498 lines
24 KiB
Python
Executable File
498 lines
24 KiB
Python
Executable File
import mysql.connector
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import random
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from typing import List
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class Card:
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def __init__(self):
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self.name = ""
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self.is_visible = False
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self.is_accessible = False
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def toggle_visibility(self, toggle: bool = True):
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self.is_visible = toggle
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def toggle_accessibility(self, toggle: bool = True):
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self.is_accessible = toggle
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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.owned_starters = []
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self.owned_citizens = []
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self.owned_domains = []
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self.owned_dukes = []
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self.owned_monsters = []
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self.gold_score = 2
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self.strength_score = 0
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self.magic_score = 1
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self.is_first = False
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self.shadow_count = 0
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self.holy_count = 0
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self.soldier_count = 0
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self.worker_count = 0
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def calc_roles(self):
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for citizen in self.owned_citizens:
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self.shadow_count = self.shadow_count + citizen.shadow_count
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self.holy_count = self.holy_count + citizen.holy_count
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self.soldier_count = self.soldier_count + citizen.soldier_count
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self.worker_count = self.worker_count + citizen.worker_count
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for domain in self.owned_domains:
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self.shadow_count = self.shadow_count + domain.shadow_count
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self.holy_count = self.holy_count + domain.holy_count
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self.soldier_count = self.soldier_count + domain.soldier_count
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self.worker_count = self.worker_count + domain.worker_count
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class Starter(Card):
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def __init__(self, starter_id, name, roll_match1, roll_match2, gold_payout_on_turn, gold_payout_off_turn,
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strength_payout_on_turn, strength_payout_off_turn, magic_payout_on_turn, magic_payout_off_turn,
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has_special_payout_on_turn, has_special_payout_off_turn, special_payout_on_turn,
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special_payout_off_turn, expansion):
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super().__init__()
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self.starter_id = starter_id
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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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self.expansion = expansion
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class Citizen(Card):
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def __init__(self, citizen_id, name, gold_cost, roll_match1, roll_match2, shadow_count, holy_count, soldier_count,
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worker_count, gold_payout_on_turn, gold_payout_off_turn, strength_payout_on_turn,
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strength_payout_off_turn, magic_payout_on_turn, magic_payout_off_turn, has_special_payout_on_turn,
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has_special_payout_off_turn, special_payout_on_turn, special_payout_off_turn, special_citizen,
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expansion):
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super().__init__()
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self.citizen_id = citizen_id
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self.name = name
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self.gold_cost = gold_cost
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self.roll_match1 = roll_match1
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self.roll_match2 = roll_match2
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self.shadow_count = shadow_count
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self.holy_count = holy_count
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self.soldier_count = soldier_count
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self.worker_count = worker_count
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self.gold_payout_on_turn = gold_payout_on_turn
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self.gold_payout_off_turn = gold_payout_off_turn
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self.strength_payout_on_turn = strength_payout_on_turn
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self.strength_payout_off_turn = strength_payout_off_turn
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self.magic_payout_on_turn = magic_payout_on_turn
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self.magic_payout_off_turn = magic_payout_off_turn
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self.has_special_payout_on_turn = has_special_payout_on_turn
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self.has_special_payout_off_turn = has_special_payout_off_turn
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self.special_payout_on_turn = special_payout_on_turn
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self.special_payout_off_turn = special_payout_off_turn
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self.special_citizen = special_citizen
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self.expansion = expansion
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class Domain(Card):
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def __init__(self, domain_id, name, gold_cost, shadow_count, holy_count, soldier_count, worker_count, vp_reward,
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has_activation_effect, has_passive_effect, passive_effect, activation_effect, text, expansion):
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super().__init__()
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self.domain_id = domain_id
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self.name = name
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self.gold_cost = gold_cost
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self.shadow_count = shadow_count
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self.holy_count = holy_count
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self.soldier_count = soldier_count
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self.worker_count = worker_count
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self.vp_reward = vp_reward
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self.has_activation_effect = has_activation_effect
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self.has_passive_effect = has_passive_effect
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self.passive_effect = passive_effect
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self.activation_effect = activation_effect
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self.text = text
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self.expansion = expansion
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class Monster(Card):
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def __init__(self, monster_id, name, area, monster_type, order, strength_cost, magic_cost, vp_reward, gold_reward,
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strength_reward, magic_reward, has_special_reward, special_reward, has_special_cost, special_cost,
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is_extra, expansion):
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super().__init__()
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self.monster_id = monster_id
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self.name = name
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self.area = area
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self.monster_type = monster_type
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self.order = order
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self.strength_cost = strength_cost
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self.magic_cost = magic_cost
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self.vp_reward = vp_reward
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self.gold_reward = gold_reward
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self.strength_reward = strength_reward
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self.magic_reward = magic_reward
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self.has_special_reward = has_special_reward
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self.special_reward = special_reward
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self.has_special_cost = has_special_cost
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self.special_cost = special_cost
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self.is_extra = is_extra
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self.expansion = expansion
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def add_strength_cost(self, added_strength):
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self.strength_cost = self.strength_cost + added_strength
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def add_magic_cost(self, added_magic):
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self.magic_cost = self.magic_cost + added_magic
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class Duke(Card):
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def __init__(self, duke_id, name, gold_mult, strength_mult, magic_mult, shadow_mult, holy_mult, soldier_mult,
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worker_mult, monster_mult, citizen_mult, domain_mult, boss_mult, minion_mult, beast_mult, titan_mult,
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expansion):
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super().__init__()
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self.duke_id = duke_id
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self.name = name
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self.gold_multiplier = gold_mult
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self.strength_multiplier = strength_mult
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self.magic_multiplier = magic_mult
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self.shadow_multiplier = shadow_mult
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self.holy_multiplier = holy_mult
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self.soldier_multiplier = soldier_mult
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self.worker_multiplier = worker_mult
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self.monster_multiplier = monster_mult
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self.citizen_multiplier = citizen_mult
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self.domain_multiplier = domain_mult
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self.boss_multiplier = boss_mult
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self.minion_multiplier = minion_mult
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self.beast_multiplier = beast_mult
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self.titan_multiplier = titan_mult
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self.expansion = expansion
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class Board:
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def __init__(self, player_count, preset="shuffled", number_of_dukes=2):
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self.player_count = player_count
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self.preset = preset
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self.number_of_dukes = number_of_dukes
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self.player_list = []
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self.citizen_grid: List[List[Citizen]] = [[] for _ in range(10)]
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self.domain_grid: List[List[Domain]] = [[] for _ in range(5)]
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self.monster_grid: List[List[Monster]] = [[] for _ in range(5)]
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self.duke_stack = []
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self.domain_stack = []
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self.citizen_stack = []
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self.monster_stack = []
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self.starter_stack = []
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self.graveyard = []
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self.die_one = 0
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self.die_two = 0
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self.die_sum = 0
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self.exhausted_count = 0
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my_connect = mysql.connector.connect(user='vckonline', password='vckonline', host='localhost',
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database='vckonline')
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my_cursor = my_connect.cursor(dictionary=True)
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# load game data
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my_cursor.execute("SELECT * FROM dukes")
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my_result = my_cursor.fetchall()
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for row in my_result:
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my_duke = Duke(row['id_dukes'], row['name'], row['gold_mult'], row['strength_mult'], row['magic_mult'],
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row['shadow_mult'], row['holy_mult'], row['soldier_mult'], row['worker_mult'],
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row['monster_mult'], row['citizen_mult'], row['domain_mult'], row['boss_mult'],
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row['minion_mult'], row['beast_mult'], row['titan_mult'], row['expansion'])
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self.duke_stack.append(my_duke)
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random.shuffle(self.duke_stack)
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my_cursor.execute("SELECT * FROM domains")
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my_result = my_cursor.fetchall()
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for row in my_result:
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my_domain = Domain(row['id_domains'], row['name'], row['gold_cost'], row['shadow_count'], row['holy_count'],
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row['soldier_count'], row['worker_count'], row['vp_reward'],
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row['has_activation_effect'], row['has_passive_effect'], row['passive_effect'],
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row['activation_effect'], row['text'], row['expansion'])
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self.domain_stack.append(my_domain)
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random.shuffle(self.domain_stack)
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my_cursor.execute("SELECT * FROM citizens")
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my_result = my_cursor.fetchall()
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for row in my_result:
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for i in range(6):
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my_citizen = Citizen(row['id_citizens'], row['name'], row['gold_cost'], row['roll_match1'],
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row['roll_match2'], row['shadow_count'], row['holy_count'], row['soldier_count'],
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row['worker_count'], row['gold_payout_on_turn'], row['gold_payout_off_turn'],
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row['strength_payout_on_turn'], row['strength_payout_off_turn'],
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row['magic_payout_on_turn'], row['magic_payout_off_turn'],
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row['has_special_payout_on_turn'], row['has_special_payout_off_turn'],
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row['special_payout_on_turn'], row['special_payout_off_turn'],
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row['special_citizen'],
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row['expansion'])
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self.citizen_stack.append(my_citizen)
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my_cursor.execute("SELECT * FROM starters")
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my_result = my_cursor.fetchall()
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for row in my_result:
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my_starter = Starter(row['id_starters'], row['name'], row['roll_match1'], row['roll_match2'],
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row['gold_payout_on_turn'], row['gold_payout_off_turn'],
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row['strength_payout_on_turn'], row['strength_payout_off_turn'],
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row['magic_payout_on_turn'], row['magic_payout_off_turn'],
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row['has_special_payout_on_turn'], row['has_special_payout_off_turn'],
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row['special_payout_on_turn'], row['special_payout_off_turn'], row['expansion'])
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self.starter_stack.append(my_starter)
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my_cursor.execute("SELECT * FROM monsters")
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my_result = my_cursor.fetchall()
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for row in my_result:
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my_monster = Monster(row['id_monsters'], row['name'], row['area'], row['monster_type'],
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row['monster_order'], row['strength_cost'], row['magic_cost'], row['vp_reward'],
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row['gold_reward'], row['strength_reward'], row['magic_reward'],
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row['has_special_reward'], row['special_reward'], row['has_special_cost'],
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row['special_cost'], row['is_extra'], row['expansion'])
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self.monster_stack.append(my_monster)
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my_connect.close()
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# end load game data
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self.remove_extra_cards()
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# create players and determine order
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for x in range(0, self.player_count):
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my_player = Player()
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my_player.name = f"Player {(x + 1)}"
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self.player_list.append(my_player)
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random.shuffle(self.player_list)
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self.player_list[0].is_first = True
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# give players starters and dukes
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for player in self.player_list:
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player.owned_starters.append(self.starter_stack[0])
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player.owned_starters.append(self.starter_stack[1])
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for i in range(number_of_dukes):
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player.owned_dukes.append(self.duke_stack.pop())
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# deal monsters onto the board
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grouped_monsters = {}
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for monster in self.monster_stack:
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area = monster.area
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if area in grouped_monsters:
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grouped_monsters[area].append(monster)
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else:
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grouped_monsters[area] = [monster]
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# Reverse the order of each group by monster_order
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for area, monsters in grouped_monsters.items():
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monsters.sort(key=lambda monster: monster.order, reverse=True)
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areas = list(grouped_monsters.keys())
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chosen_areas = random.sample(areas, 5)
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for i, area in enumerate(chosen_areas):
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monsters = grouped_monsters[area]
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self.monster_grid[i].extend(monsters)
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for i, stack in enumerate(self.monster_grid):
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for monster in stack:
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monster.toggle_visibility(True)
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# Make the last monster in the stack accessible
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stack[-1].toggle_accessibility(True)
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self.monster_stack = []
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# deal citizens onto the board
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# Create a dictionary to store citizen lists with roll numbers as keys
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citizens_by_roll = {roll: [] for roll in [1, 2, 3, 4, 5, 6, 7, 8, 9, 11]}
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# Group citizens by roll number
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for citizen in self.citizen_stack:
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citizen.toggle_visibility()
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citizens_by_roll[citizen.roll_match1].append(citizen)
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for roll in citizens_by_roll:
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# Map 11 roll to index 9
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index = roll - 1 if roll < 11 else 9
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citizens = citizens_by_roll[roll]
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self.citizen_grid[index].extend(list(citizens))
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# Make the first citizen in each list accessible
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self.citizen_grid[index][-1].toggle_accessibility(True)
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self.citizen_stack = []
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# Deal the domains into the stacks
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for i in range(5):
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stack = self.domain_grid[i]
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for j in range(3):
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if j == 2: # top domain is visible and accessible
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domain = self.domain_stack.pop()
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domain.toggle_visibility(True)
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domain.toggle_accessibility(True)
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stack.append(domain)
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else: # other domains are not visible or accessible
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domain = self.domain_stack.pop()
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stack.append(domain)
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self.get_board_state()
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def remove_extra_cards(self):
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if self.player_count != 5:
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extra_monsters = []
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remaining_monsters = []
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for monster in self.monster_stack:
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if monster.is_extra == 1:
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extra_monsters.append(monster)
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else:
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remaining_monsters.append(monster)
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self.monster_stack = remaining_monsters
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self.graveyard.extend(extra_monsters)
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match self.preset:
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case "base1":
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base1_monsters = []
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other_expansion_monsters = []
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for monster in self.monster_stack:
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if monster.expansion == "base1":
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base1_monsters.append(monster)
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else:
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other_expansion_monsters.append(monster)
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self.monster_stack = base1_monsters
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self.graveyard.extend(other_expansion_monsters)
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base1_citizens = []
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other_expansion_citizens = []
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for citizen in self.citizen_stack:
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if citizen.expansion == "base1":
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base1_citizens.append(citizen)
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else:
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other_expansion_citizens.append(citizen)
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self.citizen_stack = base1_citizens
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self.graveyard.extend(other_expansion_citizens)
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case "base2":
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base1_monsters = []
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base2_monsters = []
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other_expansion_monsters = []
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for monster in self.monster_stack:
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if monster.expansion == "base1":
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base1_monsters.append(monster)
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elif monster.expansion == "base2":
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base2_monsters.append(monster)
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else:
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other_expansion_monsters.append(monster)
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# add 2 random monster areas from base1 to fill out base2 monsters
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grouped_monsters = {}
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for base1_monster in base1_monsters:
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area = base1_monster.area
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if area in grouped_monsters:
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grouped_monsters[area].append(base1_monster)
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else:
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grouped_monsters[area] = [base1_monster]
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areas = list(grouped_monsters.keys())
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chosen_areas = random.sample(areas, 2)
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not_chosen_monsters = [monster for area, monsters in grouped_monsters.items() if area not in chosen_areas for monster in monsters]
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self.graveyard.extend(not_chosen_monsters)
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for i, area in enumerate(chosen_areas):
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monsters = grouped_monsters[area]
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base2_monsters.extend(monsters)
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self.monster_stack = base2_monsters
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self.graveyard.extend(other_expansion_monsters)
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base2_citizens = []
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other_expansion_citizens = []
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for citizen in self.citizen_stack:
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if citizen.expansion == "base2":
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base2_citizens.append(citizen)
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else:
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other_expansion_citizens.append(citizen)
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for citizen in other_expansion_citizens:
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if citizen.name == "Peasant" and citizen.expansion == "base1":
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base2_citizens.append(citizen)
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elif citizen.name == "Knight" and citizen.expansion == "base1":
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base2_citizens.append(citizen)
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self.citizen_stack = base2_citizens
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grouped_citizens = {}
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for citizen in other_expansion_citizens:
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expansion = citizen.expansion
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if expansion in grouped_citizens:
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grouped_citizens[expansion].append(citizen)
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else:
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grouped_citizens[expansion] = [citizen]
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if "base1" in grouped_citizens:
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base1_citizens = grouped_citizens["base1"]
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base1_citizens = [citizen for citizen in base1_citizens if citizen.name not in ("Peasant", "Knight")]
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grouped_citizens["base1"] = base1_citizens
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other_expansion_citizens = []
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for expansion in grouped_citizens.values():
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other_expansion_citizens.extend(expansion)
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self.graveyard.extend(other_expansion_citizens)
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case "shadowvale":
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shadowvale_monsters = []
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other_expansion_monsters = []
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for monster in self.monster_stack:
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if monster.expansion == "shadowvale":
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shadowvale_monsters.append(monster)
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else:
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other_expansion_monsters.append(monster)
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self.monster_stack = shadowvale_monsters
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self.graveyard.extend(other_expansion_monsters)
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shadowvale_citizens = []
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other_expansion_citizens = []
|
|
for citizen in self.citizen_stack:
|
|
if citizen.expansion == "shadowvale":
|
|
shadowvale_citizens.append(citizen)
|
|
else:
|
|
other_expansion_citizens.append(citizen)
|
|
self.citizen_stack = shadowvale_citizens
|
|
self.graveyard.extend(other_expansion_citizens)
|
|
case "flamesandfrost":
|
|
flamesandfrost_monsters = []
|
|
other_expansion_monsters = []
|
|
for monster in self.monster_stack:
|
|
if monster.expansion == "flamesandfrost":
|
|
flamesandfrost_monsters.append(monster)
|
|
else:
|
|
other_expansion_monsters.append(monster)
|
|
self.monster_stack = flamesandfrost_monsters
|
|
self.graveyard.extend(other_expansion_monsters)
|
|
flamesandfrost_citizens = []
|
|
other_expansion_citizens = []
|
|
for citizen in self.citizen_stack:
|
|
if citizen.expansion == "flamesandfrost":
|
|
flamesandfrost_citizens.append(citizen)
|
|
else:
|
|
other_expansion_citizens.append(citizen)
|
|
self.citizen_stack = flamesandfrost_citizens
|
|
self.graveyard.extend(other_expansion_citizens)
|
|
case _:
|
|
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]
|
|
|
|
def get_board_state(self):
|
|
for i, monster_list in enumerate(self.monster_grid):
|
|
print(
|
|
f"Monster Stack {i + 1}: {[f'{monster.name} ({monster.monster_id})' + ('E' if monster.is_extra else '') + ('V' if monster.is_visible else '') + ('A' if monster.is_accessible else '') for monster in monster_list]}")
|
|
for i, citizen_list in enumerate(self.citizen_grid):
|
|
print(
|
|
f"Citizen Stack {i + 1}: {[f'{citizen.name} ({citizen.citizen_id})' + ('V' if citizen.is_visible else '') + ('A' if citizen.is_accessible else '') for citizen in citizen_list]}")
|
|
for i, domain_list in enumerate(self.domain_grid):
|
|
print(
|
|
f"Domain Stack {i + 1}: {[f'{domain.name} ({domain.domain_id})' + ('V' if domain.is_visible else '') + ('A' if domain.is_accessible else '') for domain in domain_list]}")
|
|
print(f"monster stack size {len(self.monster_stack)}")
|
|
print(f"citizen stack size {len(self.citizen_stack)}")
|
|
print(f"domain stack size {len(self.domain_stack)}")
|
|
print(f"graveyard stack size {len(self.graveyard)}")
|
|
|
|
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.roll_match1 == self.die_one) or (citizen.roll_match1 == self.die_two) or (
|
|
citizen.roll_match1 == self.die_sum) or (citizen.roll_match2 == self.die_sum):
|
|
print(f"{citizen.name} Payout")
|
|
self.player_list[0].gold_score = self.player_list[0].gold_score + citizen.gold_payout_on_turn
|
|
self.player_list[0].strength_score = self.player_list[
|
|
0].strength_score + citizen.strength_payout_on_turn
|
|
self.player_list[0].magic_score = self.player_list[0].magic_score + citizen.magic_payout_on_turn
|
|
list_iterator = iter(self.player_list)
|
|
next(list_iterator)
|
|
for player in list_iterator:
|
|
for citizen in player.owned_citizens:
|
|
if (citizen.roll_match1 == self.die_one) or (citizen.roll_match1 == self.die_two) or (
|
|
citizen.roll_match1 == self.die_sum) or (citizen.roll_match2 == self.die_sum):
|
|
print(f"{citizen.name} Payout")
|
|
player.gold_score = player.gold_score + citizen.gold_payout_off_turn
|
|
player.strength_score = player.strength_score + citizen.strength_payout_off_turn
|
|
player.magic_score = player.magic_score + citizen.magic_payout_off_turn
|
|
|
|
def play_turn(self):
|
|
self.roll_phase()
|
|
|
|
def end_check(self):
|
|
if self.exhausted_count <= (self.player_count * 2):
|
|
return False
|