import mysql.connector import json import random class Card: def __init__(self): self.name = "" self.isVisible = False self.isAccessible = False class Game: def __init__(self): self.board class Player: def __init__(self): self.name = "Player" self.ownedStarters = [] self.ownedCitizens = [] self.ownedDomains = [] self.ownedDukes = [] 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(f"Gold: {self.goldScore} Strength: {self.strengthScore} Magic: {self.magicScore}") print(f"Starters: {len(self.ownedStarters)} Citizens: {len(self.ownedCitizens)} Monsters: {len(self.ownedMonsters)} Domains: {len(self.ownedDomains)}") if self.shadowCount != 0: tempChar = '' if self.shadowCount > 1: tempChar = 's' print(f"{self.shadowCount} Shadow icon{tempChar}") if self.holyCount != 0: tempChar = '' if self.holyCount > 1: tempChar = 's' print(f"{self.holyCount} Holy icon{tempChar}") if self.soldierCount != 0: tempChar = '' if self.soldierCount > 1: tempChar = 's' print(f"{self.soldierCount} Soldier icon{tempChar}") if self.workerCount != 0: tempChar = '' if self.workerCount > 1: tempChar = 's' print(f"{self.workerCount} Worker icon{tempChar}") print(f"Starters:") for starter in self.ownedStarters: print(f"{starter.name} {starter.rollMatch1} {starter.rollMatch2} {starter.goldPayoutOnTurn} {starter.goldPayoutOffTurn} {starter.strengthPayoutOnTurn} {starter.strengthPayoutOffTurn}") for citizen in self.ownedCitizens: print(f"{citizen.name} {citizen.goldCost} {citizen.rollMatch1} {citizen.rollMatch2} {citizen.goldPayoutOnTurn} {citizen.goldPayoutOffTurn} {citizen.strengthPayoutOnTurn} {citizen.strengthPayoutOffTurn}") for monster in self.ownedMonsters: print(f"{monster.name} {citizen.goldCost} {citizen.rollMatch1} {citizen.rollMatch2} {citizen.goldPayoutOnTurn} {citizen.goldPayoutOffTurn} {citizen.strengthPayoutOnTurn} {citizen.strengthPayoutOffTurn}") 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): 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): 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): 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 def display(self): print(f"\n{self.name}") print(f"Cost: {self.goldCost} Gold") if self.shadowCount != 0: tempChar = '' if self.shadowCount > 1: tempChar = 's' print(f"{self.shadowCount} Shadow icon{tempChar}") if self.holyCount != 0: tempChar = '' if self.holyCount > 1: tempChar = 's' print(f"{self.holyCount} Holy icon{tempChar}") if self.soldierCount != 0: tempChar = '' if self.soldierCount > 1: tempChar = 's' print(f"{self.soldierCount} Soldier icon{tempChar}") if self.workerCount != 0: tempChar = '' if self.workerCount > 1: tempChar = 's' print(f"{self.workerCount} Worker icon{tempChar}") 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): self.name = 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 = 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(f"{self.shadowCount} Shadow icon{tempChar}") if self.holyCount != 0: tempChar = '' if self.holyCount > 1: tempChar = 's' print(f"{self.holyCount} Holy icon{tempChar}") if self.soldierCount != 0: tempChar = '' if self.soldierCount > 1: tempChar = 's' print(f"{self.soldierCount} Soldier icon{tempChar}") if self.workerCount != 0: tempChar = '' if self.workerCount > 1: tempChar = 's' print(f"{self.workerCount} Worker icon{tempChar}") print(self.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): self.name = name self.area = area self.type = type self.order = 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(f"{self.name} is a {self.type} from {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, 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 = 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(f"{self.shadowMultiplier} Victory Point{tempChar} per Shadow") if self.holyMultiplier != 0: tempChar = '' if self.holyMultiplier > 1: tempChar = 's' print(f"{self.holyMultiplier} Victory Point{tempChar} per Holy") if self.soldierMultiplier != 0: tempChar = '' if self.soldierMultiplier > 1: tempChar = 's' print(f"{self.soldierMultiplier} Victory Point{tempChar} per Soldier") if self.workerMultiplier != 0: tempChar = '' if self.workerMultiplier > 1: tempChar = 's' print(f"{self.workerMultiplier} Victory Point{tempChar} per Worker") if self.monsterMultiplier != 0: tempChar = '' if self.monsterMultiplier > 1: tempChar = 's' print(f"{self.monsterMultiplier} Victory Point{tempChar} per Monster") if self.citizenMultiplier != 0: tempChar = '' if self.citizenMultiplier > 1: tempChar = 's' print(f"{self.citizenMultiplier} Victory Point{tempChar} per Citizen") if self.domainMultiplier != 0: tempChar = '' if self.domainMultiplier > 1: tempChar = 's' print(f"{self.domainMultiplier} Victory Point{tempChar} per Domain") if self.bossMultiplier != 0: tempChar = '' if self.bossMultiplier > 1: tempChar = 's' print(f"{self.bossMultiplier} Victory Point{tempChar} per Boss") if self.titanMultiplier != 0: tempChar = '' if self.titanMultiplier > 1: tempChar = 's' print(f"{self.titanMultiplier} Victory Point{tempChar} per Titan") class Board: def __init__(self, player_count, preset, numberOfDukes=2): self.playerCount = player_count self.preset = preset self.numberOfDukes = numberOfDukes self.playerList = [] self.citizenGrid = [[] for _ in range(10)] self.domainGrid = [[] for _ in range(5)] self.monsterGrid = [[] for _ in range(5)] self.dukeStack = [] self.domainStack = [] self.citizenStack = [] self.monsterStack = [] self.starterStack = [] 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 starters") myResult = myCursor.fetchall() for row in myResult: myStarter = 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.starterStack.append(myStarter) 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 #create players and deal cards for x in range(0, self.playerCount): myPlayer = Player() myPlayer.name = f"Player {(x + 1)}" self.playerList.append(myPlayer) random.shuffle(self.playerList) self.playerList[0].isFirst = True for player in self.playerList: player.ownedStarters.append(self.starterStack[0]) player.ownedStarters.append(self.starterStack[1]) for i in range(numberOfDukes): player.ownedDukes.append(self.dukeStack.pop()) groupedMonsters = {} for monster in self.monsterStack: area = monster.area if area in groupedMonsters: groupedMonsters[area].append(monster) else: groupedMonsters[area] = [monster] if self.preset == "shuffled": # Convert groupedMonsters to a list of (area, monsters) tuples area_monsters = list(groupedMonsters.items()) # Shuffle the list of (area, monsters) tuples random.shuffle(area_monsters) # Convert the shuffled list back to a dictionary groupedMonsters = {area: monsters for area, monsters in area_monsters} # Fill the stacks with monsters from each area stack_index = 0 for area, monsters in groupedMonsters.items(): if stack_index >= 5: # stop dealing after 5 stacks break stack = self.monsterGrid[stack_index] for monster in monsters: stack.append(monster) stack_index = (stack_index + 1) % 5 # move to the next stack if self.playerCount != 5: for stack in self.monsterGrid: # Remove monsters with isExtra = True from each stack stack[:] = [monster for monster in stack if not monster.isExtra] # Turn monsters face up for monster in stack: monster.is for i, stack in enumerate(self.monsterGrid): sorted_stack = sorted(stack, key=lambda monster: monster.order, reverse=True) self.monsterGrid[i] = sorted_stack for stack in self.monsterGrid: if stack: # check if the stack is not empty monster = stack.pop() print(f"Popped {monster.name}") def roll_phase(self): self.dieOne = random.randint(1, 6) self.dieTwo = random.randint(1, 6) self.dieSum = self.dieOne + self.dieTwo print(f"{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(f"{citizen.name} Payout") 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(f"{citizen.name} Payout") player.goldScore = player.goldScore + citizen.goldPayoutOffTurn player.strengthScore = player.strengthScore + citizen.strengthPayoutOffTurn player.magicScore = player.magicScore + citizen.magicPayoutOffTurn def play_turn(self): self.roll_phase() def end_check(self): if self.exhaustedCount <= (self.playerCount*2): return False