refactored code so it is easier to read

This commit is contained in:
2023-04-20 20:18:01 -07:00
parent 5426a0f0ae
commit 647d8c2199
13 changed files with 278 additions and 345 deletions

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@@ -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
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@@ -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
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@@ -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
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@@ -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
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@@ -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" />

View File

@@ -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
View File

@@ -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

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@@ -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()

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@@ -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()