Files
basegame-vcko/common.py

322 lines
15 KiB
Python
Executable File

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