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11 Commits

216 changed files with 37073 additions and 1629 deletions

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.DS_Store vendored Normal file

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18
activate_with_env.sh Executable file
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#!/bin/bash
# Helper script to activate venv and set MariaDB environment variables
# Activate virtual environment
source .venv/bin/activate
# Find and set MARIADB_CONFIG
MARIADB_CONFIG_PATH=$(find /opt/homebrew -name mariadb_config 2>/dev/null | head -1)
if [ -n "$MARIADB_CONFIG_PATH" ]; then
export MARIADB_CONFIG="$MARIADB_CONFIG_PATH"
echo "✓ MARIADB_CONFIG set to: $MARIADB_CONFIG_PATH"
else
echo "⚠ Warning: mariadb_config not found. Install with: brew install mariadb-connector-c"
fi
echo "Virtual environment activated and ready to use!"

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')

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399
cards.py Normal file
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def _coerce_int(val, default=0):
if val is None:
return default
if isinstance(val, bool):
return int(val)
try:
return int(val)
except (TypeError, ValueError):
return default
class Card:
def __init__(self):
self.name = ""
self.is_visible = False
self.is_accessible = False
def to_dict(self):
return {
"name": self.name,
"is_visible": self.is_visible,
"is_accessible": self.is_accessible,
}
def toggle_visibility(self, toggle: bool = True):
self.is_visible = toggle
def toggle_accessibility(self, toggle: bool = True):
self.is_accessible = toggle
class Starter(Card):
def __init__(self, starter_id, 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, expansion):
super().__init__()
self.starter_id = starter_id
self.name = name
self.roll_match1 = roll_match1
self.roll_match2 = roll_match2
self.gold_payout_on_turn = gold_payout_on_turn
self.gold_payout_off_turn = gold_payout_off_turn
self.strength_payout_on_turn = strength_payout_on_turn
self.strength_payout_off_turn = strength_payout_off_turn
self.magic_payout_on_turn = magic_payout_on_turn
self.magic_payout_off_turn = magic_payout_off_turn
self.has_special_payout_on_turn = has_special_payout_on_turn
self.has_special_payout_off_turn = has_special_payout_off_turn
self.special_payout_on_turn = special_payout_on_turn
self.special_payout_off_turn = special_payout_off_turn
self.expansion = expansion
def to_dict(self):
return {
"starter_id": self.starter_id,
"name": self.name,
"roll_match1": self.roll_match1,
"roll_match2": self.roll_match2,
"gold_payout_on_turn": self.gold_payout_on_turn,
"gold_payout_off_turn": self.gold_payout_off_turn,
"strength_payout_on_turn": self.strength_payout_on_turn,
"strength_payout_off_turn": self.strength_payout_off_turn,
"magic_payout_on_turn": self.magic_payout_on_turn,
"magic_payout_off_turn": self.magic_payout_off_turn,
"has_special_payout_on_turn": self.has_special_payout_on_turn,
"has_special_payout_off_turn": self.has_special_payout_off_turn,
"special_payout_on_turn": self.special_payout_on_turn,
"special_payout_off_turn": self.special_payout_off_turn,
"expansion": self.expansion
}
@classmethod
def from_dict(cls, data):
return cls(data["starter_id"], data["name"], data["roll_match1"], data["roll_match2"],
data["gold_payout_on_turn"], data["gold_payout_off_turn"], data["strength_payout_on_turn"],
data["strength_payout_off_turn"], data["magic_payout_on_turn"], data["magic_payout_off_turn"],
data["has_special_payout_on_turn"], data["has_special_payout_off_turn"],
data["special_payout_on_turn"],
data["special_payout_off_turn"], data["expansion"])
class Citizen(Card):
def __init__(self, citizen_id, 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,
expansion, is_flipped=False):
super().__init__()
self.citizen_id = citizen_id
self.name = name
self.gold_cost = gold_cost
self.roll_match1 = roll_match1
self.roll_match2 = roll_match2
self.shadow_count = _coerce_int(shadow_count)
self.holy_count = _coerce_int(holy_count)
self.soldier_count = _coerce_int(soldier_count)
self.worker_count = _coerce_int(worker_count)
self.gold_payout_on_turn = gold_payout_on_turn
self.gold_payout_off_turn = gold_payout_off_turn
self.strength_payout_on_turn = strength_payout_on_turn
self.strength_payout_off_turn = strength_payout_off_turn
self.magic_payout_on_turn = magic_payout_on_turn
self.magic_payout_off_turn = magic_payout_off_turn
self.has_special_payout_on_turn = has_special_payout_on_turn
self.has_special_payout_off_turn = has_special_payout_off_turn
self.special_payout_on_turn = special_payout_on_turn
self.special_payout_off_turn = special_payout_off_turn
self.special_citizen = special_citizen
self.expansion = expansion
self.is_flipped = bool(is_flipped)
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,
"is_flipped": bool(getattr(self, "is_flipped", False)),
"citizen_id": self.citizen_id,
"gold_cost": self.gold_cost,
"roll_match1": self.roll_match1,
"roll_match2": self.roll_match2,
"shadow_count": self.shadow_count,
"holy_count": self.holy_count,
"soldier_count": self.soldier_count,
"worker_count": self.worker_count,
"roles": {
"shadow": self.shadow_count,
"holy": self.holy_count,
"soldier": self.soldier_count,
"worker": self.worker_count,
},
"gold_payout_on_turn": self.gold_payout_on_turn,
"gold_payout_off_turn": self.gold_payout_off_turn,
"strength_payout_on_turn": self.strength_payout_on_turn,
"strength_payout_off_turn": self.strength_payout_off_turn,
"magic_payout_on_turn": self.magic_payout_on_turn,
"magic_payout_off_turn": self.magic_payout_off_turn,
"has_special_payout_on_turn": self.has_special_payout_on_turn,
"has_special_payout_off_turn": self.has_special_payout_off_turn,
"special_payout_on_turn": self.special_payout_on_turn,
"special_payout_off_turn": self.special_payout_off_turn,
"special_citizen": self.special_citizen,
"expansion": self.expansion}
@classmethod
def from_dict(cls, dict_):
return cls(citizen_id=dict_["citizen_id"],
name=dict_["name"],
gold_cost=dict_["gold_cost"],
roll_match1=dict_["roll_match1"],
roll_match2=dict_["roll_match2"],
shadow_count=dict_.get("shadow_count"),
holy_count=dict_.get("holy_count"),
soldier_count=dict_.get("soldier_count"),
worker_count=dict_.get("worker_count"),
gold_payout_on_turn=dict_["gold_payout_on_turn"],
gold_payout_off_turn=dict_["gold_payout_off_turn"],
strength_payout_on_turn=dict_["strength_payout_on_turn"],
strength_payout_off_turn=dict_["strength_payout_off_turn"],
magic_payout_on_turn=dict_["magic_payout_on_turn"],
magic_payout_off_turn=dict_["magic_payout_off_turn"],
has_special_payout_on_turn=dict_["has_special_payout_on_turn"],
has_special_payout_off_turn=dict_["has_special_payout_off_turn"],
special_payout_on_turn=dict_["special_payout_on_turn"],
special_payout_off_turn=dict_["special_payout_off_turn"],
special_citizen=dict_["special_citizen"],
expansion=dict_["expansion"],
is_flipped=bool(dict_.get("is_flipped", False)))
class Domain(Card):
def __init__(self, domain_id, name, gold_cost, shadow_count, holy_count, soldier_count, worker_count, vp_reward,
has_activation_effect, has_passive_effect, passive_effect, activation_effect, text, expansion,
acquired_turn_number=None):
super().__init__()
self.domain_id = domain_id
self.name = name
self.gold_cost = gold_cost
self.shadow_count = _coerce_int(shadow_count)
self.holy_count = _coerce_int(holy_count)
self.soldier_count = _coerce_int(soldier_count)
self.worker_count = _coerce_int(worker_count)
self.vp_reward = vp_reward
self.has_activation_effect = has_activation_effect
self.has_passive_effect = has_passive_effect
self.passive_effect = passive_effect
self.activation_effect = activation_effect
self.text = text
self.expansion = expansion
self.acquired_turn_number = acquired_turn_number
def to_dict(self):
return {
**super().to_dict(),
"domain_id": self.domain_id,
"name": self.name,
"gold_cost": self.gold_cost,
"shadow_count": self.shadow_count,
"holy_count": self.holy_count,
"soldier_count": self.soldier_count,
"worker_count": self.worker_count,
"roles": {
"shadow": self.shadow_count,
"holy": self.holy_count,
"soldier": self.soldier_count,
"worker": self.worker_count,
},
"vp_reward": self.vp_reward,
"has_activation_effect": self.has_activation_effect,
"has_passive_effect": self.has_passive_effect,
"passive_effect": self.passive_effect,
"activation_effect": self.activation_effect,
"text": self.text,
"expansion": self.expansion,
"acquired_turn_number": getattr(self, "acquired_turn_number", None),
}
@classmethod
def from_dict(cls, dict_):
return cls(
domain_id=dict_['domain_id'],
name=dict_['name'],
gold_cost=dict_['gold_cost'],
shadow_count=dict_.get('shadow_count'),
holy_count=dict_.get('holy_count'),
soldier_count=dict_.get('soldier_count'),
worker_count=dict_.get('worker_count'),
vp_reward=dict_['vp_reward'],
has_activation_effect=dict_['has_activation_effect'],
has_passive_effect=dict_['has_passive_effect'],
passive_effect=dict_['passive_effect'],
activation_effect=dict_['activation_effect'],
text=dict_['text'],
expansion=dict_['expansion'],
acquired_turn_number=dict_.get('acquired_turn_number'),
)
class Monster(Card):
def __init__(self, monster_id, name, area, monster_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, expansion):
super().__init__()
self.monster_id = monster_id
self.name = name
self.area = area
self.monster_type = monster_type
self.order = order
self.strength_cost = strength_cost
self.magic_cost = magic_cost
self.vp_reward = vp_reward
self.gold_reward = gold_reward
self.strength_reward = strength_reward
self.magic_reward = magic_reward
self.has_special_reward = has_special_reward
self.special_reward = special_reward
self.has_special_cost = has_special_cost
self.special_cost = special_cost
self.is_extra = is_extra
self.expansion = expansion
def to_dict(self):
card_dict = super().to_dict()
monster_dict = {
"monster_id": self.monster_id,
"area": self.area,
"monster_type": self.monster_type,
"order": self.order,
"strength_cost": self.strength_cost,
"magic_cost": self.magic_cost,
"vp_reward": self.vp_reward,
"gold_reward": self.gold_reward,
"strength_reward": self.strength_reward,
"magic_reward": self.magic_reward,
"has_special_reward": self.has_special_reward,
"special_reward": self.special_reward,
"has_special_cost": self.has_special_cost,
"special_cost": self.special_cost,
"is_extra": self.is_extra,
"expansion": self.expansion,
}
return {**card_dict, **monster_dict}
@classmethod
def from_dict(cls, d):
return cls(
d['monster_id'],
d['name'],
d['area'],
d['monster_type'],
d['order'],
d['strength_cost'],
d['magic_cost'],
d['vp_reward'],
d['gold_reward'],
d['strength_reward'],
d['magic_reward'],
d['has_special_reward'],
d['special_reward'],
d['has_special_cost'],
d['special_cost'],
d['is_extra'],
d['expansion'],
)
def add_strength_cost(self, added_strength):
self.strength_cost = self.strength_cost + added_strength
def add_magic_cost(self, added_magic):
self.magic_cost = self.magic_cost + added_magic
class Duke(Card):
def __init__(self, duke_id, 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,
expansion):
super().__init__()
self.duke_id = duke_id
self.name = name
self.gold_multiplier = gold_mult
self.strength_multiplier = strength_mult
self.magic_multiplier = magic_mult
self.shadow_multiplier = shadow_mult
self.holy_multiplier = holy_mult
self.soldier_multiplier = soldier_mult
self.worker_multiplier = worker_mult
self.monster_multiplier = monster_mult
self.citizen_multiplier = citizen_mult
self.domain_multiplier = domain_mult
self.boss_multiplier = boss_mult
self.minion_multiplier = minion_mult
self.beast_multiplier = beast_mult
self.titan_multiplier = titan_mult
self.expansion = expansion
def to_dict(self):
return {
**super().to_dict(),
"duke_id": self.duke_id,
"gold_multiplier": self.gold_multiplier,
"strength_multiplier": self.strength_multiplier,
"magic_multiplier": self.magic_multiplier,
"shadow_multiplier": self.shadow_multiplier,
"holy_multiplier": self.holy_multiplier,
"soldier_multiplier": self.soldier_multiplier,
"worker_multiplier": self.worker_multiplier,
"monster_multiplier": self.monster_multiplier,
"citizen_multiplier": self.citizen_multiplier,
"domain_multiplier": self.domain_multiplier,
"boss_multiplier": self.boss_multiplier,
"minion_multiplier": self.minion_multiplier,
"beast_multiplier": self.beast_multiplier,
"titan_multiplier": self.titan_multiplier,
"expansion": self.expansion
}
@classmethod
def from_dict(cls, data):
duke_id = data["duke_id"]
name = data["name"]
gold_mult = data["gold_multiplier"]
strength_mult = data["strength_multiplier"]
magic_mult = data["magic_multiplier"]
shadow_mult = data["shadow_multiplier"]
holy_mult = data["holy_multiplier"]
soldier_mult = data["soldier_multiplier"]
worker_mult = data["worker_multiplier"]
monster_mult = data["monster_multiplier"]
citizen_mult = data["citizen_multiplier"]
domain_mult = data["domain_multiplier"]
boss_mult = data["boss_multiplier"]
minion_mult = data["minion_multiplier"]
beast_mult = data["beast_multiplier"]
titan_mult = data["titan_multiplier"]
expansion = data["expansion"]
return cls(duke_id, 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, expansion)
class Exhausted(Card):
def __init__(self, exhausted_id):
super().__init__()
self.exhausted_id = exhausted_id
self.name = "Exhausted"
self.toggle_visibility(True)
def to_dict(self):
return {
**super().to_dict(),
"exhausted_id": self.exhausted_id,
"name": self.name,
}
@classmethod
def from_dict(cls, d):
return cls(d["exhausted_id"])

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check_db_server.py Normal file
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#!/usr/bin/env python3
"""
Simple script to check if MariaDB/MySQL server is running
Doesn't require mariadb module - just checks if port is open
"""
import socket
import sys
def check_database_server():
"""Check if database server is listening on port 3306"""
print("Checking if MariaDB/MySQL server is accessible on localhost:3306...")
print("=" * 50)
print("(Make sure SSH port forwarding is active: ssh -L 3306:localhost:3306 lukesau.com)")
host = '127.0.0.1'
port = 3306
try:
sock = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
sock.settimeout(2)
result = sock.connect_ex((host, port))
sock.close()
if result == 0:
print(f"✓ Database server is accessible at {host}:{port}")
return True
else:
print(f"✗ Cannot reach {host}:{port}")
print("\nMake sure SSH port forwarding is active:")
print(" ssh -L 3306:localhost:3306 lukesau.com")
return False
except Exception as e:
print(f"✗ Error checking server: {e}")
return False
if __name__ == "__main__":
success = check_database_server()
sys.exit(0 if success else 1)

337
client.py
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import wx
import socket
from common import *
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.debug_frame.set_connection_status()
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)
if new_lobby_state != self.lobby:
self.lobby = new_lobby_state
self.lobby_frame.get_lobby_status()
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)
if new_game_state == self.last_game_state:
return
self.last_game_state = new_game_state
def update_lobby_status(self):
return self.in_lobby
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
vbox = wx.StaticBoxSizer(wx.StaticBox(self.panel, label=""), wx.VERTICAL)
vbox.AddSpacer(10) # Add a bit of padding at the top
# Wrap the list control widget inside a scrolled window
sw = wx.ScrolledWindow(vbox.GetStaticBox(), style=wx.VSCROLL)
sw.SetScrollbars(1, 1, 1, 1) # Show the scrollbars
self.game_state_list = wx.ListCtrl(sw, style=wx.LC_REPORT | wx.LC_SINGLE_SEL)
sw.SetSizer(wx.BoxSizer(wx.VERTICAL))
sw.GetSizer().Add(self.game_state_list, proportion=1, flag=wx.EXPAND | wx.ALL, border=10)
vbox.Add(sw, proportion=1, flag=wx.EXPAND | wx.ALL, border=10) # Add the scrolled window to the sizer
vbox.AddSpacer(10) # Add a bit of padding at the bottom
# Set the sizer for the panel
self.panel.SetSizer(vbox)
self.SetMinSize(Constants.medium_window_size)
self.last_game_state = ""
self.timer_interval = 500
self.timer = wx.Timer(self)
self.Bind(wx.EVT_TIMER, self.get_game_status, self.timer)
self.timer.Start(self.timer_interval)
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 self.timer_interval < 9500:
self.timer_interval += 500
self.timer.Start(self.timer_interval)
# 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
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.timer_interval = 500
self.timer = wx.Timer(self)
self.Bind(wx.EVT_TIMER, self.get_lobby_status, self.timer)
self.timer.Start(self.timer_interval)
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)
text = wx.StaticText(left_panel, label='Enter name:')
self.name_field = wx.TextCtrl(left_panel, style=wx.TE_PROCESS_ENTER, value='')
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)
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_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.get_lobby_status()
# Create the ready button
ready_button = wx.Button(right_panel, label="Ready Up")
ready_button.Bind(wx.EVT_BUTTON, self.on_ready_up)
self.list_ctrl.Bind(wx.EVT_LIST_ITEM_SELECTED, self.highlight_current_player)
# Add the list control and ready button 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(ready_button, 0, wx.ALL | wx.CENTER, 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.timer_interval = 500
self.timer = wx.Timer(self)
self.Bind(wx.EVT_TIMER, self.get_lobby_status, self.timer)
self.timer.Start(self.timer_interval)
self.Show()
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 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
if self.timer_interval < 9500:
self.timer_interval += 500
self.timer.Start(self.timer_interval)
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
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):
self.app.parse_response(send(f"lobby leave {self.app.player_id}"))
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.Show()
# Create a timer to call the connection_check method every 2 seconds
self.timer = wx.Timer(self)
self.Bind(wx.EVT_TIMER, self.set_connection_status, self.timer)
self.timer.Start(10000)
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()

824
common.py
View File

@@ -1,824 +0,0 @@
import json
import time
from json import JSONEncoder, JSONDecoder
import random
from typing import List, Dict
from constants import *
import shortuuid
import uuid
class Card:
def __init__(self):
self.name = ""
self.is_visible = False
self.is_accessible = False
def to_dict(self):
return {
"name": self.name,
"is_visible": self.is_visible,
"is_accessible": self.is_accessible,
}
def toggle_visibility(self, toggle: bool = True):
self.is_visible = toggle
def toggle_accessibility(self, toggle: bool = True):
self.is_accessible = toggle
class Player:
def __init__(self, player_id, name):
self.player_id = player_id
self.name = name
self.owned_starters = []
self.owned_citizens = []
self.owned_domains = []
self.owned_dukes = []
self.owned_monsters = []
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):
player_id = data['player_id']
name = data['name']
player = cls(player_id, name)
player.owned_starters = [Starter.from_dict(s) for s in data['owned_starters']]
player.owned_citizens = [Citizen.from_dict(c) for c in data['owned_citizens']]
player.owned_domains = [Domain.from_dict(d) for d in data['owned_domains']]
player.owned_dukes = [Duke.from_dict(d) for d in data['owned_dukes']]
player.owned_monsters = [Monster.from_dict(m) for m in data['owned_monsters']]
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:
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:
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,
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, expansion):
super().__init__()
self.starter_id = starter_id
self.name = name
self.roll_match1 = roll_match1
self.roll_match2 = roll_match2
self.gold_payout_on_turn = gold_payout_on_turn
self.gold_payout_off_turn = gold_payout_off_turn
self.strength_payout_on_turn = strength_payout_on_turn
self.strength_payout_off_turn = strength_payout_off_turn
self.magic_payout_on_turn = magic_payout_on_turn
self.magic_payout_off_turn = magic_payout_off_turn
self.has_special_payout_on_turn = has_special_payout_on_turn
self.has_special_payout_off_turn = has_special_payout_off_turn
self.special_payout_on_turn = special_payout_on_turn
self.special_payout_off_turn = special_payout_off_turn
self.expansion = expansion
def to_dict(self):
return {
"starter_id": self.starter_id,
"name": self.name,
"roll_match1": self.roll_match1,
"roll_match2": self.roll_match2,
"gold_payout_on_turn": self.gold_payout_on_turn,
"gold_payout_off_turn": self.gold_payout_off_turn,
"strength_payout_on_turn": self.strength_payout_on_turn,
"strength_payout_off_turn": self.strength_payout_off_turn,
"magic_payout_on_turn": self.magic_payout_on_turn,
"magic_payout_off_turn": self.magic_payout_off_turn,
"has_special_payout_on_turn": self.has_special_payout_on_turn,
"has_special_payout_off_turn": self.has_special_payout_off_turn,
"special_payout_on_turn": self.special_payout_on_turn,
"special_payout_off_turn": self.special_payout_off_turn,
"expansion": self.expansion
}
@classmethod
def from_dict(cls, data):
return cls(data["starter_id"], data["name"], data["roll_match1"], data["roll_match2"],
data["gold_payout_on_turn"], data["gold_payout_off_turn"], data["strength_payout_on_turn"],
data["strength_payout_off_turn"], data["magic_payout_on_turn"], data["magic_payout_off_turn"],
data["has_special_payout_on_turn"], data["has_special_payout_off_turn"],
data["special_payout_on_turn"],
data["special_payout_off_turn"], data["expansion"])
class Citizen(Card):
def __init__(self, citizen_id, 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,
expansion):
super().__init__()
self.citizen_id = citizen_id
self.name = name
self.gold_cost = gold_cost
self.roll_match1 = roll_match1
self.roll_match2 = roll_match2
self.shadow_count = shadow_count
self.holy_count = holy_count
self.soldier_count = soldier_count
self.worker_count = worker_count
self.gold_payout_on_turn = gold_payout_on_turn
self.gold_payout_off_turn = gold_payout_off_turn
self.strength_payout_on_turn = strength_payout_on_turn
self.strength_payout_off_turn = strength_payout_off_turn
self.magic_payout_on_turn = magic_payout_on_turn
self.magic_payout_off_turn = magic_payout_off_turn
self.has_special_payout_on_turn = has_special_payout_on_turn
self.has_special_payout_off_turn = has_special_payout_off_turn
self.special_payout_on_turn = special_payout_on_turn
self.special_payout_off_turn = special_payout_off_turn
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,
"citizen_id": self.citizen_id,
"gold_cost": self.gold_cost,
"roll_match1": self.roll_match1,
"roll_match2": self.roll_match2,
"shadow_count": self.shadow_count,
"holy_count": self.holy_count,
"soldier_count": self.soldier_count,
"worker_count": self.worker_count,
"gold_payout_on_turn": self.gold_payout_on_turn,
"gold_payout_off_turn": self.gold_payout_off_turn,
"strength_payout_on_turn": self.strength_payout_on_turn,
"strength_payout_off_turn": self.strength_payout_off_turn,
"magic_payout_on_turn": self.magic_payout_on_turn,
"magic_payout_off_turn": self.magic_payout_off_turn,
"has_special_payout_on_turn": self.has_special_payout_on_turn,
"has_special_payout_off_turn": self.has_special_payout_off_turn,
"special_payout_on_turn": self.special_payout_on_turn,
"special_payout_off_turn": self.special_payout_off_turn,
"special_citizen": self.special_citizen,
"expansion": self.expansion}
@classmethod
def from_dict(cls, dict_):
return cls(citizen_id=dict_["citizen_id"],
name=dict_["name"],
gold_cost=dict_["gold_cost"],
roll_match1=dict_["roll_match1"],
roll_match2=dict_["roll_match2"],
shadow_count=dict_["shadow_count"],
holy_count=dict_["holy_count"],
soldier_count=dict_["soldier_count"],
worker_count=dict_["worker_count"],
gold_payout_on_turn=dict_["gold_payout_on_turn"],
gold_payout_off_turn=dict_["gold_payout_off_turn"],
strength_payout_on_turn=dict_["strength_payout_on_turn"],
strength_payout_off_turn=dict_["strength_payout_off_turn"],
magic_payout_on_turn=dict_["magic_payout_on_turn"],
magic_payout_off_turn=dict_["magic_payout_off_turn"],
has_special_payout_on_turn=dict_["has_special_payout_on_turn"],
has_special_payout_off_turn=dict_["has_special_payout_off_turn"],
special_payout_on_turn=dict_["special_payout_on_turn"],
special_payout_off_turn=dict_["special_payout_off_turn"],
special_citizen=dict_["special_citizen"],
expansion=dict_["expansion"])
class Domain(Card):
def __init__(self, domain_id, name, gold_cost, shadow_count, holy_count, soldier_count, worker_count, vp_reward,
has_activation_effect, has_passive_effect, passive_effect, activation_effect, text, expansion):
super().__init__()
self.domain_id = domain_id
self.name = name
self.gold_cost = gold_cost
self.shadow_count = shadow_count
self.holy_count = holy_count
self.soldier_count = soldier_count
self.worker_count = worker_count
self.vp_reward = vp_reward
self.has_activation_effect = has_activation_effect
self.has_passive_effect = has_passive_effect
self.passive_effect = passive_effect
self.activation_effect = activation_effect
self.text = text
self.expansion = expansion
def to_dict(self):
return {
**super().to_dict(),
"domain_id": self.domain_id,
"name": self.name,
"gold_cost": self.gold_cost,
"shadow_count": self.shadow_count,
"holy_count": self.holy_count,
"soldier_count": self.soldier_count,
"worker_count": self.worker_count,
"vp_reward": self.vp_reward,
"has_activation_effect": self.has_activation_effect,
"has_passive_effect": self.has_passive_effect,
"passive_effect": self.passive_effect,
"activation_effect": self.activation_effect,
"text": self.text,
"expansion": self.expansion
}
@classmethod
def from_dict(cls, dict_):
return cls(
domain_id=dict_['domain_id'],
name=dict_['name'],
gold_cost=dict_['gold_cost'],
shadow_count=dict_['shadow_count'],
holy_count=dict_['holy_count'],
soldier_count=dict_['soldier_count'],
worker_count=dict_['worker_count'],
vp_reward=dict_['vp_reward'],
has_activation_effect=dict_['has_activation_effect'],
has_passive_effect=dict_['has_passive_effect'],
passive_effect=dict_['passive_effect'],
activation_effect=dict_['activation_effect'],
text=dict_['text'],
expansion=dict_['expansion']
)
class Monster(Card):
def __init__(self, monster_id, name, area, monster_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, expansion):
super().__init__()
self.monster_id = monster_id
self.name = name
self.area = area
self.monster_type = monster_type
self.order = order
self.strength_cost = strength_cost
self.magic_cost = magic_cost
self.vp_reward = vp_reward
self.gold_reward = gold_reward
self.strength_reward = strength_reward
self.magic_reward = magic_reward
self.has_special_reward = has_special_reward
self.special_reward = special_reward
self.has_special_cost = has_special_cost
self.special_cost = special_cost
self.is_extra = is_extra
self.expansion = expansion
def to_dict(self):
card_dict = super().to_dict()
monster_dict = {
"monster_id": self.monster_id,
"area": self.area,
"monster_type": self.monster_type,
"order": self.order,
"strength_cost": self.strength_cost,
"magic_cost": self.magic_cost,
"vp_reward": self.vp_reward,
"gold_reward": self.gold_reward,
"strength_reward": self.strength_reward,
"magic_reward": self.magic_reward,
"has_special_reward": self.has_special_reward,
"special_reward": self.special_reward,
"has_special_cost": self.has_special_cost,
"special_cost": self.special_cost,
"is_extra": self.is_extra,
"expansion": self.expansion,
}
return {**card_dict, **monster_dict}
@classmethod
def from_dict(cls, d):
return cls(
d['monster_id'],
d['name'],
d['area'],
d['monster_type'],
d['order'],
d['strength_cost'],
d['magic_cost'],
d['vp_reward'],
d['gold_reward'],
d['strength_reward'],
d['magic_reward'],
d['has_special_reward'],
d['special_reward'],
d['has_special_cost'],
d['special_cost'],
d['is_extra'],
d['expansion'],
)
def add_strength_cost(self, added_strength):
self.strength_cost = self.strength_cost + added_strength
def add_magic_cost(self, added_magic):
self.magic_cost = self.magic_cost + added_magic
class Duke(Card):
def __init__(self, duke_id, 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,
expansion):
super().__init__()
self.duke_id = duke_id
self.name = name
self.gold_multiplier = gold_mult
self.strength_multiplier = strength_mult
self.magic_multiplier = magic_mult
self.shadow_multiplier = shadow_mult
self.holy_multiplier = holy_mult
self.soldier_multiplier = soldier_mult
self.worker_multiplier = worker_mult
self.monster_multiplier = monster_mult
self.citizen_multiplier = citizen_mult
self.domain_multiplier = domain_mult
self.boss_multiplier = boss_mult
self.minion_multiplier = minion_mult
self.beast_multiplier = beast_mult
self.titan_multiplier = titan_mult
self.expansion = expansion
def to_dict(self):
return {
**super().to_dict(),
"duke_id": self.duke_id,
"gold_multiplier": self.gold_multiplier,
"strength_multiplier": self.strength_multiplier,
"magic_multiplier": self.magic_multiplier,
"shadow_multiplier": self.shadow_multiplier,
"holy_multiplier": self.holy_multiplier,
"soldier_multiplier": self.soldier_multiplier,
"worker_multiplier": self.worker_multiplier,
"monster_multiplier": self.monster_multiplier,
"citizen_multiplier": self.citizen_multiplier,
"domain_multiplier": self.domain_multiplier,
"boss_multiplier": self.boss_multiplier,
"minion_multiplier": self.minion_multiplier,
"beast_multiplier": self.beast_multiplier,
"titan_multiplier": self.titan_multiplier,
"expansion": self.expansion
}
@classmethod
def from_dict(cls, data):
duke_id = data["duke_id"]
name = data["name"]
gold_mult = data["gold_multiplier"]
strength_mult = data["strength_multiplier"]
magic_mult = data["magic_multiplier"]
shadow_mult = data["shadow_multiplier"]
holy_mult = data["holy_multiplier"]
soldier_mult = data["soldier_multiplier"]
worker_mult = data["worker_multiplier"]
monster_mult = data["monster_multiplier"]
citizen_mult = data["citizen_multiplier"]
domain_mult = data["domain_multiplier"]
boss_mult = data["boss_multiplier"]
minion_mult = data["minion_multiplier"]
beast_mult = data["beast_multiplier"]
titan_mult = data["titan_multiplier"]
expansion = data["expansion"]
return cls(duke_id, 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, expansion)
class Game:
def __init__(self, game_state):
self.game_id = game_state['game_id']
self.player_list = game_state['player_list']
self.monster_grid = game_state['monster_grid']
self.citizen_grid = game_state['citizen_grid']
self.domain_grid = game_state['domain_grid']
self.die_one = game_state['die_one']
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 starter in self.player_list[0].owned_starters:
if (starter.roll_match1 == self.die_one) or (starter.roll_match1 == self.die_two) or (
starter.roll_match1 == self.die_sum) or (starter.roll_match2 == self.die_sum):
count = 1
if starter.roll_match1 == self.die_one == self.die_two:
count = 2
print(f"Payout for {self.player_list[0].name}: Starter {starter.name}{' x2' if count == 2 else ''}")
for i in range(count):
self.player_list[0].gold_score = self.player_list[0].gold_score + starter.gold_payout_on_turn
self.player_list[0].strength_score = self.player_list[
0].strength_score + starter.strength_payout_on_turn
self.player_list[0].magic_score = self.player_list[0].magic_score + starter.magic_payout_on_turn
if starter.has_special_payout_on_turn:
payout = self.execute_special_payout(starter.special_payout_on_turn,
self.player_list[0].player_id)
self.player_list[0].gold_score = self.player_list[0].gold_score + payout[0]
self.player_list[0].strength_score = self.player_list[0].strength_score + payout[1]
self.player_list[0].magic_score = self.player_list[0].magic_score + payout[2]
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 citizen.roll_match1 == self.die_one == self.die_two:
count = 2
print(f"Payout for {self.player_list[0].name}: Citizen {citizen.name}{' x2' if count == 2 else ''}")
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:
print(f"Citizen {citizen.name} special payout text: {citizen.special_payout_on_turn}")
payout = self.execute_special_payout(citizen.special_payout_on_turn,
self.player_list[0].player_id)
print(f"right after running execute special payout {payout}")
self.player_list[0].gold_score = self.player_list[0].gold_score + payout[0]
self.player_list[0].strength_score = self.player_list[0].strength_score + payout[1]
self.player_list[0].magic_score = self.player_list[0].magic_score + payout[2]
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 starter in player.owned_starters:
if (starter.roll_match1 == self.die_one) or (starter.roll_match1 == self.die_two) or (
starter.roll_match1 == self.die_sum) or (starter.roll_match2 == self.die_sum):
count = 1
if starter.roll_match1 == self.die_one == self.die_two:
count = 2
print(f"Payout for {player.name}: Starter {starter.name}{' x2' if count == 2 else ''}")
for i in range(count):
player.gold_score = player.gold_score + starter.gold_payout_off_turn
player.strength_score = player.strength_score + starter.strength_payout_off_turn
player.magic_score = player.magic_score + starter.magic_payout_off_turn
if starter.has_special_payout_off_turn:
payout = self.execute_special_payout(starter.special_payout_off_turn, player.player_id)
player.gold_score = player.gold_score + payout[0]
player.strength_score = player.strength_score + payout[1]
player.magic_score = player.magic_score + payout[2]
for citizen in player.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 citizen.roll_match1 == self.die_one == self.die_two:
count = 2
print(f"Payout for {player.name}: Citizen {citizen.name}{' x2' if count == 2 else ''}")
for i in range(count):
player.gold_score = player.gold_score + citizen.gold_payout_off_turn
player.strength_score = player.strength_score + citizen.strength_payout_off_turn
player.magic_score = player.magic_score + citizen.magic_payout_off_turn
if citizen.has_special_payout_off_turn:
print("special payout off turn triggered")
print(citizen.special_payout_off_turn)
payout = self.execute_special_payout(citizen.special_payout_off_turn, player.player_id)
player.gold_score = player.gold_score + payout[0]
player.strength_score = player.strength_score + payout[1]
player.magic_score = player.magic_score + payout[2]
for player in self.player_list:
print(f"Player {player.name}: {player.gold_score} G, {player.strength_score} S, {player.magic_score} M,"
f" {player.victory_score} VP, Monsters: {len(player.owned_monsters)}, "
f"Citizens: {len(player.owned_citizens)}, Domains {len(player.owned_domains)}")
def execute_special_payout(self, command, player_id):
print("executing special payout")
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]
match first_word:
case "count":
print("Matched 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":
print("Matched exchange")
match second_word:
case 'g':
payout[0] = payout[0] - int(third_word)
case 's':
payout[1] = payout[1] - int(third_word)
case 'm':
payout[2] = payout[2] - int(third_word)
case 'v':
payout[3] = payout[3] - int(third_word)
case _:
payout[0] = -9999
match fourth_word:
case 'g':
payout[0] = payout[0] + int(split_command[4])
case 's':
payout[1] = payout[1] + int(split_command[4])
case 'm':
payout[2] = payout[2] + int(split_command[4])
case 'v':
payout[3] = payout[3] + int(split_command[4])
case _:
payout[0] = -9999
case "choose":
print("Matched choose")
self.action_required['player_id'] = player_id
self.action_required['action'] = command
# need to pause execution here until we get player input
while self.action_required['player_id'] != self.game_id:
time.sleep(1)
choice = []
match self.action_required['action']:
case 'choose 1':
choice = [second_word, third_word]
case 'choose 2':
choice = [fourth_word, split_command[4]]
case 'choose 3':
choice = [split_command[5], split_command[6]] # [sixth_word, seventh_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
print(payout)
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] = int(split_command[3]) * role_count
case 's':
payout[1] = int(split_command[3]) * role_count
case 'm':
payout[2] = int(split_command[3]) * role_count
case 'v':
payout[3] = int(split_command[3]) * role_count
case _:
payout[0] = -9999
else:
payout[0] = -9999
def hire_citizen(self, player_id, citizen_id, gp, mp=0):
for citizen_stack in self.citizen_grid:
for citizen in citizen_stack:
if citizen.citizen_id == citizen_id and citizen.is_accessible:
for player in self.player_list:
if player.player_id == player_id:
player.gold_score = player.gold_score - gp
player.magic_score = player.magic_score - mp
player.owned_citizens.append(citizen_stack.pop(-1))
citizen_stack[-1].toggle_accessibility(True)
def slay_monster(self, player_id, monster_id, sp, mp=0):
for monster_stack in self.monster_grid:
for monster in monster_stack:
if monster.monster_id == monster_id and monster.is_accessible:
for player in self.player_list:
if player.player_id == player_id:
player.strength_score = player.strength_score - sp
player.magic_score = player.magic_score - mp
player.owned_monsters.append(monster_stack.pop(-1))
monster_stack[-1].toggle_accessibility(True)
def buy_domain(self, player_id, domain_id, gp, mp=0):
for domain_stack in self.domain_grid:
for domain in domain_stack:
if domain.domain_id == domain_id and domain.is_accessible:
for player in self.player_list:
if player.player_id == player_id:
player.gold_score = player.gold_score - gp
player.magic_score = player.magic_score - mp
player.owned_domains.append(domain_stack.pop(-1))
domain_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):
if isinstance(obj, Player):
return {
'player_id': obj.player_id,
'name': obj.name,
'owned_starters': [starter.starter_id for starter in obj.owned_starters],
'owned_citizens': [citizen.citizen_id for citizen in obj.owned_citizens],
'owned_domains': [domain.domain_id for domain in obj.owned_domains],
'owned_dukes': [duke.duke_id for duke in obj.owned_dukes],
'owned_monsters': [monster.monster_id for monster in 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,
'shadow_count': obj.shadow_count,
'holy_count': obj.holy_count,
'soldier_count': obj.soldier_count,
'worker_count': obj.worker_count,
'effects': obj.effects
}
elif isinstance(obj, Duke):
return obj.to_dict()
elif isinstance(obj, Monster):
return obj.to_dict()
elif isinstance(obj, Starter):
return obj.to_dict()
elif isinstance(obj, Citizen):
return obj.to_dict()
elif isinstance(obj, Domain):
return obj.to_dict()
elif isinstance(obj, Game):
return {
"game_id": obj.game_id,
"player_list": obj.player_list,
"monster_grid": obj.monster_grid,
"citizen_grid": obj.citizen_grid,
"domain_grid": obj.domain_grid,
"die_one": obj.die_one,
"die_two": obj.die_two,
"die_sum": obj.die_sum,
"exhausted_count": obj.exhausted_count,
"effects": obj.effects,
"action_required": obj.action_required
}
else:
return super().default(obj)
def send_data(conn, data):
header = f"{len(data):<{Constants.header_size}}"
conn.send(header.encode(Constants.encoding))
offset = 0
while offset < len(data):
chunk = data[offset:offset + Constants.buffer_size]
conn.send(chunk)
offset += Constants.buffer_size
def receive_data(conn):
# Read the header to determine the message length
header = b""
while len(header) < Constants.header_size:
chunk = conn.recv(Constants.header_size - len(header))
if not chunk:
raise ConnectionError("Connection closed by server")
header += chunk
msg_length = int(header.decode(Constants.encoding).strip())
# Read the message in chunks until the entire message is received
data = b""
while len(data) < msg_length:
chunk_size = min(Constants.buffer_size, msg_length - len(data))
chunk = conn.recv(chunk_size)
if not chunk:
raise ConnectionError("Connection closed by server")
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

View File

@@ -2,8 +2,8 @@ class Constants:
green = (106, 171, 115) green = (106, 171, 115)
red = (219, 92, 92) red = (219, 92, 92)
server_host = '192.168.1.99' server_host = '192.168.1.99'
host = "lukesau.com" # host = "lukesau.com"
# host = "127.0.1.1" host = "127.0.1.1"
port = 8328 port = 8328
text_format = "utf-8" text_format = "utf-8"
small_window_size = (300, 150) small_window_size = (300, 150)
@@ -12,3 +12,5 @@ class Constants:
header_size = 512 header_size = 512
buffer_size = 4096 buffer_size = 4096
encoding = "utf-8" encoding = "utf-8"
areas = ['Hills', 'Ruins', 'Forest', 'Valley', 'Mountains']
types = ['Minion', 'Titan', 'Warden', 'Boss', 'Beast']

13
docs/README.md Normal file
View File

@@ -0,0 +1,13 @@
# VCK Online Docs
This folder contains developer documentation for the VCK Online dev/test server and game engine.
## Start here
- `README_SERVER.md`: how to run the FastAPI server and use the dev HTML client
- `dev-setup.md`: local environment setup (venv + MariaDB connector)
- `database.md`: database expectations, SSH tunnel, and stored procedure setup
- `server.md`: FastAPI server architecture and API surface
- `game.md`: game engine model and the DB-backed game bootstrap flow
- `testing.md`: how to run the included test scripts

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# VCK Online FastAPI Server
Simple REST API server for developing and testing the Valeria Card Kingdoms Online game.
## Setup
1. Install dependencies:
```bash
pip install -r requirements.txt
```
2. Make sure database is accessible (SSH tunnel if needed):
```bash
ssh -L 3306:localhost:3306 lukesau.com
```
## Running the Server
```bash
python3 server.py
```
Or with uvicorn directly:
```bash
uvicorn server:app --host 0.0.0.0 --port 8000 --reload
```
The server will start on `http://localhost:8000`
## API Endpoints
### Lobby
- `POST /api/lobby/join` - Join lobby with name
```json
{"name": "Player Name"}
```
Returns: `{"player_id": "...", "message": "Joined lobby"}`
- `POST /api/lobby/ready` - Mark player as ready
```json
{"player_id": "..."}
```
Returns game info if all players ready
- `POST /api/lobby/unready` - Mark player as not ready
- `POST /api/lobby/leave?player_id=...` - Leave lobby
- `GET /api/lobby/status?player_id=...` - Get lobby status
### Game
- `GET /api/game/{game_id}/state` - Get current game state
- `POST /api/game/{game_id}/action` - Perform game action
```json
{
"player_id": "...",
"action_type": "hire_citizen|build_domain|slay_monster|act_on_required_action|roll_phase|harvest_phase|play_turn",
"citizen_id": 123, // for hire_citizen
"domain_id": 456, // for build_domain
"monster_id": 789, // for slay_monster
"gold_cost": 5, // for hire_citizen/build_domain
"strength_cost": 3, // for slay_monster
"magic_cost": 0, // optional
"action": "choose 1" // for act_on_required_action
}
```
## Web Client
Visit `http://localhost:8000` for a simple HTML client to test the API.
## Development Notes
- Games are stored in-memory (will be lost on server restart)
- Inactive games are cleaned up after 3 minutes of no activity
- Inactive lobby players are removed after 60 seconds
- This is a development/testing server, not production-ready

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# Database
## Overview
The game bootstrap in `game.py` loads card data from a MariaDB database named `vckonline` using stored procedures to select card sets and randomize stacks.
The code assumes it can connect to:
- host: `127.0.0.1`
- port: `3306`
- user: `vckonline`
- password: `vckonline`
- database: `vckonline`
This is designed to work with an SSH tunnel that forwards the remote DB to local port 3306.
## SSH tunnel
Keep an SSH port forward running while using the DB locally:
```bash
ssh -L 3306:localhost:3306 lukesau.com
```
## Stored procedures
The server/game code expects these procedures to exist:
- `select_base1_monsters()`
- `select_base1_citizens()`
- `select_base2_monsters()`
- `select_base2_citizens()`
- `select_random_domains()`
- `select_random_dukes()`
To install all procedures:
```bash
./sql/run_sql.sh sql/create_all_stored_procedures.sql
```
See `sql/INSTALL_PROCEDURES.md` for additional options (mysql client, interactive MariaDB session, installing individually).
## User / grants setup
If you have authentication or permissions problems, use:
- `sql/USER_SETUP_GUIDE.md`: investigation and fix commands (create users for `localhost`, `127.0.0.1`, `%`, and grant privileges)
- `sql/fix_user_setup.sql`: a convenience SQL script in this repo (if you prefer to run a script vs copy/paste commands)
## Verifying the DB
Quick port-level check (no Python deps):
```bash
python3 check_db_server.py
```
Full end-to-end check (Python + DB + tables + stored procs):
```bash
python3 test_database.py
```

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# Dev setup
## Python environment
This repo expects a Python venv in `.venv/`.
The easiest path on macOS is to use the helper script:
```bash
./setup_venv.sh
```
That script:
- Creates (or reuses) `.venv/`
- Tries to locate `mariadb_config` under `/opt/homebrew`
- Installs `mariadb-connector-c` via Homebrew if needed
- Exports `MARIADB_CONFIG` and runs `pip install -r requirements.txt`
If you already have `.venv/` created and just want to activate with the MariaDB environment variable:
```bash
source ./activate_with_env.sh
```
## Requirements
Dependencies are listed in `requirements.txt` and include:
- `fastapi` + `uvicorn` (API server)
- `mariadb` (DB access; requires MariaDB Connector/C to build)
- `shortuuid` (player id generation)

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# Effect String Syntax
This document covers how effect strings work across the three card tables (citizens, domains, monsters), where the syntax currently diverges, and the proposed unified grammar.
---
## Current state by table
### Citizens — `special_payout_on_turn` / `special_payout_off_turn`
| Card | String | Meaning |
|---|---|---|
| Merchant | `choose g 2 m 2` | Pick one: +2g or +2m |
| Mercenary | `exchange s 1 g 2` | Pay 1s, gain 2g |
| Champion | `exchange g 1 s 4` | Pay 1g, gain 4s |
| Paladin | `exchange s 1 m 3` | Pay 1s, gain 3m |
| Butcher | `count owned_worker g 2` | Gain 2g per owned Worker citizen |
### Domains — `activation_effect`
| Card | String | Meaning |
|---|---|---|
| Ancient Tomb | `action.modify_monster_strength +3` | Prompt: add 3 to a monster's strength cost |
| Pretorius Conclave | `choose <citizens>` | Prompt: take any citizen from the board |
| Cursed Cavern | `m 4 + concurrent_flip_one_citizen` | Gain 4m; all players flip a citizen |
| Darktide Harbour | `choose <citizens where role==shadow>` | Prompt: take a shadow citizen |
| Cloudrider's Camp | `s 3 + choose <citizens where role==soldier and gold_cost<=2>` | Gain 3s; prompt: take a soldier citizen worth ≤2g |
| Wisborg | `manipulate_resources mode=self_convert pay=g:3 gain=v:3 optional=true` | Optionally pay 3g to gain 3vp |
### Domains — `passive_effect`
| Card | String | Meaning |
|---|---|---|
| Jousting Field | `harvest.gain_per_owned_citizen_name Knight g 1` | Harvest phase: gain 1g per Knight owned |
| Foxgrove Palisade | `roll.set_one_die target=6 cost=g:2` | Roll phase: pay 2g to set a die to 6 |
| The Desert Orchid | `roll.set_one_die target=1 cost=g_per_owned_role:holy_citizen` | Roll phase: pay 1g per holy citizen to set a die to 1 |
| Emerald Stronghold | `effect.add action.emeraldstronghold` | Flag: ignore + when buying citizens |
| Pratchett's Plateau | `effect.add action.pratchettsplateau` | Flag: domains cost 1g less |
| Shelley Commons | `action.end manipulate_resources mode=pay_to_player gain=v:1 pay=g:1 optional=true` | End of action: optionally pay 1g to a player for 1vp |
| Cathedral of St Aquila | `action.end manipulate_resources mode=take_from_player take=g:1 optional=true` | End of action: optionally take 1g from a player |
| King Tower | `action.end manipulate_resources mode=pay_to_player gain=v:1 pay=m:1 optional=true` | End of action: optionally pay 1m to a player for 1vp |
| The Orb of Urdr | `action.end manipulate_resources mode=take_from_player take=m:1 optional=true` | End of action: optionally take 1m from a player |
### Monsters — `special_reward`
| Card | String | Meaning |
|---|---|---|
| Goblin Mage | `choose g 1 m 1` | Pick one: +1g or +1m |
| Goblin Bomber | `choose g 2 m 2 s 2` | Pick one: +2g, +2m, or +2s |
| Goblin King | `count area Hills g 1` | Gain 1g per Hills monster slain |
| Skeleton King | `count area Ruins g 2` | Gain 2g per Ruins monster slain |
| Bane Spider | `choose g 3 <citizens where name==Knight>` | Pick one: +3g or take a Knight citizen |
| Ettercap | `choose <citizens where gold_cost<=2>` | Take a citizen worth ≤2g |
| Spider Queen | `choose <count area Forest g 2> <citizens + v 1>` | Pick one: 2g per Forest monster slain, or take a citizen and gain 1vp |
| Satyr Mage | `choose g 5 m 5 s 5` | Pick one: +5g, +5m, or +5s |
| Troll | `count area Valley m 2` | Gain 2m per Valley monster slain |
| Dire Bear | `choose g 2 m 2` | Pick one: +2g or +2m |
| Orc Warrior | `choose <citizens where gold_cost<=3>` | Take a citizen worth ≤3g |
| Orc Batrider | `choose <citizens>` | Take any citizen |
| Orc Chieftain | `count area Mountain g 2` | Gain 2g per Mountain monster slain |
---
## Where the syntax diverges
### 1. Resource notation — two forms
Citizens and monsters use positional shorthand; domain KV pairs use colon notation:
```
# positional (citizens, monsters)
choose g 2 m 2
count owned_worker g 2
# colon inside KV values (domain passives)
action.end manipulate_resources mode=pay_to_player gain=v:1 pay=g:1
manipulate_resources mode=self_convert pay=g:3 gain=v:3
roll.set_one_die cost=g:2
```
### 2. `count` — same structure, different second word
The two count patterns are syntactically parallel but semantically distinct. No unification needed beyond being aware they share a parser.
```
count owned_worker g 2 # count by citizen role owned
count area Hills g 1 # count by monster area slain
```
### 3. `choose` — brackets sometimes, not always
The bracket vs no-bracket distinction does carry real meaning and is worth keeping:
```
choose g 1 m 1 # pick one of these resource amounts
choose g 3 <citizens where name==Knight> # pick a resource amount OR an entity
choose <citizens where gold_cost<=2> # pick an entity from a filtered set
```
### 4. `exchange` — only exists in citizens
No equivalent pattern in domains or monsters. Could be expressed as a compound but `exchange` is readable:
```
exchange s 1 g 2 # pay 1s, receive 2g
```
### 5. `.` is doing three different jobs
```
harvest.gain_per_owned_citizen_name ... # dot = phase separator (phase.verb)
roll.set_one_die ... # dot = phase separator (phase.verb)
action.end manipulate_resources ... # dot = phase separator, then space, then verb
action.modify_monster_strength +3 # dot = namespace separator, not timing
effect.add action.emeraldstronghold # dot = verb separator, then dot = namespace
```
### 6. `manipulate_resources` wrapper verbosity
The `mode=` value is doing the same work as a first-word verb. The wrapper adds noise:
```
# current
action.end manipulate_resources mode=pay_to_player gain=v:1 pay=g:1 optional=true
# without the wrapper — same information
action.end pay_to_player g 1 v 1 optional
```
---
## Proposed unified grammar
### Core rules
1. **`.` means phase prefix only.** The left side is always a timing trigger (`harvest`, `roll`, `action.end`). Bare verbs have no dot.
2. **Resource amounts are always positional: `g N`.** Colon notation (`g:N`) only appears inside `=` assignments in KV strings where a space would be ambiguous.
3. **`choose` uses brackets for entity picks, bare words for resource picks.** Mixed is allowed: `choose g 3 <citizens where name==Knight>`.
4. **Compound effects use ` + `.** Each leg is a self-contained effect: `m 4 + concurrent_flip_one_citizen`.
### Proposed rewrites
**Domain activation:**
```
# before → after
action.modify_monster_strength +3 → modify_monster_strength 3
m 4 + concurrent_flip_one_citizen → no change
manipulate_resources mode=self_convert pay=g:3 gain=v:3 ... → self_convert g 3 v 3 optional
choose <citizens where role==shadow> → no change
s 3 + choose <citizens where role==soldier and gold_cost<=2> → no change
```
**Domain passive:**
```
# before → after
action.end manipulate_resources mode=pay_to_player gain=v:1 pay=g:1 optional=true → action.end pay_to_player g 1 v 1 optional
action.end manipulate_resources mode=take_from_player take=g:1 optional=true → action.end take_from_player g 1 optional
action.end manipulate_resources mode=pay_to_player gain=v:1 pay=m:1 optional=true → action.end pay_to_player m 1 v 1 optional
action.end manipulate_resources mode=take_from_player take=m:1 optional=true → action.end take_from_player m 1 optional
harvest.gain_per_owned_citizen_name Knight g 1 → no change
roll.set_one_die target=6 cost=g:2 → no change
effect.add action.emeraldstronghold → no change
```
**Citizens and monsters:** no changes needed — syntax is already consistent within each table and the proposed rules codify what they already do.
---
## What stays as parsed strings vs opaque keys
All effects in the tables above are **parsed strings** — a new card with different numbers works without any code change.
The only candidates for opaque keys are effects with branching prompt logic unique to a single card that cannot be generalized with different parameters:
- `concurrent_flip_one_citizen` (Cursed Cavern) — multi-player concurrent event
- `modify_monster_strength 3` (Ancient Tomb) — board-state mutation prompt
Even these stay as strings under the unified grammar; they just dispatch to named functions rather than an inline parsing branch. The DB string is the key; the function is the implementation.

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# Game engine (`game.py`)
## Key types
`game.py` defines the core runtime objects used by the server:
- `Game`: contains the current game board state and implements actions/phases
- `Player`: per-player scores and owned cards
- `LobbyMember` / `GameMember`: lightweight records used by the server for lobby/game membership
It also provides:
- `load_game_data(...)`: builds an initial `game_state` dict by pulling data from MariaDB and dealing stacks
- `SummaryEncoder` and `GameObjectEncoder`: JSON encoders used by the server to serialize game state
## Game lifecycle
At runtime (via the server):
- `server.py` calls `load_game_data(game_id, preset, game_gamers)` to create a starting `game_state`
- The server wraps that dict in a `Game` object: `Game(game_state)`
- The server exposes the game via `/api/game/{game_id}/state` and `/api/game/{game_id}/action`
The `Game` object tracks:
- `player_list`
- `monster_grid`, `citizen_grid`, `domain_grid`
- dice: `die_one`, `die_two`, `die_sum`
- `effects`
- `action_required` (used to block on per-player, sequential “choose …” actions)
- `concurrent_action` (used to block on non-ordered, multi-player prompts; see “Concurrent actions” below)
- `last_active_time` (used by the server for cleanup)
## DB-backed bootstrap (`load_game_data`)
`load_game_data` is responsible for:
- Fetching cards using stored procedures:
- citizens/monsters depend on the `preset` (e.g. `"base1"` / `"base2"`)
- domains and dukes are randomized via procedures
- starters are selected via a direct `SELECT * FROM starters`
- Creating `Player` instances from the lobby/game membership list
- Randomizing player order and dealing initial cards
- Dealing stacks onto the board:
- monsters grouped by area, then 5 areas selected
- citizens grouped by roll match, placed into 10 stacks (special-cased for roll 11)
- domains dealt into 5 stacks of 3, with the top visible/accessible
This function currently assumes local DB connectivity via `127.0.0.1:3306` (typically via SSH port forward).
See `docs/database.md` for DB setup and stored procedure installation.
## Actions & phases
The server routes map `action_type` strings to methods on `Game`.
Common paths:
- `roll_phase()` rolls two dice and computes a sum
- `harvest_phase()` pays out from owned starters/citizens for all players based on the roll
- `hire_citizen(...)`, `build_domain(...)`, `slay_monster(...)` mutate board stacks and player resources
### “choose …” actions
Some special payouts set `action_required` and start a background thread that waits until `act_on_required_action` updates `action_required` with a choice.
This is a dev-oriented approach; it allows the REST API to supply a follow-up choice via `act_on_required_action` while the game engine waits.
## Concurrent actions (non-ordered prompts)
Some prompts are not turn-based: every participating player should be able to
respond at the same time, in any order, and the game must wait until **all**
of them have submitted before progressing. The starting duke selection is the
first example — every player simultaneously discards down to one of the dukes
they were dealt.
These are modeled with `Game.concurrent_action`, which is independent from
`action_required`:
```
concurrent_action = {
"kind": "choose_duke", # routes to a handler in CONCURRENT_HANDLERS
"pending": ["pid1", "pid3"],
"completed": ["pid2"],
"responses": { "pid2": <opaque payload> },
"data": { ... } # handler-specific extras (often empty)
}
```
Engine semantics:
- While `concurrent_action.pending` is non-empty, `advance_tick()` returns
`False`. No phase transitions happen, no harvest progresses, and no
per-player turn actions are accepted. `is_blocked_on_concurrent_action()`
exposes the same predicate.
- Players submit via `Game.submit_concurrent_action(player_id, response, kind=...)`.
The handler's `apply()` validates and applies that player's response
immediately (so per-player effects don't have to wait for the others).
- When the last pending player submits, the handler's `finalize()` runs
(for any cross-player resolution), `concurrent_action` is cleared, and
if the engine was sitting in setup it advances forward.
### Adding a new concurrent action kind
1. Implement a handler class with:
- `apply(self, game, player_id, response)` — validate + apply per-player
side effects. Raise `ValueError` to reject a submission (the player
stays in `pending`).
- `finalize(self, game)` — optional; runs once after every participant
has submitted.
2. Register it in `CONCURRENT_HANDLERS` keyed by `kind`.
3. Build the prompt with `_new_concurrent_action(kind, participant_ids, data=...)`
and assign it to `game.concurrent_action` at the point in the engine
where the gate should appear.
4. On the client, register a renderer in the `CONCURRENT_RENDERERS` map in
the dev client (server.py HTML) keyed on the same `kind`.
Because the engine itself only knows "block while pending is non-empty",
the concurrent gate is fully reusable — no engine changes are required to
add new kinds (mulligan, simultaneous discard, voting, etc.).

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# Server (`server.py`)
## What it is
`server.py` is a FastAPI development server that:
- Maintains an in-memory lobby (`lobby`)
- Starts games when all lobby players are ready
- Stores active games in-memory (`games`)
- Exposes REST endpoints for lobby operations and game actions
- Serves a simple HTML test client at `/`
This server is intended for development/testing, not production.
## In-memory state
The server keeps three top-level collections:
- `lobby`: list of `LobbyMember` (players waiting to start a game)
- `games`: dict of `game_id -> Game`
- `gamers`: list of `GameMember` (player_id/name/game_id records for in-game players)
There is no persistence; restarting the server resets everything.
## Lobby flow
High-level flow:
- `POST /api/lobby/join`: creates a `LobbyMember` with a `shortuuid` `player_id`
- `POST /api/lobby/ready`: marks the player ready; when all lobby players are ready (and there are at least 2), it starts a game:
- generates a new `game_id` (uuid4)
- moves ready lobby members into `gamers` for that `game_id`
- calls `load_game_data(game_id, "base1", game_gamers)` and constructs `Game(game_state)`
- `GET /api/lobby/status`: returns lobby members + whether the requesting player is already in a game
Lobby cleanup:
- `GET /api/lobby/status` prunes lobby members inactive for > 60 seconds
## Game API
- `GET /api/game/{game_id}/state`: returns the current game state encoded using `GameObjectEncoder` (from `game.py`)
- `POST /api/game/{game_id}/action`: performs a game action and returns the updated game state
Supported `action_type` values currently include:
- `hire_citizen`
- `build_domain`
- `slay_monster`
- `take_resource`
- `harvest_card`
- `act_on_required_action` (sequential, single-player follow-ups)
- `submit_concurrent_action` (non-ordered, multi-player prompts; see below)
- `roll_phase`
- `harvest_phase`
- `play_turn`
### `submit_concurrent_action`
Used to respond to a `concurrent_action` gate (see `docs/game.md`). The
serialized game state exposes a `concurrent_action` object with `kind`,
`pending`, and `completed` lists; while `pending` is non-empty no other
turn-based action will succeed. Request body:
```
{
"player_id": "<pid>",
"action_type": "submit_concurrent_action",
"kind": "choose_duke", // optional sanity check
"response": "<opaque string>" // handler-specific payload
}
```
The server validates that the player is in `pending` and that `kind`
(if provided) matches the active gate. Players may submit in any order;
when the last pending player submits, the engine auto-advances out of
the setup gate.
## Game cleanup
On startup, a background task deletes games inactive for > 180 seconds and prunes the corresponding `gamers` entries.
## Dev HTML client
The root route `/` serves a simple HTML page that calls the lobby endpoints and can fetch a game state.
For run instructions, see `docs/README_SERVER.md`.

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# Testing & diagnostics
## Database connectivity
### Port-level check
`check_db_server.py` checks whether `127.0.0.1:3306` is reachable (useful to verify your SSH tunnel).
```bash
python3 check_db_server.py
```
### End-to-end DB validation
`test_database.py` does a more complete validation:
- imports `mariadb`
- connects to the DB
- checks required tables exist
- prints row counts and card contents (citizens/monsters/domains/dukes/starters)
- checks required stored procedures exist
- calls stored procedures and prints returned rows
```bash
python3 test_database.py
```
## API server smoke test
See `docs/README_SERVER.md` to run the FastAPI server and use the built-in HTML client at `/`.

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from cards import Citizen, Domain, Duke, Monster, Starter
class Player:
def __init__(self, player_id, name):
self.player_id = player_id
self.name = name
self.owned_starters = []
self.owned_citizens = []
self.owned_domains = []
self.owned_dukes = []
self.owned_monsters = []
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": [],
}
self.harvest_delta = {"gold": 0, "strength": 0, "magic": 0, "victory": 0}
@classmethod
def from_dict(cls, data):
player_id = data["player_id"]
name = data["name"]
player = cls(player_id, name)
player.owned_starters = [Starter.from_dict(s) for s in data["owned_starters"]]
player.owned_citizens = [Citizen.from_dict(c) for c in data["owned_citizens"]]
player.owned_domains = [Domain.from_dict(d) for d in data["owned_domains"]]
player.owned_dukes = [Duke.from_dict(d) for d in data["owned_dukes"]]
player.owned_monsters = [Monster.from_dict(m) for m in data["owned_monsters"]]
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.effects = data["effects"]
player.harvest_delta = data.get("harvest_delta", {"gold": 0, "strength": 0, "magic": 0, "victory": 0})
roles = player.calc_roles()
player.shadow_count = roles["shadow_count"]
player.holy_count = roles["holy_count"]
player.soldier_count = roles["soldier_count"]
player.worker_count = roles["worker_count"]
return player
def calc_roles(self):
shadow_count = 0
holy_count = 0
soldier_count = 0
worker_count = 0
for citizen in self.owned_citizens:
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:
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 LobbyMember:
def __init__(self, player_name, player_id):
self.name = player_name
self.player_id = player_id
self.is_ready = False
self.debug_starting_resources = 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

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from json import JSONEncoder
from cards import Citizen, Domain, Duke, Exhausted, Monster, Starter
from game_models import GameMember, LobbyMember, Player
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,
}
if isinstance(obj, LobbyMember):
return {
"player_name": obj.name,
"player_id": obj.player_id,
"is_ready": obj.is_ready,
}
if isinstance(obj, GameMember):
return {
"player_name": obj.name,
"player_id": obj.player_id,
}
if hasattr(obj, "game_id") and hasattr(obj, "player_list"):
return {
"game_id": obj.game_id,
"player_list": obj.player_list,
}
return super().default(obj)
class GameObjectEncoder(JSONEncoder):
def default(self, obj):
if isinstance(obj, Player):
roles = obj.calc_roles()
return {
"player_id": obj.player_id,
"name": obj.name,
"owned_starters": [starter.to_dict() for starter in obj.owned_starters],
"owned_citizens": [citizen.to_dict() for citizen in obj.owned_citizens],
"owned_domains": [domain.to_dict() for domain in obj.owned_domains],
"owned_dukes": [duke.to_dict() for duke in obj.owned_dukes],
"owned_monsters": [monster.to_dict() for monster in 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,
"shadow_count": roles["shadow_count"],
"holy_count": roles["holy_count"],
"soldier_count": roles["soldier_count"],
"worker_count": roles["worker_count"],
"effects": obj.effects,
"harvest_delta": getattr(obj, "harvest_delta", {"gold": 0, "strength": 0, "magic": 0, "victory": 0}),
}
if isinstance(obj, Duke):
return obj.to_dict()
if isinstance(obj, Monster):
return obj.to_dict()
if isinstance(obj, Starter):
return obj.to_dict()
if isinstance(obj, Citizen):
return obj.to_dict()
if isinstance(obj, Domain):
return obj.to_dict()
if isinstance(obj, Exhausted):
return obj.to_dict()
if hasattr(obj, "game_id") and hasattr(obj, "player_list") and hasattr(obj, "monster_grid"):
ca_raw = getattr(obj, "concurrent_action", None)
ca_enc = ca_raw
if isinstance(ca_raw, dict) and not (ca_raw.get("pending") or []):
ca_enc = None
return {
"game_id": obj.game_id,
"player_list": obj.player_list,
"monster_grid": obj.monster_grid,
"citizen_grid": obj.citizen_grid,
"domain_grid": obj.domain_grid,
"die_one": obj.die_one,
"die_two": obj.die_two,
"die_sum": obj.die_sum,
"rolled_die_one": getattr(obj, "rolled_die_one", obj.die_one),
"rolled_die_two": getattr(obj, "rolled_die_two", obj.die_two),
"rolled_die_sum": getattr(obj, "rolled_die_sum", obj.die_sum),
"pending_roll": getattr(obj, "pending_roll", None),
"exhausted_count": obj.exhausted_count,
"exhausted_stack_size": len(getattr(obj, "exhausted_stack", None) or []),
"end_game_triggered": getattr(obj, "end_game_triggered", False),
"final_scores": getattr(obj, "final_scores", None),
"effects": obj.effects,
"action_required": obj.action_required,
"pending_required_choice": getattr(obj, "pending_required_choice", None),
"pending_action_end_queue": getattr(obj, "pending_action_end_queue", None) or [],
"concurrent_action": ca_enc,
"tick_id": getattr(obj, "tick_id", 0),
"turn_number": getattr(obj, "turn_number", 1),
"turn_index": getattr(obj, "turn_index", 0),
"phase": getattr(obj, "phase", "roll"),
"actions_remaining": getattr(obj, "actions_remaining", 0),
"active_player_id": obj.current_player_id() if hasattr(obj, "current_player_id") else None,
"harvest_player_order": getattr(obj, "harvest_player_order", None),
"harvest_player_idx": getattr(obj, "harvest_player_idx", 0),
"harvest_consumed": getattr(obj, "harvest_consumed", {}) or {},
"harvest_prompt_slots": obj.harvest_slots_for_api() if hasattr(obj, "harvest_slots_for_api") else [],
"game_log": list(getattr(obj, "game_log", None) or []),
}
return super().default(obj)

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import random
from typing import List
from cards import Citizen, Domain, Duke, Exhausted, Monster, Starter
from game_models import Player
def load_game_data(game_id, preset, player_list_from_lobby, debug_starting_resources=False):
import mariadb
monster_query = ""
monster_stack = []
citizen_query = ""
citizen_stack = []
domain_query = "select_random_domains"
domain_stack = []
duke_query = "select_random_dukes"
duke_stack = []
exhausted_stack = [Exhausted(i) for i in range(len(player_list_from_lobby) * 2)]
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 = {
"id": "",
"action": "",
}
tick_id = 0
turn_number = 1
turn_index = 0
# Start in setup; if no setup actions are needed the engine will advance into roll.
phase = "setup"
actions_remaining = 0
harvest_processed = False
pending_harvest_choices = []
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", port=3306
)
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 _ 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}")
# 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)
if debug_starting_resources:
my_player.gold_score = 100
my_player.strength_score = 100
my_player.magic_score = 100
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 _ 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]
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 stack in monster_grid:
for monster in stack:
monster.toggle_visibility(True)
stack[-1].toggle_accessibility(True)
# deal citizens onto the board
citizens_by_roll = {roll: [] for roll in [1, 2, 3, 4, 5, 6, 7, 8, 9, 11]}
for citizen in citizen_stack:
citizen.toggle_visibility()
citizens_by_roll[citizen.roll_match1].append(citizen)
for roll in citizens_by_roll:
index = roll - 1 if roll < 11 else 9
citizens = citizens_by_roll[roll]
citizen_grid[index].extend(list(citizens))
citizen_grid[index][-1].toggle_accessibility(True)
if debug_starting_resources:
for player in player_list:
for stack in citizen_grid:
c = stack.pop(-1)
c.is_flipped = False
c.toggle_visibility(True)
c.toggle_accessibility(True)
player.owned_citizens.append(c)
if stack:
stack[-1].toggle_accessibility(True)
# deal the domains into stacks
for i in range(5):
stack = domain_grid[i]
for j in range(3):
if j == 2:
domain = domain_stack.pop()
domain.toggle_visibility(True)
domain.toggle_accessibility(True)
stack.append(domain)
else:
domain = domain_stack.pop()
stack.append(domain)
game_state = {
"game_id": game_id,
"pending_required_choice": None,
"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,
"exhausted_stack": exhausted_stack,
"end_game_triggered": False,
"final_scores": None,
"effects": effects,
"action_required": action_required,
"concurrent_action": None,
"tick_id": tick_id,
"turn_number": turn_number,
"turn_index": turn_index,
"phase": phase,
"actions_remaining": actions_remaining,
"harvest_processed": harvest_processed,
"pending_harvest_choices": pending_harvest_choices,
"harvest_player_order": None,
"harvest_player_idx": 0,
"harvest_consumed": {},
"game_log": [],
"pending_action_end_queue": [],
}
return game_state

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