Files
basegame-vcko/common.py

410 lines
20 KiB
Python
Executable File

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:
# Remove monsters with isExtra = True from each stack
for stack in self.monsterGrid:
stack[:] = [monster for monster in stack if not monster.isExtra]
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