413 lines
20 KiB
Python
Executable File
413 lines
20 KiB
Python
Executable File
import mysql.connector
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import json
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import random
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class Card:
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def __init__(self):
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self.name = ""
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self.isVisible = False
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self.isAccessible = False
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class Game:
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def __init__(self):
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self.board
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class Player:
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def __init__(self):
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self.name = "Player"
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self.ownedStarters = []
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self.ownedCitizens = []
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self.ownedDomains = []
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self.ownedDukes = []
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self.ownedMonsters = []
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self.goldScore = 2
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self.strengthScore = 0
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self.magicScore = 1
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self.isFirst = False
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self.shadowCount = 0
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self.holyCount = 0
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self.soldierCount = 0
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self.workerCount = 0
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def display(self):
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print(self.name)
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print(f"Gold: {self.goldScore} Strength: {self.strengthScore} Magic: {self.magicScore}")
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print(f"Starters: {len(self.ownedStarters)} Citizens: {len(self.ownedCitizens)} Monsters: {len(self.ownedMonsters)} Domains: {len(self.ownedDomains)}")
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if self.shadowCount != 0:
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tempChar = ''
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if self.shadowCount > 1:
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tempChar = 's'
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print(f"{self.shadowCount} Shadow icon{tempChar}")
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if self.holyCount != 0:
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tempChar = ''
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if self.holyCount > 1:
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tempChar = 's'
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print(f"{self.holyCount} Holy icon{tempChar}")
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if self.soldierCount != 0:
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tempChar = ''
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if self.soldierCount > 1:
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tempChar = 's'
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print(f"{self.soldierCount} Soldier icon{tempChar}")
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if self.workerCount != 0:
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tempChar = ''
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if self.workerCount > 1:
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tempChar = 's'
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print(f"{self.workerCount} Worker icon{tempChar}")
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print(f"Starters:")
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for starter in self.ownedStarters:
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print(f"{starter.name} {starter.rollMatch1} {starter.rollMatch2} {starter.goldPayoutOnTurn} {starter.goldPayoutOffTurn} {starter.strengthPayoutOnTurn} {starter.strengthPayoutOffTurn}")
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for citizen in self.ownedCitizens:
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print(f"{citizen.name} {citizen.goldCost} {citizen.rollMatch1} {citizen.rollMatch2} {citizen.goldPayoutOnTurn} {citizen.goldPayoutOffTurn} {citizen.strengthPayoutOnTurn} {citizen.strengthPayoutOffTurn}")
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for monster in self.ownedMonsters:
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print(f"{monster.name} {citizen.goldCost} {citizen.rollMatch1} {citizen.rollMatch2} {citizen.goldPayoutOnTurn} {citizen.goldPayoutOffTurn} {citizen.strengthPayoutOnTurn} {citizen.strengthPayoutOffTurn}")
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def calc_roles(self):
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for citizen in self.ownedCitizens:
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self.shadowCount = self.shadowCount + citizen.shadowCount
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self.holyCount = self.holyCount + citizen.holyCount
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self.soldierCount = self.soldierCount + citizen.soldierCount
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self.workerCount = self.workerCount + citizen.workerCount
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for domain in self.ownedDomains:
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self.shadowCount = self.shadowCount + domain.shadowCount
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self.holyCount = self.holyCount + domain.holyCount
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self.soldierCount = self.soldierCount + domain.soldierCount
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self.workerCount = self.workerCount + domain.workerCount
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class Starter(Card):
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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):
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self.name = name
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self.rollMatch1 = roll_match1
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self.rollMatch2 = roll_match2
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self.goldPayoutOnTurn = gold_payout_on_turn
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self.goldPayoutOffTurn = gold_payout_off_turn
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self.strengthPayoutOnTurn = strength_payout_on_turn
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self.strengthPayoutOffTurn = strength_payout_off_turn
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self.magicPayoutOnTurn = magic_payout_on_turn
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self.magicPayoutOffTurn = magic_payout_off_turn
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self.hasSpecialPayoutOnTurn = has_special_payout_on_turn
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self.hasSpecialPayoutOffTurn = has_special_payout_off_turn
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self.specialPayoutOnTurn = special_payout_on_turn
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self.specialPayoutOffTurn = special_payout_off_turn
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class Citizen(Card):
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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):
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self.name = name
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self.goldCost = gold_cost
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self.rollMatch1 = roll_match1
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self.rollMatch2 = roll_match2
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self.shadowCount = shadow_count
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self.holyCount = holy_count
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self.soldierCount = soldier_count
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self.workerCount = worker_count
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self.goldPayoutOnTurn = gold_payout_on_turn
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self.goldPayoutOffTurn = gold_payout_off_turn
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self.strengthPayoutOnTurn = strength_payout_on_turn
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self.strengthPayoutOffTurn = strength_payout_off_turn
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self.magicPayoutOnTurn = magic_payout_on_turn
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self.magicPayoutOffTurn = magic_payout_off_turn
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self.hasSpecialPayoutOnTurn = has_special_payout_on_turn
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self.hasSpecialPayoutOffTurn = has_special_payout_off_turn
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self.specialPayoutOnTurn = special_payout_on_turn
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self.specialPayoutOffTurn = special_payout_off_turn
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self.specialCitizen = special_citizen
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def display(self):
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print(f"\n{self.name}")
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print(f"Cost: {self.goldCost} Gold")
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if self.shadowCount != 0:
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tempChar = ''
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if self.shadowCount > 1:
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tempChar = 's'
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print(f"{self.shadowCount} Shadow icon{tempChar}")
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if self.holyCount != 0:
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tempChar = ''
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if self.holyCount > 1:
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tempChar = 's'
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print(f"{self.holyCount} Holy icon{tempChar}")
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if self.soldierCount != 0:
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tempChar = ''
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if self.soldierCount > 1:
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tempChar = 's'
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print(f"{self.soldierCount} Soldier icon{tempChar}")
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if self.workerCount != 0:
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tempChar = ''
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if self.workerCount > 1:
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tempChar = 's'
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print(f"{self.workerCount} Worker icon{tempChar}")
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class Domain(Card):
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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):
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self.name = name
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self.goldCost = gold_cost
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self.shadowCount = shadow_count
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self.holyCount = holy_count
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self.soldierCount = soldier_count
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self.workerCount = worker_count
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self.vpReward = vp_reward
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self.hasActivationEffect = has_activation_effect
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self.hasPassiveEffect = has_passive_effect
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self.passiveEffect = passive_effect
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self.activationEffect = activation_effect
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self.text = text
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def display(self):
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print("\n%s" % self.name)
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print("Cost: {} Gold".format(self.goldCost))
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if self.shadowCount != 0:
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tempChar = ''
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if self.shadowCount > 1:
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tempChar = 's'
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print(f"{self.shadowCount} Shadow icon{tempChar}")
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if self.holyCount != 0:
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tempChar = ''
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if self.holyCount > 1:
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tempChar = 's'
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print(f"{self.holyCount} Holy icon{tempChar}")
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if self.soldierCount != 0:
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tempChar = ''
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if self.soldierCount > 1:
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tempChar = 's'
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print(f"{self.soldierCount} Soldier icon{tempChar}")
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if self.workerCount != 0:
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tempChar = ''
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if self.workerCount > 1:
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tempChar = 's'
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print(f"{self.workerCount} Worker icon{tempChar}")
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print(self.text)
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class Monster(Card):
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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):
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self.name = name
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self.area = area
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self.type = type
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self.order = order
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self.strengthCost = strength_cost
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self.magicCost = magic_cost
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self.vpReward = vp_reward
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self.goldReward = gold_reward
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self.strengthReward = strength_reward
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self.magicReward = magic_reward
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self.hasSpecialReward = has_special_reward
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self.specialReward = special_reward
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self.hasSpecialCost = has_special_cost
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self.specialCost = special_cost
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self.isExtra = is_extra
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def display(self):
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print(f"{self.name} is a {self.type} from {self.area}")
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def add_strength_cost(self, addedStrength):
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self.strengthCost = self.strengthCost + addedStrength
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def add_magic_cost(self, addedMagic):
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self.magicCost = self.magicCost + addedMagic
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class Duke(Card):
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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):
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self.name = name
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self.goldMultiplier = gold_mult
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self.strengthMultiplier = strength_mult
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self.magicMultiplier = magic_mult
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self.shadowMultiplier = shadow_mult
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self.holyMultiplier = holy_mult
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self.soldierMultiplier = soldier_mult
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self.workerMultiplier = worker_mult
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self.monsterMultiplier = monster_mult
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self.citizenMultiplier = citizen_mult
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self.domainMultiplier = domain_mult
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self.bossMultiplier = boss_mult
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self.minionMultiplier = minion_mult
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self.beastMultiplier = beast_mult
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self.titanMultiplier = titan_mult
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def display(self):
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print("\n%s" % self.name)
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if (self.goldMultiplier != self.strengthMultiplier):
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resourceScore = 1/float(self.strengthMultiplier)
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print(f"1 Victory Point per gold and {resourceScore:.2f} per Strength/Magic")
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else:
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resourceScore = 1/float(self.goldMultiplier)
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print(f"{resourceScore:.2f} Victory Points per resource")
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if self.shadowMultiplier != 0:
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tempChar = ''
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if self.shadowMultiplier > 1:
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tempChar = 's'
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print(f"{self.shadowMultiplier} Victory Point{tempChar} per Shadow")
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if self.holyMultiplier != 0:
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tempChar = ''
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if self.holyMultiplier > 1:
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tempChar = 's'
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print(f"{self.holyMultiplier} Victory Point{tempChar} per Holy")
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if self.soldierMultiplier != 0:
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tempChar = ''
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if self.soldierMultiplier > 1:
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tempChar = 's'
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print(f"{self.soldierMultiplier} Victory Point{tempChar} per Soldier")
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if self.workerMultiplier != 0:
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tempChar = ''
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if self.workerMultiplier > 1:
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tempChar = 's'
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print(f"{self.workerMultiplier} Victory Point{tempChar} per Worker")
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if self.monsterMultiplier != 0:
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tempChar = ''
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if self.monsterMultiplier > 1:
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tempChar = 's'
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print(f"{self.monsterMultiplier} Victory Point{tempChar} per Monster")
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if self.citizenMultiplier != 0:
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tempChar = ''
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if self.citizenMultiplier > 1:
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tempChar = 's'
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print(f"{self.citizenMultiplier} Victory Point{tempChar} per Citizen")
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if self.domainMultiplier != 0:
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tempChar = ''
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if self.domainMultiplier > 1:
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tempChar = 's'
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print(f"{self.domainMultiplier} Victory Point{tempChar} per Domain")
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if self.bossMultiplier != 0:
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tempChar = ''
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if self.bossMultiplier > 1:
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tempChar = 's'
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print(f"{self.bossMultiplier} Victory Point{tempChar} per Boss")
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if self.titanMultiplier != 0:
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tempChar = ''
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if self.titanMultiplier > 1:
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tempChar = 's'
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print(f"{self.titanMultiplier} Victory Point{tempChar} per Titan")
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class Board:
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def __init__(self, player_count, preset, numberOfDukes=2):
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self.playerCount = player_count
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self.preset = preset
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self.numberOfDukes = numberOfDukes
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self.playerList = []
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self.citizenGrid = [[] for _ in range(10)]
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self.domainGrid = [[] for _ in range(5)]
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self.monsterGrid = [[] for _ in range(5)]
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self.dukeStack = []
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self.domainStack = []
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self.citizenStack = []
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self.monsterStack = []
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self.starterStack = []
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self.dieOne = 0
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self.dieTwo = 0
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self.dieSum = 0
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self.exhaustedCount = 0
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myConnect = mysql.connector.connect(user='vckonline', password='vckonline', host='localhost', database='vckonline')
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myCursor = myConnect.cursor(dictionary = True)
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#load game data
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myCursor.execute("SELECT * FROM dukes")
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myResult = myCursor.fetchall()
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for row in myResult:
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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'])
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self.dukeStack.append(myDuke)
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random.shuffle(self.dukeStack)
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for duke in self.dukeStack:
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duke.display()
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myCursor.execute("SELECT * FROM domains")
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myResult = myCursor.fetchall()
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for row in myResult:
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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'])
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self.domainStack.append(myDomain)
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random.shuffle(self.domainStack)
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for domain in self.domainStack:
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domain.display()
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myCursor.execute("SELECT * FROM citizens")
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myResult = myCursor.fetchall()
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for row in myResult:
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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'])
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self.citizenStack.append(myCitizen)
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random.shuffle(self.citizenStack)
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for citizen in self.citizenStack:
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citizen.display()
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myCursor.execute("SELECT * FROM starters")
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myResult = myCursor.fetchall()
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for row in myResult:
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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'])
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self.starterStack.append(myStarter)
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myCursor.execute("SELECT * FROM monsters")
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myResult = myCursor.fetchall()
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for row in myResult:
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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'])
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self.monsterStack.append(myMonster)
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for monster in self.monsterStack:
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monster.display()
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myConnect.close()
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#end load game data
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#create players and deal cards
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for x in range(0, self.playerCount):
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myPlayer = Player()
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myPlayer.name = f"Player {(x + 1)}"
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self.playerList.append(myPlayer)
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random.shuffle(self.playerList)
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self.playerList[0].isFirst = True
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for player in self.playerList:
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player.ownedStarters.append(self.starterStack[0])
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player.ownedStarters.append(self.starterStack[1])
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for i in range(numberOfDukes):
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player.ownedDukes.append(self.dukeStack.pop())
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groupedMonsters = {}
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for monster in self.monsterStack:
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area = monster.area
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if area in groupedMonsters:
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groupedMonsters[area].append(monster)
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else:
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groupedMonsters[area] = [monster]
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if self.preset == "shuffled":
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# Convert groupedMonsters to a list of (area, monsters) tuples
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area_monsters = list(groupedMonsters.items())
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# Shuffle the list of (area, monsters) tuples
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random.shuffle(area_monsters)
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# Convert the shuffled list back to a dictionary
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groupedMonsters = {area: monsters for area, monsters in area_monsters}
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# Fill the stacks with monsters from each area
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stack_index = 0
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for area, monsters in groupedMonsters.items():
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if stack_index >= 5: # stop dealing after 5 stacks
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break
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stack = self.monsterGrid[stack_index]
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for monster in monsters:
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stack.append(monster)
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stack_index = (stack_index + 1) % 5 # move to the next stack
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if self.playerCount != 5:
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for stack in self.monsterGrid:
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# Remove monsters with isExtra = True from each stack
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stack[:] = [monster for monster in stack if not monster.isExtra]
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# Turn monsters face up
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for monster in stack:
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monster.is
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for i, stack in enumerate(self.monsterGrid):
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sorted_stack = sorted(stack, key=lambda monster: monster.order, reverse=True)
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self.monsterGrid[i] = sorted_stack
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for stack in self.monsterGrid:
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if stack: # check if the stack is not empty
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monster = stack.pop()
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print(f"Popped {monster.name}")
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def roll_phase(self):
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self.dieOne = random.randint(1, 6)
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self.dieTwo = random.randint(1, 6)
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self.dieSum = self.dieOne + self.dieTwo
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print(f"{self.dieOne} | {self.dieTwo} | {self.dieSum}")
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for citizen in self.playerList[0].ownedCitizens:
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if (citizen.rollMatch1 == self.dieOne) or (citizen.rollMatch1 == self.dieTwo) or (citizen.rollMatch1 == self.dieSum) or (citizen.rollMatch2 == self.dieSum):
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print(f"{citizen.name} Payout")
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self.playerList[0].goldScore = self.playerList[0].goldScore + citizen.goldPayoutOnTurn
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self.playerList[0].strengthScore = self.playerList[0].strengthScore + citizen.strengthPayoutOnTurn
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self.playerList[0].magicScore = self.playerList[0].magicScore + citizen.magicPayoutOnTurn
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listIterator = iter(self.playerList)
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next(listIterator)
|
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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
|
|
|