board setup is now completed. there are 4 presets available: base1, base2, shadowvale, and flamesandfrost. If you don't choose a preset the board will be shuffled. todo: crimsonseas preset
This commit is contained in:
20
.idea/workspace.xml
generated
20
.idea/workspace.xml
generated
@@ -6,13 +6,13 @@
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<component name="ChangeListManager">
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<component name="ChangeListManager">
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||||||
<list default="true" id="67d0f8e4-ef35-4641-9e95-eb79cf01a045" name="Changes" comment="">
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<list default="true" id="67d0f8e4-ef35-4641-9e95-eb79cf01a045" name="Changes" comment="">
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||||||
<change beforePath="$PROJECT_DIR$/.idea/workspace.xml" beforeDir="false" afterPath="$PROJECT_DIR$/.idea/workspace.xml" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/.idea/workspace.xml" beforeDir="false" afterPath="$PROJECT_DIR$/.idea/workspace.xml" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/clientgui.py" beforeDir="false" afterPath="$PROJECT_DIR$/clientgui.py" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/LICENSE" beforeDir="false" />
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||||||
<change beforePath="$PROJECT_DIR$/common.py" beforeDir="false" afterPath="$PROJECT_DIR$/common.py" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/common.py" beforeDir="false" afterPath="$PROJECT_DIR$/common.py" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/images/DrgHdhv.jpg" beforeDir="false" afterPath="$PROJECT_DIR$/images/shadowvale_dukes_domains_monsters.jpg" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/images/base_domains.jpg" beforeDir="false" afterPath="$PROJECT_DIR$/images/domains.jpg" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/images/cRtDKFF.jpg" beforeDir="false" afterPath="$PROJECT_DIR$/images/unused/cRtDKFF.jpg" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/testclient.py" beforeDir="false" />
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<change beforePath="$PROJECT_DIR$/images/dukes_shadowvale.jpg" beforeDir="false" afterPath="$PROJECT_DIR$/images/dukes_expansion.jpg" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/testserver.py" beforeDir="false" />
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<change beforePath="$PROJECT_DIR$/images/playmat" beforeDir="false" afterPath="$PROJECT_DIR$/images/playmat.jpg" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/testserverwithclass.py" beforeDir="false" />
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<change beforePath="$PROJECT_DIR$/server.py" beforeDir="false" afterPath="$PROJECT_DIR$/server.py" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/valeriaassetscrape.py" beforeDir="false" />
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<change beforePath="$PROJECT_DIR$/vckonline.py" beforeDir="false" afterPath="$PROJECT_DIR$/vckonline.py" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/vckonline.py" beforeDir="false" afterPath="$PROJECT_DIR$/vckonline.py" afterDir="false" />
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</list>
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</list>
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<option name="SHOW_DIALOG" value="false" />
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<option name="SHOW_DIALOG" value="false" />
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@@ -51,7 +51,13 @@
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<map>
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<map>
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<entry key="MAIN">
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<entry key="MAIN">
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<value>
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<value>
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<State />
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<State>
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<option name="CUSTOM_BOOLEAN_PROPERTIES">
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<map>
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<entry key="Show.Git.Branches" value="true" />
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</map>
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</option>
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</State>
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</value>
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</entry>
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</entry>
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</map>
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</map>
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674
LICENSE
674
LICENSE
@@ -1,674 +0,0 @@
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GNU GENERAL PUBLIC LICENSE
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Version 3, 29 June 2007
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Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
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Everyone is permitted to copy and distribute verbatim copies
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||||||
of this license document, but changing it is not allowed.
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|
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||||||
Preamble
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||||||
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The GNU General Public License is a free, copyleft license for
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software and other kinds of works.
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||||||
|
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||||||
The licenses for most software and other practical works are designed
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||||||
to take away your freedom to share and change the works. By contrast,
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||||||
the GNU General Public License is intended to guarantee your freedom to
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||||||
share and change all versions of a program--to make sure it remains free
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||||||
software for all its users. We, the Free Software Foundation, use the
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||||||
GNU General Public License for most of our software; it applies also to
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||||||
any other work released this way by its authors. You can apply it to
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||||||
your programs, too.
|
|
||||||
|
|
||||||
When we speak of free software, we are referring to freedom, not
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|
||||||
price. Our General Public Licenses are designed to make sure that you
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|
||||||
have the freedom to distribute copies of free software (and charge for
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|
||||||
them if you wish), that you receive source code or can get it if you
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|
||||||
want it, that you can change the software or use pieces of it in new
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|
||||||
free programs, and that you know you can do these things.
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|
||||||
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|
||||||
To protect your rights, we need to prevent others from denying you
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|
||||||
these rights or asking you to surrender the rights. Therefore, you have
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|
||||||
certain responsibilities if you distribute copies of the software, or if
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|
||||||
you modify it: responsibilities to respect the freedom of others.
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|
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|
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For example, if you distribute copies of such a program, whether
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|
||||||
gratis or for a fee, you must pass on to the recipients the same
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|
||||||
freedoms that you received. You must make sure that they, too, receive
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or can get the source code. And you must show them these terms so they
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||||||
know their rights.
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||||||
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|
||||||
Developers that use the GNU GPL protect your rights with two steps:
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(1) assert copyright on the software, and (2) offer you this License
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||||||
giving you legal permission to copy, distribute and/or modify it.
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||||||
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||||||
For the developers' and authors' protection, the GPL clearly explains
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||||||
that there is no warranty for this free software. For both users' and
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authors' sake, the GPL requires that modified versions be marked as
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||||||
changed, so that their problems will not be attributed erroneously to
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authors of previous versions.
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Some devices are designed to deny users access to install or run
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modified versions of the software inside them, although the manufacturer
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can do so. This is fundamentally incompatible with the aim of
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protecting users' freedom to change the software. The systematic
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|
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pattern of such abuse occurs in the area of products for individuals to
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use, which is precisely where it is most unacceptable. Therefore, we
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|
||||||
have designed this version of the GPL to prohibit the practice for those
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|
||||||
products. If such problems arise substantially in other domains, we
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|
||||||
stand ready to extend this provision to those domains in future versions
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|
||||||
of the GPL, as needed to protect the freedom of users.
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|
||||||
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|
||||||
Finally, every program is threatened constantly by software patents.
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|
||||||
States should not allow patents to restrict development and use of
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|
||||||
software on general-purpose computers, but in those that do, we wish to
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|
||||||
avoid the special danger that patents applied to a free program could
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||||||
make it effectively proprietary. To prevent this, the GPL assures that
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|
||||||
patents cannot be used to render the program non-free.
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||||||
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|
||||||
The precise terms and conditions for copying, distribution and
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||||||
modification follow.
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||||||
|
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||||||
TERMS AND CONDITIONS
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|
||||||
|
|
||||||
0. Definitions.
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|
||||||
|
|
||||||
"This License" refers to version 3 of the GNU General Public License.
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|
||||||
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|
||||||
"Copyright" also means copyright-like laws that apply to other kinds of
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|
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works, such as semiconductor masks.
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||||||
"The Program" refers to any copyrightable work licensed under this
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License. Each licensee is addressed as "you". "Licensees" and
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"recipients" may be individuals or organizations.
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To "modify" a work means to copy from or adapt all or part of the work
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exact copy. The resulting work is called a "modified version" of the
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earlier work or a work "based on" the earlier work.
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||||||
A "covered work" means either the unmodified Program or a work based
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|
||||||
on the Program.
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|
||||||
To "propagate" a work means to do anything with it that, without
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permission, would make you directly or secondarily liable for
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|
||||||
infringement under applicable copyright law, except executing it on a
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computer or modifying a private copy. Propagation includes copying,
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distribution (with or without modification), making available to the
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public, and in some countries other activities as well.
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To "convey" a work means any kind of propagation that enables other
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parties to make or receive copies. Mere interaction with a user through
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|
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a computer network, with no transfer of a copy, is not conveying.
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|
||||||
An interactive user interface displays "Appropriate Legal Notices"
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|
||||||
to the extent that it includes a convenient and prominently visible
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|
||||||
feature that (1) displays an appropriate copyright notice, and (2)
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|
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tells the user that there is no warranty for the work (except to the
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extent that warranties are provided), that licensees may convey the
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work under this License, and how to view a copy of this License. If
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||||||
the interface presents a list of user commands or options, such as a
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||||||
menu, a prominent item in the list meets this criterion.
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||||||
1. Source Code.
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||||||
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The "source code" for a work means the preferred form of the work
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for making modifications to it. "Object code" means any non-source
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||||||
form of a work.
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|
||||||
A "Standard Interface" means an interface that either is an official
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|
||||||
standard defined by a recognized standards body, or, in the case of
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|
||||||
interfaces specified for a particular programming language, one that
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|
||||||
is widely used among developers working in that language.
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|
||||||
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|
||||||
The "System Libraries" of an executable work include anything, other
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|
||||||
than the work as a whole, that (a) is included in the normal form of
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|
||||||
packaging a Major Component, but which is not part of that Major
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|
||||||
Component, and (b) serves only to enable use of the work with that
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|
||||||
Major Component, or to implement a Standard Interface for which an
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|
||||||
implementation is available to the public in source code form. A
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|
||||||
"Major Component", in this context, means a major essential component
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|
||||||
(kernel, window system, and so on) of the specific operating system
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|
||||||
(if any) on which the executable work runs, or a compiler used to
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|
||||||
produce the work, or an object code interpreter used to run it.
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||||||
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|
||||||
The "Corresponding Source" for a work in object code form means all
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|
||||||
the source code needed to generate, install, and (for an executable
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|
||||||
work) run the object code and to modify the work, including scripts to
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|
||||||
control those activities. However, it does not include the work's
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|
||||||
System Libraries, or general-purpose tools or generally available free
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|
||||||
programs which are used unmodified in performing those activities but
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|
||||||
which are not part of the work. For example, Corresponding Source
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|
||||||
includes interface definition files associated with source files for
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|
||||||
the work, and the source code for shared libraries and dynamically
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|
||||||
linked subprograms that the work is specifically designed to require,
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|
||||||
such as by intimate data communication or control flow between those
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|
||||||
subprograms and other parts of the work.
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|
||||||
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|
||||||
The Corresponding Source need not include anything that users
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|
||||||
can regenerate automatically from other parts of the Corresponding
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|
||||||
Source.
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|
||||||
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|
||||||
The Corresponding Source for a work in source code form is that
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|
||||||
same work.
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|
||||||
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|
||||||
2. Basic Permissions.
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|
||||||
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|
||||||
All rights granted under this License are granted for the term of
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|
||||||
copyright on the Program, and are irrevocable provided the stated
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||||||
conditions are met. This License explicitly affirms your unlimited
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|
||||||
permission to run the unmodified Program. The output from running a
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|
||||||
covered work is covered by this License only if the output, given its
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|
||||||
content, constitutes a covered work. This License acknowledges your
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|
||||||
rights of fair use or other equivalent, as provided by copyright law.
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|
||||||
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|
||||||
You may make, run and propagate covered works that you do not
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|
||||||
convey, without conditions so long as your license otherwise remains
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|
||||||
in force. You may convey covered works to others for the sole purpose
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|
||||||
of having them make modifications exclusively for you, or provide you
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|
||||||
with facilities for running those works, provided that you comply with
|
|
||||||
the terms of this License in conveying all material for which you do
|
|
||||||
not control copyright. Those thus making or running the covered works
|
|
||||||
for you must do so exclusively on your behalf, under your direction
|
|
||||||
and control, on terms that prohibit them from making any copies of
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|
||||||
your copyrighted material outside their relationship with you.
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|
||||||
|
|
||||||
Conveying under any other circumstances is permitted solely under
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|
||||||
the conditions stated below. Sublicensing is not allowed; section 10
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|
||||||
makes it unnecessary.
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|
||||||
|
|
||||||
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
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|
||||||
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|
||||||
No covered work shall be deemed part of an effective technological
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|
||||||
measure under any applicable law fulfilling obligations under article
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|
||||||
11 of the WIPO copyright treaty adopted on 20 December 1996, or
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|
||||||
similar laws prohibiting or restricting circumvention of such
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|
||||||
measures.
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|
||||||
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|
||||||
When you convey a covered work, you waive any legal power to forbid
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|
||||||
circumvention of technological measures to the extent such circumvention
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|
||||||
is effected by exercising rights under this License with respect to
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|
||||||
the covered work, and you disclaim any intention to limit operation or
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|
||||||
modification of the work as a means of enforcing, against the work's
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|
||||||
users, your or third parties' legal rights to forbid circumvention of
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|
||||||
technological measures.
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||||||
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|
||||||
4. Conveying Verbatim Copies.
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||||||
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|
||||||
You may convey verbatim copies of the Program's source code as you
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|
||||||
receive it, in any medium, provided that you conspicuously and
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|
||||||
appropriately publish on each copy an appropriate copyright notice;
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|
||||||
keep intact all notices stating that this License and any
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|
||||||
non-permissive terms added in accord with section 7 apply to the code;
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|
||||||
keep intact all notices of the absence of any warranty; and give all
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|
||||||
recipients a copy of this License along with the Program.
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|
||||||
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|
||||||
You may charge any price or no price for each copy that you convey,
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|
||||||
and you may offer support or warranty protection for a fee.
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|
||||||
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|
||||||
5. Conveying Modified Source Versions.
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|
||||||
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|
||||||
You may convey a work based on the Program, or the modifications to
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|
||||||
produce it from the Program, in the form of source code under the
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|
||||||
terms of section 4, provided that you also meet all of these conditions:
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|
||||||
|
|
||||||
a) The work must carry prominent notices stating that you modified
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|
||||||
it, and giving a relevant date.
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|
||||||
|
|
||||||
b) The work must carry prominent notices stating that it is
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|
||||||
released under this License and any conditions added under section
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|
||||||
7. This requirement modifies the requirement in section 4 to
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|
||||||
"keep intact all notices".
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|
||||||
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|
||||||
c) You must license the entire work, as a whole, under this
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|
||||||
License to anyone who comes into possession of a copy. This
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|
||||||
License will therefore apply, along with any applicable section 7
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|
||||||
additional terms, to the whole of the work, and all its parts,
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|
||||||
regardless of how they are packaged. This License gives no
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|
||||||
permission to license the work in any other way, but it does not
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|
||||||
invalidate such permission if you have separately received it.
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|
||||||
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|
||||||
d) If the work has interactive user interfaces, each must display
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|
||||||
Appropriate Legal Notices; however, if the Program has interactive
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|
||||||
interfaces that do not display Appropriate Legal Notices, your
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|
||||||
work need not make them do so.
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|
||||||
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|
||||||
A compilation of a covered work with other separate and independent
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|
||||||
works, which are not by their nature extensions of the covered work,
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|
||||||
and which are not combined with it such as to form a larger program,
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|
||||||
in or on a volume of a storage or distribution medium, is called an
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|
||||||
"aggregate" if the compilation and its resulting copyright are not
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|
||||||
used to limit the access or legal rights of the compilation's users
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|
||||||
beyond what the individual works permit. Inclusion of a covered work
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|
||||||
in an aggregate does not cause this License to apply to the other
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|
||||||
parts of the aggregate.
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|
||||||
|
|
||||||
6. Conveying Non-Source Forms.
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|
||||||
|
|
||||||
You may convey a covered work in object code form under the terms
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|
||||||
of sections 4 and 5, provided that you also convey the
|
|
||||||
machine-readable Corresponding Source under the terms of this License,
|
|
||||||
in one of these ways:
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|
||||||
|
|
||||||
a) Convey the object code in, or embodied in, a physical product
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|
||||||
(including a physical distribution medium), accompanied by the
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|
||||||
Corresponding Source fixed on a durable physical medium
|
|
||||||
customarily used for software interchange.
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|
||||||
|
|
||||||
b) Convey the object code in, or embodied in, a physical product
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|
||||||
(including a physical distribution medium), accompanied by a
|
|
||||||
written offer, valid for at least three years and valid for as
|
|
||||||
long as you offer spare parts or customer support for that product
|
|
||||||
model, to give anyone who possesses the object code either (1) a
|
|
||||||
copy of the Corresponding Source for all the software in the
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|
||||||
product that is covered by this License, on a durable physical
|
|
||||||
medium customarily used for software interchange, for a price no
|
|
||||||
more than your reasonable cost of physically performing this
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|
||||||
conveying of source, or (2) access to copy the
|
|
||||||
Corresponding Source from a network server at no charge.
|
|
||||||
|
|
||||||
c) Convey individual copies of the object code with a copy of the
|
|
||||||
written offer to provide the Corresponding Source. This
|
|
||||||
alternative is allowed only occasionally and noncommercially, and
|
|
||||||
only if you received the object code with such an offer, in accord
|
|
||||||
with subsection 6b.
|
|
||||||
|
|
||||||
d) Convey the object code by offering access from a designated
|
|
||||||
place (gratis or for a charge), and offer equivalent access to the
|
|
||||||
Corresponding Source in the same way through the same place at no
|
|
||||||
further charge. You need not require recipients to copy the
|
|
||||||
Corresponding Source along with the object code. If the place to
|
|
||||||
copy the object code is a network server, the Corresponding Source
|
|
||||||
may be on a different server (operated by you or a third party)
|
|
||||||
that supports equivalent copying facilities, provided you maintain
|
|
||||||
clear directions next to the object code saying where to find the
|
|
||||||
Corresponding Source. Regardless of what server hosts the
|
|
||||||
Corresponding Source, you remain obligated to ensure that it is
|
|
||||||
available for as long as needed to satisfy these requirements.
|
|
||||||
|
|
||||||
e) Convey the object code using peer-to-peer transmission, provided
|
|
||||||
you inform other peers where the object code and Corresponding
|
|
||||||
Source of the work are being offered to the general public at no
|
|
||||||
charge under subsection 6d.
|
|
||||||
|
|
||||||
A separable portion of the object code, whose source code is excluded
|
|
||||||
from the Corresponding Source as a System Library, need not be
|
|
||||||
included in conveying the object code work.
|
|
||||||
|
|
||||||
A "User Product" is either (1) a "consumer product", which means any
|
|
||||||
tangible personal property which is normally used for personal, family,
|
|
||||||
or household purposes, or (2) anything designed or sold for incorporation
|
|
||||||
into a dwelling. In determining whether a product is a consumer product,
|
|
||||||
doubtful cases shall be resolved in favor of coverage. For a particular
|
|
||||||
product received by a particular user, "normally used" refers to a
|
|
||||||
typical or common use of that class of product, regardless of the status
|
|
||||||
of the particular user or of the way in which the particular user
|
|
||||||
actually uses, or expects or is expected to use, the product. A product
|
|
||||||
is a consumer product regardless of whether the product has substantial
|
|
||||||
commercial, industrial or non-consumer uses, unless such uses represent
|
|
||||||
the only significant mode of use of the product.
|
|
||||||
|
|
||||||
"Installation Information" for a User Product means any methods,
|
|
||||||
procedures, authorization keys, or other information required to install
|
|
||||||
and execute modified versions of a covered work in that User Product from
|
|
||||||
a modified version of its Corresponding Source. The information must
|
|
||||||
suffice to ensure that the continued functioning of the modified object
|
|
||||||
code is in no case prevented or interfered with solely because
|
|
||||||
modification has been made.
|
|
||||||
|
|
||||||
If you convey an object code work under this section in, or with, or
|
|
||||||
specifically for use in, a User Product, and the conveying occurs as
|
|
||||||
part of a transaction in which the right of possession and use of the
|
|
||||||
User Product is transferred to the recipient in perpetuity or for a
|
|
||||||
fixed term (regardless of how the transaction is characterized), the
|
|
||||||
Corresponding Source conveyed under this section must be accompanied
|
|
||||||
by the Installation Information. But this requirement does not apply
|
|
||||||
if neither you nor any third party retains the ability to install
|
|
||||||
modified object code on the User Product (for example, the work has
|
|
||||||
been installed in ROM).
|
|
||||||
|
|
||||||
The requirement to provide Installation Information does not include a
|
|
||||||
requirement to continue to provide support service, warranty, or updates
|
|
||||||
for a work that has been modified or installed by the recipient, or for
|
|
||||||
the User Product in which it has been modified or installed. Access to a
|
|
||||||
network may be denied when the modification itself materially and
|
|
||||||
adversely affects the operation of the network or violates the rules and
|
|
||||||
protocols for communication across the network.
|
|
||||||
|
|
||||||
Corresponding Source conveyed, and Installation Information provided,
|
|
||||||
in accord with this section must be in a format that is publicly
|
|
||||||
documented (and with an implementation available to the public in
|
|
||||||
source code form), and must require no special password or key for
|
|
||||||
unpacking, reading or copying.
|
|
||||||
|
|
||||||
7. Additional Terms.
|
|
||||||
|
|
||||||
"Additional permissions" are terms that supplement the terms of this
|
|
||||||
License by making exceptions from one or more of its conditions.
|
|
||||||
Additional permissions that are applicable to the entire Program shall
|
|
||||||
be treated as though they were included in this License, to the extent
|
|
||||||
that they are valid under applicable law. If additional permissions
|
|
||||||
apply only to part of the Program, that part may be used separately
|
|
||||||
under those permissions, but the entire Program remains governed by
|
|
||||||
this License without regard to the additional permissions.
|
|
||||||
|
|
||||||
When you convey a copy of a covered work, you may at your option
|
|
||||||
remove any additional permissions from that copy, or from any part of
|
|
||||||
it. (Additional permissions may be written to require their own
|
|
||||||
removal in certain cases when you modify the work.) You may place
|
|
||||||
additional permissions on material, added by you to a covered work,
|
|
||||||
for which you have or can give appropriate copyright permission.
|
|
||||||
|
|
||||||
Notwithstanding any other provision of this License, for material you
|
|
||||||
add to a covered work, you may (if authorized by the copyright holders of
|
|
||||||
that material) supplement the terms of this License with terms:
|
|
||||||
|
|
||||||
a) Disclaiming warranty or limiting liability differently from the
|
|
||||||
terms of sections 15 and 16 of this License; or
|
|
||||||
|
|
||||||
b) Requiring preservation of specified reasonable legal notices or
|
|
||||||
author attributions in that material or in the Appropriate Legal
|
|
||||||
Notices displayed by works containing it; or
|
|
||||||
|
|
||||||
c) Prohibiting misrepresentation of the origin of that material, or
|
|
||||||
requiring that modified versions of such material be marked in
|
|
||||||
reasonable ways as different from the original version; or
|
|
||||||
|
|
||||||
d) Limiting the use for publicity purposes of names of licensors or
|
|
||||||
authors of the material; or
|
|
||||||
|
|
||||||
e) Declining to grant rights under trademark law for use of some
|
|
||||||
trade names, trademarks, or service marks; or
|
|
||||||
|
|
||||||
f) Requiring indemnification of licensors and authors of that
|
|
||||||
material by anyone who conveys the material (or modified versions of
|
|
||||||
it) with contractual assumptions of liability to the recipient, for
|
|
||||||
any liability that these contractual assumptions directly impose on
|
|
||||||
those licensors and authors.
|
|
||||||
|
|
||||||
All other non-permissive additional terms are considered "further
|
|
||||||
restrictions" within the meaning of section 10. If the Program as you
|
|
||||||
received it, or any part of it, contains a notice stating that it is
|
|
||||||
governed by this License along with a term that is a further
|
|
||||||
restriction, you may remove that term. If a license document contains
|
|
||||||
a further restriction but permits relicensing or conveying under this
|
|
||||||
License, you may add to a covered work material governed by the terms
|
|
||||||
of that license document, provided that the further restriction does
|
|
||||||
not survive such relicensing or conveying.
|
|
||||||
|
|
||||||
If you add terms to a covered work in accord with this section, you
|
|
||||||
must place, in the relevant source files, a statement of the
|
|
||||||
additional terms that apply to those files, or a notice indicating
|
|
||||||
where to find the applicable terms.
|
|
||||||
|
|
||||||
Additional terms, permissive or non-permissive, may be stated in the
|
|
||||||
form of a separately written license, or stated as exceptions;
|
|
||||||
the above requirements apply either way.
|
|
||||||
|
|
||||||
8. Termination.
|
|
||||||
|
|
||||||
You may not propagate or modify a covered work except as expressly
|
|
||||||
provided under this License. Any attempt otherwise to propagate or
|
|
||||||
modify it is void, and will automatically terminate your rights under
|
|
||||||
this License (including any patent licenses granted under the third
|
|
||||||
paragraph of section 11).
|
|
||||||
|
|
||||||
However, if you cease all violation of this License, then your
|
|
||||||
license from a particular copyright holder is reinstated (a)
|
|
||||||
provisionally, unless and until the copyright holder explicitly and
|
|
||||||
finally terminates your license, and (b) permanently, if the copyright
|
|
||||||
holder fails to notify you of the violation by some reasonable means
|
|
||||||
prior to 60 days after the cessation.
|
|
||||||
|
|
||||||
Moreover, your license from a particular copyright holder is
|
|
||||||
reinstated permanently if the copyright holder notifies you of the
|
|
||||||
violation by some reasonable means, this is the first time you have
|
|
||||||
received notice of violation of this License (for any work) from that
|
|
||||||
copyright holder, and you cure the violation prior to 30 days after
|
|
||||||
your receipt of the notice.
|
|
||||||
|
|
||||||
Termination of your rights under this section does not terminate the
|
|
||||||
licenses of parties who have received copies or rights from you under
|
|
||||||
this License. If your rights have been terminated and not permanently
|
|
||||||
reinstated, you do not qualify to receive new licenses for the same
|
|
||||||
material under section 10.
|
|
||||||
|
|
||||||
9. Acceptance Not Required for Having Copies.
|
|
||||||
|
|
||||||
You are not required to accept this License in order to receive or
|
|
||||||
run a copy of the Program. Ancillary propagation of a covered work
|
|
||||||
occurring solely as a consequence of using peer-to-peer transmission
|
|
||||||
to receive a copy likewise does not require acceptance. However,
|
|
||||||
nothing other than this License grants you permission to propagate or
|
|
||||||
modify any covered work. These actions infringe copyright if you do
|
|
||||||
not accept this License. Therefore, by modifying or propagating a
|
|
||||||
covered work, you indicate your acceptance of this License to do so.
|
|
||||||
|
|
||||||
10. Automatic Licensing of Downstream Recipients.
|
|
||||||
|
|
||||||
Each time you convey a covered work, the recipient automatically
|
|
||||||
receives a license from the original licensors, to run, modify and
|
|
||||||
propagate that work, subject to this License. You are not responsible
|
|
||||||
for enforcing compliance by third parties with this License.
|
|
||||||
|
|
||||||
An "entity transaction" is a transaction transferring control of an
|
|
||||||
organization, or substantially all assets of one, or subdividing an
|
|
||||||
organization, or merging organizations. If propagation of a covered
|
|
||||||
work results from an entity transaction, each party to that
|
|
||||||
transaction who receives a copy of the work also receives whatever
|
|
||||||
licenses to the work the party's predecessor in interest had or could
|
|
||||||
give under the previous paragraph, plus a right to possession of the
|
|
||||||
Corresponding Source of the work from the predecessor in interest, if
|
|
||||||
the predecessor has it or can get it with reasonable efforts.
|
|
||||||
|
|
||||||
You may not impose any further restrictions on the exercise of the
|
|
||||||
rights granted or affirmed under this License. For example, you may
|
|
||||||
not impose a license fee, royalty, or other charge for exercise of
|
|
||||||
rights granted under this License, and you may not initiate litigation
|
|
||||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
|
||||||
any patent claim is infringed by making, using, selling, offering for
|
|
||||||
sale, or importing the Program or any portion of it.
|
|
||||||
|
|
||||||
11. Patents.
|
|
||||||
|
|
||||||
A "contributor" is a copyright holder who authorizes use under this
|
|
||||||
License of the Program or a work on which the Program is based. The
|
|
||||||
work thus licensed is called the contributor's "contributor version".
|
|
||||||
|
|
||||||
A contributor's "essential patent claims" are all patent claims
|
|
||||||
owned or controlled by the contributor, whether already acquired or
|
|
||||||
hereafter acquired, that would be infringed by some manner, permitted
|
|
||||||
by this License, of making, using, or selling its contributor version,
|
|
||||||
but do not include claims that would be infringed only as a
|
|
||||||
consequence of further modification of the contributor version. For
|
|
||||||
purposes of this definition, "control" includes the right to grant
|
|
||||||
patent sublicenses in a manner consistent with the requirements of
|
|
||||||
this License.
|
|
||||||
|
|
||||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
|
||||||
patent license under the contributor's essential patent claims, to
|
|
||||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
|
||||||
propagate the contents of its contributor version.
|
|
||||||
|
|
||||||
In the following three paragraphs, a "patent license" is any express
|
|
||||||
agreement or commitment, however denominated, not to enforce a patent
|
|
||||||
(such as an express permission to practice a patent or covenant not to
|
|
||||||
sue for patent infringement). To "grant" such a patent license to a
|
|
||||||
party means to make such an agreement or commitment not to enforce a
|
|
||||||
patent against the party.
|
|
||||||
|
|
||||||
If you convey a covered work, knowingly relying on a patent license,
|
|
||||||
and the Corresponding Source of the work is not available for anyone
|
|
||||||
to copy, free of charge and under the terms of this License, through a
|
|
||||||
publicly available network server or other readily accessible means,
|
|
||||||
then you must either (1) cause the Corresponding Source to be so
|
|
||||||
available, or (2) arrange to deprive yourself of the benefit of the
|
|
||||||
patent license for this particular work, or (3) arrange, in a manner
|
|
||||||
consistent with the requirements of this License, to extend the patent
|
|
||||||
license to downstream recipients. "Knowingly relying" means you have
|
|
||||||
actual knowledge that, but for the patent license, your conveying the
|
|
||||||
covered work in a country, or your recipient's use of the covered work
|
|
||||||
in a country, would infringe one or more identifiable patents in that
|
|
||||||
country that you have reason to believe are valid.
|
|
||||||
|
|
||||||
If, pursuant to or in connection with a single transaction or
|
|
||||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
|
||||||
covered work, and grant a patent license to some of the parties
|
|
||||||
receiving the covered work authorizing them to use, propagate, modify
|
|
||||||
or convey a specific copy of the covered work, then the patent license
|
|
||||||
you grant is automatically extended to all recipients of the covered
|
|
||||||
work and works based on it.
|
|
||||||
|
|
||||||
A patent license is "discriminatory" if it does not include within
|
|
||||||
the scope of its coverage, prohibits the exercise of, or is
|
|
||||||
conditioned on the non-exercise of one or more of the rights that are
|
|
||||||
specifically granted under this License. You may not convey a covered
|
|
||||||
work if you are a party to an arrangement with a third party that is
|
|
||||||
in the business of distributing software, under which you make payment
|
|
||||||
to the third party based on the extent of your activity of conveying
|
|
||||||
the work, and under which the third party grants, to any of the
|
|
||||||
parties who would receive the covered work from you, a discriminatory
|
|
||||||
patent license (a) in connection with copies of the covered work
|
|
||||||
conveyed by you (or copies made from those copies), or (b) primarily
|
|
||||||
for and in connection with specific products or compilations that
|
|
||||||
contain the covered work, unless you entered into that arrangement,
|
|
||||||
or that patent license was granted, prior to 28 March 2007.
|
|
||||||
|
|
||||||
Nothing in this License shall be construed as excluding or limiting
|
|
||||||
any implied license or other defenses to infringement that may
|
|
||||||
otherwise be available to you under applicable patent law.
|
|
||||||
|
|
||||||
12. No Surrender of Others' Freedom.
|
|
||||||
|
|
||||||
If conditions are imposed on you (whether by court order, agreement or
|
|
||||||
otherwise) that contradict the conditions of this License, they do not
|
|
||||||
excuse you from the conditions of this License. If you cannot convey a
|
|
||||||
covered work so as to satisfy simultaneously your obligations under this
|
|
||||||
License and any other pertinent obligations, then as a consequence you may
|
|
||||||
not convey it at all. For example, if you agree to terms that obligate you
|
|
||||||
to collect a royalty for further conveying from those to whom you convey
|
|
||||||
the Program, the only way you could satisfy both those terms and this
|
|
||||||
License would be to refrain entirely from conveying the Program.
|
|
||||||
|
|
||||||
13. Use with the GNU Affero General Public License.
|
|
||||||
|
|
||||||
Notwithstanding any other provision of this License, you have
|
|
||||||
permission to link or combine any covered work with a work licensed
|
|
||||||
under version 3 of the GNU Affero General Public License into a single
|
|
||||||
combined work, and to convey the resulting work. The terms of this
|
|
||||||
License will continue to apply to the part which is the covered work,
|
|
||||||
but the special requirements of the GNU Affero General Public License,
|
|
||||||
section 13, concerning interaction through a network will apply to the
|
|
||||||
combination as such.
|
|
||||||
|
|
||||||
14. Revised Versions of this License.
|
|
||||||
|
|
||||||
The Free Software Foundation may publish revised and/or new versions of
|
|
||||||
the GNU General Public License from time to time. Such new versions will
|
|
||||||
be similar in spirit to the present version, but may differ in detail to
|
|
||||||
address new problems or concerns.
|
|
||||||
|
|
||||||
Each version is given a distinguishing version number. If the
|
|
||||||
Program specifies that a certain numbered version of the GNU General
|
|
||||||
Public License "or any later version" applies to it, you have the
|
|
||||||
option of following the terms and conditions either of that numbered
|
|
||||||
version or of any later version published by the Free Software
|
|
||||||
Foundation. If the Program does not specify a version number of the
|
|
||||||
GNU General Public License, you may choose any version ever published
|
|
||||||
by the Free Software Foundation.
|
|
||||||
|
|
||||||
If the Program specifies that a proxy can decide which future
|
|
||||||
versions of the GNU General Public License can be used, that proxy's
|
|
||||||
public statement of acceptance of a version permanently authorizes you
|
|
||||||
to choose that version for the Program.
|
|
||||||
|
|
||||||
Later license versions may give you additional or different
|
|
||||||
permissions. However, no additional obligations are imposed on any
|
|
||||||
author or copyright holder as a result of your choosing to follow a
|
|
||||||
later version.
|
|
||||||
|
|
||||||
15. Disclaimer of Warranty.
|
|
||||||
|
|
||||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
|
||||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
|
||||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
|
||||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
|
||||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
|
||||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
|
||||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
|
||||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
|
||||||
|
|
||||||
16. Limitation of Liability.
|
|
||||||
|
|
||||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
|
||||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
|
||||||
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
|
||||||
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
|
||||||
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
|
||||||
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
|
||||||
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
|
||||||
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
|
||||||
SUCH DAMAGES.
|
|
||||||
|
|
||||||
17. Interpretation of Sections 15 and 16.
|
|
||||||
|
|
||||||
If the disclaimer of warranty and limitation of liability provided
|
|
||||||
above cannot be given local legal effect according to their terms,
|
|
||||||
reviewing courts shall apply local law that most closely approximates
|
|
||||||
an absolute waiver of all civil liability in connection with the
|
|
||||||
Program, unless a warranty or assumption of liability accompanies a
|
|
||||||
copy of the Program in return for a fee.
|
|
||||||
|
|
||||||
END OF TERMS AND CONDITIONS
|
|
||||||
|
|
||||||
How to Apply These Terms to Your New Programs
|
|
||||||
|
|
||||||
If you develop a new program, and you want it to be of the greatest
|
|
||||||
possible use to the public, the best way to achieve this is to make it
|
|
||||||
free software which everyone can redistribute and change under these terms.
|
|
||||||
|
|
||||||
To do so, attach the following notices to the program. It is safest
|
|
||||||
to attach them to the start of each source file to most effectively
|
|
||||||
state the exclusion of warranty; and each file should have at least
|
|
||||||
the "copyright" line and a pointer to where the full notice is found.
|
|
||||||
|
|
||||||
<one line to give the program's name and a brief idea of what it does.>
|
|
||||||
Copyright (C) <year> <name of author>
|
|
||||||
|
|
||||||
This program is free software: you can redistribute it and/or modify
|
|
||||||
it under the terms of the GNU General Public License as published by
|
|
||||||
the Free Software Foundation, either version 3 of the License, or
|
|
||||||
(at your option) any later version.
|
|
||||||
|
|
||||||
This program is distributed in the hope that it will be useful,
|
|
||||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
||||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
||||||
GNU General Public License for more details.
|
|
||||||
|
|
||||||
You should have received a copy of the GNU General Public License
|
|
||||||
along with this program. If not, see <https://www.gnu.org/licenses/>.
|
|
||||||
|
|
||||||
Also add information on how to contact you by electronic and paper mail.
|
|
||||||
|
|
||||||
If the program does terminal interaction, make it output a short
|
|
||||||
notice like this when it starts in an interactive mode:
|
|
||||||
|
|
||||||
<program> Copyright (C) <year> <name of author>
|
|
||||||
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
|
||||||
This is free software, and you are welcome to redistribute it
|
|
||||||
under certain conditions; type `show c' for details.
|
|
||||||
|
|
||||||
The hypothetical commands `show w' and `show c' should show the appropriate
|
|
||||||
parts of the General Public License. Of course, your program's commands
|
|
||||||
might be different; for a GUI interface, you would use an "about box".
|
|
||||||
|
|
||||||
You should also get your employer (if you work as a programmer) or school,
|
|
||||||
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
|
||||||
For more information on this, and how to apply and follow the GNU GPL, see
|
|
||||||
<https://www.gnu.org/licenses/>.
|
|
||||||
|
|
||||||
The GNU General Public License does not permit incorporating your program
|
|
||||||
into proprietary programs. If your program is a subroutine library, you
|
|
||||||
may consider it more useful to permit linking proprietary applications with
|
|
||||||
the library. If this is what you want to do, use the GNU Lesser General
|
|
||||||
Public License instead of this License. But first, please read
|
|
||||||
<https://www.gnu.org/licenses/why-not-lgpl.html>.
|
|
||||||
382
common.py
382
common.py
@@ -9,10 +9,10 @@ class Card:
|
|||||||
self.is_visible = False
|
self.is_visible = False
|
||||||
self.is_accessible = False
|
self.is_accessible = False
|
||||||
|
|
||||||
def set_visibility(self, toggle: bool = True):
|
def toggle_visibility(self, toggle: bool = True):
|
||||||
self.is_visible = toggle
|
self.is_visible = toggle
|
||||||
|
|
||||||
def set_accessibility(self, toggle: bool = True):
|
def toggle_accessibility(self, toggle: bool = True):
|
||||||
self.is_accessible = toggle
|
self.is_accessible = toggle
|
||||||
|
|
||||||
|
|
||||||
@@ -47,11 +47,12 @@ class Player:
|
|||||||
|
|
||||||
|
|
||||||
class Starter(Card):
|
class Starter(Card):
|
||||||
def __init__(self, name, roll_match1, roll_match2, gold_payout_on_turn, gold_payout_off_turn,
|
def __init__(self, starter_id, name, roll_match1, roll_match2, gold_payout_on_turn, gold_payout_off_turn,
|
||||||
strength_payout_on_turn, strength_payout_off_turn, magic_payout_on_turn, magic_payout_off_turn,
|
strength_payout_on_turn, strength_payout_off_turn, magic_payout_on_turn, magic_payout_off_turn,
|
||||||
has_special_payout_on_turn, has_special_payout_off_turn, special_payout_on_turn,
|
has_special_payout_on_turn, has_special_payout_off_turn, special_payout_on_turn,
|
||||||
special_payout_off_turn):
|
special_payout_off_turn, expansion):
|
||||||
super().__init__()
|
super().__init__()
|
||||||
|
self.starter_id = starter_id
|
||||||
self.name = name
|
self.name = name
|
||||||
self.rollMatch1 = roll_match1
|
self.rollMatch1 = roll_match1
|
||||||
self.rollMatch2 = roll_match2
|
self.rollMatch2 = roll_match2
|
||||||
@@ -65,39 +66,44 @@ class Starter(Card):
|
|||||||
self.hasSpecialPayoutOffTurn = has_special_payout_off_turn
|
self.hasSpecialPayoutOffTurn = has_special_payout_off_turn
|
||||||
self.specialPayoutOnTurn = special_payout_on_turn
|
self.specialPayoutOnTurn = special_payout_on_turn
|
||||||
self.specialPayoutOffTurn = special_payout_off_turn
|
self.specialPayoutOffTurn = special_payout_off_turn
|
||||||
|
self.expansion = expansion
|
||||||
|
|
||||||
|
|
||||||
class Citizen(Card):
|
class Citizen(Card):
|
||||||
def __init__(self, name, gold_cost, roll_match1, roll_match2, shadow_count, holy_count, soldier_count, worker_count,
|
def __init__(self, citizen_id, name, gold_cost, roll_match1, roll_match2, shadow_count, holy_count, soldier_count,
|
||||||
gold_payout_on_turn, gold_payout_off_turn, strength_payout_on_turn, strength_payout_off_turn,
|
worker_count, gold_payout_on_turn, gold_payout_off_turn, strength_payout_on_turn,
|
||||||
magic_payout_on_turn, magic_payout_off_turn, has_special_payout_on_turn, has_special_payout_off_turn,
|
strength_payout_off_turn, magic_payout_on_turn, magic_payout_off_turn, has_special_payout_on_turn,
|
||||||
special_payout_on_turn, special_payout_off_turn, special_citizen):
|
has_special_payout_off_turn, special_payout_on_turn, special_payout_off_turn, special_citizen,
|
||||||
|
expansion):
|
||||||
super().__init__()
|
super().__init__()
|
||||||
|
self.citizen_id = citizen_id
|
||||||
self.name = name
|
self.name = name
|
||||||
self.goldCost = gold_cost
|
self.gold_cost = gold_cost
|
||||||
self.rollMatch1 = roll_match1
|
self.roll_match1 = roll_match1
|
||||||
self.rollMatch2 = roll_match2
|
self.roll_match2 = roll_match2
|
||||||
self.shadowCount = shadow_count
|
self.shadow_count = shadow_count
|
||||||
self.holyCount = holy_count
|
self.holy_count = holy_count
|
||||||
self.soldierCount = soldier_count
|
self.soldier_count = soldier_count
|
||||||
self.workerCount = worker_count
|
self.worker_count = worker_count
|
||||||
self.goldPayoutOnTurn = gold_payout_on_turn
|
self.gold_payout_on_turn = gold_payout_on_turn
|
||||||
self.goldPayoutOffTurn = gold_payout_off_turn
|
self.gold_payout_off_turn = gold_payout_off_turn
|
||||||
self.strengthPayoutOnTurn = strength_payout_on_turn
|
self.strength_payout_on_turn = strength_payout_on_turn
|
||||||
self.strengthPayoutOffTurn = strength_payout_off_turn
|
self.strength_payout_off_turn = strength_payout_off_turn
|
||||||
self.magicPayoutOnTurn = magic_payout_on_turn
|
self.magic_payout_on_turn = magic_payout_on_turn
|
||||||
self.magicPayoutOffTurn = magic_payout_off_turn
|
self.magic_payout_off_turn = magic_payout_off_turn
|
||||||
self.hasSpecialPayoutOnTurn = has_special_payout_on_turn
|
self.has_special_payout_on_turn = has_special_payout_on_turn
|
||||||
self.hasSpecialPayoutOffTurn = has_special_payout_off_turn
|
self.has_special_payout_off_turn = has_special_payout_off_turn
|
||||||
self.specialPayoutOnTurn = special_payout_on_turn
|
self.special_payout_on_turn = special_payout_on_turn
|
||||||
self.specialPayoutOffTurn = special_payout_off_turn
|
self.special_payout_off_turn = special_payout_off_turn
|
||||||
self.specialCitizen = special_citizen
|
self.special_citizen = special_citizen
|
||||||
|
self.expansion = expansion
|
||||||
|
|
||||||
|
|
||||||
class Domain(Card):
|
class Domain(Card):
|
||||||
def __init__(self, name, gold_cost, shadow_count, holy_count, soldier_count, worker_count, vp_reward,
|
def __init__(self, domain_id, name, gold_cost, shadow_count, holy_count, soldier_count, worker_count, vp_reward,
|
||||||
has_activation_effect, has_passive_effect, passive_effect, activation_effect, text):
|
has_activation_effect, has_passive_effect, passive_effect, activation_effect, text, expansion):
|
||||||
super().__init__()
|
super().__init__()
|
||||||
|
self.domain_id = domain_id
|
||||||
self.name = name
|
self.name = name
|
||||||
self.gold_cost = gold_cost
|
self.gold_cost = gold_cost
|
||||||
self.shadow_count = shadow_count
|
self.shadow_count = shadow_count
|
||||||
@@ -110,15 +116,18 @@ class Domain(Card):
|
|||||||
self.passive_effect = passive_effect
|
self.passive_effect = passive_effect
|
||||||
self.activation_effect = activation_effect
|
self.activation_effect = activation_effect
|
||||||
self.text = text
|
self.text = text
|
||||||
|
self.expansion = expansion
|
||||||
|
|
||||||
|
|
||||||
class Monster(Card):
|
class Monster(Card):
|
||||||
def __init__(self, name, area, type, order, strength_cost, magic_cost, vp_reward, gold_reward, strength_reward,
|
def __init__(self, monster_id, name, area, monster_type, order, strength_cost, magic_cost, vp_reward, gold_reward,
|
||||||
magic_reward, has_special_reward, special_reward, has_special_cost, special_cost, is_extra):
|
strength_reward, magic_reward, has_special_reward, special_reward, has_special_cost, special_cost,
|
||||||
|
is_extra, expansion):
|
||||||
super().__init__()
|
super().__init__()
|
||||||
|
self.monster_id = monster_id
|
||||||
self.name = name
|
self.name = name
|
||||||
self.area = area
|
self.area = area
|
||||||
self.type = type
|
self.monster_type = monster_type
|
||||||
self.order = order
|
self.order = order
|
||||||
self.strength_cost = strength_cost
|
self.strength_cost = strength_cost
|
||||||
self.magic_cost = magic_cost
|
self.magic_cost = magic_cost
|
||||||
@@ -131,6 +140,7 @@ class Monster(Card):
|
|||||||
self.has_special_cost = has_special_cost
|
self.has_special_cost = has_special_cost
|
||||||
self.special_cost = special_cost
|
self.special_cost = special_cost
|
||||||
self.is_extra = is_extra
|
self.is_extra = is_extra
|
||||||
|
self.expansion = expansion
|
||||||
|
|
||||||
def add_strength_cost(self, added_strength):
|
def add_strength_cost(self, added_strength):
|
||||||
self.strength_cost = self.strength_cost + added_strength
|
self.strength_cost = self.strength_cost + added_strength
|
||||||
@@ -140,9 +150,11 @@ class Monster(Card):
|
|||||||
|
|
||||||
|
|
||||||
class Duke(Card):
|
class Duke(Card):
|
||||||
def __init__(self, name, gold_mult, strength_mult, magic_mult, shadow_mult, holy_mult, soldier_mult, worker_mult,
|
def __init__(self, duke_id, name, gold_mult, strength_mult, magic_mult, shadow_mult, holy_mult, soldier_mult,
|
||||||
monster_mult, citizen_mult, domain_mult, boss_mult, minion_mult, beast_mult, titan_mult):
|
worker_mult, monster_mult, citizen_mult, domain_mult, boss_mult, minion_mult, beast_mult, titan_mult,
|
||||||
|
expansion):
|
||||||
super().__init__()
|
super().__init__()
|
||||||
|
self.duke_id = duke_id
|
||||||
self.name = name
|
self.name = name
|
||||||
self.gold_multiplier = gold_mult
|
self.gold_multiplier = gold_mult
|
||||||
self.strength_multiplier = strength_mult
|
self.strength_multiplier = strength_mult
|
||||||
@@ -158,22 +170,24 @@ class Duke(Card):
|
|||||||
self.minion_multiplier = minion_mult
|
self.minion_multiplier = minion_mult
|
||||||
self.beast_multiplier = beast_mult
|
self.beast_multiplier = beast_mult
|
||||||
self.titan_multiplier = titan_mult
|
self.titan_multiplier = titan_mult
|
||||||
|
self.expansion = expansion
|
||||||
|
|
||||||
|
|
||||||
class Board:
|
class Board:
|
||||||
def __init__(self, player_count, preset, number_of_dukes=2):
|
def __init__(self, player_count, preset="shuffled", number_of_dukes=2):
|
||||||
self.player_count = player_count
|
self.player_count = player_count
|
||||||
self.preset = preset
|
self.preset = preset
|
||||||
self.number_of_dukes = number_of_dukes
|
self.number_of_dukes = number_of_dukes
|
||||||
self.player_list = []
|
self.player_list = []
|
||||||
self.citizen_grid = [[] for _ in range(10)]
|
self.citizen_grid: List[List[Citizen]] = [[] for _ in range(10)]
|
||||||
self.domain_grid = [[] for _ in range(5)]
|
self.domain_grid: List[List[Domain]] = [[] for _ in range(5)]
|
||||||
self.monster_grid: List[List[Monster]] = [[] for _ in range(5)]
|
self.monster_grid: List[List[Monster]] = [[] for _ in range(5)]
|
||||||
self.duke_stack = []
|
self.duke_stack = []
|
||||||
self.domain_stack = []
|
self.domain_stack = []
|
||||||
self.citizen_stack = []
|
self.citizen_stack = []
|
||||||
self.monster_stack = []
|
self.monster_stack = []
|
||||||
self.starter_stack = []
|
self.starter_stack = []
|
||||||
|
self.graveyard = []
|
||||||
self.die_one = 0
|
self.die_one = 0
|
||||||
self.die_two = 0
|
self.die_two = 0
|
||||||
self.die_sum = 0
|
self.die_sum = 0
|
||||||
@@ -187,70 +201,74 @@ class Board:
|
|||||||
my_cursor.execute("SELECT * FROM dukes")
|
my_cursor.execute("SELECT * FROM dukes")
|
||||||
my_result = my_cursor.fetchall()
|
my_result = my_cursor.fetchall()
|
||||||
for row in my_result:
|
for row in my_result:
|
||||||
my_duke = Duke(row['name'], row['gold_mult'], row['strength_mult'], row['magic_mult'], row['shadow_mult'],
|
my_duke = Duke(row['id_dukes'], row['name'], row['gold_mult'], row['strength_mult'], row['magic_mult'],
|
||||||
row['holy_mult'], row['soldier_mult'], row['worker_mult'], row['monster_mult'],
|
row['shadow_mult'], row['holy_mult'], row['soldier_mult'], row['worker_mult'],
|
||||||
row['citizen_mult'], row['domain_mult'], row['boss_mult'], row['minion_mult'],
|
row['monster_mult'], row['citizen_mult'], row['domain_mult'], row['boss_mult'],
|
||||||
row['beast_mult'], row['titan_mult'])
|
row['minion_mult'], row['beast_mult'], row['titan_mult'], row['expansion'])
|
||||||
self.duke_stack.append(my_duke)
|
self.duke_stack.append(my_duke)
|
||||||
random.shuffle(self.duke_stack)
|
random.shuffle(self.duke_stack)
|
||||||
my_cursor.execute("SELECT * FROM domains")
|
my_cursor.execute("SELECT * FROM domains")
|
||||||
my_result = my_cursor.fetchall()
|
my_result = my_cursor.fetchall()
|
||||||
for row in my_result:
|
for row in my_result:
|
||||||
my_domain = Domain(row['name'], row['gold_cost'], row['shadow_count'], row['holy_count'],
|
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['soldier_count'], row['worker_count'], row['vp_reward'],
|
||||||
row['has_activation_effect'],
|
row['has_activation_effect'], row['has_passive_effect'], row['passive_effect'],
|
||||||
row['has_passive_effect'], row['passive_effect'], row['activation_effect'], row['text'])
|
row['activation_effect'], row['text'], row['expansion'])
|
||||||
self.domain_stack.append(my_domain)
|
self.domain_stack.append(my_domain)
|
||||||
random.shuffle(self.domain_stack)
|
random.shuffle(self.domain_stack)
|
||||||
|
|
||||||
my_cursor.execute("SELECT * FROM citizens")
|
my_cursor.execute("SELECT * FROM citizens")
|
||||||
my_result = my_cursor.fetchall()
|
my_result = my_cursor.fetchall()
|
||||||
for row in my_result:
|
for row in my_result:
|
||||||
my_citizen = Citizen(row['name'], row['gold_cost'], row['roll_match1'], row['roll_match2'],
|
for i in range(6):
|
||||||
row['shadow_count'], row['holy_count'], row['soldier_count'], row['worker_count'],
|
my_citizen = Citizen(row['id_citizens'], row['name'], row['gold_cost'], row['roll_match1'],
|
||||||
row['gold_payout_on_turn'], row['gold_payout_off_turn'],
|
row['roll_match2'], row['shadow_count'], row['holy_count'], row['soldier_count'],
|
||||||
row['strength_payout_on_turn'],
|
row['worker_count'], row['gold_payout_on_turn'], row['gold_payout_off_turn'],
|
||||||
row['strength_payout_off_turn'], row['magic_payout_on_turn'],
|
row['strength_payout_on_turn'], row['strength_payout_off_turn'],
|
||||||
row['magic_payout_off_turn'], row['has_special_payout_on_turn'],
|
row['magic_payout_on_turn'], row['magic_payout_off_turn'],
|
||||||
row['has_special_payout_off_turn'], row['special_payout_on_turn'],
|
row['has_special_payout_on_turn'], row['has_special_payout_off_turn'],
|
||||||
row['special_payout_off_turn'], row['special_citizen'])
|
row['special_payout_on_turn'], row['special_payout_off_turn'],
|
||||||
self.citizen_stack.append(my_citizen)
|
row['special_citizen'],
|
||||||
random.shuffle(self.citizen_stack)
|
row['expansion'])
|
||||||
|
self.citizen_stack.append(my_citizen)
|
||||||
|
|
||||||
my_cursor.execute("SELECT * FROM starters")
|
my_cursor.execute("SELECT * FROM starters")
|
||||||
my_result = my_cursor.fetchall()
|
my_result = my_cursor.fetchall()
|
||||||
for row in my_result:
|
for row in my_result:
|
||||||
my_starter = Starter(row['name'], row['roll_match1'], row['roll_match2'], row['gold_payout_on_turn'],
|
my_starter = Starter(row['id_starters'], row['name'], row['roll_match1'], row['roll_match2'],
|
||||||
row['gold_payout_off_turn'], row['strength_payout_on_turn'],
|
row['gold_payout_on_turn'], row['gold_payout_off_turn'],
|
||||||
row['strength_payout_off_turn'], row['magic_payout_on_turn'],
|
row['strength_payout_on_turn'], row['strength_payout_off_turn'],
|
||||||
row['magic_payout_off_turn'], row['has_special_payout_on_turn'],
|
row['magic_payout_on_turn'], row['magic_payout_off_turn'],
|
||||||
row['has_special_payout_off_turn'], row['special_payout_on_turn'],
|
row['has_special_payout_on_turn'], row['has_special_payout_off_turn'],
|
||||||
row['special_payout_off_turn'])
|
row['special_payout_on_turn'], row['special_payout_off_turn'], row['expansion'])
|
||||||
self.starter_stack.append(my_starter)
|
self.starter_stack.append(my_starter)
|
||||||
|
|
||||||
my_cursor.execute("SELECT * FROM monsters")
|
my_cursor.execute("SELECT * FROM monsters")
|
||||||
my_result = my_cursor.fetchall()
|
my_result = my_cursor.fetchall()
|
||||||
for row in my_result:
|
for row in my_result:
|
||||||
my_monster = Monster(row['name'], row['area'], row['type'], row['order'], row['strength_cost'],
|
my_monster = Monster(row['id_monsters'], row['name'], row['area'], row['monster_type'],
|
||||||
row['magic_cost'], row['vp_reward'], row['gold_reward'], row['strength_reward'],
|
row['monster_order'], row['strength_cost'], row['magic_cost'], row['vp_reward'],
|
||||||
row['magic_reward'], row['has_special_reward'], row['special_reward'],
|
row['gold_reward'], row['strength_reward'], row['magic_reward'],
|
||||||
row['has_special_cost'], row['special_cost'], row['is_extra'])
|
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)
|
self.monster_stack.append(my_monster)
|
||||||
my_connect.close()
|
my_connect.close()
|
||||||
# end load game data
|
# end load game data
|
||||||
|
self.remove_extra_cards()
|
||||||
# create players and deal cards
|
# create players and determine order
|
||||||
for x in range(0, self.player_count):
|
for x in range(0, self.player_count):
|
||||||
my_player = Player()
|
my_player = Player()
|
||||||
my_player.name = f"Player {(x + 1)}"
|
my_player.name = f"Player {(x + 1)}"
|
||||||
self.player_list.append(my_player)
|
self.player_list.append(my_player)
|
||||||
random.shuffle(self.player_list)
|
random.shuffle(self.player_list)
|
||||||
self.player_list[0].is_first = True
|
self.player_list[0].is_first = True
|
||||||
|
# give players starters and dukes
|
||||||
for player in self.player_list:
|
for player in self.player_list:
|
||||||
player.owned_starters.append(self.starter_stack[0])
|
player.owned_starters.append(self.starter_stack[0])
|
||||||
player.owned_starters.append(self.starter_stack[1])
|
player.owned_starters.append(self.starter_stack[1])
|
||||||
for i in range(number_of_dukes):
|
for i in range(number_of_dukes):
|
||||||
player.owned_dukes.append(self.duke_stack.pop())
|
player.owned_dukes.append(self.duke_stack.pop())
|
||||||
|
# deal monsters onto the board
|
||||||
grouped_monsters = {}
|
grouped_monsters = {}
|
||||||
for monster in self.monster_stack:
|
for monster in self.monster_stack:
|
||||||
area = monster.area
|
area = monster.area
|
||||||
@@ -258,37 +276,192 @@ class Board:
|
|||||||
grouped_monsters[area].append(monster)
|
grouped_monsters[area].append(monster)
|
||||||
else:
|
else:
|
||||||
grouped_monsters[area] = [monster]
|
grouped_monsters[area] = [monster]
|
||||||
if self.preset == "shuffled":
|
# Reverse the order of each group by monster_order
|
||||||
# Convert grouped_monsters to a list of (area, monsters) tuples
|
|
||||||
area_monsters = list(grouped_monsters.items())
|
|
||||||
# Shuffle the list of (area, monsters) tuples
|
|
||||||
random.shuffle(area_monsters)
|
|
||||||
# Convert the shuffled list back to a dictionary
|
|
||||||
grouped_monsters = {area: monsters for area, monsters in area_monsters}
|
|
||||||
|
|
||||||
# Fill the stacks with monsters from each area
|
|
||||||
stack_index = 0
|
|
||||||
for area, monsters in grouped_monsters.items():
|
for area, monsters in grouped_monsters.items():
|
||||||
if stack_index >= 5: # stop dealing after 5 stacks
|
monsters.sort(key=lambda monster: monster.order, reverse=True)
|
||||||
break
|
areas = list(grouped_monsters.keys())
|
||||||
stack = self.monster_grid[stack_index]
|
chosen_areas = random.sample(areas, 5)
|
||||||
for monster in monsters:
|
for i, area in enumerate(chosen_areas):
|
||||||
stack.append(monster)
|
monsters = grouped_monsters[area]
|
||||||
stack_index = (stack_index + 1) % 5 # move to the next stack
|
self.monster_grid[i].extend(monsters)
|
||||||
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]
|
|
||||||
# Turn monsters face up
|
|
||||||
for monster in stack:
|
|
||||||
monster.set_visibility(True)
|
|
||||||
for i, stack in enumerate(self.monster_grid):
|
for i, stack in enumerate(self.monster_grid):
|
||||||
sorted_stack = sorted(stack, key=lambda monster: monster.order, reverse=True)
|
for monster in stack:
|
||||||
self.monster_grid[i] = sorted_stack
|
monster.toggle_visibility(True)
|
||||||
for stack in self.monster_grid:
|
# Make the last monster in the stack accessible
|
||||||
if stack: # check if the stack is not empty
|
stack[-1].toggle_accessibility(True)
|
||||||
monster = stack.pop()
|
self.monster_stack = []
|
||||||
print(f"Popped {monster.name}")
|
# 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)
|
||||||
|
# print out the result
|
||||||
|
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]}")
|
||||||
|
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 remove_extra_cards(self):
|
||||||
|
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)
|
||||||
|
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
|
||||||
|
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]
|
||||||
|
|
||||||
def roll_phase(self):
|
def roll_phase(self):
|
||||||
self.die_one = random.randint(1, 6)
|
self.die_one = random.randint(1, 6)
|
||||||
@@ -296,22 +469,23 @@ class Board:
|
|||||||
self.die_sum = self.die_one + self.die_two
|
self.die_sum = self.die_one + self.die_two
|
||||||
print(f"{self.die_one} | {self.die_two} | {self.die_sum}")
|
print(f"{self.die_one} | {self.die_two} | {self.die_sum}")
|
||||||
for citizen in self.player_list[0].owned_citizens:
|
for citizen in self.player_list[0].owned_citizens:
|
||||||
if (citizen.rollMatch1 == self.die_one) or (citizen.rollMatch1 == self.die_two) or (
|
if (citizen.roll_match1 == self.die_one) or (citizen.roll_match1 == self.die_two) or (
|
||||||
citizen.rollMatch1 == self.die_sum) or (citizen.rollMatch2 == self.die_sum):
|
citizen.roll_match1 == self.die_sum) or (citizen.roll_match2 == self.die_sum):
|
||||||
print(f"{citizen.name} Payout")
|
print(f"{citizen.name} Payout")
|
||||||
self.player_list[0].gold_score = self.player_list[0].gold_score + citizen.goldPayoutOnTurn
|
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.strengthPayoutOnTurn
|
self.player_list[0].strength_score = self.player_list[
|
||||||
self.player_list[0].magic_score = self.player_list[0].magic_score + citizen.magicPayoutOnTurn
|
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
|
||||||
list_iterator = iter(self.player_list)
|
list_iterator = iter(self.player_list)
|
||||||
next(list_iterator)
|
next(list_iterator)
|
||||||
for player in list_iterator:
|
for player in list_iterator:
|
||||||
for citizen in player.owned_citizens:
|
for citizen in player.owned_citizens:
|
||||||
if (citizen.rollMatch1 == self.die_one) or (citizen.rollMatch1 == self.die_two) or (
|
if (citizen.roll_match1 == self.die_one) or (citizen.roll_match1 == self.die_two) or (
|
||||||
citizen.rollMatch1 == self.die_sum) or (citizen.rollMatch2 == self.die_sum):
|
citizen.roll_match1 == self.die_sum) or (citizen.roll_match2 == self.die_sum):
|
||||||
print(f"{citizen.name} Payout")
|
print(f"{citizen.name} Payout")
|
||||||
player.gold_score = player.gold_score + citizen.goldPayoutOffTurn
|
player.gold_score = player.gold_score + citizen.gold_payout_off_turn
|
||||||
player.strength_score = player.strength_score + citizen.strengthPayoutOffTurn
|
player.strength_score = player.strength_score + citizen.strength_payout_off_turn
|
||||||
player.magic_score = player.magic_score + citizen.magicPayoutOffTurn
|
player.magic_score = player.magic_score + citizen.magic_payout_off_turn
|
||||||
|
|
||||||
def play_turn(self):
|
def play_turn(self):
|
||||||
self.roll_phase()
|
self.roll_phase()
|
||||||
|
|||||||
|
Before Width: | Height: | Size: 3.3 MiB After Width: | Height: | Size: 3.3 MiB |
@@ -1,28 +0,0 @@
|
|||||||
import socket
|
|
||||||
|
|
||||||
HEADER = 1024
|
|
||||||
PORT = 5000
|
|
||||||
FORMAT = 'utf-8'
|
|
||||||
DISCONNECT_MESSAGE = "!DISCONNECT"
|
|
||||||
SERVER = "127.0.1.1"
|
|
||||||
ADDR = (SERVER, PORT)
|
|
||||||
|
|
||||||
client = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
|
|
||||||
client.connect(ADDR)
|
|
||||||
|
|
||||||
def send(msg):
|
|
||||||
message = msg.encode(FORMAT)
|
|
||||||
msg_length = len(message)
|
|
||||||
send_length = str(msg_length).encode(FORMAT)
|
|
||||||
send_length += b' ' * (HEADER - len(send_length))
|
|
||||||
client.send(send_length)
|
|
||||||
client.send(message)
|
|
||||||
print(client.recv(2048).decode(FORMAT))
|
|
||||||
|
|
||||||
send("Hello World!")
|
|
||||||
input()
|
|
||||||
send("Hello Everyone!")
|
|
||||||
input()
|
|
||||||
send("Hello Tim!")
|
|
||||||
|
|
||||||
send(DISCONNECT_MESSAGE)
|
|
||||||
@@ -1,42 +0,0 @@
|
|||||||
import socket
|
|
||||||
import threading
|
|
||||||
|
|
||||||
HEADER = 1024
|
|
||||||
PORT = 5000
|
|
||||||
SERVER = socket.gethostbyname(socket.gethostname())
|
|
||||||
ADDR = (SERVER, PORT)
|
|
||||||
FORMAT = 'utf-8'
|
|
||||||
DISCONNECT_MESSAGE = "!DISCONNECT"
|
|
||||||
|
|
||||||
server = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
|
|
||||||
server.bind(ADDR)
|
|
||||||
|
|
||||||
def handle_client(conn, addr):
|
|
||||||
print(f"[NEW CONNECTION] {addr} connected.")
|
|
||||||
|
|
||||||
connected = True
|
|
||||||
while connected:
|
|
||||||
msg_length = conn.recv(HEADER).decode(FORMAT)
|
|
||||||
if msg_length:
|
|
||||||
msg_length = int(msg_length)
|
|
||||||
msg = conn.recv(msg_length).decode(FORMAT)
|
|
||||||
if msg == DISCONNECT_MESSAGE:
|
|
||||||
connected = False
|
|
||||||
|
|
||||||
print(f"[{addr}] {msg}")
|
|
||||||
conn.send("Msg received".encode(FORMAT))
|
|
||||||
conn.close()
|
|
||||||
|
|
||||||
|
|
||||||
def start():
|
|
||||||
server.listen()
|
|
||||||
print(f"[LISTENING] Server is listening on {SERVER}")
|
|
||||||
while True:
|
|
||||||
conn, addr = server.accept()
|
|
||||||
thread = threading.Thread(target=handle_client, args=(conn, addr))
|
|
||||||
thread.start()
|
|
||||||
print(f"[ACTIVE CONNECTIONS] {threading.active_count() - 1}")
|
|
||||||
|
|
||||||
|
|
||||||
print("[STARTING] server is starting...")
|
|
||||||
start()
|
|
||||||
@@ -1,45 +0,0 @@
|
|||||||
import socket
|
|
||||||
import threading
|
|
||||||
|
|
||||||
class MyClass():
|
|
||||||
def __init__(self):
|
|
||||||
self.HEADER = 1024
|
|
||||||
self.PORT = 5000
|
|
||||||
self.SERVER = socket.gethostbyname(socket.gethostname())
|
|
||||||
self.ADDR = (self.SERVER, self.PORT)
|
|
||||||
self.FORMAT = 'utf-8'
|
|
||||||
self.DISCONNECT_MESSAGE = "!DISCONNECT"
|
|
||||||
self.server = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
|
|
||||||
self.server.bind(self.ADDR)
|
|
||||||
|
|
||||||
def handle_client(self, conn, addr):
|
|
||||||
print(f"[NEW CONNECTION] {addr} connected.")
|
|
||||||
|
|
||||||
connected = True
|
|
||||||
while connected:
|
|
||||||
msg_length = conn.recv(self.HEADER).decode(self.FORMAT)
|
|
||||||
if msg_length:
|
|
||||||
msg_length = int(msg_length)
|
|
||||||
msg = conn.recv(msg_length).decode(self.FORMAT)
|
|
||||||
if msg == self.DISCONNECT_MESSAGE:
|
|
||||||
connected = False
|
|
||||||
|
|
||||||
print(f"[{addr}] {msg}")
|
|
||||||
conn.send("Msg received".encode(self.FORMAT))
|
|
||||||
conn.close()
|
|
||||||
|
|
||||||
|
|
||||||
def start(self):
|
|
||||||
self.server.listen()
|
|
||||||
print(f"[LISTENING] Server is listening on {self.SERVER}")
|
|
||||||
while True:
|
|
||||||
conn, addr = self.server.accept()
|
|
||||||
thread = threading.Thread(target=self.handle_client, args=(conn, addr))
|
|
||||||
thread.start()
|
|
||||||
print(f"[ACTIVE CONNECTIONS] {threading.active_count() - 1}")
|
|
||||||
|
|
||||||
|
|
||||||
print("[STARTING] server is starting...")
|
|
||||||
newServer = MyClass()
|
|
||||||
newServer.start()
|
|
||||||
|
|
||||||
@@ -1,14 +0,0 @@
|
|||||||
import re
|
|
||||||
import os
|
|
||||||
|
|
||||||
|
|
||||||
filestring = ""
|
|
||||||
with open("ttsassets", encoding="utf8", errors="ignore") as my_file:
|
|
||||||
filestring = my_file.read()
|
|
||||||
|
|
||||||
pattern = r"https://.*\.(jpg|png)"
|
|
||||||
match = re.search(pattern, filestring)
|
|
||||||
|
|
||||||
with open("asseturls.txt", "w") as dump:
|
|
||||||
for url in match:
|
|
||||||
dump.write(url)
|
|
||||||
10
vckonline.py
10
vckonline.py
@@ -1,9 +1,7 @@
|
|||||||
from common import *
|
from common import *
|
||||||
from server import *
|
|
||||||
|
|
||||||
print("Welcome to Valeria Card Kingdoms: Online")
|
print("Welcome to Valeria Card Kingdoms: Online")
|
||||||
playerCount = 2 # int(input("How many players? (2-5):\n"))
|
player_count = 4
|
||||||
citizenSet = "na" # input("What set do you want to play? (base1, base2, shadowvale, flamesandfrost, crimsonseas, shuffled):\n")
|
citizen_set = "shadowvale" # base1, base2, shadowvale, flamesandfrost, crimsonseas, shuffled
|
||||||
# gameBoard = Board(playerCount, citizenSet)
|
game_board = Board(player_count, citizen_set)
|
||||||
gameBoard = Board(playerCount, citizenSet)
|
game_board.play_turn()
|
||||||
gameBoard.play_turn()
|
|
||||||
|
|||||||
Reference in New Issue
Block a user