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

View File

@@ -1,8 +1,6 @@
import wx
import socket
from constants import *
import json
import pprint
from common import *
class ClientVCKO(wx.App):
@@ -14,6 +12,7 @@ class ClientVCKO(wx.App):
self.in_lobby = False
self.in_game = False
self.game_id = ""
self.game = None
self.debug_frame = DebugFrame(self)
self.start_frame = StartFrame(self)
self.lobby_frame = LobbyFrame(self)
@@ -24,7 +23,10 @@ class ClientVCKO(wx.App):
return True
def parse_response(self, response):
print(f"{response}")
if len(response) > 1000:
print(f"{response[:1000]}...")
else:
print(response)
first_word = response.split()[0]
full_command = response.split()
match first_word:
@@ -60,7 +62,7 @@ class ClientVCKO(wx.App):
class GameFrame(wx.Frame):
def __init__(self, app):
super().__init__(parent=None, title='VCK Online', size=Constants.medium_window_size)
super().__init__(parent=None, title='VCK Online', size=Constants.large_window_size)
self.app = app
self.panel = wx.Panel(self)
@@ -82,28 +84,30 @@ class GameFrame(wx.Frame):
# Set the sizer for the panel
self.panel.SetSizer(vbox)
self.SetMinSize(Constants.small_window_size)
self.SetMinSize(Constants.medium_window_size)
self.last_game_state = ""
self.timer_interval = 500
self.timer = wx.Timer(self)
self.Bind(wx.EVT_TIMER, self.get_game_status, self.timer)
self.timer.Start(500)
self.timer.Start(self.timer_interval)
def get_game_status(self, event=None):
if connection_check() and self.app.in_game:
if self.app.in_game and connection_check():
self.app.parse_response(send(f"game get_status {self.app.game_id}"))
new_pretty_game_state = pprint.pformat(self.app.last_game_state)
if self.last_game_state == self.app.game_state:
if self.last_game_state == self.app.last_game_state:
if self.timer_interval < 9500:
self.timer_interval += 500
self.timer.Start(self.timer_interval)
# If the current game state is the same as the last one, don't update the list control
return
pretty_json_str = json.dumps(self.app.last_game_state, indent=4, sort_keys=False)
self.game_state_list.ClearAll()
self.game_state_list.InsertColumn(0, "Game State")
for idx, state in enumerate(new_pretty_game_state.split('\n')):
for idx, state in enumerate(pretty_json_str.split('\n')):
self.game_state_list.InsertItem(idx, state.strip())
self.game_state_list.SetColumnWidth(0, wx.LIST_AUTOSIZE)
# Save the new game state
self.last_game_state = self.app.game_state
else:
self.timer.Stop()
self.last_game_state = self.app.last_game_state
class LobbyFrame(wx.Frame):
@@ -147,7 +151,7 @@ class LobbyFrame(wx.Frame):
event.Skip()
def get_lobby_status(self, event=None):
if connection_check() and self.app.in_lobby:
if self.app.in_lobby and connection_check():
self.app.parse_response(send(f"lobby get_status {self.app.player_id}"))
if self.app.lobby == self.last_lobby_state:
# If the current lobby state is the same as the last one, don't update the list control
@@ -301,30 +305,14 @@ def connection_check():
return False
def _send(msg, input_socket):
message = msg.encode(Constants.text_format)
msg_length = len(message)
send_length = str(msg_length).encode(Constants.text_format)
send_length += b' ' * (Constants.header_size - len(send_length))
input_socket.send(send_length)
input_socket.send(message)
# Receive the response
response = b""
while True:
chunk = input_socket.recv(2048)
response += chunk
if len(chunk) < 2048:
break
return response.decode(Constants.text_format)
def send(message):
client_socket = socket.socket()
client_socket.connect((Constants.host, Constants.port))
response = _send(message, client_socket)
return response
message_bytes = message.encode(Constants.encoding)
send_data(client_socket, message_bytes)
response = receive_data(client_socket)
client_socket.close()
return response.decode(Constants.encoding)
if __name__ == '__main__':

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

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@@ -2,8 +2,12 @@ class Constants:
green = (106, 171, 115)
red = (219, 92, 92)
host = "lukesau.com"
# host = "127.0.1.1"
port = 8328
header_size = 1024
text_format = "utf-8"
small_window_size = (300, 150)
medium_window_size = (300, 500)
large_window_size = (1440, 900)
header_size = 512
buffer_size = 4096
encoding = "utf-8"

1
json.txt Normal file

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202
server.py
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@@ -2,8 +2,8 @@ import socket
import time
import threading
from common import *
from constants import *
import json
import mariadb
class ServerVCKO:
@@ -38,7 +38,7 @@ class ServerVCKO:
match first_word:
case "connection_check":
connected = False
conn.send("received".encode(Constants.text_format))
send_data(conn, "received".encode(Constants.encoding))
case "lobby":
connected = False
if full_command[1] == "join" and len(full_command) > 2:
@@ -47,7 +47,7 @@ class ServerVCKO:
joining_player = LobbyMember(joining_player_name, joining_player_id)
self.lobby.append(joining_player)
message = f"lobby joined {joining_player_id}"
conn.send(message.encode(Constants.text_format))
send_data(conn, message.encode(Constants.encoding))
elif full_command[1] == "leave" and len(full_command) > 2:
temp_lobby = []
for player in self.lobby:
@@ -59,18 +59,18 @@ class ServerVCKO:
found = False
for player in self.lobby:
if full_command[2] == player.player_id:
player.last_active_time = time.time() # update last active time
player.last_active_time = time.time() # update last active time
self.send_lobby_state(conn)
found = True
for player in self.gamers:
if full_command[2] == player.player_id:
message = f"game joined {player.game_id}"
conn.send(message.encode(Constants.text_format))
send_data(conn, message.encode(Constants.encoding))
found = True
# this only runs if we somehow receive an invalid player id
if not found:
message = f"Unable to find any player with player id: {full_command[2]}"
conn.send(message.encode(Constants.text_format))
send_data(conn, message.encode(Constants.encoding))
elif full_command[1] == "ready" and len(full_command) > 2:
ready_check = 0
for player in self.lobby:
@@ -92,11 +92,11 @@ class ServerVCKO:
for player in players_to_remove:
self.lobby.remove(player)
# START GAME
new_game = Game(new_game_id, self.gamers, "base1", 2)
new_game = Game(load_game_data(new_game_id, "base1", self.gamers))
self.game_dict[new_game.game_id] = new_game
print(f"size of game dict: {len(self.game_dict)}")
message = f"game joined {new_game_id}"
conn.send(message.encode(Constants.text_format))
send_data(conn, message.encode(Constants.encoding))
else:
self.send_lobby_state(conn)
elif full_command[1] == "unready" and len(full_command) > 2:
@@ -105,7 +105,7 @@ class ServerVCKO:
player.is_ready = False
self.send_lobby_state(conn)
else:
conn.send("invalid message".encode(Constants.text_format))
send_data(conn, "invalid message".encode(Constants.encoding))
case "game":
connected = False
if full_command[1] == "get_status" and len(full_command) == 3:
@@ -117,12 +117,12 @@ class ServerVCKO:
game = self.game_dict.get(game_id)
if not game:
message = "game state error: game not found"
conn.send(message.encode(Constants.text_format))
send_data(conn, message.encode(Constants.encoding))
else:
self.send_game_state(conn, full_command[2])
case _:
connected = False
conn.send("invalid message".encode(Constants.text_format))
send_data(conn, "invalid message".encode(Constants.encoding))
print(f"[{addr}] {msg}")
conn.close()
@@ -145,7 +145,7 @@ class ServerVCKO:
}
lobby_data.append(player_dict)
response = f"lobby state {json.dumps(lobby_data)}"
conn.send(response.encode(Constants.text_format))
send_data(conn, response.encode(Constants.encoding))
def send_game_state(self, conn, game_id):
game = self.game_dict.get(game_id)
@@ -154,7 +154,7 @@ class ServerVCKO:
else:
game_json = json.dumps(game, cls=GameObjectEncoder, indent=2)
response = f"game state {game_json}"
conn.send(response.encode(Constants.text_format))
send_data(conn, response.encode(Constants.encoding))
class LobbyMember:
@@ -171,6 +171,182 @@ class GameMember:
self.game_id = game_id
def load_game_data(game_id, preset, player_list_from_lobby):
monster_query = ""
monster_stack = []
citizen_query = ""
citizen_stack = []
domain_query = "select_random_domains"
domain_stack = []
duke_query = "select_random_dukes"
duke_stack = []
starter_query = "SELECT * FROM starters"
starter_stack = []
player_list = []
citizen_grid: List[List[Citizen]] = [[] for _ in range(10)]
domain_grid: List[List[Domain]] = [[] for _ in range(5)]
monster_grid: List[List[Monster]] = [[] for _ in range(5)]
graveyard = []
die_one = 0
die_two = 0
die_sum = 0
exhausted_count = 0
match preset:
case "base1":
monster_query = "select_base1_monsters"
citizen_query = "select_base1_citizens"
case "base2":
monster_query = "select_base2_monsters"
citizen_query = "select_base2_citizens"
try:
my_connect = mariadb.connect(user='vckonline', password='vckonline', host='127.0.0.1',
database='vckonline')
my_cursor = my_connect.cursor(dictionary=True)
my_cursor.callproc(monster_query)
results = my_cursor.fetchall()
for row in results:
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'])
monster_stack.append(my_monster)
my_cursor.callproc(citizen_query)
citizen_count = 5
if len(player_list_from_lobby) == 5:
citizen_count = 6
results = my_cursor.fetchall()
for row in results:
for i in range(citizen_count):
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'])
citizen_stack.append(my_citizen)
my_cursor.callproc(domain_query)
results = my_cursor.fetchall()
for row in results:
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'])
domain_stack.append(my_domain)
my_cursor.callproc(duke_query)
results = my_cursor.fetchall()
for row in results:
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'])
duke_stack.append(my_duke)
my_cursor.execute(starter_query)
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'])
starter_stack.append(my_starter)
except Exception as e:
print(f"Error: {e}")
finally:
my_cursor.close()
my_connect.close()
print(f"size of monster stack: {len(monster_stack)}")
print(f"size of citizen stack: {len(citizen_stack)}")
print(f"size of domain stack: {len(domain_stack)}")
print(f"size of duke stack: {len(duke_stack)}")
print(f"size of starter stack: {len(starter_stack)}")
# create players and determine order
for player in player_list_from_lobby:
my_player = Player(player.player_id, player.name)
player_list.append(my_player)
random.shuffle(player_list)
player_list[0].is_first = True
# give players starters and dukes
for player in player_list:
player.owned_starters.append(starter_stack[0])
player.owned_starters.append(starter_stack[1])
for i in range(2):
player.owned_dukes.append(duke_stack.pop())
# deal monsters onto the board
grouped_monsters = {}
for monster in 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]
monster_grid[i].extend(monsters)
for i, stack in enumerate(monster_grid):
for monster in stack:
monster.toggle_visibility(True)
# Make the last monster in the stack accessible
stack[-1].toggle_accessibility(True)
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 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]
citizen_grid[index].extend(list(citizens))
# Make the first citizen in each list accessible
citizen_grid[index][-1].toggle_accessibility(True)
citizen_stack = []
# Deal the domains into the stacks
for i in range(5):
stack = domain_grid[i]
for j in range(3):
if j == 2: # top domain is visible and accessible
domain = domain_stack.pop()
domain.toggle_visibility(True)
domain.toggle_accessibility(True)
stack.append(domain)
else: # other domains are not visible or accessible
domain = domain_stack.pop()
stack.append(domain)
# Create a dictionary to store all the stacks
game_state = {'game_id': game_id,
'player_list': player_list,
'monster_grid': monster_grid,
'citizen_grid': citizen_grid,
'domain_grid': domain_grid,
'die_one': die_one,
'die_two': die_two,
'die_sum': die_sum,
'exhausted_count': exhausted_count}
# Return the dictionary
return game_state
if __name__ == '__main__':
print("server starting")
server = ServerVCKO()

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@@ -0,0 +1,8 @@
DELIMITER //
CREATE PROCEDURE select_base1_citizens()
BEGIN
SELECT * FROM citizens WHERE expansion = "base1";
END //
DELIMITER ;

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@@ -0,0 +1,8 @@
DELIMITER //
CREATE PROCEDURE select_base1_monsters()
BEGIN
SELECT * FROM monsters WHERE expansion = "base1";
END //
DELIMITER ;

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@@ -0,0 +1,10 @@
DELIMITER //
CREATE PROCEDURE select_base2_citizens()
BEGIN
SELECT * FROM citizens WHERE expansion = "base2"
UNION
SELECT * FROM citizens WHERE expansion = "base1" AND name IN ('Peasant', 'Knight');
END //
DELIMITER ;

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@@ -0,0 +1,26 @@
DELIMITER //
CREATE PROCEDURE select_base2_monsters()
BEGIN
DECLARE chosen_area1 VARCHAR(255);
DECLARE chosen_area2 VARCHAR(255);
SET chosen_area1 = (
SELECT area FROM monsters WHERE expansion = 'base1' GROUP BY area ORDER BY RAND() LIMIT 1
);
SET chosen_area2 = (
SELECT area FROM monsters WHERE expansion = 'base1' AND area <> chosen_area1 ORDER BY RAND() LIMIT 1
);
SELECT id_monsters, name, area, monster_type, monster_order,
strength_cost, magic_cost, vp_reward, gold_reward, strength_reward, magic_reward,
has_special_reward, special_reward, has_special_cost, special_cost, is_extra, expansion
FROM monsters
WHERE expansion = 'base2'
UNION
SELECT id_monsters, name, area, monster_type, monster_order,
strength_cost, magic_cost, vp_reward, gold_reward, strength_reward, magic_reward,
has_special_reward, special_reward, has_special_cost, special_cost, is_extra, expansion
FROM monsters
WHERE expansion = 'base1' AND area IN (chosen_area1, chosen_area2);
END //
DELIMITER ;

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@@ -0,0 +1,8 @@
DELIMITER //
CREATE PROCEDURE select_random_domains()
BEGIN
SELECT * FROM domains ORDER BY RAND() LIMIT 15;
END //
DELIMITER ;

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@@ -0,0 +1,8 @@
DELIMITER //
CREATE PROCEDURE select_random_dukes()
BEGIN
SELECT * FROM dukes ORDER BY RAND();
END //
DELIMITER ;