added harvest phase mechanics and have test setup in vckonline.py
This commit is contained in:
240
common.py
240
common.py
@@ -1,4 +1,5 @@
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import json
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import time
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from json import JSONEncoder, JSONDecoder
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import mysql.connector
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import random
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@@ -40,11 +41,17 @@ class Player:
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self.gold_score = 2
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self.strength_score = 0
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self.magic_score = 1
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self.victory_score = 0
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self.is_first = False
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self.shadow_count = 0
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self.holy_count = 0
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self.soldier_count = 0
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self.worker_count = 0
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self.effects = {
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"roll_phase": [],
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"harvest_phase": [],
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"action_phase": []
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}
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@classmethod
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def from_dict(cls, data):
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@@ -59,25 +66,37 @@ class Player:
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player.gold_score = data['gold_score']
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player.strength_score = data['strength_score']
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player.magic_score = data['magic_score']
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player.victory_score = data['victory_score']
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player.is_first = data['is_first']
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player.shadow_count = data['shadow_count']
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player.holy_count = data['holy_count']
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player.soldier_count = data['soldier_count']
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player.worker_count = data['worker_count']
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player.effects = data['effects']
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return player
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def calc_roles(self):
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shadow_count = 0
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holy_count = 0
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soldier_count = 0
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worker_count = 0
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for citizen in self.owned_citizens:
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self.shadow_count = self.shadow_count + citizen.shadow_count
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self.holy_count = self.holy_count + citizen.holy_count
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self.soldier_count = self.soldier_count + citizen.soldier_count
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self.worker_count = self.worker_count + citizen.worker_count
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shadow_count = shadow_count + citizen.shadow_count
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holy_count = holy_count + citizen.holy_count
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soldier_count = soldier_count + citizen.soldier_count
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worker_count = worker_count + citizen.worker_count
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for domain in self.owned_domains:
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self.shadow_count = self.shadow_count + domain.shadow_count
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self.holy_count = self.holy_count + domain.holy_count
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self.soldier_count = self.soldier_count + domain.soldier_count
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self.worker_count = self.worker_count + domain.worker_count
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shadow_count = shadow_count + domain.shadow_count
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holy_count = holy_count + domain.holy_count
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soldier_count = soldier_count + domain.soldier_count
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worker_count = worker_count + domain.worker_count
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roles_dict = {
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"shadow_count": shadow_count,
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"holy_count": holy_count,
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"soldier_count": soldier_count,
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"worker_count": worker_count
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}
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return roles_dict
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class Starter(Card):
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def __init__(self, starter_id, name, roll_match1, roll_match2, gold_payout_on_turn, gold_payout_off_turn,
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@@ -159,6 +178,8 @@ class Citizen(Card):
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self.special_citizen = special_citizen
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self.expansion = expansion
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def get_special_payout_on_turn(self):
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return self.special_payout_on_turn
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def to_dict(self):
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base_dict = super().to_dict()
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return {**base_dict,
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@@ -419,21 +440,36 @@ class Game:
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self.die_two = game_state['die_two']
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self.die_sum = game_state['die_sum']
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self.exhausted_count = game_state['exhausted_count']
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self.effects = game_state['effects']
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self.action_required = game_state['action_required']
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def roll_phase(self):
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self.die_one = random.randint(1, 6)
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self.die_two = random.randint(1, 6)
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self.die_sum = self.die_one + self.die_two
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print(f"{self.die_one} | {self.die_two} | {self.die_sum}")
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# check for player effects that are able to change roll
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# check for board effects that trigger from rolls
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def harvest_phase(self):
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# steal activates first
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for citizen in self.player_list[0].owned_citizens:
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if (citizen.roll_match1 == self.die_one) or (citizen.roll_match1 == self.die_two) or (
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citizen.roll_match1 == self.die_sum) or (citizen.roll_match2 == self.die_sum):
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count = 1
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if self.die_one == self.die_two:
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count = 2
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print(f"{citizen.name} Payout")
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self.player_list[0].gold_score = self.player_list[0].gold_score + citizen.gold_payout_on_turn
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self.player_list[0].strength_score = self.player_list[
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0].strength_score + citizen.strength_payout_on_turn
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self.player_list[0].magic_score = self.player_list[0].magic_score + citizen.magic_payout_on_turn
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list_iterator = iter(self.player_list)
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for i in range(count):
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self.player_list[0].gold_score = self.player_list[0].gold_score + citizen.gold_payout_on_turn
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self.player_list[0].strength_score = self.player_list[
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0].strength_score + citizen.strength_payout_on_turn
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self.player_list[0].magic_score = self.player_list[0].magic_score + citizen.magic_payout_on_turn
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if citizen.has_special_payout_on_turn:
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payout = self.execute_special_payout(citizen.special_payout_on_turn(),
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self.player_list[0].player_id)
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list_iterator = iter(self.player_list) # skip first player when paying out the rest of the board
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next(list_iterator)
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for player in list_iterator:
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for citizen in player.owned_citizens:
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@@ -444,13 +480,166 @@ class Game:
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player.strength_score = player.strength_score + citizen.strength_payout_off_turn
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player.magic_score = player.magic_score + citizen.magic_payout_off_turn
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def execute_special_payout(self, command, player_id):
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payout = [0, 0, 0, 0] # gp, sp, mp, vp, todo: citizen, monster, domain
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split_command = command.split()
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first_word = split_command[0]
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second_word = split_command[1]
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third_word = split_command[2]
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fourth_word = split_command[3]
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fifth_word = split_command[4]
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match first_word:
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case "count":
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match second_word:
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case "owned_shadow":
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self.update_payout_for_role('shadow_count', player_id, payout, split_command)
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case "owned_holy":
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self.update_payout_for_role('holy_count', player_id, payout, split_command)
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case "owned_soldier":
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self.update_payout_for_role('soldier_count', player_id, payout, split_command)
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case "owned_worker":
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self.update_payout_for_role('worker_count', player_id, payout, split_command)
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case "owned_monsters":
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self.update_payout_for_role('owned_monsters', player_id, payout, split_command)
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case "owned_citizens":
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self.update_payout_for_role('owned_citizens', player_id, payout, split_command)
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case "owned_domains":
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self.update_payout_for_role('owned_domains', player_id, payout, split_command)
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case _:
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payout[0] = -9999
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case "exchange":
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match second_word:
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case 'g':
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payout[0] = payout[0] - third_word
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case 's':
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payout[1] = payout[1] - third_word
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case 'm':
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payout[2] = payout[2] - third_word
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case 'v':
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payout[3] = payout[3] - third_word
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case _:
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payout[0] = -9999
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match fourth_word:
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case 'g':
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payout[0] = payout[0] + fifth_word
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case 's':
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payout[1] = payout[1] + fifth_word
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case 'm':
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payout[2] = payout[2] + fifth_word
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case 'v':
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payout[3] = payout[3] + fifth_word
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case _:
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payout[0] = -9999
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case "choose":
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# need to pause execution here until we get player input
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self.action_required['player_id'] = player_id
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self.action_required['action'] = command
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while self.action_required['player_id'] != self.game_id:
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time.sleep(1)
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choice = []
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match self.action_required['action']:
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case 'choose left':
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choice = [second_word, third_word]
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case 'choose right':
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choice = [fourth_word, fifth_word]
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case _:
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payout[0] = -9999
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match choice[0]:
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case 'g':
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payout[0] = payout[0] + choice[1]
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case 's':
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payout[1] = payout[1] + choice[1]
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case 'm':
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payout[2] = payout[2] + choice[1]
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case 'v':
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payout[3] = payout[3] + choice[1]
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case _:
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payout[0] = -9999
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case _:
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payout[0] = -9999
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return payout
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def update_payout_for_role(self, role_name, player_id, payout, split_command):
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role_count = 0
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for player in self.player_list:
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if player.player_id == player_id:
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role_count = player.calc_roles()[role_name]
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break
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if role_count > 0:
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match split_command[2]:
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case 'g':
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payout[0] = split_command[3] * role_count
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case 's':
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payout[1] = split_command[3] * role_count
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case 'm':
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payout[2] = split_command[3] * role_count
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case 'v':
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payout[3] = split_command[3] * role_count
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case _:
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payout[0] = -9999
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else:
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payout[0] = -9999
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def hire_citizen(self, citizen_id, gp, mp=0):
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available_citizens = []
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for citizen_stack in self.citizen_grid:
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for citizen in citizen_stack:
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if citizen.citizen_id == citizen_id and citizen.is_accessible:
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self.player_list[0].gold_score = self.player_list[0].gold_score - gp
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self.player_list[0].magic_score = self.player_list[0].magic_score - mp
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self.player_list[0].owned_citizens.append(citizen_stack.pop(-1))
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citizen_stack[-1].toggle_accessibility(True)
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def action_phase(self):
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return
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def play_turn(self):
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self.roll_phase()
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self.harvest_phase()
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self.action_phase()
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def end_check(self):
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if self.exhausted_count <= (len(self.player_list) * 2):
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return False
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def prompt(self):
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return
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class SummaryEncoder(JSONEncoder):
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def default(self, obj):
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if isinstance(obj, Player):
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return {
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'player_id': obj.player_id,
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'name': obj.name,
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'owned_citizens': len(obj.owned_citizens),
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'owned_domains': len(obj.owned_domains),
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'owned_monsters': len(obj.owned_monsters),
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'gold_score': obj.gold_score,
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'strength_score': obj.strength_score,
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'magic_score': obj.magic_score,
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'victory_score': obj.victory_score,
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'is_first': obj.is_first
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}
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elif isinstance(obj, LobbyMember):
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return {
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"player_name": obj.name,
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"player_id": obj.player_id,
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"is_ready": obj.is_ready
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}
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elif isinstance(obj, GameMember):
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return {
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"player_name": obj.name,
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"player_id": obj.player_id
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}
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elif isinstance(obj, Game):
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return {
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"game_id": obj.game_id,
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"player_list": obj.player_list
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}
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else:
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return super().default(obj)
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class GameObjectEncoder(JSONEncoder):
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def default(self, obj):
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@@ -466,11 +655,13 @@ class GameObjectEncoder(JSONEncoder):
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'gold_score': obj.gold_score,
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'strength_score': obj.strength_score,
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'magic_score': obj.magic_score,
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'victory_score': obj.victory_score,
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'is_first': obj.is_first,
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'shadow_count': obj.shadow_count,
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'holy_count': obj.holy_count,
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'soldier_count': obj.soldier_count,
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'worker_count': obj.worker_count
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'worker_count': obj.worker_count,
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'effects': obj.effects
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}
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elif isinstance(obj, Duke):
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return obj.to_dict()
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@@ -492,7 +683,9 @@ class GameObjectEncoder(JSONEncoder):
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"die_one": obj.die_one,
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"die_two": obj.die_two,
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"die_sum": obj.die_sum,
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"exhausted_count": obj.exhausted_count
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"exhausted_count": obj.exhausted_count,
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"effects": obj.effects,
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"action_required": obj.action_required
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}
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else:
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return super().default(obj)
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@@ -528,3 +721,18 @@ def receive_data(conn):
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data += chunk
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return data
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class LobbyMember:
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def __init__(self, player_name, player_id):
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self.name = player_name
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self.player_id = player_id
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self.is_ready = False
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self.last_active_time = 0
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class GameMember:
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def __init__(self, player_id, player_name, game_id):
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self.name = player_name
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self.player_id = player_id
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self.game_id = game_id
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