import mysql.connector import json import random class Card: isVisible = False isAccessible = False class Player: def __init__(self): self.name = "Player" self.ownedCitizens = [] self.ownedDomains = [] self.dukes = [] self.ownedMonsters = [] self.goldScore = 2 self.strengthScore = 0 self.magicScore = 1 self.isFirst = False self.shadowCount = 0 self.holyCount = 0 self.soldierCount = 0 self.workerCount = 0 def display(self): print(self.name) print("Gold: {} Strength: {} Magic: {}".format(self.goldScore, self.strengthScore, self.magicScore)) print("Citizens: {} Monsters: {} Domains: {}".format(len(self.ownedCitizens), len(self.ownedMonsters), len(self.ownedDomains))) if self.shadowCount != 0: tempChar = '' if self.shadowCount > 1: tempChar = 's' print("{} Shadow icon{}".format(self.shadowCount, tempChar)) if self.holyCount != 0: tempChar = '' if self.holyCount > 1: tempChar = 's' print("{} Holy icon{}".format(self.holyCount, tempChar)) if self.soldierCount != 0: tempChar = '' if self.soldierCount > 1: tempChar = 's' print("{} Soldier icon{}".format(self.soldierCount, tempChar)) if self.workerCount != 0: tempChar = '' if self.workerCount > 1: tempChar = 's' print("{} Worker icon{}".format(self.workerCount, tempChar)) def calc_roles(self): for citizen in self.ownedCitizens: self.shadowCount = self.shadowCount + citizen.shadowCount self.holyCount = self.holyCount + citizen.holyCount self.soldierCount = self.soldierCount + citizen.soldierCount self.workerCount = self.workerCount + citizen.workerCount for domain in self.ownedDomains: self.shadowCount = self.shadowCount + domain.shadowCount self.holyCount = self.holyCount + domain.holyCount self.soldierCount = self.soldierCount + domain.soldierCount self.workerCount = self.workerCount + domain.workerCount class Starter(Card): rollActivation = 0 class Citizen(Card): def __init__(self, input_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): self.name = input_name self.goldCost = gold_cost self.rollMatch1 = roll_match1 self.rollMatch2 = roll_match2 self.shadowCount = shadow_count self.holyCount = holy_count self.soldierCount = soldier_count self.workerCount = worker_count self.goldPayoutOnTurn = gold_payout_on_turn self.goldPayoutOffTurn = gold_payout_off_turn self.strengthPayoutOnTurn = strength_payout_on_turn self.strengthPayoutOffTurn = strength_payout_off_turn self.magicPayoutOnTurn = magic_payout_on_turn self.magicPayoutOffTurn = magic_payout_off_turn self.hasSpecialPayoutOnTurn = has_special_payout_on_turn self.hasSpecialPayoutOffTurn = has_special_payout_off_turn self.specialPayoutOnTurn = special_payout_on_turn self.specialPayoutOffTurn = special_payout_off_turn self.specialCitizen = special_citizen def display(self): print("\n%s" % self.name) print("Cost: {} Gold".format(self.goldCost)) if self.shadowCount != 0: tempChar = '' if self.shadowCount > 1: tempChar = 's' print("{} Shadow icon{}".format(self.shadowCount, tempChar)) if self.holyCount != 0: tempChar = '' if self.holyCount > 1: tempChar = 's' print("{} Holy icon{}".format(self.holyCount, tempChar)) if self.soldierCount != 0: tempChar = '' if self.soldierCount > 1: tempChar = 's' print("{} Soldier icon{}".format(self.soldierCount, tempChar)) if self.workerCount != 0: tempChar = '' if self.workerCount > 1: tempChar = 's' print("{} Worker icon{}".format(self.workerCount, tempChar)) class Domain(Card): def __init__(self, input_name, gold_cost, shadow_count, holy_count, soldier_count, worker_count, vp_reward, has_activation_effect, has_passive_effect, passive_effect, activation_effect, input_text): self.name = input_name self.goldCost = gold_cost self.shadowCount = shadow_count self.holyCount = holy_count self.soldierCount = soldier_count self.workerCount = worker_count self.vpReward = vp_reward self.hasActivationEffect = has_activation_effect self.hasPassiveEffect = has_passive_effect self.passiveEffect = passive_effect self.activationEffect = activation_effect self.text = input_text def display(self): print("\n%s" % self.name) print("Cost: {} Gold".format(self.goldCost)) if self.shadowCount != 0: tempChar = '' if self.shadowCount > 1: tempChar = 's' print("{} Shadow icon{}".format(self.shadowCount, tempChar)) if self.holyCount != 0: tempChar = '' if self.holyCount > 1: tempChar = 's' print("{} Holy icon{}".format(self.holyCount, tempChar)) if self.soldierCount != 0: tempChar = '' if self.soldierCount > 1: tempChar = 's' print("{} Soldier icon{}".format(self.soldierCount, tempChar)) if self.workerCount != 0: tempChar = '' if self.workerCount > 1: tempChar = 's' print("{} Worker icon{}".format(self.workerCount, tempChar)) print(self.text) class Monster(Card): def __init__(self, input_name, input_area, input_type, input_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): self.name = input_name self.area = input_area self.type = input_type self.order = input_order self.strengthCost = strength_cost self.magicCost = magic_cost self.vpReward = vp_reward self.goldReward = gold_reward self.strengthReward = strength_reward self.magicReward = magic_reward self.hasSpecialReward = has_special_reward self.specialReward = special_reward self.hasSpecialCost = has_special_cost self.specialCost = special_cost self.isExtra = is_extra def display(self): print("{} is a {} from {}".format(self.name, self.type, self.area)) def add_strength_cost(self, addedStrength): self.strengthCost = self.strengthCost + addedStrength def add_magic_cost(self, addedMagic): self.magicCost = self.magicCost + addedMagic class Duke(Card): def __init__(self, input_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): self.name = input_name self.goldMultiplier = gold_mult self.strengthMultiplier = strength_mult self.magicMultiplier = magic_mult self.shadowMultiplier = shadow_mult self.holyMultiplier = holy_mult self.soldierMultiplier = soldier_mult self.workerMultiplier = worker_mult self.monsterMultiplier = monster_mult self.citizenMultiplier = citizen_mult self.domainMultiplier = domain_mult self.bossMultiplier = boss_mult self.minionMultiplier = minion_mult self.beastMultiplier = beast_mult self.titanMultiplier = titan_mult def display(self): print("\n%s" % self.name) if (self.goldMultiplier != self.strengthMultiplier): resourceScore = 1/float(self.strengthMultiplier) print(f"1 Victory Point per gold and {resourceScore:.2f} per Strength/Magic") else: resourceScore = 1/float(self.goldMultiplier) print(f"{resourceScore:.2f} Victory Points per resource") if self.shadowMultiplier != 0: tempChar = '' if self.shadowMultiplier > 1: tempChar = 's' print("{} Victory Point{} per Shadow".format(self.shadowMultiplier, tempChar)) if self.holyMultiplier != 0: tempChar = '' if self.holyMultiplier > 1: tempChar = 's' print("{} Victory Point{} per Holy".format(self.holyMultiplier, tempChar)) if self.soldierMultiplier != 0: tempChar = '' if self.soldierMultiplier > 1: tempChar = 's' print("{} Victory Point{} per Soldier".format(self.soldierMultiplier, tempChar)) if self.workerMultiplier != 0: tempChar = '' if self.workerMultiplier > 1: tempChar = 's' print("{} Victory Point{} per Worker".format(self.workerMultiplier, tempChar)) if self.monsterMultiplier != 0: tempChar = '' if self.monsterMultiplier > 1: tempChar = 's' print("{} Victory Point{} per Monster".format(self.monsterMultiplier, tempChar)) if self.citizenMultiplier != 0: tempChar = '' if self.citizenMultiplier > 1: tempChar = 's' print("{} Victory Point{} per Citizen".format(self.citizenMultiplier, tempChar)) if self.domainMultiplier != 0: tempChar = '' if self.domainMultiplier > 1: tempChar = 's' print("{} Victory Point{} per Domain".format(self.domainMultiplier, tempChar)) if self.bossMultiplier != 0: tempChar = '' if self.bossMultiplier > 1: tempChar = 's' print("{} Victory Point{} per Boss".format(self.bossMultiplier, tempChar)) if self.titanMultiplier != 0: tempChar = '' if self.titanMultiplier > 1: tempChar = 's' print("{} Victory Point{} per Titan".format(self.titanMultiplier, tempChar)) class Board: def __init__(self, player_count, input_preset): self.playerCount = player_count self.preset = input_preset self.playerList = [] self.citizenGrid = [] self.domainGrid = [] self.monsterGrid = [] self.dukeStack = [] self.domainStack = [] self.citizenStack = [] self.monsterStack = [] self.dieOne = 0 self.dieTwo = 0 self.dieSum = 0 self.exhaustedCount = 0 myConnect = mysql.connector.connect(user='vckonline', password='vckonline', host='localhost', database='vckonline') myCursor = myConnect.cursor(dictionary = True) #load game data myCursor.execute("SELECT * FROM dukes") myResult = myCursor.fetchall() for row in myResult: myDuke = Duke(row['name'], row['gold_mult'], row['strength_mult'], row['magic_mult'], row['shadow_mult'], row['holy_mult'], row['soldier_mult'], row['worker_mult'], row['monster_mult'], row['citizen_mult'], row['domain_mult'], row['boss_mult'], row['minion_mult'], row['beast_mult'], row['titan_mult']) self.dukeStack.append(myDuke) random.shuffle(self.dukeStack) #for duke in self.dukeStack: # duke.display() myCursor.execute("SELECT * FROM domains") myResult = myCursor.fetchall() for row in myResult: myDomain = Domain(row['name'], row['gold_cost'], row['shadow_count'], row['holy_count'], row['soldier_count'], row['worker_count'], row['vp_reward'], row['has_activation_effect'], row['has_passive_effect'], row['passive_effect'], row['activation_effect'], row['text']) self.domainStack.append(myDomain) random.shuffle(self.domainStack) #for domain in self.domainStack: # domain.display() myCursor.execute("SELECT * FROM citizens") myResult = myCursor.fetchall() for row in myResult: myCitizen = Citizen(row['name'], row['gold_cost'], row['roll_match1'], row['roll_match2'], row['shadow_count'], row['holy_count'], row['soldier_count'], row['worker_count'], row['gold_payout_on_turn'], row['gold_payout_off_turn'], row['strength_payout_on_turn'], row['strength_payout_off_turn'], row['magic_payout_on_turn'], row['magic_payout_off_turn'], row['has_special_payout_on_turn'], row['has_special_payout_off_turn'], row['special_payout_on_turn'], row['special_payout_off_turn'], row['special_citizen']) self.citizenStack.append(myCitizen) random.shuffle(self.citizenStack) #for citizen in self.citizenStack: # citizen.display() myCursor.execute("SELECT * FROM monsters") myResult = myCursor.fetchall() for row in myResult: myMonster = Monster(row['name'], row['area'], row['type'], row['order'], row['strength_cost'], row['magic_cost'], row['vp_reward'], row['gold_reward'], row['strength_reward'], row['magic_reward'], row['has_special_reward'], row['special_reward'], row['has_special_cost'], row['special_cost'], row['is_extra']) self.monsterStack.append(myMonster) #for monster in self.monsterStack: # monster.display() myConnect.close() #end load game data and set up board #create player list and establish order for x in range(0, self.playerCount): myPlayer = Player() myPlayer.name = "Player %s" % (x + 1) self.playerList.append(myPlayer) random.shuffle(self.playerList) self.playerList[0].isFirst = True #end create player list and establish order def roll_phase(self): self.dieOne = random.randint(1, 6) self.dieTwo = random.randint(1, 6) self.dieSum = self.dieOne + self.dieTwo print("{} | {} | {}".format(self.dieOne, self.dieTwo, self.dieSum)) for citizen in self.playerList[0].ownedCitizens: if (citizen.rollMatch1 == self.dieOne) or (citizen.rollMatch1 == self.dieTwo) or (citizen.rollMatch1 == self.dieSum) or (citizen.rollMatch2 == self.dieSum): print("{} Payout".format(citizen.name)) self.playerList[0].goldScore = self.playerList[0].goldScore + citizen.goldPayoutOnTurn self.playerList[0].strengthScore = self.playerList[0].strengthScore + citizen.strengthPayoutOnTurn self.playerList[0].magicScore = self.playerList[0].magicScore + citizen.magicPayoutOnTurn listIterator = iter(self.playerList) next(listIterator) for player in listIterator: for citizen in player.ownedCitizens: if (citizen.rollMatch1 == self.dieOne) or (citizen.rollMatch1 == self.dieTwo) or (citizen.rollMatch1 == self.dieSum) or (citizen.rollMatch2 == self.dieSum): print("{} Payout".format(citizen.name)) player.goldScore = player.goldScore + citizen.goldPayoutOffTurn player.strengthScore = player.strengthScore + citizen.strengthPayoutOffTurn player.magicScore = player.magicScore + citizen.magicPayoutOffTurn def play_turn(self): print("new turn") print("roll phase") self.roll_phase() def end_check(self): if self.exhaustedCount <= (self.playerCount*2): return False