284 lines
10 KiB
Python
284 lines
10 KiB
Python
import random
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from typing import List
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from cards import Citizen, Domain, Duke, Monster, Starter
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from game_models import Player
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def load_game_data(game_id, preset, player_list_from_lobby, debug_starting_resources=False):
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import mariadb
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monster_query = ""
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monster_stack = []
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citizen_query = ""
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citizen_stack = []
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domain_query = "select_random_domains"
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domain_stack = []
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duke_query = "select_random_dukes"
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duke_stack = []
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starter_query = "SELECT * FROM starters"
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starter_stack = []
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player_list = []
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citizen_grid: List[List[Citizen]] = [[] for _ in range(10)]
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domain_grid: List[List[Domain]] = [[] for _ in range(5)]
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monster_grid: List[List[Monster]] = [[] for _ in range(5)]
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die_one = 0
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die_two = 0
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die_sum = 0
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exhausted_count = 0
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effects = {
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"roll_phase": [],
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"harvest_phase": [],
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"action_phase": [],
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}
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action_required = {
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"id": "",
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"action": "",
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}
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tick_id = 0
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turn_number = 1
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turn_index = 0
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# Start in setup; if no setup actions are needed the engine will advance into roll.
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phase = "setup"
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actions_remaining = 0
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harvest_processed = False
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pending_harvest_choices = []
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match preset:
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case "base1":
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monster_query = "select_base1_monsters"
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citizen_query = "select_base1_citizens"
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case "base2":
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monster_query = "select_base2_monsters"
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citizen_query = "select_base2_citizens"
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try:
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my_connect = mariadb.connect(
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user="vckonline", password="vckonline", host="127.0.0.1", database="vckonline", port=3306
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)
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my_cursor = my_connect.cursor(dictionary=True)
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my_cursor.callproc(monster_query)
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results = my_cursor.fetchall()
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for row in results:
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my_monster = Monster(
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row["id_monsters"],
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row["name"],
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row["area"],
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row["monster_type"],
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row["monster_order"],
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row["strength_cost"],
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row["magic_cost"],
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row["vp_reward"],
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row["gold_reward"],
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row["strength_reward"],
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row["magic_reward"],
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row["has_special_reward"],
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row["special_reward"],
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row["has_special_cost"],
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row["special_cost"],
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row["is_extra"],
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row["expansion"],
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)
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monster_stack.append(my_monster)
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my_cursor.callproc(citizen_query)
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citizen_count = 5
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if len(player_list_from_lobby) == 5:
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citizen_count = 6
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results = my_cursor.fetchall()
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for row in results:
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for _ in range(citizen_count):
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my_citizen = Citizen(
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row["id_citizens"],
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row["name"],
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row["gold_cost"],
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row["roll_match1"],
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row["roll_match2"],
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row["shadow_count"],
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row["holy_count"],
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row["soldier_count"],
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row["worker_count"],
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row["gold_payout_on_turn"],
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row["gold_payout_off_turn"],
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row["strength_payout_on_turn"],
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row["strength_payout_off_turn"],
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row["magic_payout_on_turn"],
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row["magic_payout_off_turn"],
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row["has_special_payout_on_turn"],
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row["has_special_payout_off_turn"],
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row["special_payout_on_turn"],
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row["special_payout_off_turn"],
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row["special_citizen"],
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row["expansion"],
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)
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citizen_stack.append(my_citizen)
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my_cursor.callproc(domain_query)
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results = my_cursor.fetchall()
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for row in results:
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my_domain = Domain(
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row["id_domains"],
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row["name"],
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row["gold_cost"],
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row["shadow_count"],
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row["holy_count"],
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row["soldier_count"],
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row["worker_count"],
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row["vp_reward"],
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row["has_activation_effect"],
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row["has_passive_effect"],
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row["passive_effect"],
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row["activation_effect"],
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row["text"],
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row["expansion"],
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)
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domain_stack.append(my_domain)
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my_cursor.callproc(duke_query)
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results = my_cursor.fetchall()
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for row in results:
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my_duke = Duke(
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row["id_dukes"],
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row["name"],
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row["gold_mult"],
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row["strength_mult"],
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row["magic_mult"],
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row["shadow_mult"],
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row["holy_mult"],
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row["soldier_mult"],
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row["worker_mult"],
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row["monster_mult"],
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row["citizen_mult"],
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row["domain_mult"],
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row["boss_mult"],
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row["minion_mult"],
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row["beast_mult"],
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row["titan_mult"],
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row["expansion"],
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)
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duke_stack.append(my_duke)
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my_cursor.execute(starter_query)
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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(
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row["id_starters"],
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row["name"],
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row["roll_match1"],
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row["roll_match2"],
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row["gold_payout_on_turn"],
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row["gold_payout_off_turn"],
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row["strength_payout_on_turn"],
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row["strength_payout_off_turn"],
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row["magic_payout_on_turn"],
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row["magic_payout_off_turn"],
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row["has_special_payout_on_turn"],
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row["has_special_payout_off_turn"],
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row["special_payout_on_turn"],
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row["special_payout_off_turn"],
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row["expansion"],
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)
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starter_stack.append(my_starter)
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my_cursor.close()
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my_connect.close()
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except Exception as e:
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print(f"Error: {e}")
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# create players and determine order
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if not all([player_list_from_lobby, starter_query, monster_stack, citizen_stack, domain_stack, duke_stack]):
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raise ValueError("One or more required lists are empty.")
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else:
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for player in player_list_from_lobby:
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my_player = Player(player.player_id, player.name)
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if debug_starting_resources:
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my_player.gold_score = 100
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my_player.strength_score = 100
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my_player.magic_score = 100
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player_list.append(my_player)
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random.shuffle(player_list)
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player_list[0].is_first = True
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# give players starters and dukes
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for player in player_list:
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player.owned_starters.append(starter_stack[0])
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player.owned_starters.append(starter_stack[1])
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for _ in range(2):
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player.owned_dukes.append(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 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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for area, monsters in grouped_monsters.items():
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monsters.sort(key=lambda item: item.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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monster_grid[i].extend(monsters)
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for stack in monster_grid:
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for monster in stack:
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monster.toggle_visibility(True)
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stack[-1].toggle_accessibility(True)
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# deal citizens onto the board
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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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for citizen in 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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index = roll - 1 if roll < 11 else 9
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citizens = citizens_by_roll[roll]
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citizen_grid[index].extend(list(citizens))
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citizen_grid[index][-1].toggle_accessibility(True)
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if debug_starting_resources:
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for player in player_list:
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for stack in citizen_grid:
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c = stack.pop(-1)
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c.is_flipped = False
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c.toggle_visibility(True)
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c.toggle_accessibility(True)
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player.owned_citizens.append(c)
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if stack:
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stack[-1].toggle_accessibility(True)
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# deal the domains into stacks
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for i in range(5):
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stack = domain_grid[i]
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for j in range(3):
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if j == 2:
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domain = 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:
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domain = domain_stack.pop()
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stack.append(domain)
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game_state = {
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"game_id": game_id,
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"player_list": player_list,
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"monster_grid": monster_grid,
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"citizen_grid": citizen_grid,
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"domain_grid": domain_grid,
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"die_one": die_one,
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"die_two": die_two,
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"die_sum": die_sum,
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"exhausted_count": exhausted_count,
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"effects": effects,
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"action_required": action_required,
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"concurrent_action": None,
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"tick_id": tick_id,
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"turn_number": turn_number,
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"turn_index": turn_index,
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"phase": phase,
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"actions_remaining": actions_remaining,
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"harvest_processed": harvest_processed,
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"pending_harvest_choices": pending_harvest_choices,
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"harvest_player_order": None,
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"harvest_player_idx": 0,
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"harvest_consumed": {},
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"game_log": [],
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"pending_action_end_queue": [],
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}
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return game_state
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