domain_mult, boss_mult, minion_mult, beast_mult,
titan_mult, expansion)
class Game:
def __init__(self, game_id, player_list_from_lobby, preset="shuffled", number_of_dukes=2):
self.game_id = game_id
self.player_count = len(player_list_from_lobby)
self.preset = preset
self.number_of_dukes = number_of_dukes
self.player_list = []
self.citizen_grid: List[List[Citizen]] = [[] for _ in range(10)]
self.domain_grid: List[List[Domain]] = [[] for _ in range(5)]
self.monster_grid: List[List[Monster]] = [[] for _ in range(5)]
self.duke_stack = []
self.domain_stack = []
self.citizen_stack = []
self.monster_stack = []
self.starter_stack = []
self.graveyard = []
self.die_one = 0
self.die_two = 0
self.die_sum = 0
self.exhausted_count = 0
my_connect = mysql.connector.connect(user='vckonline', password='vckonline', host='localhost',
database='vckonline')
my_cursor = my_connect.cursor(dictionary=True)
# load game data
my_cursor.execute("SELECT * FROM dukes")
my_result = my_cursor.fetchall()
for row in my_result:
my_duke = Duke(row['id_dukes'], row['name'], row['gold_mult'], row['strength_mult'], row['magic_mult'],
row['shadow_mult'], row['holy_mult'], row['soldier_mult'], row['worker_mult'],
row['monster_mult'], row['citizen_mult'], row['domain_mult'], row['boss_mult'],
row['minion_mult'], row['beast_mult'], row['titan_mult'], row['expansion'])
self.duke_stack.append(my_duke)
random.shuffle(self.duke_stack)
my_cursor.execute("SELECT * FROM domains")
my_result = my_cursor.fetchall()
for row in my_result:
my_domain = Domain(row['id_domains'], row['name'], row['gold_cost'], row['shadow_count'], row['holy_count'],
row['soldier_count'], row['worker_count'], row['vp_reward'],
row['has_activation_effect'], row['has_passive_effect'], row['passive_effect'],
row['activation_effect'], row['text'], row['expansion'])
self.domain_stack.append(my_domain)
random.shuffle(self.domain_stack)
my_cursor.execute("SELECT * FROM citizens")
my_result = my_cursor.fetchall()
for row in my_result:
for i in range(6):
my_citizen = Citizen(row['id_citizens'], row['name'], row['gold_cost'], row['roll_match1'],
row['roll_match2'], row['shadow_count'], row['holy_count'], row['soldier_count'],
row['worker_count'], row['gold_payout_on_turn'], row['gold_payout_off_turn'],
row['strength_payout_on_turn'], row['strength_payout_off_turn'],
row['magic_payout_on_turn'], row['magic_payout_off_turn'],
row['has_special_payout_on_turn'], row['has_special_payout_off_turn'],
row['special_payout_on_turn'], row['special_payout_off_turn'],
row['special_citizen'],
row['expansion'])
self.citizen_stack.append(my_citizen)
my_cursor.execute("SELECT * FROM starters")
my_result = my_cursor.fetchall()
for row in my_result:
my_starter = Starter(row['id_starters'], row['name'], row['roll_match1'], row['roll_match2'],
row['gold_payout_on_turn'], row['gold_payout_off_turn'],
row['strength_payout_on_turn'], row['strength_payout_off_turn'],
row['magic_payout_on_turn'], row['magic_payout_off_turn'],
row['has_special_payout_on_turn'], row['has_special_payout_off_turn'],
row['special_payout_on_turn'], row['special_payout_off_turn'], row['expansion'])
self.starter_stack.append(my_starter)
my_cursor.execute("SELECT * FROM monsters")
my_result = my_cursor.fetchall()
for row in my_result:
my_monster = Monster(row['id_monsters'], row['name'], row['area'], row['monster_type'],
row['monster_order'], row['strength_cost'], row['magic_cost'], row['vp_reward'],
row['gold_reward'], row['strength_reward'], row['magic_reward'],
row['has_special_reward'], row['special_reward'], row['has_special_cost'],
row['special_cost'], row['is_extra'], row['expansion'])
self.monster_stack.append(my_monster)
my_connect.close()
# end load game data
# remove extra cards
if self.player_count != 5:
extra_monsters = []
remaining_monsters = []
for monster in self.monster_stack:
if monster.is_extra == 1:
extra_monsters.append(monster)
else:
remaining_monsters.append(monster)
self.monster_stack = remaining_monsters
self.graveyard.extend(extra_monsters)
match self.preset:
case "base1":
base1_monsters = []
other_expansion_monsters = []
for monster in self.monster_stack:
if monster.expansion == "base1":
base1_monsters.append(monster)
else:
other_expansion_monsters.append(monster)
self.monster_stack = base1_monsters
self.graveyard.extend(other_expansion_monsters)
base1_citizens = []
other_expansion_citizens = []
for citizen in self.citizen_stack:
if citizen.expansion == "base1":
base1_citizens.append(citizen)
else:
other_expansion_citizens.append(citizen)
self.citizen_stack = base1_citizens
self.graveyard.extend(other_expansion_citizens)
case "base2":
base1_monsters = []
base2_monsters = []
other_expansion_monsters = []
for monster in self.monster_stack:
if monster.expansion == "base1":
base1_monsters.append(monster)
elif monster.expansion == "base2":
base2_monsters.append(monster)
else:
other_expansion_monsters.append(monster)
# add 2 random monster areas from base1 to fill out base2 monsters
grouped_monsters = {}
for base1_monster in base1_monsters:
area = base1_monster.area
if area in grouped_monsters:
grouped_monsters[area].append(base1_monster)
else:
grouped_monsters[area] = [base1_monster]
areas = list(grouped_monsters.keys())
chosen_areas = random.sample(areas, 2)
not_chosen_monsters = [monster for area, monsters in grouped_monsters.items() if
area not in chosen_areas for monster in monsters]
self.graveyard.extend(not_chosen_monsters)
for i, area in enumerate(chosen_areas):
monsters = grouped_monsters[area]
base2_monsters.extend(monsters)
self.monster_stack = base2_monsters
self.graveyard.extend(other_expansion_monsters)
base2_citizens = []
other_expansion_citizens = []
for citizen in self.citizen_stack:
if citizen.expansion == "base2":
base2_citizens.append(citizen)
else:
other_expansion_citizens.append(citizen)
# add peasant and knight from base1
for citizen in other_expansion_citizens:
if citizen.name == "Peasant" and citizen.expansion == "base1":
base2_citizens.append(citizen)
elif citizen.name == "Knight" and citizen.expansion == "base1":
base2_citizens.append(citizen)
self.citizen_stack = base2_citizens
# put the rest of the cards in the graveyard
grouped_citizens = {}
for citizen in other_expansion_citizens:
expansion = citizen.expansion
if expansion in grouped_citizens:
grouped_citizens[expansion].append(citizen)
else:
grouped_citizens[expansion] = [citizen]
if "base1" in grouped_citizens:
base1_citizens = grouped_citizens["base1"]
base1_citizens = [citizen for citizen in base1_citizens if
citizen.name not in ("Peasant", "Knight")]
grouped_citizens["base1"] = base1_citizens
other_expansion_citizens = []
for expansion in grouped_citizens.values():
other_expansion_citizens.extend(expansion)
self.graveyard.extend(other_expansion_citizens)
case "shadowvale":
shadowvale_monsters = []
other_expansion_monsters = []
for monster in self.monster_stack:
if monster.expansion == "shadowvale":
shadowvale_monsters.append(monster)
else:
other_expansion_monsters.append(monster)
self.monster_stack = shadowvale_monsters
self.graveyard.extend(other_expansion_monsters)
shadowvale_citizens = []
other_expansion_citizens = []
for citizen in self.citizen_stack:
if citizen.expansion == "shadowvale":
shadowvale_citizens.append(citizen)
else:
other_expansion_citizens.append(citizen)
self.citizen_stack = shadowvale_citizens
self.graveyard.extend(other_expansion_citizens)
case "flamesandfrost":
flamesandfrost_monsters = []
other_expansion_monsters = []
for monster in self.monster_stack:
if monster.expansion == "flamesandfrost":
flamesandfrost_monsters.append(monster)
else:
other_expansion_monsters.append(monster)
self.monster_stack = flamesandfrost_monsters
self.graveyard.extend(other_expansion_monsters)
flamesandfrost_citizens = []
other_expansion_citizens = []
for citizen in self.citizen_stack:
if citizen.expansion == "flamesandfrost":
flamesandfrost_citizens.append(citizen)
else:
other_expansion_citizens.append(citizen)
self.citizen_stack = flamesandfrost_citizens
self.graveyard.extend(other_expansion_citizens)
case _:
if self.player_count != 5:
for stack in self.monster_grid:
# Remove monsters with isExtra = True from each stack
stack[:] = [monster for monster in stack if not monster.is_extra]
# end remove extra cards
# create players and determine order
for player in player_list_from_lobby:
my_player = Player(player.player_id, player.name)
self.player_list.append(my_player)
random.shuffle(self.player_list)
self.player_list[0].is_first = True
# give players starters and dukes
for player in self.player_list:
player.owned_starters.append(self.starter_stack[0])
player.owned_starters.append(self.starter_stack[1])
for i in range(number_of_dukes):
player.owned_dukes.append(self.duke_stack.pop())
# deal monsters onto the board
grouped_monsters = {}
for monster in self.monster_stack:
area = monster.area
if area in grouped_monsters:
grouped_monsters[area].append(monster)
else:
grouped_monsters[area] = [monster]
# Reverse the order of each group by monster_order
for area, monsters in grouped_monsters.items():
monsters.sort(key=lambda item: item.order, reverse=True)
areas = list(grouped_monsters.keys())
chosen_areas = random.sample(areas, 5)
for i, area in enumerate(chosen_areas):
monsters = grouped_monsters[area]
self.monster_grid[i].extend(monsters)
for i, stack in enumerate(self.monster_grid):
for monster in stack:
monster.toggle_visibility(True)
# Make the last monster in the stack accessible
stack[-1].toggle_accessibility(True)
self.monster_stack = []
# deal citizens onto the board
# Create a dictionary to store citizen lists with roll numbers as keys
citizens_by_roll = {roll: [] for roll in [1, 2, 3, 4, 5, 6, 7, 8, 9, 11]}
# Group citizens by roll number
for citizen in self.citizen_stack:
citizen.toggle_visibility()
citizens_by_roll[citizen.roll_match1].append(citizen)
for roll in citizens_by_roll:
# Map 11 roll to index 9
index = roll - 1 if roll < 11 else 9
citizens = citizens_by_roll[roll]
self.citizen_grid[index].extend(list(citizens))
# Make the first citizen in each list accessible
self.citizen_grid[index][-1].toggle_accessibility(True)
self.citizen_stack = []
# Deal the domains into the stacks
for i in range(5):
stack = self.domain_grid[i]
for j in range(3):
if j == 2: # top domain is visible and accessible
domain = self.domain_stack.pop()
domain.toggle_visibility(True)
domain.toggle_accessibility(True)
stack.append(domain)
else: # other domains are not visible or accessible
domain = self.domain_stack.pop()
stack.append(domain)
self.get_game_state()
def get_game_state(self):
for i, monster_list in enumerate(self.monster_grid):
print(
f"Monster Stack {i + 1}: {[f'{monster.name} ({monster.monster_id})' + ('E' if monster.is_extra else '') + ('V' if monster.is_visible else '') + ('A' if monster.is_accessible else '') for monster in monster_list]}")
for i, citizen_list in enumerate(self.citizen_grid):
print(
f"Citizen Stack {i + 1}: {[f'{citizen.name} ({citizen.citizen_id})' + ('V' if citizen.is_visible else '') + ('A' if citizen.is_accessible else '') for citizen in citizen_list]}")
for i, domain_list in enumerate(self.domain_grid):
print(
f"Domain Stack {i + 1}: {[f'{domain.name} ({domain.domain_id})' + ('V' if domain.is_visible else '') + ('A' if domain.is_accessible else '') for domain in domain_list]}")
for i, player in enumerate(self.player_list):
print(
f"Player {i + 1}: {[f'{player.player_id}' + (' *' if player.is_first else '') + f' G{player.gold_score} S{player.strength_score} M{player.magic_score}']}")
print(f"monster stack size {len(self.monster_stack)}")
print(f"citizen stack size {len(self.citizen_stack)}")
print(f"domain stack size {len(self.domain_stack)}")
print(f"graveyard stack size {len(self.graveyard)}")
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']
def roll_phase(self):
self.die_one = random.randint(1, 6)
@@ -617,7 +448,7 @@ class Game:
self.roll_phase()
def end_check(self):
if self.exhausted_count <= (self.player_count * 2):
if self.exhausted_count <= (len(self.player_list) * 2):
return False
@@ -654,19 +485,10 @@ class GameObjectEncoder(JSONEncoder):
elif isinstance(obj, Game):
return {
"game_id": obj.game_id,
"player_count": obj.player_count,
"preset": obj.preset,
"number_of_dukes": obj.number_of_dukes,
"player_list": obj.player_list,
"monster_grid": obj.monster_grid,
"citizen_grid": obj.citizen_grid,
"domain_grid": obj.domain_grid,
"duke_stack": obj.duke_stack,
"domain_stack": obj.domain_stack,
"citizen_stack": obj.citizen_stack,
"monster_stack": obj.monster_stack,
"starter_stack": obj.starter_stack,
"graveyard": obj.graveyard,
"die_one": obj.die_one,
"die_two": obj.die_two,
"die_sum": obj.die_sum,
@@ -675,3 +497,34 @@ class GameObjectEncoder(JSONEncoder):
else:
return super().default(obj)
def send_data(conn, data):
header = f"{len(data):<{Constants.header_size}}"
conn.send(header.encode(Constants.encoding))
offset = 0
while offset < len(data):
chunk = data[offset:offset + Constants.buffer_size]
conn.send(chunk)
offset += Constants.buffer_size
def receive_data(conn):
# Read the header to determine the message length
header = b""
while len(header) < Constants.header_size:
chunk = conn.recv(Constants.header_size - len(header))
if not chunk:
raise ConnectionError("Connection closed by server")
header += chunk
msg_length = int(header.decode(Constants.encoding).strip())
# Read the message in chunks until the entire message is received
data = b""
while len(data) < msg_length:
chunk_size = min(Constants.buffer_size, msg_length - len(data))
chunk = conn.recv(chunk_size)
if not chunk:
raise ConnectionError("Connection closed by server")
data += chunk
return data