Files
basegame-vcko/game.py

653 lines
31 KiB
Python

import time
import random
from json import JSONEncoder
from typing import List
import mariadb
from constants import *
from cards import *
class Player:
def __init__(self, player_id, name):
self.player_id = player_id
self.name = name
self.owned_starters = []
self.owned_citizens = []
self.owned_domains = []
self.owned_dukes = []
self.owned_monsters = []
self.gold_score = 2
self.strength_score = 0
self.magic_score = 1
self.victory_score = 0
self.is_first = False
self.shadow_count = 0
self.holy_count = 0
self.soldier_count = 0
self.worker_count = 0
self.effects = {
"roll_phase": [],
"harvest_phase": [],
"action_phase": []
}
@classmethod
def from_dict(cls, data):
player_id = data['player_id']
name = data['name']
player = cls(player_id, name)
player.owned_starters = [Starter.from_dict(s) for s in data['owned_starters']]
player.owned_citizens = [Citizen.from_dict(c) for c in data['owned_citizens']]
player.owned_domains = [Domain.from_dict(d) for d in data['owned_domains']]
player.owned_dukes = [Duke.from_dict(d) for d in data['owned_dukes']]
player.owned_monsters = [Monster.from_dict(m) for m in data['owned_monsters']]
player.gold_score = data['gold_score']
player.strength_score = data['strength_score']
player.magic_score = data['magic_score']
player.victory_score = data['victory_score']
player.is_first = data['is_first']
player.shadow_count = data['shadow_count']
player.holy_count = data['holy_count']
player.soldier_count = data['soldier_count']
player.worker_count = data['worker_count']
player.effects = data['effects']
return player
def calc_roles(self):
shadow_count = 0
holy_count = 0
soldier_count = 0
worker_count = 0
for citizen in self.owned_citizens:
shadow_count = shadow_count + citizen.shadow_count
holy_count = holy_count + citizen.holy_count
soldier_count = soldier_count + citizen.soldier_count
worker_count = worker_count + citizen.worker_count
for domain in self.owned_domains:
shadow_count = shadow_count + domain.shadow_count
holy_count = holy_count + domain.holy_count
soldier_count = soldier_count + domain.soldier_count
worker_count = worker_count + domain.worker_count
roles_dict = {
"shadow_count": shadow_count,
"holy_count": holy_count,
"soldier_count": soldier_count,
"worker_count": worker_count
}
return roles_dict
class Game:
def __init__(self, game_state):
self.game_id = game_state['game_id']
self.player_list = game_state['player_list']
self.monster_grid = game_state['monster_grid']
self.citizen_grid = game_state['citizen_grid']
self.domain_grid = game_state['domain_grid']
self.die_one = game_state['die_one']
self.die_two = game_state['die_two']
self.die_sum = game_state['die_sum']
self.exhausted_count = game_state['exhausted_count']
self.effects = game_state['effects']
self.action_required = game_state['action_required']
self.last_active_time = 0
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}")
# check for player effects that are able to change roll
# check for board effects that trigger from rolls
def harvest_phase(self):
# steal activates first
for starter in self.player_list[0].owned_starters:
if (starter.roll_match1 == self.die_one) or (starter.roll_match1 == self.die_two) or (
starter.roll_match1 == self.die_sum) or (starter.roll_match2 == self.die_sum):
count = 1
if starter.roll_match1 == self.die_one == self.die_two:
count = 2
print(f"Payout for {self.player_list[0].name}: Starter {starter.name}{' x2' if count == 2 else ''}")
for i in range(count):
self.player_list[0].gold_score = self.player_list[0].gold_score + starter.gold_payout_on_turn
self.player_list[0].strength_score = self.player_list[
0].strength_score + starter.strength_payout_on_turn
self.player_list[0].magic_score = self.player_list[0].magic_score + starter.magic_payout_on_turn
if starter.has_special_payout_on_turn:
payout = self.execute_special_payout(starter.special_payout_on_turn,
self.player_list[0].player_id)
self.player_list[0].gold_score = self.player_list[0].gold_score + payout[0]
self.player_list[0].strength_score = self.player_list[0].strength_score + payout[1]
self.player_list[0].magic_score = self.player_list[0].magic_score + payout[2]
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):
count = 1
if citizen.roll_match1 == self.die_one == self.die_two:
count = 2
print(f"Payout for {self.player_list[0].name}: Citizen {citizen.name}{' x2' if count == 2 else ''}")
for i in range(count):
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
if citizen.has_special_payout_on_turn:
print(f"Citizen {citizen.name} special payout text: {citizen.special_payout_on_turn}")
payout = self.execute_special_payout(citizen.special_payout_on_turn,
self.player_list[0].player_id)
print(f"right after running execute special payout {payout}")
self.player_list[0].gold_score = self.player_list[0].gold_score + payout[0]
self.player_list[0].strength_score = self.player_list[0].strength_score + payout[1]
self.player_list[0].magic_score = self.player_list[0].magic_score + payout[2]
list_iterator = iter(self.player_list) # skip first player when paying out the rest of the board
next(list_iterator)
for player in list_iterator:
for starter in player.owned_starters:
if (starter.roll_match1 == self.die_one) or (starter.roll_match1 == self.die_two) or (
starter.roll_match1 == self.die_sum) or (starter.roll_match2 == self.die_sum):
count = 1
if starter.roll_match1 == self.die_one == self.die_two:
count = 2
print(f"Payout for {player.name}: Starter {starter.name}{' x2' if count == 2 else ''}")
for i in range(count):
player.gold_score = player.gold_score + starter.gold_payout_off_turn
player.strength_score = player.strength_score + starter.strength_payout_off_turn
player.magic_score = player.magic_score + starter.magic_payout_off_turn
if starter.has_special_payout_off_turn:
payout = self.execute_special_payout(starter.special_payout_off_turn, player.player_id)
player.gold_score = player.gold_score + payout[0]
player.strength_score = player.strength_score + payout[1]
player.magic_score = player.magic_score + payout[2]
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):
count = 1
if citizen.roll_match1 == self.die_one == self.die_two:
count = 2
print(f"Payout for {player.name}: Citizen {citizen.name}{' x2' if count == 2 else ''}")
for i in range(count):
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
if citizen.has_special_payout_off_turn:
print("special payout off turn triggered")
print(citizen.special_payout_off_turn)
payout = self.execute_special_payout(citizen.special_payout_off_turn, player.player_id)
player.gold_score = player.gold_score + payout[0]
player.strength_score = player.strength_score + payout[1]
player.magic_score = player.magic_score + payout[2]
for player in self.player_list:
print(f"Player {player.name}: {player.gold_score} G, {player.strength_score} S, {player.magic_score} M,"
f" {player.victory_score} VP, Monsters: {len(player.owned_monsters)}, "
f"Citizens: {len(player.owned_citizens)}, Domains {len(player.owned_domains)}")
def execute_special_payout(self, command, player_id):
print("executing special payout")
payout = [0, 0, 0, 0] # gp, sp, mp, vp, todo: citizen, monster, domain
split_command = command.split()
first_word = split_command[0]
second_word = split_command[1]
third_word = split_command[2]
fourth_word = split_command[3]
match first_word:
case "count":
print("Matched count")
match second_word:
case "owned_shadow":
self.update_payout_for_role('shadow_count', player_id, payout, split_command)
case "owned_holy":
self.update_payout_for_role('holy_count', player_id, payout, split_command)
case "owned_soldier":
self.update_payout_for_role('soldier_count', player_id, payout, split_command)
case "owned_worker":
self.update_payout_for_role('worker_count', player_id, payout, split_command)
case "owned_monsters":
self.update_payout_for_role('owned_monsters', player_id, payout, split_command)
case "owned_citizens":
self.update_payout_for_role('owned_citizens', player_id, payout, split_command)
case "owned_domains":
self.update_payout_for_role('owned_domains', player_id, payout, split_command)
case _:
payout[0] = -9999
case "exchange":
print("Matched exchange")
match second_word:
case 'g':
payout[0] = payout[0] - int(third_word)
case 's':
payout[1] = payout[1] - int(third_word)
case 'm':
payout[2] = payout[2] - int(third_word)
case 'v':
payout[3] = payout[3] - int(third_word)
case _:
payout[0] = -9999
match fourth_word:
case 'g':
payout[0] = payout[0] + int(split_command[4])
case 's':
payout[1] = payout[1] + int(split_command[4])
case 'm':
payout[2] = payout[2] + int(split_command[4])
case 'v':
payout[3] = payout[3] + int(split_command[4])
case _:
payout[0] = -9999
case "choose":
print("Matched choose")
self.action_required['player_id'] = player_id
self.action_required['action'] = command
# need to pause execution here until we get player input
while self.action_required['player_id'] != self.game_id:
time.sleep(1)
choice = []
match self.action_required['action']:
case 'choose 1':
choice = [second_word, third_word]
case 'choose 2':
choice = [fourth_word, split_command[4]]
case 'choose 3':
choice = [split_command[5], split_command[6]] # [sixth_word, seventh_word]
case _:
payout[0] = -9999
match choice[0]:
case 'g':
payout[0] = payout[0] + choice[1]
case 's':
payout[1] = payout[1] + choice[1]
case 'm':
payout[2] = payout[2] + choice[1]
case 'v':
payout[3] = payout[3] + choice[1]
case _:
payout[0] = -9999
case _:
payout[0] = -9999
print(payout)
return payout
def owned_monster_attributes(self, player_id):
return_dict = {attr: 0 for attr in Constants.areas + Constants.types}
for player in self.player_list:
if player.player_id == player_id:
for monster in player.owned_monsters:
for area in Constants.areas:
if monster.area == area:
return_dict[area] += 1
for monster_type in Constants.types:
if monster.monster_type == monster_type:
return_dict[monster_type] += 1
return return_dict
def update_payout_for_role(self, role_name, player_id, payout, split_command):
role_count = 0
for player in self.player_list:
if player.player_id == player_id:
role_count = player.calc_roles()[role_name]
break
if role_count > 0:
match split_command[2]:
case 'g':
payout[0] = int(split_command[3]) * role_count
case 's':
payout[1] = int(split_command[3]) * role_count
case 'm':
payout[2] = int(split_command[3]) * role_count
case 'v':
payout[3] = int(split_command[3]) * role_count
case _:
payout[0] = -9999
else:
payout[0] = -9999
def hire_citizen(self, player_id, citizen_id, gp, mp=0):
for citizen_stack in self.citizen_grid:
for citizen in citizen_stack:
if citizen.citizen_id == citizen_id and citizen.is_accessible:
for player in self.player_list:
if player.player_id == player_id:
player.gold_score = player.gold_score - gp
player.magic_score = player.magic_score - mp
player.owned_citizens.append(citizen_stack.pop(-1))
citizen_stack[-1].toggle_accessibility(True)
def slay_monster(self, player_id, monster_id, sp, mp=0):
payout = [0, 0, 0, 0]
for monster_stack in self.monster_grid:
for monster in monster_stack:
if monster.monster_id == monster_id: # and monster.is_accessible:
for player in self.player_list:
if player.player_id == player_id:
player.strength_score = player.strength_score - sp
player.magic_score = player.magic_score - mp
player.owned_monsters.append(monster_stack.pop(-1))
if monster.has_special_reward:
payout = self.execute_special_payout(monster.special_reward, player_id)
payout[0] = payout[0] + monster.gold_reward
payout[1] = payout[1] + monster.strength_reward
payout[2] = payout[2] + monster.magic_reward
payout[3] = payout[3] + monster.vp_reward
for player in self.player_list:
if player.player_id == player_id:
player.gold_score = player.gold_score + payout[0]
player.strength_score = player.strength_score + payout[1]
player.magic_score = player.magic_score + payout[2]
player.victory_score = player.victory_score + payout[3]
monster_stack[-1].toggle_accessibility(True)
def buy_domain(self, player_id, domain_id, gp, mp=0):
for domain_stack in self.domain_grid:
for domain in domain_stack:
if domain.domain_id == domain_id and domain.is_accessible:
for player in self.player_list:
if player.player_id == player_id:
player.gold_score = player.gold_score - gp
player.magic_score = player.magic_score - mp
player.owned_domains.append(domain_stack.pop(-1))
domain_stack[-1].toggle_accessibility(True)
def action_phase(self):
return
def play_turn(self):
self.roll_phase()
self.harvest_phase()
self.action_phase()
def end_check(self):
if self.exhausted_count <= (len(self.player_list) * 2):
return False
def prompt(self):
return
class LobbyMember:
def __init__(self, player_name, player_id):
self.name = player_name
self.player_id = player_id
self.is_ready = False
self.last_active_time = 0
class GameMember:
def __init__(self, player_id, player_name, game_id):
self.name = player_name
self.player_id = player_id
self.game_id = game_id
def load_game_data(game_id, preset, player_list_from_lobby):
monster_query = ""
monster_stack = []
citizen_query = ""
citizen_stack = []
domain_query = "select_random_domains"
domain_stack = []
duke_query = "select_random_dukes"
duke_stack = []
starter_query = "SELECT * FROM starters"
starter_stack = []
player_list = []
citizen_grid: List[List[Citizen]] = [[] for _ in range(10)]
domain_grid: List[List[Domain]] = [[] for _ in range(5)]
monster_grid: List[List[Monster]] = [[] for _ in range(5)]
die_one = 0
die_two = 0
die_sum = 0
exhausted_count = 0
effects = {
"roll_phase": [],
"harvest_phase": [],
"action_phase": []
}
action_required = {
"player_id": "",
"action": ""
}
match preset:
case "base1":
monster_query = "select_base1_monsters"
citizen_query = "select_base1_citizens"
case "base2":
monster_query = "select_base2_monsters"
citizen_query = "select_base2_citizens"
try:
my_connect = mariadb.connect(user='vckonline', password='vckonline', host='127.0.0.1',
database='vckonline')
my_cursor = my_connect.cursor(dictionary=True)
my_cursor.callproc(monster_query)
results = my_cursor.fetchall()
for row in results:
my_monster = Monster(row['id_monsters'], row['name'], row['area'], row['monster_type'],
row['monster_order'], row['strength_cost'], row['magic_cost'], row['vp_reward'],
row['gold_reward'], row['strength_reward'], row['magic_reward'],
row['has_special_reward'], row['special_reward'], row['has_special_cost'],
row['special_cost'], row['is_extra'], row['expansion'])
monster_stack.append(my_monster)
my_cursor.callproc(citizen_query)
citizen_count = 5
if len(player_list_from_lobby) == 5:
citizen_count = 6
results = my_cursor.fetchall()
for row in results:
for i in range(citizen_count):
my_citizen = Citizen(row['id_citizens'], row['name'], row['gold_cost'], row['roll_match1'],
row['roll_match2'], row['shadow_count'], row['holy_count'], row['soldier_count'],
row['worker_count'], row['gold_payout_on_turn'], row['gold_payout_off_turn'],
row['strength_payout_on_turn'], row['strength_payout_off_turn'],
row['magic_payout_on_turn'], row['magic_payout_off_turn'],
row['has_special_payout_on_turn'], row['has_special_payout_off_turn'],
row['special_payout_on_turn'], row['special_payout_off_turn'],
row['special_citizen'],
row['expansion'])
citizen_stack.append(my_citizen)
my_cursor.callproc(domain_query)
results = my_cursor.fetchall()
for row in results:
my_domain = Domain(row['id_domains'], row['name'], row['gold_cost'], row['shadow_count'], row['holy_count'],
row['soldier_count'], row['worker_count'], row['vp_reward'],
row['has_activation_effect'], row['has_passive_effect'], row['passive_effect'],
row['activation_effect'], row['text'], row['expansion'])
domain_stack.append(my_domain)
my_cursor.callproc(duke_query)
results = my_cursor.fetchall()
for row in results:
my_duke = Duke(row['id_dukes'], row['name'], row['gold_mult'], row['strength_mult'], row['magic_mult'],
row['shadow_mult'], row['holy_mult'], row['soldier_mult'], row['worker_mult'],
row['monster_mult'], row['citizen_mult'], row['domain_mult'], row['boss_mult'],
row['minion_mult'], row['beast_mult'], row['titan_mult'], row['expansion'])
duke_stack.append(my_duke)
my_cursor.execute(starter_query)
my_result = my_cursor.fetchall()
for row in my_result:
my_starter = Starter(row['id_starters'], row['name'], row['roll_match1'], row['roll_match2'],
row['gold_payout_on_turn'], row['gold_payout_off_turn'],
row['strength_payout_on_turn'], row['strength_payout_off_turn'],
row['magic_payout_on_turn'], row['magic_payout_off_turn'],
row['has_special_payout_on_turn'], row['has_special_payout_off_turn'],
row['special_payout_on_turn'], row['special_payout_off_turn'], row['expansion'])
starter_stack.append(my_starter)
my_cursor.close()
my_connect.close()
except Exception as e:
print(f"Error: {e}")
# print(f"size of monster stack: {len(monster_stack)}")
# print(f"size of citizen stack: {len(citizen_stack)}")
# print(f"size of domain stack: {len(domain_stack)}")
# print(f"size of duke stack: {len(duke_stack)}")
# print(f"size of starter stack: {len(starter_stack)}")
# create players and determine order
if not all([player_list_from_lobby, starter_query, monster_stack, citizen_stack, domain_stack, duke_stack]):
raise ValueError("One or more required lists are empty.")
else:
for player in player_list_from_lobby:
my_player = Player(player.player_id, player.name)
player_list.append(my_player)
random.shuffle(player_list)
player_list[0].is_first = True
# give players starters and dukes
for player in player_list:
player.owned_starters.append(starter_stack[0])
player.owned_starters.append(starter_stack[1])
for i in range(2):
player.owned_dukes.append(duke_stack.pop())
# deal monsters onto the board
grouped_monsters = {}
for monster in monster_stack:
area = monster.area
if area in grouped_monsters:
grouped_monsters[area].append(monster)
else:
grouped_monsters[area] = [monster]
# Reverse the order of each group by monster_order
for area, monsters in grouped_monsters.items():
monsters.sort(key=lambda item: item.order, reverse=True)
areas = list(grouped_monsters.keys())
chosen_areas = random.sample(areas, 5)
for i, area in enumerate(chosen_areas):
monsters = grouped_monsters[area]
monster_grid[i].extend(monsters)
for i, stack in enumerate(monster_grid):
for monster in stack:
monster.toggle_visibility(True)
# Make the last monster in the stack accessible
stack[-1].toggle_accessibility(True)
# deal citizens onto the board
# Create a dictionary to store citizen lists with roll numbers as keys
citizens_by_roll = {roll: [] for roll in [1, 2, 3, 4, 5, 6, 7, 8, 9, 11]}
# Group citizens by roll number
for citizen in citizen_stack:
citizen.toggle_visibility()
citizens_by_roll[citizen.roll_match1].append(citizen)
for roll in citizens_by_roll:
# Map 11 roll to index 9
index = roll - 1 if roll < 11 else 9
citizens = citizens_by_roll[roll]
citizen_grid[index].extend(list(citizens))
# Make the first citizen in each list accessible
citizen_grid[index][-1].toggle_accessibility(True)
# Deal the domains into the stacks
for i in range(5):
stack = domain_grid[i]
for j in range(3):
if j == 2: # top domain is visible and accessible
domain = domain_stack.pop()
domain.toggle_visibility(True)
domain.toggle_accessibility(True)
stack.append(domain)
else: # other domains are not visible or accessible
domain = domain_stack.pop()
stack.append(domain)
# Create a dictionary to store all the stacks
game_state = {'game_id': game_id,
'player_list': player_list,
'monster_grid': monster_grid,
'citizen_grid': citizen_grid,
'domain_grid': domain_grid,
'die_one': die_one,
'die_two': die_two,
'die_sum': die_sum,
'exhausted_count': exhausted_count,
'effects': effects,
'action_required': action_required}
# Return the dictionary
return game_state
class SummaryEncoder(JSONEncoder):
def default(self, obj):
if isinstance(obj, Player):
return {
'player_id': obj.player_id,
'name': obj.name,
'owned_citizens': len(obj.owned_citizens),
'owned_domains': len(obj.owned_domains),
'owned_monsters': len(obj.owned_monsters),
'gold_score': obj.gold_score,
'strength_score': obj.strength_score,
'magic_score': obj.magic_score,
'victory_score': obj.victory_score,
'is_first': obj.is_first
}
elif isinstance(obj, LobbyMember):
return {
"player_name": obj.name,
"player_id": obj.player_id,
"is_ready": obj.is_ready
}
elif isinstance(obj, GameMember):
return {
"player_name": obj.name,
"player_id": obj.player_id
}
elif isinstance(obj, Game):
return {
"game_id": obj.game_id,
"player_list": obj.player_list
}
else:
return super().default(obj)
class GameObjectEncoder(JSONEncoder):
def default(self, obj):
if isinstance(obj, Player):
return {
'player_id': obj.player_id,
'name': obj.name,
'owned_starters': [starter.starter_id for starter in obj.owned_starters],
'owned_citizens': [citizen.citizen_id for citizen in obj.owned_citizens],
'owned_domains': [domain.domain_id for domain in obj.owned_domains],
'owned_dukes': [duke.duke_id for duke in obj.owned_dukes],
'owned_monsters': [monster.monster_id for monster in obj.owned_monsters],
'gold_score': obj.gold_score,
'strength_score': obj.strength_score,
'magic_score': obj.magic_score,
'victory_score': obj.victory_score,
'is_first': obj.is_first,
'shadow_count': obj.shadow_count,
'holy_count': obj.holy_count,
'soldier_count': obj.soldier_count,
'worker_count': obj.worker_count,
'effects': obj.effects
}
elif isinstance(obj, Duke):
return obj.to_dict()
elif isinstance(obj, Monster):
return obj.to_dict()
elif isinstance(obj, Starter):
return obj.to_dict()
elif isinstance(obj, Citizen):
return obj.to_dict()
elif isinstance(obj, Domain):
return obj.to_dict()
elif isinstance(obj, Game):
return {
"game_id": obj.game_id,
"player_list": obj.player_list,
"monster_grid": obj.monster_grid,
"citizen_grid": obj.citizen_grid,
"domain_grid": obj.domain_grid,
"die_one": obj.die_one,
"die_two": obj.die_two,
"die_sum": obj.die_sum,
"exhausted_count": obj.exhausted_count,
"effects": obj.effects,
"action_required": obj.action_required
}
else:
return super().default(obj)