removed a bunch of files related to client/server and unused files

This commit is contained in:
2023-05-08 20:06:26 -07:00
parent adc2873260
commit aa6125d8ad
7 changed files with 0 additions and 900 deletions

53
api.py
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from flask import Flask, redirect, url_for, render_template, session, request, copy_current_request_context, jsonify
from datetime import timedelta
import os
from basegame import *
import flask
app = flask.Flask(__name__)
app.config["DEBUG"] = True
app.secret_key = "hi"
playerNameList = []
@app.route('/', methods=['GET'])
def home():
return "<a href=\"login\">Login</a>"
@app.route('/playerlist', methods=['GET'])
def playerlist():
fuckyou = json.dumps(playerNameList)
print(fuckyou)
return fuckyou
@app.route("/login", methods=["POST", "GET"])
def login():
if request.method == "POST":
session.permanent = True # <--- makes the permanent session
user = request.form["nm"]
session["name"] = user
playerNameList.append(user)
return redirect(url_for("playerlist"))
else:
if "name" in session:
return redirect(url_for("playerlist"))
return render_template("login.html")
@app.route("/user")
def user():
if "user" in session:
user = session["user"]
return f"<h1>{user}</h1>"
else:
return redirect(url_for("login"))
@app.route("/logout")
def logout():
session.pop("user", None)
return redirect(url_for("login"))
app.run(debug=True, host='0.0.0.0')

436
client.py
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import wx
import socket
from common import *
import glob
class ClientVCKO(wx.App):
def OnInit(self):
self.connection_status = False
self.player_id = ""
self.player_name = ""
self.lobby = []
self.in_lobby = False
self.in_game = False
self.game_id = ""
self.game = None
self.debug_frame = DebugFrame(self)
self.lobby_frame = LobbyFrame(self)
self.game_frame = GameFrame(self)
self.last_lobby_state = ""
self.last_game_state = ""
self.game_count = 0
return True
def parse_response(self, response):
if len(response) > 1000:
print(f"{response[:1000]}...")
else:
print(response)
first_word = response.split()[0]
full_command = response.split()
match first_word:
case "lobby":
if full_command[1] == "joined" and len(full_command) == 3:
self.player_id = full_command[2]
self.in_lobby = True
elif full_command[1] == "state":
json_response = ' '.join(full_command[2:])
new_lobby_state = json.loads(json_response)
last_dict = new_lobby_state[-1] if new_lobby_state else None
if last_dict and last_dict in new_lobby_state:
new_lobby_state.remove(last_dict)
self.lobby = new_lobby_state
self.game_count = last_dict['game_count']
else:
print("Couldn't understand that response")
case "game":
if full_command[1] == "joined" and len(full_command) == 3:
self.game_id = full_command[2]
self.in_game = True
self.in_lobby = False
self.lobby_frame.enter_game()
elif full_command[1] == "state":
json_response = ' '.join(full_command[2:])
new_game_state = json.loads(json_response)
with open("game_state.txt", "w") as dump:
dump.write(json.dumps(new_game_state, indent=4))
if new_game_state == self.last_game_state:
return
self.last_game_state = new_game_state
self.game_frame.update_board(self.last_game_state)
def update_lobby_status(self):
return self.in_lobby
class TiledImages(wx.Window):
def __init__(self, parent, image_path, rows=3, cols=3, overlap=10):
super().__init__(parent)
self.image = wx.Image(image_path)
self.rows = rows
self.cols = cols
self.overlap = overlap
self.SetMinSize(wx.Size(self.image.GetWidth() * self.cols - self.overlap, self.image.GetHeight() * self.rows - self.overlap))
def OnPaint(self, event):
dc = wx.PaintDC(self)
for row in range(self.rows):
for col in range(self.cols):
x = col * (self.image.GetWidth() - self.overlap)
y = row * (self.image.GetHeight() - self.overlap)
dc.DrawBitmap(wx.Bitmap(self.image), x, y)
class MonsterCard(wx.StaticBitmap):
def __init__(self, parent, card_id):
img_path = None
for file in glob.glob(f"images/monster_{card_id:02d}*.jpg"):
img_path = file
break # Stop searching after the first matching file
if not img_path:
raise ValueError(f"No image found for card ID {card_id:02d}")
self.parent = parent
self.card_id = card_id
self.bitmap = None
super().__init__(parent, -1)
self.Bind(wx.EVT_SIZE, self.on_size)
self.update_bitmap()
def update_bitmap(self):
img_path = glob.glob(f"images/monster_{self.card_id:02d}*.jpg")[0]
img = wx.Image(img_path, wx.BITMAP_TYPE_ANY)
width, height = self.parent.GetSize()
width = int(width * 0.15) # Set the width to 15% of the parent width
height = int(width * img.GetHeight() / img.GetWidth()) # Scale height to maintain aspect ratio
img = img.Scale(width, height, wx.IMAGE_QUALITY_HIGH)
self.bitmap = wx.Bitmap(img)
self.SetBitmap(self.bitmap)
def on_size(self, event):
self.update_bitmap()
event.Skip()
class GameFrame(wx.Frame):
def __init__(self, app):
super().__init__(parent=None, title='VCK Online', size=Constants.large_window_size)
self.app = app
self.panel = wx.Panel(self)
# Create a static box sizer with padding
self.vbox = wx.StaticBoxSizer(wx.StaticBox(self.panel, label=""), wx.VERTICAL)
self.vbox.AddSpacer(10) # Add a bit of padding at the top
self.monster_grid = wx.BoxSizer(wx.HORIZONTAL)
# Create the game state list box
self.game_state_list = wx.ListCtrl(self.panel, style=wx.LC_REPORT | wx.LC_SINGLE_SEL)
self.vbox.Add(self.game_state_list, proportion=1, flag=wx.EXPAND | wx.ALL, border=10)
self.vbox.AddSpacer(10) # Add a bit of padding at the bottom
# Set the sizer for the panel
self.panel.SetSizer(self.vbox)
self.SetMinSize(Constants.medium_window_size)
self.last_game_state = ""
self.timer = wx.Timer(self)
self.Bind(wx.EVT_TIMER, self.get_game_status, self.timer)
self.timer.Start(500)
self.panel.Layout()
def get_game_status(self, event=None):
if self.app.in_game and connection_check():
self.app.parse_response(send(f"game get_status {self.app.game_id}"))
if self.last_game_state == self.app.last_game_state:
# If the current game state is the same as the last one, don't update the list control
return
pretty_json_str = json.dumps(self.app.last_game_state, indent=4, sort_keys=False)
self.game_state_list.ClearAll()
self.game_state_list.InsertColumn(0, "Game State")
for idx, state in enumerate(pretty_json_str.split('\n')):
self.game_state_list.InsertItem(idx, state.strip())
self.game_state_list.SetColumnWidth(0, wx.LIST_AUTOSIZE)
# Save the new game state
self.last_game_state = self.app.last_game_state
def update_board(self, game_state):
game = Game(game_state)
monster_ids = []
for index, monster_stack in enumerate(game.monster_grid):
monster_stack_sizer = wx.BoxSizer(wx.VERTICAL) # Create a vertical sizer for the monster stack
for monster in monster_stack:
if monster['is_accessible']:
card_id = monster['monster_id']
try:
img_path = glob.glob(f"images/monster_{card_id:02}*.jpg")[0]
except IndexError:
raise ValueError(f"No image found for card ID {card_id:02}")
bitmap = wx.Bitmap(img_path, wx.BITMAP_TYPE_ANY)
card = MonsterCard(self.panel, card_id)
card.SetBitmap(bitmap)
monster_stack_sizer.Add(card, 0, wx.BOTTOM, 10) # Add the card to the monster stack sizer
monster_ids.append(monster['monster_id'])
# Add the monster stack sizer to the monster grid sizer
self.monster_grid.Add(monster_stack_sizer, 0, wx.LEFT | wx.RIGHT, 10)
self.vbox.Add(self.monster_grid, proportion=1, flag=wx.EXPAND | wx.ALL, border=10)
self.panel.Layout()
self.panel.Refresh()
self.Fit()
class LobbyFrame(wx.Frame):
def __init__(self, app):
super().__init__(parent=None, title='VCK Online Lobby', size=Constants.medium_window_size)
self.app = app
self.panel = wx.Panel(self)
self.vertical_sizer = wx.BoxSizer(wx.VERTICAL)
splitter = wx.SplitterWindow(self.panel)
left_panel = wx.Panel(splitter)
left_sizer = wx.BoxSizer(wx.VERTICAL)
status_sizer = wx.BoxSizer(wx.HORIZONTAL)
text = wx.StaticText(left_panel, label='Enter name:')
self.name_field = wx.TextCtrl(left_panel, style=wx.TE_PROCESS_ENTER, value='')
self.connection_status_indicator = wx.StaticText(left_panel, label="Connection Status")
submit_button = wx.Button(left_panel, label='Submit')
submit_button.Bind(wx.EVT_BUTTON, self.on_submit)
self.name_field.Bind(wx.EVT_TEXT_ENTER, self.on_text_enter)
status_sizer.Add(wx.StaticText(left_panel), 0, wx.EXPAND | wx.RIGHT, 5)
status_sizer.Add(self.connection_status_indicator, 0, wx.ALIGN_CENTER_VERTICAL | wx.RIGHT, 5)
status_sizer.Add(wx.StaticText(left_panel), 0, wx.EXPAND | wx.LEFT, 5)
left_sizer.Add(text, 0, wx.ALL, 5)
left_sizer.Add(self.name_field, 0, wx.EXPAND | wx.ALL, 5)
left_sizer.Add(submit_button, 0, wx.ALL | wx.CENTER, 5)
left_sizer.AddStretchSpacer()
left_sizer.Add(status_sizer, 0, wx.ALIGN_LEFT | wx.BOTTOM, 5)
left_panel.SetSizer(left_sizer)
self.last_lobby_state = []
self.current_player_index = None
# Create the list control and columns
right_panel = wx.Panel(splitter)
self.list_ctrl = wx.ListCtrl(right_panel, style=wx.LC_REPORT)
self.list_ctrl.InsertColumn(0, "Player Name")
self.list_ctrl.InsertColumn(1, "Ready Status", format=wx.LIST_FORMAT_RIGHT)
self.set_connection_status()
self.get_lobby_status()
self.set_game_count()
# Create the ready button
ready_button = wx.Button(right_panel, label="Ready Up")
ready_button.Bind(wx.EVT_BUTTON, self.on_ready_up)
# Create the static text
self.active_games_text = wx.StaticText(right_panel, label="Active games: 42069")
# Add the static text and ready button to a horizontal box sizer
button_sizer = wx.BoxSizer(wx.HORIZONTAL)
button_sizer.Add(self.active_games_text, 0, wx.ALIGN_BOTTOM | wx.LEFT | wx.BOTTOM, 5)
button_sizer.AddStretchSpacer()
button_sizer.Add(ready_button, 0, wx.ALIGN_BOTTOM | wx.RIGHT | wx.BOTTOM, 5)
# Add the list control and the button sizer to the vertical sizer
right_sizer = wx.BoxSizer(wx.VERTICAL)
right_sizer.Add(self.list_ctrl, 1, wx.ALL | wx.EXPAND, 5)
right_sizer.Add(button_sizer, 0, wx.EXPAND, 5)
right_panel.SetSizer(right_sizer)
splitter.SplitVertically(left_panel, right_panel)
splitter.SetMinimumPaneSize(250)
splitter.SetSashGravity(0.0)
self.vertical_sizer.Add(splitter, 1, wx.EXPAND)
self.panel.SetSizer(self.vertical_sizer)
self.SetMinSize(Constants.small_window_size)
# Bind the size event to adjust the column widths
self.Bind(wx.EVT_SIZE, self.on_size)
self.Bind(wx.EVT_CLOSE, self.on_close)
self.lobby_check_timer = wx.Timer(self)
self.Bind(wx.EVT_TIMER, self.get_lobby_status, self.lobby_check_timer)
self.lobby_check_timer.Start(1000)
# Create a timer to call the connection_check method every 2 seconds
self.connection_check_timer = wx.Timer(self)
self.Bind(wx.EVT_TIMER, self.set_connection_status, self.connection_check_timer)
self.connection_check_timer.Start(10000)
self.Show()
def set_connection_status(self, event=None):
if connection_check():
self.connection_status_indicator.SetLabel("Connected")
self.connection_status_indicator.SetForegroundColour(Constants.green)
else:
self.connection_status_indicator.SetLabel("Not Connected")
self.connection_status_indicator.SetForegroundColour(Constants.red)
def set_game_count(self):
try:
self.active_games_text.SetLabel(f"Active games: {self.app.game_count}")
except AttributeError:
print("Can't set game count. Maybe window hasn't loaded yet")
def on_size(self, event):
# Calculate the width of each column based on the width of the list control
width = self.list_ctrl.GetSize()[0]
col_width = width // 2
self.list_ctrl.SetColumnWidth(0, col_width)
self.list_ctrl.SetColumnWidth(1, col_width)
event.Skip()
def on_submit(self, event):
name = self.name_field.GetValue()
if not name:
print("You didn't enter anything!")
else:
# Check if the player has already joined the lobby
player_exists = False
for player in self.last_lobby_state:
if player['player_id'] == self.app.player_id:
player_exists = True
break
if player_exists:
# If the player already exists, rename them
self.app.parse_response(send(f"lobby rename {self.app.player_id} {name}"))
else:
# If the player doesn't exist, join the lobby
self.app.parse_response(send(f"lobby join {name}"))
self.name_field.SetValue("")
def on_text_enter(self, event):
self.on_submit(event)
def api_call(self, message):
if connection_check():
self.app.parse_response(send(message))
self.name_field.SetValue("")
def get_lobby_status(self, event=None):
if not self.app.in_game and connection_check():
self.app.parse_response(send(f"lobby get_status {self.app.player_id}"))
if self.app.lobby == self.last_lobby_state:
# If the current lobby state is the same as the last one, don't update the list control
self.set_game_count()
return
self.list_ctrl.DeleteAllItems()
for index, player in enumerate(self.app.lobby):
self.list_ctrl.InsertItem(index, player['name'])
self.list_ctrl.SetItem(index, 1, "Ready" if player['is_ready'] else "Not Ready")
if player['player_id'] == self.app.player_id:
self.current_player_index = index
self.list_ctrl.SetItemState(index, wx.LIST_STATE_SELECTED, wx.LIST_STATE_SELECTED)
else:
self.list_ctrl.SetItemState(index, 0, wx.LIST_STATE_SELECTED)
# Save the new lobby state
self.last_lobby_state = self.app.lobby
self.set_game_count()
def highlight_current_player(self, event=None):
if self.current_player_index is not None:
self.list_ctrl.Select(self.current_player_index)
else:
self.list_ctrl.Select(-1)
def on_ready_up(self, event):
for player in self.app.lobby:
if player['player_id'] == self.app.player_id:
if player['is_ready']:
if connection_check():
self.app.parse_response(send(f"lobby unready {self.app.player_id}"))
else:
if connection_check():
self.app.parse_response(send(f"lobby ready {self.app.player_id}"))
break
def enter_game(self, event=None):
self.app.game_frame.Show()
self.Hide()
def on_close(self, event):
try:
self.app.parse_response(send(f"lobby leave {self.app.player_id}"))
except ConnectionRefusedError:
print("Server may be down. Exiting anyway.")
self.Destroy()
class DebugFrame(wx.Frame):
def __init__(self, app):
super().__init__(parent=None, title='VCKO Debug Console', size=Constants.small_window_size)
self.app = app
self.panel = wx.Panel(self)
self.vertical_sizer = wx.BoxSizer(wx.VERTICAL)
self.status_sizer = wx.BoxSizer(wx.HORIZONTAL)
self.message_field = wx.TextCtrl(self.panel, style=wx.TE_PROCESS_ENTER)
self.connection_status_indicator = wx.StaticText(self.panel, label="Connection Status")
self.my_btn = wx.Button(self.panel, label="Send call")
self.my_btn.Bind(wx.EVT_BUTTON, self.on_press)
self.message_field.Bind(wx.EVT_TEXT_ENTER, self.on_text_enter)
# Create a horizontal sizer to hold the connection_status StaticText
self.status_sizer.AddStretchSpacer()
self.status_sizer.Add(wx.StaticText(self.panel), 0, wx.EXPAND | wx.RIGHT, 5)
self.status_sizer.Add(self.connection_status_indicator, 0, wx.ALIGN_CENTER_VERTICAL | wx.RIGHT, 5)
self.status_sizer.Add(wx.StaticText(self.panel), 0, wx.EXPAND | wx.LEFT, 5)
# Add the text field, button, and status sizer to the vertical sizer
self.vertical_sizer.Add(self.message_field, 0, wx.ALL | wx.EXPAND, 5)
self.vertical_sizer.Add(self.my_btn, 0, wx.ALL | wx.CENTER, 5)
self.vertical_sizer.AddStretchSpacer()
self.vertical_sizer.Add(self.status_sizer, 0, wx.ALIGN_LEFT | wx.BOTTOM, 5)
self.panel.SetSizer(self.vertical_sizer)
self.SetMinSize(Constants.small_window_size)
self.timer = wx.Timer(self)
self.Bind(wx.EVT_TIMER, self.set_connection_status, self.timer)
self.timer.Start(10000)
self.set_connection_status()
def set_connection_status(self, event=None):
if connection_check():
self.connection_status_indicator.SetLabel("Connected")
self.connection_status_indicator.SetForegroundColour(Constants.green)
else:
self.connection_status_indicator.SetLabel("Not Connected")
self.connection_status_indicator.SetForegroundColour(Constants.red)
def on_press(self, event):
message = self.message_field.GetValue()
if not message:
print("You didn't enter anything!")
else:
self.api_call(message)
def on_text_enter(self, event):
self.on_press(event)
def api_call(self, message):
if connection_check():
self.app.parse_response(send(message))
self.message_field.SetValue("")
def connection_check():
try:
response = send("connection_check")
if response == "received":
return True
else:
return False
except ConnectionRefusedError:
return False
except BrokenPipeError:
return False
def send(message):
client_socket = socket.socket()
client_socket.connect((Constants.host, Constants.port))
message_bytes = message.encode(Constants.encoding)
send_data(client_socket, message_bytes)
response = receive_data(client_socket)
client_socket.close()
return response.decode(Constants.encoding)
if __name__ == '__main__':
the_app = ClientVCKO()
the_app.MainLoop()

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server.py
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import socket
import time
import threading
from common import *
import json
import mariadb
class ServerVCKO:
def __init__(self):
self.host = socket.gethostbyname(socket.gethostname())
self.server_socket = socket.socket()
self.server_socket.bind((self.host, Constants.port))
self.game_dict = {}
self.lobby = []
self.gamers = []
# Start the thread to remove inactive players
self.inactive_player_thread = threading.Thread(target=self.remove_inactive, daemon=True)
self.inactive_player_thread.start()
def remove_inactive(self):
while True:
current_time = time.time()
self.lobby = [player for player in self.lobby if current_time - player.last_active_time <= 60]
inactive_games = [game_id for game_id, game in self.game_dict.items() if
current_time - game.last_active_time > 180]
for game_id in inactive_games:
del self.game_dict[game_id]
time.sleep(10)
def handle_client(self, conn, addr):
print(f"Connection from: {addr}")
connected = True
while connected:
msg_length = conn.recv(Constants.header_size).decode(Constants.text_format)
if msg_length:
msg_length = int(msg_length)
msg = conn.recv(msg_length).decode(Constants.text_format)
first_word = msg.split()[0]
full_command = msg.split()
match first_word:
case "connection_check":
connected = False
send_data(conn, "received".encode(Constants.encoding))
case "lobby":
connected = False
if full_command[1] == "join" and len(full_command) > 2:
joining_player_name = ' '.join(full_command[2:])
joining_player_id = str(shortuuid.uuid())
joining_player = LobbyMember(joining_player_name, joining_player_id)
self.lobby.append(joining_player)
message = f"lobby joined {joining_player_id}"
send_data(conn, message.encode(Constants.encoding))
elif full_command[1] == "rename" and len(full_command) > 3:
for player in self.lobby:
if player.player_id == full_command[2]:
player.name = ' '.join(full_command[3:])
message = f"lobby renamed {player.player_id}"
send_data(conn, message.encode(Constants.encoding))
else:
send_data(conn, "invalid message".encode(Constants.encoding))
elif full_command[1] == "leave" and len(full_command) > 2:
temp_lobby = []
for player in self.lobby:
if player.player_id != full_command[2]:
temp_lobby.append(player)
self.lobby = temp_lobby
self.send_lobby_state(conn)
elif full_command[1] == "get_status" and len(full_command) >= 2:
found = False
if len(full_command) == 3:
for player in self.lobby:
if full_command[2] == player.player_id:
player.last_active_time = time.time() # update last active time
self.send_lobby_state(conn)
for player in self.gamers:
if full_command[2] == player.player_id:
message = f"game joined {player.game_id}"
send_data(conn, message.encode(Constants.encoding))
else:
self.send_lobby_state(conn)
elif full_command[1] == "ready" and len(full_command) > 2:
ready_check = 0
for player in self.lobby:
if player.player_id == full_command[2]:
player.is_ready = True
if player.is_ready:
ready_check += 1
print(f"ready check: {ready_check}")
if ready_check == len(self.lobby):
new_game_id = str(uuid.uuid4())
for player in self.lobby:
print(f"lobby player: {player.name}")
players_to_remove = []
for player in self.lobby:
if player.is_ready:
new_gamer = GameMember(player.player_id, player.name, new_game_id)
self.gamers.append(new_gamer)
players_to_remove.append(player)
for player in players_to_remove:
self.lobby.remove(player)
# START GAME
new_game = Game(load_game_data(new_game_id, "base1", self.gamers))
self.game_dict[new_game.game_id] = new_game
print(f"size of game dict: {len(self.game_dict)}")
message = f"game joined {new_game_id}"
send_data(conn, message.encode(Constants.encoding))
else:
self.send_lobby_state(conn)
elif full_command[1] == "unready" and len(full_command) > 2:
for player in self.lobby:
if player.player_id == full_command[2]:
player.is_ready = False
self.send_lobby_state(conn)
else:
send_data(conn, "invalid message".encode(Constants.encoding))
case "game":
connected = False
if full_command[1] == "get_status" and len(full_command) == 3:
print(full_command[2])
print(len(self.game_dict))
for game in self.game_dict:
print(f"game id: {game}")
game_id = full_command[2]
game = self.game_dict.get(game_id)
if not game:
message = "game state error: game not found"
send_data(conn, message.encode(Constants.encoding))
else:
game.last_active_time = time.time()
self.send_game_state(conn, full_command[2])
case _:
connected = False
send_data(conn, "invalid message".encode(Constants.encoding))
print(f"[{addr}] {msg}")
conn.close()
def start(self):
self.server_socket.listen()
print(f"server is listening on {socket.gethostbyname(socket.gethostname())}")
while True:
conn, addr = self.server_socket.accept()
thread = threading.Thread(target=self.handle_client, args=(conn, addr))
thread.start()
print(f"\nActive threads: {threading.active_count() - 1}")
def send_lobby_state(self, conn):
lobby_data = []
for lobby_member in self.lobby:
player_dict = {
"name": lobby_member.name,
"player_id": lobby_member.player_id,
"is_ready": lobby_member.is_ready
}
lobby_data.append(player_dict)
lobby_data.append({'game_count': len(self.game_dict)})
response = f"lobby state {json.dumps(lobby_data)}"
print(response)
send_data(conn, response.encode(Constants.encoding))
def send_game_state(self, conn, game_id):
game = self.game_dict.get(game_id)
if not game:
response = "game state error: game not found"
else:
game_json = json.dumps(game, cls=GameObjectEncoder, indent=2)
response = f"game state {game_json}"
send_data(conn, response.encode(Constants.encoding))
def load_game_data(game_id, preset, player_list_from_lobby):
monster_query = ""
monster_stack = []
citizen_query = ""
citizen_stack = []
domain_query = "select_random_domains"
domain_stack = []
duke_query = "select_random_dukes"
duke_stack = []
starter_query = "SELECT * FROM starters"
starter_stack = []
player_list = []
citizen_grid: List[List[Citizen]] = [[] for _ in range(10)]
domain_grid: List[List[Domain]] = [[] for _ in range(5)]
monster_grid: List[List[Monster]] = [[] for _ in range(5)]
die_one = 0
die_two = 0
die_sum = 0
exhausted_count = 0
effects = {
"roll_phase": [],
"harvest_phase": [],
"action_phase": []
}
action_required = {
"player_id": "",
"action": ""
}
match preset:
case "base1":
monster_query = "select_base1_monsters"
citizen_query = "select_base1_citizens"
case "base2":
monster_query = "select_base2_monsters"
citizen_query = "select_base2_citizens"
try:
my_connect = mariadb.connect(user='vckonline', password='vckonline', host='127.0.0.1',
database='vckonline')
my_cursor = my_connect.cursor(dictionary=True)
my_cursor.callproc(monster_query)
results = my_cursor.fetchall()
for row in results:
my_monster = Monster(row['id_monsters'], row['name'], row['area'], row['monster_type'],
row['monster_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'], row['expansion'])
monster_stack.append(my_monster)
my_cursor.callproc(citizen_query)
citizen_count = 5
if len(player_list_from_lobby) == 5:
citizen_count = 6
results = my_cursor.fetchall()
for row in results:
for i in range(citizen_count):
my_citizen = Citizen(row['id_citizens'], 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'],
row['expansion'])
citizen_stack.append(my_citizen)
my_cursor.callproc(domain_query)
results = my_cursor.fetchall()
for row in results:
my_domain = Domain(row['id_domains'], row['name'], row['gold_cost'], row['shadow_count'], row['holy_count'],
row['soldier_count'], row['worker_count'], row['vp_reward'],
row['has_activation_effect'], row['has_passive_effect'], row['passive_effect'],
row['activation_effect'], row['text'], row['expansion'])
domain_stack.append(my_domain)
my_cursor.callproc(duke_query)
results = my_cursor.fetchall()
for row in results:
my_duke = Duke(row['id_dukes'], 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'], row['expansion'])
duke_stack.append(my_duke)
my_cursor.execute(starter_query)
my_result = my_cursor.fetchall()
for row in my_result:
my_starter = Starter(row['id_starters'], 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'], row['expansion'])
starter_stack.append(my_starter)
my_cursor.close()
my_connect.close()
except Exception as e:
print(f"Error: {e}")
# print(f"size of monster stack: {len(monster_stack)}")
# print(f"size of citizen stack: {len(citizen_stack)}")
# print(f"size of domain stack: {len(domain_stack)}")
# print(f"size of duke stack: {len(duke_stack)}")
# print(f"size of starter stack: {len(starter_stack)}")
# create players and determine order
if not all([player_list_from_lobby, starter_query, monster_stack, citizen_stack, domain_stack, duke_stack]):
raise ValueError("One or more required lists are empty.")
else:
for player in player_list_from_lobby:
my_player = Player(player.player_id, player.name)
player_list.append(my_player)
random.shuffle(player_list)
player_list[0].is_first = True
# give players starters and dukes
for player in player_list:
player.owned_starters.append(starter_stack[0])
player.owned_starters.append(starter_stack[1])
for i in range(2):
player.owned_dukes.append(duke_stack.pop())
# deal monsters onto the board
grouped_monsters = {}
for monster in monster_stack:
area = monster.area
if area in grouped_monsters:
grouped_monsters[area].append(monster)
else:
grouped_monsters[area] = [monster]
# Reverse the order of each group by monster_order
for area, monsters in grouped_monsters.items():
monsters.sort(key=lambda item: item.order, reverse=True)
areas = list(grouped_monsters.keys())
chosen_areas = random.sample(areas, 5)
for i, area in enumerate(chosen_areas):
monsters = grouped_monsters[area]
monster_grid[i].extend(monsters)
for i, stack in enumerate(monster_grid):
for monster in stack:
monster.toggle_visibility(True)
# Make the last monster in the stack accessible
stack[-1].toggle_accessibility(True)
monster_stack = []
# deal citizens onto the board
# Create a dictionary to store citizen lists with roll numbers as keys
citizens_by_roll = {roll: [] for roll in [1, 2, 3, 4, 5, 6, 7, 8, 9, 11]}
# Group citizens by roll number
for citizen in citizen_stack:
citizen.toggle_visibility()
citizens_by_roll[citizen.roll_match1].append(citizen)
for roll in citizens_by_roll:
# Map 11 roll to index 9
index = roll - 1 if roll < 11 else 9
citizens = citizens_by_roll[roll]
citizen_grid[index].extend(list(citizens))
# Make the first citizen in each list accessible
citizen_grid[index][-1].toggle_accessibility(True)
citizen_stack = []
# Deal the domains into the stacks
for i in range(5):
stack = domain_grid[i]
for j in range(3):
if j == 2: # top domain is visible and accessible
domain = domain_stack.pop()
domain.toggle_visibility(True)
domain.toggle_accessibility(True)
stack.append(domain)
else: # other domains are not visible or accessible
domain = domain_stack.pop()
stack.append(domain)
# Create a dictionary to store all the stacks
game_state = {'game_id': game_id,
'player_list': player_list,
'monster_grid': monster_grid,
'citizen_grid': citizen_grid,
'domain_grid': domain_grid,
'die_one': die_one,
'die_two': die_two,
'die_sum': die_sum,
'exhausted_count': exhausted_count,
'effects': effects,
'action_required': action_required}
# Return the dictionary
return game_state
if __name__ == '__main__':
print("server starting")
server = ServerVCKO()
server.start()

View File

@@ -1,49 +0,0 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>WebSocker Client</title>
</head>
<body>
<button onclick="contactServer">Click Here</button>
</body>
<script>
const socket = new WebSocket('ws://localhost:8000');
socket.addEventListener('open', function (event) {
socket.send('Connection Established');
});
socket.addEventListener('message', function (event) {
console.log(event.data);
});
const contactServer = () => {
socket.send("Initialize");
}
</script>
</html>