import mysql.connector import random from typing import List class Card: def __init__(self): self.name = "" self.is_visible = False self.is_accessible = False def set_visibility(self, toggle: bool = True): self.is_visible = toggle def set_accessibility(self, toggle: bool = True): self.is_accessible = toggle class Player: def __init__(self): self.name = "Player" 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.is_first = False self.shadow_count = 0 self.holy_count = 0 self.soldier_count = 0 self.worker_count = 0 def calc_roles(self): for citizen in self.owned_citizens: self.shadow_count = self.shadow_count + citizen.shadow_count self.holy_count = self.holy_count + citizen.holy_count self.soldier_count = self.soldier_count + citizen.soldier_count self.worker_count = self.worker_count + citizen.worker_count for domain in self.owned_domains: self.shadow_count = self.shadow_count + domain.shadow_count self.holy_count = self.holy_count + domain.holy_count self.soldier_count = self.soldier_count + domain.soldier_count self.worker_count = self.worker_count + domain.worker_count class Starter(Card): def __init__(self, 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): super().__init__() self.name = name self.rollMatch1 = roll_match1 self.rollMatch2 = roll_match2 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 class Citizen(Card): def __init__(self, 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): super().__init__() self.name = 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 class Domain(Card): def __init__(self, name, gold_cost, shadow_count, holy_count, soldier_count, worker_count, vp_reward, has_activation_effect, has_passive_effect, passive_effect, activation_effect, text): super().__init__() 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 class Monster(Card): def __init__(self, name, area, 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): super().__init__() self.name = name self.area = area self.type = 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 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, 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): super().__init__() 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 class Board: def __init__(self, player_count, preset, number_of_dukes=2): self.player_count = player_count self.preset = preset self.number_of_dukes = number_of_dukes self.player_list = [] self.citizen_grid = [[] for _ in range(10)] self.domain_grid = [[] for _ in range(5)] self.monster_grid: List[List[Monster]] = [[] for _ in range(5)] self.duke_stack = [] self.domain_stack = [] self.citizen_stack = [] self.monster_stack = [] self.starter_stack = [] self.die_one = 0 self.die_two = 0 self.die_sum = 0 self.exhausted_count = 0 my_connect = mysql.connector.connect(user='vckonline', password='vckonline', host='localhost', database='vckonline') my_cursor = my_connect.cursor(dictionary=True) # load game data my_cursor.execute("SELECT * FROM dukes") my_result = my_cursor.fetchall() for row in my_result: my_duke = 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.duke_stack.append(my_duke) random.shuffle(self.duke_stack) my_cursor.execute("SELECT * FROM domains") my_result = my_cursor.fetchall() for row in my_result: my_domain = 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.domain_stack.append(my_domain) random.shuffle(self.domain_stack) my_cursor.execute("SELECT * FROM citizens") my_result = my_cursor.fetchall() for row in my_result: my_citizen = 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.citizen_stack.append(my_citizen) random.shuffle(self.citizen_stack) my_cursor.execute("SELECT * FROM starters") my_result = my_cursor.fetchall() for row in my_result: my_starter = Starter(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']) self.starter_stack.append(my_starter) my_cursor.execute("SELECT * FROM monsters") my_result = my_cursor.fetchall() for row in my_result: my_monster = 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.monster_stack.append(my_monster) my_connect.close() # end load game data # create players and deal cards for x in range(0, self.player_count): my_player = Player() my_player.name = f"Player {(x + 1)}" self.player_list.append(my_player) random.shuffle(self.player_list) self.player_list[0].is_first = True for player in self.player_list: player.owned_starters.append(self.starter_stack[0]) player.owned_starters.append(self.starter_stack[1]) for i in range(number_of_dukes): player.owned_dukes.append(self.duke_stack.pop()) grouped_monsters = {} for monster in self.monster_stack: area = monster.area if area in grouped_monsters: grouped_monsters[area].append(monster) else: grouped_monsters[area] = [monster] if self.preset == "shuffled": # Convert grouped_monsters to a list of (area, monsters) tuples area_monsters = list(grouped_monsters.items()) # Shuffle the list of (area, monsters) tuples random.shuffle(area_monsters) # Convert the shuffled list back to a dictionary grouped_monsters = {area: monsters for area, monsters in area_monsters} # Fill the stacks with monsters from each area stack_index = 0 for area, monsters in grouped_monsters.items(): if stack_index >= 5: # stop dealing after 5 stacks break stack = self.monster_grid[stack_index] for monster in monsters: stack.append(monster) stack_index = (stack_index + 1) % 5 # move to the next stack if self.player_count != 5: for stack in self.monster_grid: # Remove monsters with isExtra = True from each stack stack[:] = [monster for monster in stack if not monster.is_extra] # Turn monsters face up for monster in stack: monster.set_visibility(True) for i, stack in enumerate(self.monster_grid): sorted_stack = sorted(stack, key=lambda monster: monster.order, reverse=True) self.monster_grid[i] = sorted_stack for stack in self.monster_grid: if stack: # check if the stack is not empty monster = stack.pop() print(f"Popped {monster.name}") 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}") for citizen in self.player_list[0].owned_citizens: if (citizen.rollMatch1 == self.die_one) or (citizen.rollMatch1 == self.die_two) or ( citizen.rollMatch1 == self.die_sum) or (citizen.rollMatch2 == self.die_sum): print(f"{citizen.name} Payout") self.player_list[0].gold_score = self.player_list[0].gold_score + citizen.goldPayoutOnTurn self.player_list[0].strength_score = self.player_list[0].strength_score + citizen.strengthPayoutOnTurn self.player_list[0].magic_score = self.player_list[0].magic_score + citizen.magicPayoutOnTurn list_iterator = iter(self.player_list) next(list_iterator) for player in list_iterator: for citizen in player.owned_citizens: if (citizen.rollMatch1 == self.die_one) or (citizen.rollMatch1 == self.die_two) or ( citizen.rollMatch1 == self.die_sum) or (citizen.rollMatch2 == self.die_sum): print(f"{citizen.name} Payout") player.gold_score = player.gold_score + citizen.goldPayoutOffTurn player.strength_score = player.strength_score + citizen.strengthPayoutOffTurn player.magic_score = player.magic_score + citizen.magicPayoutOffTurn def play_turn(self): self.roll_phase() def end_check(self): if self.exhausted_count <= (self.player_count * 2): return False