added harvest phase mechanics and have test setup in vckonline.py

This commit is contained in:
2023-05-03 10:06:57 -07:00
parent 2f613d0dbb
commit 906b48a07a
7 changed files with 2639 additions and 42 deletions

240
common.py
View File

@@ -1,4 +1,5 @@
import json
import time
from json import JSONEncoder, JSONDecoder
import mysql.connector
import random
@@ -40,11 +41,17 @@ class Player:
self.gold_score = 2
self.strength_score = 0
self.magic_score = 1
self.victory_score = 0
self.is_first = False
self.shadow_count = 0
self.holy_count = 0
self.soldier_count = 0
self.worker_count = 0
self.effects = {
"roll_phase": [],
"harvest_phase": [],
"action_phase": []
}
@classmethod
def from_dict(cls, data):
@@ -59,25 +66,37 @@ class Player:
player.gold_score = data['gold_score']
player.strength_score = data['strength_score']
player.magic_score = data['magic_score']
player.victory_score = data['victory_score']
player.is_first = data['is_first']
player.shadow_count = data['shadow_count']
player.holy_count = data['holy_count']
player.soldier_count = data['soldier_count']
player.worker_count = data['worker_count']
player.effects = data['effects']
return player
def calc_roles(self):
shadow_count = 0
holy_count = 0
soldier_count = 0
worker_count = 0
for citizen in self.owned_citizens:
self.shadow_count = self.shadow_count + citizen.shadow_count
self.holy_count = self.holy_count + citizen.holy_count
self.soldier_count = self.soldier_count + citizen.soldier_count
self.worker_count = self.worker_count + citizen.worker_count
shadow_count = shadow_count + citizen.shadow_count
holy_count = holy_count + citizen.holy_count
soldier_count = soldier_count + citizen.soldier_count
worker_count = worker_count + citizen.worker_count
for domain in self.owned_domains:
self.shadow_count = self.shadow_count + domain.shadow_count
self.holy_count = self.holy_count + domain.holy_count
self.soldier_count = self.soldier_count + domain.soldier_count
self.worker_count = self.worker_count + domain.worker_count
shadow_count = shadow_count + domain.shadow_count
holy_count = holy_count + domain.holy_count
soldier_count = soldier_count + domain.soldier_count
worker_count = worker_count + domain.worker_count
roles_dict = {
"shadow_count": shadow_count,
"holy_count": holy_count,
"soldier_count": soldier_count,
"worker_count": worker_count
}
return roles_dict
class Starter(Card):
def __init__(self, starter_id, name, roll_match1, roll_match2, gold_payout_on_turn, gold_payout_off_turn,
@@ -159,6 +178,8 @@ class Citizen(Card):
self.special_citizen = special_citizen
self.expansion = expansion
def get_special_payout_on_turn(self):
return self.special_payout_on_turn
def to_dict(self):
base_dict = super().to_dict()
return {**base_dict,
@@ -419,21 +440,36 @@ class Game:
self.die_two = game_state['die_two']
self.die_sum = game_state['die_sum']
self.exhausted_count = game_state['exhausted_count']
self.effects = game_state['effects']
self.action_required = game_state['action_required']
def roll_phase(self):
self.die_one = random.randint(1, 6)
self.die_two = random.randint(1, 6)
self.die_sum = self.die_one + self.die_two
print(f"{self.die_one} | {self.die_two} | {self.die_sum}")
# check for player effects that are able to change roll
# check for board effects that trigger from rolls
def harvest_phase(self):
# steal activates first
for citizen in self.player_list[0].owned_citizens:
if (citizen.roll_match1 == self.die_one) or (citizen.roll_match1 == self.die_two) or (
citizen.roll_match1 == self.die_sum) or (citizen.roll_match2 == self.die_sum):
count = 1
if self.die_one == self.die_two:
count = 2
print(f"{citizen.name} Payout")
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.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)
for i in range(count):
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.strength_payout_on_turn
self.player_list[0].magic_score = self.player_list[0].magic_score + citizen.magic_payout_on_turn
if citizen.has_special_payout_on_turn:
payout = self.execute_special_payout(citizen.special_payout_on_turn(),
self.player_list[0].player_id)
list_iterator = iter(self.player_list) # skip first player when paying out the rest of the board
next(list_iterator)
for player in list_iterator:
for citizen in player.owned_citizens:
@@ -444,13 +480,166 @@ class Game:
player.strength_score = player.strength_score + citizen.strength_payout_off_turn
player.magic_score = player.magic_score + citizen.magic_payout_off_turn
def execute_special_payout(self, command, player_id):
payout = [0, 0, 0, 0] # gp, sp, mp, vp, todo: citizen, monster, domain
split_command = command.split()
first_word = split_command[0]
second_word = split_command[1]
third_word = split_command[2]
fourth_word = split_command[3]
fifth_word = split_command[4]
match first_word:
case "count":
match second_word:
case "owned_shadow":
self.update_payout_for_role('shadow_count', player_id, payout, split_command)
case "owned_holy":
self.update_payout_for_role('holy_count', player_id, payout, split_command)
case "owned_soldier":
self.update_payout_for_role('soldier_count', player_id, payout, split_command)
case "owned_worker":
self.update_payout_for_role('worker_count', player_id, payout, split_command)
case "owned_monsters":
self.update_payout_for_role('owned_monsters', player_id, payout, split_command)
case "owned_citizens":
self.update_payout_for_role('owned_citizens', player_id, payout, split_command)
case "owned_domains":
self.update_payout_for_role('owned_domains', player_id, payout, split_command)
case _:
payout[0] = -9999
case "exchange":
match second_word:
case 'g':
payout[0] = payout[0] - third_word
case 's':
payout[1] = payout[1] - third_word
case 'm':
payout[2] = payout[2] - third_word
case 'v':
payout[3] = payout[3] - third_word
case _:
payout[0] = -9999
match fourth_word:
case 'g':
payout[0] = payout[0] + fifth_word
case 's':
payout[1] = payout[1] + fifth_word
case 'm':
payout[2] = payout[2] + fifth_word
case 'v':
payout[3] = payout[3] + fifth_word
case _:
payout[0] = -9999
case "choose":
# need to pause execution here until we get player input
self.action_required['player_id'] = player_id
self.action_required['action'] = command
while self.action_required['player_id'] != self.game_id:
time.sleep(1)
choice = []
match self.action_required['action']:
case 'choose left':
choice = [second_word, third_word]
case 'choose right':
choice = [fourth_word, fifth_word]
case _:
payout[0] = -9999
match choice[0]:
case 'g':
payout[0] = payout[0] + choice[1]
case 's':
payout[1] = payout[1] + choice[1]
case 'm':
payout[2] = payout[2] + choice[1]
case 'v':
payout[3] = payout[3] + choice[1]
case _:
payout[0] = -9999
case _:
payout[0] = -9999
return payout
def update_payout_for_role(self, role_name, player_id, payout, split_command):
role_count = 0
for player in self.player_list:
if player.player_id == player_id:
role_count = player.calc_roles()[role_name]
break
if role_count > 0:
match split_command[2]:
case 'g':
payout[0] = split_command[3] * role_count
case 's':
payout[1] = split_command[3] * role_count
case 'm':
payout[2] = split_command[3] * role_count
case 'v':
payout[3] = split_command[3] * role_count
case _:
payout[0] = -9999
else:
payout[0] = -9999
def hire_citizen(self, citizen_id, gp, mp=0):
available_citizens = []
for citizen_stack in self.citizen_grid:
for citizen in citizen_stack:
if citizen.citizen_id == citizen_id and citizen.is_accessible:
self.player_list[0].gold_score = self.player_list[0].gold_score - gp
self.player_list[0].magic_score = self.player_list[0].magic_score - mp
self.player_list[0].owned_citizens.append(citizen_stack.pop(-1))
citizen_stack[-1].toggle_accessibility(True)
def action_phase(self):
return
def play_turn(self):
self.roll_phase()
self.harvest_phase()
self.action_phase()
def end_check(self):
if self.exhausted_count <= (len(self.player_list) * 2):
return False
def prompt(self):
return
class SummaryEncoder(JSONEncoder):
def default(self, obj):
if isinstance(obj, Player):
return {
'player_id': obj.player_id,
'name': obj.name,
'owned_citizens': len(obj.owned_citizens),
'owned_domains': len(obj.owned_domains),
'owned_monsters': len(obj.owned_monsters),
'gold_score': obj.gold_score,
'strength_score': obj.strength_score,
'magic_score': obj.magic_score,
'victory_score': obj.victory_score,
'is_first': obj.is_first
}
elif isinstance(obj, LobbyMember):
return {
"player_name": obj.name,
"player_id": obj.player_id,
"is_ready": obj.is_ready
}
elif isinstance(obj, GameMember):
return {
"player_name": obj.name,
"player_id": obj.player_id
}
elif isinstance(obj, Game):
return {
"game_id": obj.game_id,
"player_list": obj.player_list
}
else:
return super().default(obj)
class GameObjectEncoder(JSONEncoder):
def default(self, obj):
@@ -466,11 +655,13 @@ class GameObjectEncoder(JSONEncoder):
'gold_score': obj.gold_score,
'strength_score': obj.strength_score,
'magic_score': obj.magic_score,
'victory_score': obj.victory_score,
'is_first': obj.is_first,
'shadow_count': obj.shadow_count,
'holy_count': obj.holy_count,
'soldier_count': obj.soldier_count,
'worker_count': obj.worker_count
'worker_count': obj.worker_count,
'effects': obj.effects
}
elif isinstance(obj, Duke):
return obj.to_dict()
@@ -492,7 +683,9 @@ class GameObjectEncoder(JSONEncoder):
"die_one": obj.die_one,
"die_two": obj.die_two,
"die_sum": obj.die_sum,
"exhausted_count": obj.exhausted_count
"exhausted_count": obj.exhausted_count,
"effects": obj.effects,
"action_required": obj.action_required
}
else:
return super().default(obj)
@@ -528,3 +721,18 @@ def receive_data(conn):
data += chunk
return data
class LobbyMember:
def __init__(self, player_name, player_id):
self.name = player_name
self.player_id = player_id
self.is_ready = False
self.last_active_time = 0
class GameMember:
def __init__(self, player_id, player_name, game_id):
self.name = player_name
self.player_id = player_id
self.game_id = game_id