Files
basegame-vcko/game_setup.py

284 lines
10 KiB
Python

import random
from typing import List
from cards import Citizen, Domain, Duke, 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 = []
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,
"player_list": player_list,
"monster_grid": monster_grid,
"citizen_grid": citizen_grid,
"domain_grid": domain_grid,
"die_one": die_one,
"die_two": die_two,
"die_sum": die_sum,
"exhausted_count": exhausted_count,
"effects": effects,
"action_required": action_required,
"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