refactored code so it is easier to read
6
.idea/inspectionProfiles/profiles_settings.xml
generated
Normal file
@@ -0,0 +1,6 @@
|
|||||||
|
<component name="InspectionProjectProfileManager">
|
||||||
|
<settings>
|
||||||
|
<option name="USE_PROJECT_PROFILE" value="false" />
|
||||||
|
<version value="1.0" />
|
||||||
|
</settings>
|
||||||
|
</component>
|
||||||
4
.idea/misc.xml
generated
Normal file
@@ -0,0 +1,4 @@
|
|||||||
|
<?xml version="1.0" encoding="UTF-8"?>
|
||||||
|
<project version="4">
|
||||||
|
<component name="ProjectRootManager" version="2" project-jdk-name="Python 3.10" project-jdk-type="Python SDK" />
|
||||||
|
</project>
|
||||||
7
.idea/vckonline.iml
generated
Normal file
@@ -0,0 +1,7 @@
|
|||||||
|
<?xml version="1.0" encoding="UTF-8"?>
|
||||||
|
<module version="4">
|
||||||
|
<component name="PyDocumentationSettings">
|
||||||
|
<option name="format" value="PLAIN" />
|
||||||
|
<option name="myDocStringFormat" value="Plain" />
|
||||||
|
</component>
|
||||||
|
</module>
|
||||||
6
.idea/vcs.xml
generated
Normal file
@@ -0,0 +1,6 @@
|
|||||||
|
<?xml version="1.0" encoding="UTF-8"?>
|
||||||
|
<project version="4">
|
||||||
|
<component name="VcsDirectoryMappings">
|
||||||
|
<mapping directory="" vcs="Git" />
|
||||||
|
</component>
|
||||||
|
</project>
|
||||||
14
.idea/workspace.xml
generated
@@ -5,13 +5,15 @@
|
|||||||
</component>
|
</component>
|
||||||
<component name="ChangeListManager">
|
<component name="ChangeListManager">
|
||||||
<list default="true" id="67d0f8e4-ef35-4641-9e95-eb79cf01a045" name="Changes" comment="">
|
<list default="true" id="67d0f8e4-ef35-4641-9e95-eb79cf01a045" name="Changes" comment="">
|
||||||
<change afterPath="$PROJECT_DIR$/.idea/.gitignore" afterDir="false" />
|
<change beforePath="$PROJECT_DIR$/.idea/workspace.xml" beforeDir="false" afterPath="$PROJECT_DIR$/.idea/workspace.xml" afterDir="false" />
|
||||||
<change afterPath="$PROJECT_DIR$/.idea/inspectionProfiles/profiles_settings.xml" afterDir="false" />
|
|
||||||
<change afterPath="$PROJECT_DIR$/.idea/misc.xml" afterDir="false" />
|
|
||||||
<change afterPath="$PROJECT_DIR$/.idea/modules.xml" afterDir="false" />
|
|
||||||
<change afterPath="$PROJECT_DIR$/.idea/vckonline.iml" afterDir="false" />
|
|
||||||
<change afterPath="$PROJECT_DIR$/.idea/vcs.xml" afterDir="false" />
|
|
||||||
<change beforePath="$PROJECT_DIR$/clientgui.py" beforeDir="false" afterPath="$PROJECT_DIR$/clientgui.py" afterDir="false" />
|
<change beforePath="$PROJECT_DIR$/clientgui.py" beforeDir="false" afterPath="$PROJECT_DIR$/clientgui.py" afterDir="false" />
|
||||||
|
<change beforePath="$PROJECT_DIR$/common.py" beforeDir="false" afterPath="$PROJECT_DIR$/common.py" afterDir="false" />
|
||||||
|
<change beforePath="$PROJECT_DIR$/images/DrgHdhv.jpg" beforeDir="false" afterPath="$PROJECT_DIR$/images/shadowvale_dukes_domains_monsters.jpg" afterDir="false" />
|
||||||
|
<change beforePath="$PROJECT_DIR$/images/cRtDKFF.jpg" beforeDir="false" afterPath="$PROJECT_DIR$/images/unused/cRtDKFF.jpg" afterDir="false" />
|
||||||
|
<change beforePath="$PROJECT_DIR$/images/dukes_shadowvale.jpg" beforeDir="false" afterPath="$PROJECT_DIR$/images/dukes_expansion.jpg" afterDir="false" />
|
||||||
|
<change beforePath="$PROJECT_DIR$/images/playmat" beforeDir="false" afterPath="$PROJECT_DIR$/images/playmat.jpg" afterDir="false" />
|
||||||
|
<change beforePath="$PROJECT_DIR$/server.py" beforeDir="false" afterPath="$PROJECT_DIR$/server.py" afterDir="false" />
|
||||||
|
<change beforePath="$PROJECT_DIR$/vckonline.py" beforeDir="false" afterPath="$PROJECT_DIR$/vckonline.py" afterDir="false" />
|
||||||
</list>
|
</list>
|
||||||
<option name="SHOW_DIALOG" value="false" />
|
<option name="SHOW_DIALOG" value="false" />
|
||||||
<option name="HIGHLIGHT_CONFLICTS" value="true" />
|
<option name="HIGHLIGHT_CONFLICTS" value="true" />
|
||||||
|
|||||||
20
clientgui.py
@@ -1,16 +1,17 @@
|
|||||||
import wx
|
import wx
|
||||||
import socket
|
import socket
|
||||||
|
|
||||||
class MyFrame(wx.Frame):
|
|
||||||
|
class MyFrame(wx.Frame):
|
||||||
def __init__(self):
|
def __init__(self):
|
||||||
super().__init__(parent=None, title='VCK Online')
|
super().__init__(parent=None, title='VCK Online')
|
||||||
panel = wx.Panel(self)
|
panel = wx.Panel(self)
|
||||||
my_sizer = wx.BoxSizer(wx.VERTICAL)
|
my_sizer = wx.BoxSizer(wx.VERTICAL)
|
||||||
self.text_ctrl = wx.TextCtrl(panel)
|
self.text_ctrl = wx.TextCtrl(panel)
|
||||||
my_sizer.Add(self.text_ctrl, 0, wx.ALL | wx.EXPAND, 5)
|
my_sizer.Add(self.text_ctrl, 0, wx.ALL | wx.EXPAND, 5)
|
||||||
my_btn = wx.Button(panel, label='Press Me')
|
my_btn = wx.Button(panel, label='Press Me')
|
||||||
my_btn.Bind(wx.EVT_BUTTON, self.on_press)
|
my_btn.Bind(wx.EVT_BUTTON, self.on_press)
|
||||||
my_sizer.Add(my_btn, 0, wx.ALL | wx.CENTER, 5)
|
my_sizer.Add(my_btn, 0, wx.ALL | wx.CENTER, 5)
|
||||||
panel.SetSizer(my_sizer)
|
panel.SetSizer(my_sizer)
|
||||||
self.host = "lukesau.com"
|
self.host = "lukesau.com"
|
||||||
self.port = 8328 # socket server port number
|
self.port = 8328 # socket server port number
|
||||||
@@ -29,6 +30,7 @@ class MyFrame(wx.Frame):
|
|||||||
self.send(message, client_socket)
|
self.send(message, client_socket)
|
||||||
self.text_ctrl.SetValue("")
|
self.text_ctrl.SetValue("")
|
||||||
self.send(self.disconnect_message, client_socket)
|
self.send(self.disconnect_message, client_socket)
|
||||||
|
|
||||||
def send(self, msg, input_socket):
|
def send(self, msg, input_socket):
|
||||||
message = msg.encode(self.format)
|
message = msg.encode(self.format)
|
||||||
msg_length = len(message)
|
msg_length = len(message)
|
||||||
@@ -39,15 +41,9 @@ class MyFrame(wx.Frame):
|
|||||||
input_socket.send(message)
|
input_socket.send(message)
|
||||||
print("done sending")
|
print("done sending")
|
||||||
print(input_socket.recv(2048).decode(self.format))
|
print(input_socket.recv(2048).decode(self.format))
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
if __name__ == '__main__':
|
if __name__ == '__main__':
|
||||||
app = wx.App()
|
app = wx.App()
|
||||||
frame = MyFrame()
|
frame = MyFrame()
|
||||||
app.MainLoop()
|
app.MainLoop()
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
551
common.py
@@ -1,76 +1,57 @@
|
|||||||
import mysql.connector
|
import mysql.connector
|
||||||
import json
|
|
||||||
import random
|
import random
|
||||||
|
from typing import List
|
||||||
|
|
||||||
|
|
||||||
class Card:
|
class Card:
|
||||||
def __init__(self):
|
def __init__(self):
|
||||||
self.name = ""
|
self.name = ""
|
||||||
self.isVisible = False
|
self.is_visible = False
|
||||||
self.isAccessible = False
|
self.is_accessible = False
|
||||||
class Game:
|
|
||||||
def __init__(self):
|
def set_visibility(self, toggle: bool = True):
|
||||||
self.board
|
self.is_visible = toggle
|
||||||
|
|
||||||
|
def set_accessibility(self, toggle: bool = True):
|
||||||
|
self.is_accessible = toggle
|
||||||
|
|
||||||
|
|
||||||
class Player:
|
class Player:
|
||||||
def __init__(self):
|
def __init__(self):
|
||||||
self.name = "Player"
|
self.name = "Player"
|
||||||
self.ownedStarters = []
|
self.owned_starters = []
|
||||||
self.ownedCitizens = []
|
self.owned_citizens = []
|
||||||
self.ownedDomains = []
|
self.owned_domains = []
|
||||||
self.ownedDukes = []
|
self.owned_dukes = []
|
||||||
self.ownedMonsters = []
|
self.owned_monsters = []
|
||||||
self.goldScore = 2
|
self.gold_score = 2
|
||||||
self.strengthScore = 0
|
self.strength_score = 0
|
||||||
self.magicScore = 1
|
self.magic_score = 1
|
||||||
self.isFirst = False
|
self.is_first = False
|
||||||
self.shadowCount = 0
|
self.shadow_count = 0
|
||||||
self.holyCount = 0
|
self.holy_count = 0
|
||||||
self.soldierCount = 0
|
self.soldier_count = 0
|
||||||
self.workerCount = 0
|
self.worker_count = 0
|
||||||
def display(self):
|
|
||||||
print(self.name)
|
|
||||||
print(f"Gold: {self.goldScore} Strength: {self.strengthScore} Magic: {self.magicScore}")
|
|
||||||
print(f"Starters: {len(self.ownedStarters)} Citizens: {len(self.ownedCitizens)} Monsters: {len(self.ownedMonsters)} Domains: {len(self.ownedDomains)}")
|
|
||||||
if self.shadowCount != 0:
|
|
||||||
tempChar = ''
|
|
||||||
if self.shadowCount > 1:
|
|
||||||
tempChar = 's'
|
|
||||||
print(f"{self.shadowCount} Shadow icon{tempChar}")
|
|
||||||
if self.holyCount != 0:
|
|
||||||
tempChar = ''
|
|
||||||
if self.holyCount > 1:
|
|
||||||
tempChar = 's'
|
|
||||||
print(f"{self.holyCount} Holy icon{tempChar}")
|
|
||||||
if self.soldierCount != 0:
|
|
||||||
tempChar = ''
|
|
||||||
if self.soldierCount > 1:
|
|
||||||
tempChar = 's'
|
|
||||||
print(f"{self.soldierCount} Soldier icon{tempChar}")
|
|
||||||
if self.workerCount != 0:
|
|
||||||
tempChar = ''
|
|
||||||
if self.workerCount > 1:
|
|
||||||
tempChar = 's'
|
|
||||||
print(f"{self.workerCount} Worker icon{tempChar}")
|
|
||||||
print(f"Starters:")
|
|
||||||
for starter in self.ownedStarters:
|
|
||||||
print(f"{starter.name} {starter.rollMatch1} {starter.rollMatch2} {starter.goldPayoutOnTurn} {starter.goldPayoutOffTurn} {starter.strengthPayoutOnTurn} {starter.strengthPayoutOffTurn}")
|
|
||||||
for citizen in self.ownedCitizens:
|
|
||||||
print(f"{citizen.name} {citizen.goldCost} {citizen.rollMatch1} {citizen.rollMatch2} {citizen.goldPayoutOnTurn} {citizen.goldPayoutOffTurn} {citizen.strengthPayoutOnTurn} {citizen.strengthPayoutOffTurn}")
|
|
||||||
for monster in self.ownedMonsters:
|
|
||||||
print(f"{monster.name} {citizen.goldCost} {citizen.rollMatch1} {citizen.rollMatch2} {citizen.goldPayoutOnTurn} {citizen.goldPayoutOffTurn} {citizen.strengthPayoutOnTurn} {citizen.strengthPayoutOffTurn}")
|
|
||||||
def calc_roles(self):
|
def calc_roles(self):
|
||||||
for citizen in self.ownedCitizens:
|
for citizen in self.owned_citizens:
|
||||||
self.shadowCount = self.shadowCount + citizen.shadowCount
|
self.shadow_count = self.shadow_count + citizen.shadow_count
|
||||||
self.holyCount = self.holyCount + citizen.holyCount
|
self.holy_count = self.holy_count + citizen.holy_count
|
||||||
self.soldierCount = self.soldierCount + citizen.soldierCount
|
self.soldier_count = self.soldier_count + citizen.soldier_count
|
||||||
self.workerCount = self.workerCount + citizen.workerCount
|
self.worker_count = self.worker_count + citizen.worker_count
|
||||||
for domain in self.ownedDomains:
|
for domain in self.owned_domains:
|
||||||
self.shadowCount = self.shadowCount + domain.shadowCount
|
self.shadow_count = self.shadow_count + domain.shadow_count
|
||||||
self.holyCount = self.holyCount + domain.holyCount
|
self.holy_count = self.holy_count + domain.holy_count
|
||||||
self.soldierCount = self.soldierCount + domain.soldierCount
|
self.soldier_count = self.soldier_count + domain.soldier_count
|
||||||
self.workerCount = self.workerCount + domain.workerCount
|
self.worker_count = self.worker_count + domain.worker_count
|
||||||
|
|
||||||
|
|
||||||
class Starter(Card):
|
class Starter(Card):
|
||||||
def __init__(self, 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, has_special_payout_on_turn, has_special_payout_off_turn, special_payout_on_turn, special_payout_off_turn):
|
def __init__(self, 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,
|
||||||
|
has_special_payout_on_turn, has_special_payout_off_turn, special_payout_on_turn,
|
||||||
|
special_payout_off_turn):
|
||||||
|
super().__init__()
|
||||||
self.name = name
|
self.name = name
|
||||||
self.rollMatch1 = roll_match1
|
self.rollMatch1 = roll_match1
|
||||||
self.rollMatch2 = roll_match2
|
self.rollMatch2 = roll_match2
|
||||||
@@ -85,8 +66,13 @@ class Starter(Card):
|
|||||||
self.specialPayoutOnTurn = special_payout_on_turn
|
self.specialPayoutOnTurn = special_payout_on_turn
|
||||||
self.specialPayoutOffTurn = special_payout_off_turn
|
self.specialPayoutOffTurn = special_payout_off_turn
|
||||||
|
|
||||||
|
|
||||||
class Citizen(Card):
|
class Citizen(Card):
|
||||||
def __init__(self, name, gold_cost, roll_match1, roll_match2, shadow_count, holy_count, soldier_count, worker_count, gold_payout_on_turn, gold_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, special_payout_off_turn, special_citizen):
|
def __init__(self, name, gold_cost, roll_match1, roll_match2, shadow_count, holy_count, soldier_count, worker_count,
|
||||||
|
gold_payout_on_turn, gold_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, special_payout_off_turn, special_citizen):
|
||||||
|
super().__init__()
|
||||||
self.name = name
|
self.name = name
|
||||||
self.goldCost = gold_cost
|
self.goldCost = gold_cost
|
||||||
self.rollMatch1 = roll_match1
|
self.rollMatch1 = roll_match1
|
||||||
@@ -106,307 +92,230 @@ class Citizen(Card):
|
|||||||
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.specialCitizen = special_citizen
|
self.specialCitizen = special_citizen
|
||||||
def display(self):
|
|
||||||
print(f"\n{self.name}")
|
|
||||||
print(f"Cost: {self.goldCost} Gold")
|
|
||||||
if self.shadowCount != 0:
|
|
||||||
tempChar = ''
|
|
||||||
if self.shadowCount > 1:
|
|
||||||
tempChar = 's'
|
|
||||||
print(f"{self.shadowCount} Shadow icon{tempChar}")
|
|
||||||
if self.holyCount != 0:
|
|
||||||
tempChar = ''
|
|
||||||
if self.holyCount > 1:
|
|
||||||
tempChar = 's'
|
|
||||||
print(f"{self.holyCount} Holy icon{tempChar}")
|
|
||||||
if self.soldierCount != 0:
|
|
||||||
tempChar = ''
|
|
||||||
if self.soldierCount > 1:
|
|
||||||
tempChar = 's'
|
|
||||||
print(f"{self.soldierCount} Soldier icon{tempChar}")
|
|
||||||
if self.workerCount != 0:
|
|
||||||
tempChar = ''
|
|
||||||
if self.workerCount > 1:
|
|
||||||
tempChar = 's'
|
|
||||||
print(f"{self.workerCount} Worker icon{tempChar}")
|
|
||||||
|
|
||||||
class Domain(Card):
|
class Domain(Card):
|
||||||
def __init__(self, name, gold_cost, shadow_count, holy_count, soldier_count, worker_count, vp_reward, has_activation_effect, has_passive_effect, passive_effect, activation_effect, text):
|
def __init__(self, name, gold_cost, shadow_count, holy_count, soldier_count, worker_count, vp_reward,
|
||||||
|
has_activation_effect, has_passive_effect, passive_effect, activation_effect, text):
|
||||||
|
super().__init__()
|
||||||
self.name = name
|
self.name = name
|
||||||
self.goldCost = gold_cost
|
self.gold_cost = gold_cost
|
||||||
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.vpReward = vp_reward
|
self.vp_reward = vp_reward
|
||||||
self.hasActivationEffect = has_activation_effect
|
self.has_activation_effect = has_activation_effect
|
||||||
self.hasPassiveEffect = has_passive_effect
|
self.has_passive_effect = has_passive_effect
|
||||||
self.passiveEffect = passive_effect
|
self.passive_effect = passive_effect
|
||||||
self.activationEffect = activation_effect
|
self.activation_effect = activation_effect
|
||||||
self.text = text
|
self.text = text
|
||||||
def display(self):
|
|
||||||
print("\n%s" % self.name)
|
|
||||||
print("Cost: {} Gold".format(self.goldCost))
|
|
||||||
if self.shadowCount != 0:
|
|
||||||
tempChar = ''
|
|
||||||
if self.shadowCount > 1:
|
|
||||||
tempChar = 's'
|
|
||||||
print(f"{self.shadowCount} Shadow icon{tempChar}")
|
|
||||||
if self.holyCount != 0:
|
|
||||||
tempChar = ''
|
|
||||||
if self.holyCount > 1:
|
|
||||||
tempChar = 's'
|
|
||||||
print(f"{self.holyCount} Holy icon{tempChar}")
|
|
||||||
if self.soldierCount != 0:
|
|
||||||
tempChar = ''
|
|
||||||
if self.soldierCount > 1:
|
|
||||||
tempChar = 's'
|
|
||||||
print(f"{self.soldierCount} Soldier icon{tempChar}")
|
|
||||||
if self.workerCount != 0:
|
|
||||||
tempChar = ''
|
|
||||||
if self.workerCount > 1:
|
|
||||||
tempChar = 's'
|
|
||||||
print(f"{self.workerCount} Worker icon{tempChar}")
|
|
||||||
print(self.text)
|
|
||||||
|
|
||||||
class Monster(Card):
|
class Monster(Card):
|
||||||
def __init__(self, name, area, type, order, strength_cost, magic_cost, vp_reward, gold_reward, strength_reward, magic_reward, has_special_reward, special_reward, has_special_cost, special_cost, is_extra):
|
def __init__(self, name, area, type, order, strength_cost, magic_cost, vp_reward, gold_reward, strength_reward,
|
||||||
|
magic_reward, has_special_reward, special_reward, has_special_cost, special_cost, is_extra):
|
||||||
|
super().__init__()
|
||||||
self.name = name
|
self.name = name
|
||||||
self.area = area
|
self.area = area
|
||||||
self.type = type
|
self.type = type
|
||||||
self.order = order
|
self.order = order
|
||||||
self.strengthCost = strength_cost
|
self.strength_cost = strength_cost
|
||||||
self.magicCost = magic_cost
|
self.magic_cost = magic_cost
|
||||||
self.vpReward = vp_reward
|
self.vp_reward = vp_reward
|
||||||
self.goldReward = gold_reward
|
self.gold_reward = gold_reward
|
||||||
self.strengthReward = strength_reward
|
self.strength_reward = strength_reward
|
||||||
self.magicReward = magic_reward
|
self.magic_reward = magic_reward
|
||||||
self.hasSpecialReward = has_special_reward
|
self.has_special_reward = has_special_reward
|
||||||
self.specialReward = special_reward
|
self.special_reward = special_reward
|
||||||
self.hasSpecialCost = has_special_cost
|
self.has_special_cost = has_special_cost
|
||||||
self.specialCost = special_cost
|
self.special_cost = special_cost
|
||||||
self.isExtra = is_extra
|
self.is_extra = is_extra
|
||||||
def display(self):
|
|
||||||
print(f"{self.name} is a {self.type} from {self.area}")
|
def add_strength_cost(self, added_strength):
|
||||||
def add_strength_cost(self, addedStrength):
|
self.strength_cost = self.strength_cost + added_strength
|
||||||
self.strengthCost = self.strengthCost + addedStrength
|
|
||||||
def add_magic_cost(self, addedMagic):
|
def add_magic_cost(self, added_magic):
|
||||||
self.magicCost = self.magicCost + addedMagic
|
self.magic_cost = self.magic_cost + added_magic
|
||||||
|
|
||||||
|
|
||||||
class Duke(Card):
|
class Duke(Card):
|
||||||
def __init__(self, name, gold_mult, strength_mult, magic_mult, shadow_mult, holy_mult, soldier_mult, worker_mult, monster_mult, citizen_mult, domain_mult, boss_mult, minion_mult, beast_mult, titan_mult):
|
def __init__(self, name, gold_mult, strength_mult, magic_mult, shadow_mult, holy_mult, soldier_mult, worker_mult,
|
||||||
|
monster_mult, citizen_mult, domain_mult, boss_mult, minion_mult, beast_mult, titan_mult):
|
||||||
|
super().__init__()
|
||||||
self.name = name
|
self.name = name
|
||||||
self.goldMultiplier = gold_mult
|
self.gold_multiplier = gold_mult
|
||||||
self.strengthMultiplier = strength_mult
|
self.strength_multiplier = strength_mult
|
||||||
self.magicMultiplier = magic_mult
|
self.magic_multiplier = magic_mult
|
||||||
self.shadowMultiplier = shadow_mult
|
self.shadow_multiplier = shadow_mult
|
||||||
self.holyMultiplier = holy_mult
|
self.holy_multiplier = holy_mult
|
||||||
self.soldierMultiplier = soldier_mult
|
self.soldier_multiplier = soldier_mult
|
||||||
self.workerMultiplier = worker_mult
|
self.worker_multiplier = worker_mult
|
||||||
self.monsterMultiplier = monster_mult
|
self.monster_multiplier = monster_mult
|
||||||
self.citizenMultiplier = citizen_mult
|
self.citizen_multiplier = citizen_mult
|
||||||
self.domainMultiplier = domain_mult
|
self.domain_multiplier = domain_mult
|
||||||
self.bossMultiplier = boss_mult
|
self.boss_multiplier = boss_mult
|
||||||
self.minionMultiplier = minion_mult
|
self.minion_multiplier = minion_mult
|
||||||
self.beastMultiplier = beast_mult
|
self.beast_multiplier = beast_mult
|
||||||
self.titanMultiplier = titan_mult
|
self.titan_multiplier = titan_mult
|
||||||
|
|
||||||
def display(self):
|
|
||||||
print("\n%s" % self.name)
|
|
||||||
if (self.goldMultiplier != self.strengthMultiplier):
|
|
||||||
resourceScore = 1/float(self.strengthMultiplier)
|
|
||||||
print(f"1 Victory Point per gold and {resourceScore:.2f} per Strength/Magic")
|
|
||||||
else:
|
|
||||||
resourceScore = 1/float(self.goldMultiplier)
|
|
||||||
print(f"{resourceScore:.2f} Victory Points per resource")
|
|
||||||
if self.shadowMultiplier != 0:
|
|
||||||
tempChar = ''
|
|
||||||
if self.shadowMultiplier > 1:
|
|
||||||
tempChar = 's'
|
|
||||||
print(f"{self.shadowMultiplier} Victory Point{tempChar} per Shadow")
|
|
||||||
if self.holyMultiplier != 0:
|
|
||||||
tempChar = ''
|
|
||||||
if self.holyMultiplier > 1:
|
|
||||||
tempChar = 's'
|
|
||||||
print(f"{self.holyMultiplier} Victory Point{tempChar} per Holy")
|
|
||||||
if self.soldierMultiplier != 0:
|
|
||||||
tempChar = ''
|
|
||||||
if self.soldierMultiplier > 1:
|
|
||||||
tempChar = 's'
|
|
||||||
print(f"{self.soldierMultiplier} Victory Point{tempChar} per Soldier")
|
|
||||||
if self.workerMultiplier != 0:
|
|
||||||
tempChar = ''
|
|
||||||
if self.workerMultiplier > 1:
|
|
||||||
tempChar = 's'
|
|
||||||
print(f"{self.workerMultiplier} Victory Point{tempChar} per Worker")
|
|
||||||
if self.monsterMultiplier != 0:
|
|
||||||
tempChar = ''
|
|
||||||
if self.monsterMultiplier > 1:
|
|
||||||
tempChar = 's'
|
|
||||||
print(f"{self.monsterMultiplier} Victory Point{tempChar} per Monster")
|
|
||||||
if self.citizenMultiplier != 0:
|
|
||||||
tempChar = ''
|
|
||||||
if self.citizenMultiplier > 1:
|
|
||||||
tempChar = 's'
|
|
||||||
print(f"{self.citizenMultiplier} Victory Point{tempChar} per Citizen")
|
|
||||||
if self.domainMultiplier != 0:
|
|
||||||
tempChar = ''
|
|
||||||
if self.domainMultiplier > 1:
|
|
||||||
tempChar = 's'
|
|
||||||
print(f"{self.domainMultiplier} Victory Point{tempChar} per Domain")
|
|
||||||
if self.bossMultiplier != 0:
|
|
||||||
tempChar = ''
|
|
||||||
if self.bossMultiplier > 1:
|
|
||||||
tempChar = 's'
|
|
||||||
print(f"{self.bossMultiplier} Victory Point{tempChar} per Boss")
|
|
||||||
if self.titanMultiplier != 0:
|
|
||||||
tempChar = ''
|
|
||||||
if self.titanMultiplier > 1:
|
|
||||||
tempChar = 's'
|
|
||||||
print(f"{self.titanMultiplier} Victory Point{tempChar} per Titan")
|
|
||||||
|
|
||||||
|
|
||||||
class Board:
|
class Board:
|
||||||
def __init__(self, player_count, preset, numberOfDukes=2):
|
def __init__(self, player_count, preset, number_of_dukes=2):
|
||||||
self.playerCount = player_count
|
self.player_count = player_count
|
||||||
self.preset = preset
|
self.preset = preset
|
||||||
self.numberOfDukes = numberOfDukes
|
self.number_of_dukes = number_of_dukes
|
||||||
self.playerList = []
|
self.player_list = []
|
||||||
self.citizenGrid = [[] for _ in range(10)]
|
self.citizen_grid = [[] for _ in range(10)]
|
||||||
self.domainGrid = [[] for _ in range(5)]
|
self.domain_grid = [[] for _ in range(5)]
|
||||||
self.monsterGrid = [[] for _ in range(5)]
|
self.monster_grid: List[List[Monster]] = [[] for _ in range(5)]
|
||||||
self.dukeStack = []
|
self.duke_stack = []
|
||||||
self.domainStack = []
|
self.domain_stack = []
|
||||||
self.citizenStack = []
|
self.citizen_stack = []
|
||||||
self.monsterStack = []
|
self.monster_stack = []
|
||||||
self.starterStack = []
|
self.starter_stack = []
|
||||||
self.dieOne = 0
|
self.die_one = 0
|
||||||
self.dieTwo = 0
|
self.die_two = 0
|
||||||
self.dieSum = 0
|
self.die_sum = 0
|
||||||
self.exhaustedCount = 0
|
self.exhausted_count = 0
|
||||||
|
|
||||||
myConnect = mysql.connector.connect(user='vckonline', password='vckonline', host='localhost', database='vckonline')
|
|
||||||
myCursor = myConnect.cursor(dictionary = True)
|
|
||||||
|
|
||||||
#load game data
|
|
||||||
myCursor.execute("SELECT * FROM dukes")
|
|
||||||
myResult = myCursor.fetchall()
|
|
||||||
for row in myResult:
|
|
||||||
myDuke = Duke(row['name'], row['gold_mult'], row['strength_mult'], row['magic_mult'], row['shadow_mult'], row['holy_mult'], row['soldier_mult'], row['worker_mult'], row['monster_mult'], row['citizen_mult'], row['domain_mult'], row['boss_mult'], row['minion_mult'], row['beast_mult'], row['titan_mult'])
|
|
||||||
self.dukeStack.append(myDuke)
|
|
||||||
random.shuffle(self.dukeStack)
|
|
||||||
for duke in self.dukeStack:
|
|
||||||
duke.display()
|
|
||||||
myCursor.execute("SELECT * FROM domains")
|
|
||||||
myResult = myCursor.fetchall()
|
|
||||||
for row in myResult:
|
|
||||||
myDomain = Domain(row['name'], row['gold_cost'], row['shadow_count'], row['holy_count'], row['soldier_count'], row['worker_count'], row['vp_reward'], row['has_activation_effect'], row['has_passive_effect'], row['passive_effect'], row['activation_effect'], row['text'])
|
|
||||||
self.domainStack.append(myDomain)
|
|
||||||
random.shuffle(self.domainStack)
|
|
||||||
for domain in self.domainStack:
|
|
||||||
domain.display()
|
|
||||||
|
|
||||||
myCursor.execute("SELECT * FROM citizens")
|
my_connect = mysql.connector.connect(user='vckonline', password='vckonline', host='localhost',
|
||||||
myResult = myCursor.fetchall()
|
database='vckonline')
|
||||||
for row in myResult:
|
my_cursor = my_connect.cursor(dictionary=True)
|
||||||
myCitizen = Citizen(row['name'], row['gold_cost'], row['roll_match1'], row['roll_match2'], row['shadow_count'], row['holy_count'], row['soldier_count'], row['worker_count'], row['gold_payout_on_turn'], row['gold_payout_off_turn'], row['strength_payout_on_turn'], row['strength_payout_off_turn'], row['magic_payout_on_turn'], row['magic_payout_off_turn'], row['has_special_payout_on_turn'], row['has_special_payout_off_turn'], row['special_payout_on_turn'], row['special_payout_off_turn'], row['special_citizen'])
|
|
||||||
self.citizenStack.append(myCitizen)
|
|
||||||
random.shuffle(self.citizenStack)
|
|
||||||
for citizen in self.citizenStack:
|
|
||||||
citizen.display()
|
|
||||||
|
|
||||||
myCursor.execute("SELECT * FROM starters")
|
|
||||||
myResult = myCursor.fetchall()
|
|
||||||
for row in myResult:
|
|
||||||
myStarter = Starter(row['name'], row['roll_match1'], row['roll_match2'], row['gold_payout_on_turn'], row['gold_payout_off_turn'], row['strength_payout_on_turn'], row['strength_payout_off_turn'], row['magic_payout_on_turn'], row['magic_payout_off_turn'], row['has_special_payout_on_turn'], row['has_special_payout_off_turn'], row['special_payout_on_turn'], row['special_payout_off_turn'])
|
|
||||||
self.starterStack.append(myStarter)
|
|
||||||
|
|
||||||
myCursor.execute("SELECT * FROM monsters")
|
|
||||||
myResult = myCursor.fetchall()
|
|
||||||
for row in myResult:
|
|
||||||
myMonster = Monster(row['name'], row['area'], row['type'], row['order'], row['strength_cost'], row['magic_cost'], row['vp_reward'], row['gold_reward'], row['strength_reward'], row['magic_reward'], row['has_special_reward'], row['special_reward'], row['has_special_cost'], row['special_cost'], row['is_extra'])
|
|
||||||
self.monsterStack.append(myMonster)
|
|
||||||
for monster in self.monsterStack:
|
|
||||||
monster.display()
|
|
||||||
myConnect.close()
|
|
||||||
#end load game data
|
|
||||||
|
|
||||||
#create players and deal cards
|
# load game data
|
||||||
for x in range(0, self.playerCount):
|
my_cursor.execute("SELECT * FROM dukes")
|
||||||
myPlayer = Player()
|
my_result = my_cursor.fetchall()
|
||||||
myPlayer.name = f"Player {(x + 1)}"
|
for row in my_result:
|
||||||
self.playerList.append(myPlayer)
|
my_duke = Duke(row['name'], row['gold_mult'], row['strength_mult'], row['magic_mult'], row['shadow_mult'],
|
||||||
random.shuffle(self.playerList)
|
row['holy_mult'], row['soldier_mult'], row['worker_mult'], row['monster_mult'],
|
||||||
self.playerList[0].isFirst = True
|
row['citizen_mult'], row['domain_mult'], row['boss_mult'], row['minion_mult'],
|
||||||
for player in self.playerList:
|
row['beast_mult'], row['titan_mult'])
|
||||||
player.ownedStarters.append(self.starterStack[0])
|
self.duke_stack.append(my_duke)
|
||||||
player.ownedStarters.append(self.starterStack[1])
|
random.shuffle(self.duke_stack)
|
||||||
for i in range(numberOfDukes):
|
my_cursor.execute("SELECT * FROM domains")
|
||||||
player.ownedDukes.append(self.dukeStack.pop())
|
my_result = my_cursor.fetchall()
|
||||||
groupedMonsters = {}
|
for row in my_result:
|
||||||
for monster in self.monsterStack:
|
my_domain = Domain(row['name'], row['gold_cost'], row['shadow_count'], row['holy_count'],
|
||||||
|
row['soldier_count'], row['worker_count'], row['vp_reward'],
|
||||||
|
row['has_activation_effect'],
|
||||||
|
row['has_passive_effect'], row['passive_effect'], row['activation_effect'], row['text'])
|
||||||
|
self.domain_stack.append(my_domain)
|
||||||
|
random.shuffle(self.domain_stack)
|
||||||
|
|
||||||
|
my_cursor.execute("SELECT * FROM citizens")
|
||||||
|
my_result = my_cursor.fetchall()
|
||||||
|
for row in my_result:
|
||||||
|
my_citizen = Citizen(row['name'], row['gold_cost'], row['roll_match1'], row['roll_match2'],
|
||||||
|
row['shadow_count'], row['holy_count'], row['soldier_count'], row['worker_count'],
|
||||||
|
row['gold_payout_on_turn'], row['gold_payout_off_turn'],
|
||||||
|
row['strength_payout_on_turn'],
|
||||||
|
row['strength_payout_off_turn'], row['magic_payout_on_turn'],
|
||||||
|
row['magic_payout_off_turn'], row['has_special_payout_on_turn'],
|
||||||
|
row['has_special_payout_off_turn'], row['special_payout_on_turn'],
|
||||||
|
row['special_payout_off_turn'], row['special_citizen'])
|
||||||
|
self.citizen_stack.append(my_citizen)
|
||||||
|
random.shuffle(self.citizen_stack)
|
||||||
|
|
||||||
|
my_cursor.execute("SELECT * FROM starters")
|
||||||
|
my_result = my_cursor.fetchall()
|
||||||
|
for row in my_result:
|
||||||
|
my_starter = Starter(row['name'], row['roll_match1'], row['roll_match2'], row['gold_payout_on_turn'],
|
||||||
|
row['gold_payout_off_turn'], row['strength_payout_on_turn'],
|
||||||
|
row['strength_payout_off_turn'], row['magic_payout_on_turn'],
|
||||||
|
row['magic_payout_off_turn'], row['has_special_payout_on_turn'],
|
||||||
|
row['has_special_payout_off_turn'], row['special_payout_on_turn'],
|
||||||
|
row['special_payout_off_turn'])
|
||||||
|
self.starter_stack.append(my_starter)
|
||||||
|
|
||||||
|
my_cursor.execute("SELECT * FROM monsters")
|
||||||
|
my_result = my_cursor.fetchall()
|
||||||
|
for row in my_result:
|
||||||
|
my_monster = Monster(row['name'], row['area'], row['type'], row['order'], row['strength_cost'],
|
||||||
|
row['magic_cost'], row['vp_reward'], row['gold_reward'], row['strength_reward'],
|
||||||
|
row['magic_reward'], row['has_special_reward'], row['special_reward'],
|
||||||
|
row['has_special_cost'], row['special_cost'], row['is_extra'])
|
||||||
|
self.monster_stack.append(my_monster)
|
||||||
|
my_connect.close()
|
||||||
|
# end load game data
|
||||||
|
|
||||||
|
# create players and deal cards
|
||||||
|
for x in range(0, self.player_count):
|
||||||
|
my_player = Player()
|
||||||
|
my_player.name = f"Player {(x + 1)}"
|
||||||
|
self.player_list.append(my_player)
|
||||||
|
random.shuffle(self.player_list)
|
||||||
|
self.player_list[0].is_first = True
|
||||||
|
for player in self.player_list:
|
||||||
|
player.owned_starters.append(self.starter_stack[0])
|
||||||
|
player.owned_starters.append(self.starter_stack[1])
|
||||||
|
for i in range(number_of_dukes):
|
||||||
|
player.owned_dukes.append(self.duke_stack.pop())
|
||||||
|
grouped_monsters = {}
|
||||||
|
for monster in self.monster_stack:
|
||||||
area = monster.area
|
area = monster.area
|
||||||
if area in groupedMonsters:
|
if area in grouped_monsters:
|
||||||
groupedMonsters[area].append(monster)
|
grouped_monsters[area].append(monster)
|
||||||
else:
|
else:
|
||||||
groupedMonsters[area] = [monster]
|
grouped_monsters[area] = [monster]
|
||||||
if self.preset == "shuffled":
|
if self.preset == "shuffled":
|
||||||
# Convert groupedMonsters to a list of (area, monsters) tuples
|
# Convert grouped_monsters to a list of (area, monsters) tuples
|
||||||
area_monsters = list(groupedMonsters.items())
|
area_monsters = list(grouped_monsters.items())
|
||||||
# Shuffle the list of (area, monsters) tuples
|
# Shuffle the list of (area, monsters) tuples
|
||||||
random.shuffle(area_monsters)
|
random.shuffle(area_monsters)
|
||||||
# Convert the shuffled list back to a dictionary
|
# Convert the shuffled list back to a dictionary
|
||||||
groupedMonsters = {area: monsters for area, monsters in area_monsters}
|
grouped_monsters = {area: monsters for area, monsters in area_monsters}
|
||||||
|
|
||||||
# Fill the stacks with monsters from each area
|
# Fill the stacks with monsters from each area
|
||||||
stack_index = 0
|
stack_index = 0
|
||||||
for area, monsters in groupedMonsters.items():
|
for area, monsters in grouped_monsters.items():
|
||||||
if stack_index >= 5: # stop dealing after 5 stacks
|
if stack_index >= 5: # stop dealing after 5 stacks
|
||||||
break
|
break
|
||||||
stack = self.monsterGrid[stack_index]
|
stack = self.monster_grid[stack_index]
|
||||||
for monster in monsters:
|
for monster in monsters:
|
||||||
stack.append(monster)
|
stack.append(monster)
|
||||||
stack_index = (stack_index + 1) % 5 # move to the next stack
|
stack_index = (stack_index + 1) % 5 # move to the next stack
|
||||||
if self.playerCount != 5:
|
if self.player_count != 5:
|
||||||
for stack in self.monsterGrid:
|
for stack in self.monster_grid:
|
||||||
# Remove monsters with isExtra = True from each stack
|
# Remove monsters with isExtra = True from each stack
|
||||||
stack[:] = [monster for monster in stack if not monster.isExtra]
|
stack[:] = [monster for monster in stack if not monster.is_extra]
|
||||||
# Turn monsters face up
|
# Turn monsters face up
|
||||||
for monster in stack:
|
for monster in stack:
|
||||||
monster.is
|
monster.set_visibility(True)
|
||||||
for i, stack in enumerate(self.monsterGrid):
|
for i, stack in enumerate(self.monster_grid):
|
||||||
sorted_stack = sorted(stack, key=lambda monster: monster.order, reverse=True)
|
sorted_stack = sorted(stack, key=lambda monster: monster.order, reverse=True)
|
||||||
self.monsterGrid[i] = sorted_stack
|
self.monster_grid[i] = sorted_stack
|
||||||
for stack in self.monsterGrid:
|
for stack in self.monster_grid:
|
||||||
if stack: # check if the stack is not empty
|
if stack: # check if the stack is not empty
|
||||||
monster = stack.pop()
|
monster = stack.pop()
|
||||||
print(f"Popped {monster.name}")
|
print(f"Popped {monster.name}")
|
||||||
|
|
||||||
def roll_phase(self):
|
def roll_phase(self):
|
||||||
self.dieOne = random.randint(1, 6)
|
self.die_one = random.randint(1, 6)
|
||||||
self.dieTwo = random.randint(1, 6)
|
self.die_two = random.randint(1, 6)
|
||||||
self.dieSum = self.dieOne + self.dieTwo
|
self.die_sum = self.die_one + self.die_two
|
||||||
print(f"{self.dieOne} | {self.dieTwo} | {self.dieSum}")
|
print(f"{self.die_one} | {self.die_two} | {self.die_sum}")
|
||||||
for citizen in self.playerList[0].ownedCitizens:
|
for citizen in self.player_list[0].owned_citizens:
|
||||||
if (citizen.rollMatch1 == self.dieOne) or (citizen.rollMatch1 == self.dieTwo) or (citizen.rollMatch1 == self.dieSum) or (citizen.rollMatch2 == self.dieSum):
|
if (citizen.rollMatch1 == self.die_one) or (citizen.rollMatch1 == self.die_two) or (
|
||||||
|
citizen.rollMatch1 == self.die_sum) or (citizen.rollMatch2 == self.die_sum):
|
||||||
print(f"{citizen.name} Payout")
|
print(f"{citizen.name} Payout")
|
||||||
self.playerList[0].goldScore = self.playerList[0].goldScore + citizen.goldPayoutOnTurn
|
self.player_list[0].gold_score = self.player_list[0].gold_score + citizen.goldPayoutOnTurn
|
||||||
self.playerList[0].strengthScore = self.playerList[0].strengthScore + citizen.strengthPayoutOnTurn
|
self.player_list[0].strength_score = self.player_list[0].strength_score + citizen.strengthPayoutOnTurn
|
||||||
self.playerList[0].magicScore = self.playerList[0].magicScore + citizen.magicPayoutOnTurn
|
self.player_list[0].magic_score = self.player_list[0].magic_score + citizen.magicPayoutOnTurn
|
||||||
listIterator = iter(self.playerList)
|
list_iterator = iter(self.player_list)
|
||||||
next(listIterator)
|
next(list_iterator)
|
||||||
for player in listIterator:
|
for player in list_iterator:
|
||||||
for citizen in player.ownedCitizens:
|
for citizen in player.owned_citizens:
|
||||||
if (citizen.rollMatch1 == self.dieOne) or (citizen.rollMatch1 == self.dieTwo) or (citizen.rollMatch1 == self.dieSum) or (citizen.rollMatch2 == self.dieSum):
|
if (citizen.rollMatch1 == self.die_one) or (citizen.rollMatch1 == self.die_two) or (
|
||||||
|
citizen.rollMatch1 == self.die_sum) or (citizen.rollMatch2 == self.die_sum):
|
||||||
print(f"{citizen.name} Payout")
|
print(f"{citizen.name} Payout")
|
||||||
player.goldScore = player.goldScore + citizen.goldPayoutOffTurn
|
player.gold_score = player.gold_score + citizen.goldPayoutOffTurn
|
||||||
player.strengthScore = player.strengthScore + citizen.strengthPayoutOffTurn
|
player.strength_score = player.strength_score + citizen.strengthPayoutOffTurn
|
||||||
player.magicScore = player.magicScore + citizen.magicPayoutOffTurn
|
player.magic_score = player.magic_score + citizen.magicPayoutOffTurn
|
||||||
|
|
||||||
def play_turn(self):
|
def play_turn(self):
|
||||||
self.roll_phase()
|
self.roll_phase()
|
||||||
|
|
||||||
def end_check(self):
|
|
||||||
if self.exhaustedCount <= (self.playerCount*2):
|
|
||||||
return False
|
|
||||||
|
|
||||||
|
def end_check(self):
|
||||||
|
if self.exhausted_count <= (self.player_count * 2):
|
||||||
|
return False
|
||||||
|
|||||||
|
Before Width: | Height: | Size: 1.9 MiB After Width: | Height: | Size: 1.9 MiB |
|
Before Width: | Height: | Size: 3.5 MiB After Width: | Height: | Size: 3.5 MiB |
|
Before Width: | Height: | Size: 2.5 MiB After Width: | Height: | Size: 2.5 MiB |
|
Before Width: | Height: | Size: 2.8 MiB After Width: | Height: | Size: 2.8 MiB |
@@ -3,14 +3,15 @@ import time
|
|||||||
import threading
|
import threading
|
||||||
from common import *
|
from common import *
|
||||||
|
|
||||||
|
|
||||||
class ServerVCKO:
|
class ServerVCKO:
|
||||||
def __init__(self):
|
def __init__(self):
|
||||||
self.host = socket.gethostname()
|
self.host = socket.gethostname()
|
||||||
self.port = 8328
|
self.port = 8328
|
||||||
self.header_size = 1024
|
self.header_size = 1024
|
||||||
self.format = "utf-8"
|
self.format = "utf-8"
|
||||||
self.disconnect_message = "!DISCONNECT"
|
self.disconnect_message = "!DISCONNECT"
|
||||||
self.server_socket = socket.socket()
|
self.server_socket = socket.socket()
|
||||||
self.server_socket.bind((self.host, self.port))
|
self.server_socket.bind((self.host, self.port))
|
||||||
self.game_list = []
|
self.game_list = []
|
||||||
|
|
||||||
@@ -27,6 +28,7 @@ class ServerVCKO:
|
|||||||
print(f"[{addr}] {msg}")
|
print(f"[{addr}] {msg}")
|
||||||
conn.send("msg received".encode(self.format))
|
conn.send("msg received".encode(self.format))
|
||||||
conn.close()
|
conn.close()
|
||||||
|
|
||||||
def start(self):
|
def start(self):
|
||||||
self.server_socket.listen()
|
self.server_socket.listen()
|
||||||
print(f"server is listening on {socket.gethostbyname(self.host)}")
|
print(f"server is listening on {socket.gethostbyname(self.host)}")
|
||||||
@@ -35,7 +37,8 @@ class ServerVCKO:
|
|||||||
thread = threading.Thread(target=self.handle_client, args=(conn, addr))
|
thread = threading.Thread(target=self.handle_client, args=(conn, addr))
|
||||||
thread.start()
|
thread.start()
|
||||||
print(f"Active threads: {threading.active_count() - 1}")
|
print(f"Active threads: {threading.active_count() - 1}")
|
||||||
|
|
||||||
|
|
||||||
if __name__ == '__main__':
|
if __name__ == '__main__':
|
||||||
print("server starting")
|
print("server starting")
|
||||||
server = ServerVCKO()
|
server = ServerVCKO()
|
||||||
|
|||||||
@@ -2,8 +2,8 @@ from common import *
|
|||||||
from server 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"))
|
playerCount = 2 # int(input("How many players? (2-5):\n"))
|
||||||
citizenSet = "na" #input("What set do you want to play? (base1, base2, shadowvale, flamesandfrost, crimsonseas, shuffled):\n")
|
citizenSet = "na" # input("What set do you want to play? (base1, base2, shadowvale, flamesandfrost, crimsonseas, shuffled):\n")
|
||||||
#gameBoard = Board(playerCount, citizenSet)
|
# gameBoard = Board(playerCount, citizenSet)
|
||||||
gameBoard = Board(playerCount, citizenSet)
|
gameBoard = Board(playerCount, citizenSet)
|
||||||
gameBoard.play_turn()
|
gameBoard.play_turn()
|
||||||
|
|||||||