PY-2017.3 <Brad@Libra Merge branch 'master'

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bradstein 2017-12-25 10:38:21 -06:00
commit 16655d1ecd
12 changed files with 438 additions and 0 deletions

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README.md Normal file
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# dominiongame

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card.py Normal file
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from enum import Enum, auto
class Card:
class CardType(Enum):
Action = auto()
Attack = auto()
Treasure = auto()
Victory = auto()
Curse = auto()
Reaction = auto()
def __init__(self, name, cost, cardtype, value, coin, action, reaction, buy, draw, effect):
self.__name = name
self.__cost = cost
self.__coin = coin
self.__type = cardtype
self.__action = action
self.__buy = buy
self.__draw = draw
self.__effect = effect
self.__value = value
self.__reaction = reaction
def play(self, player):
player.add_actions(self.__action)
player.add_buys(self.__buy)
player.add_purchase_power(self.__coin)
player.add_reactions(self.__reaction)
player.draw_cards(self.__draw)
self.effect(player)
def effect(self, player):
# This is here so that 'special' cards can override this function so that unique card effects can happen.
pass
def get_name(self):
return self.__name
def get_type(self):
return self.__type
def identify(self):
return self.__name + ", " + str(self.__type) + ", " + str(self.__cost)

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counter.py Normal file
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class Counter:
def __init__(self, n):
self.int = n

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deck.py Normal file
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from supply import Supply
from random import shuffle
class Deck(Supply):
def shuffle(self):
shuffle(self._Supply__card)

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discard.py Normal file
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from supply import Supply
class Discard(Supply):
def cycle_card(self, deck):
while self.get_remaining() > 0:
self.transfer_top_card(deck)
deck.shuffle()

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game.py Normal file
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from table import Table
from player import Player
from card import Card
def main():
game = list()
card_info = get_card_info()
setup_new_game(game, get_game_parameters(), card_info)
play_game(game[0])
def setup_new_game(game_list, parameter, card_info):
t = Table()
humans = parameter[0]
bots = parameter[1]
index = 0
for p in parameter[2:]:
if p:
card = Card(card_info[index][0], card_info[index][1], card_info[index][2], card_info[index][3],
card_info[index][4], card_info[index][5], card_info[index][6], card_info[index][7],
card_info[index][8], card_info[index][9])
t.add_pile(card, card_info[index][10])
index += 1
for i in range(humans):
human = Player(True, t)
human.draw_deck(t, get_starting_deck())
human.draw_hand()
t.add_player(human)
# for i in range(bots):
# bot = Player(False, t)
# bot.draw_deck(t, get_starting_deck())
# bot.draw_hand()
# t.add_player(bot)
game_list.append(t)
def play_game(game_table):
game_table.play()
def get_game_parameters():
return [1, 1, True, True, True, True, True, True, False, True, True, True, True, True, True, True, True, True, True]
def get_card_info():
# [name, cost, cardtype, v, c, a, r, b, d, effect, count] - value to pass to Card()
return [["Copper", 0, Card.CardType.Treasure, 0, 1, 0, 0, 0, 0, None, 60], # 1
["Silver", 3, Card.CardType.Treasure, 0, 2, 0, 0, 0, 0, None, 40], # 2
["Gold", 6, Card.CardT]ype.Treasure, 0, 3, 0, 0, 0, 0, None, 30], # 3
["Estate", 2, Card.CardType.Victory, 1, 0, 0, 0, 0, 0, None, 24], # 4
["Dutchy", 5, Card.CardType.Victory, 3, 0, 0, 0, 0, 0, None, 12], # 5
["Province", 8, Card.CardType.Victory, 6, 0, 0, 0, 0, 0, None, 12], # 6
["Curse", 0, Card.CardType.Curse, -1, 0, 0, 0, 0, 0, None, 30], # 7
["Cellar", 2, Card.CardType.Action, 0, 0, 1, 0, 0, 0, "Name", 10], # 8
["Market", 5, Card.CardType.Action, 0, 1, 1, 0, 1, 1, None, 10], # 9
["Merchant", 3, Card.CardType.Action, 0, 0, 1, 0, 0, 1, "Name", 10], # 10
["Militia", 4, Card.CardType.Attack, 0, 2, 0, 1, 0, 0, "Name", 10], # 11
["Mine", 5, Card.CardType.Action, 0, 0, 0, 0, 0, 0, "Name", 10], # 12
["Moat", 2, Card.CardType.Reaction, 0, 0, 0, 0, 0, 2, "Name", 10], # 13
["Remodel", 4, Card.CardType.Action, 0, 0, 0, 0, 0, 0, "Name", 10], # 14
["Smithy", 4, Card.CardType.Action, 0, 0, 0, 0, 0, 3, None, 10], # 15
["Village", 3, Card.CardType.Action, 0, 0, 2, 0, 0, 1, None, 10], # 16
["Workshop", 4, Card.CardType.Action, 0, 0, 0, 0, 0, 0, "Name", 10]] # 17
def get_starting_deck():
return [["Copper", 7], ["Estate", 3]]
# return [["Market", 2], ["Merchant", 2], ["Smithy", 2], ["Village", 2], ["Moat", 2]]
main()

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hand.py Normal file
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from supply import Supply
class Hand(Supply):
def contains_one_of(self, acceptible_types):
result = False
unique_types = self.__get_unique_types()
for at in acceptible_types:
result |= at in unique_types
return result
def __get_unique_types(self):
unique_type = list()
for c in self._Supply__card:
current_type = c.get_type()
if not current_type in unique_type:
unique_type.append(current_type)
return unique_type
def get_card_type_count(self, card_type):
result = 0
for c in self._Supply__card:
if c.get_type() == card_type:
result += 1
return result

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pile.py Normal file
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from supply import Supply
class Pile(Supply):
def get_card_group(self):
return self._Supply__card[0]

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player.py Normal file
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from deck import Deck
from discard import Discard
from hand import Hand
from card import Card
from counter import Counter
class Player:
def __init__(self, human, table):
self.__deck = Deck()
self.__discard = Discard()
self.__hand = Hand()
self.__purchase_power = 0
self.__actions = Counter(0)
self.__buys = 0
self.__reactions = Counter(0)
self.__is_human = human
self.__table = table
def add_actions(self, n):
self.__actions.int += n
def add_purchase_power(self, n):
self.__purchase_power += n
def add_buys(self, n):
self.__buys += n
def add_reactions(self, n):
self.__reactions.int += n
def get_score(self):
return 0
def draw_card(self):
self.__deck.transfer_top_card(self.__hand)
def draw_cards(self, how_many):
spillover = how_many - self.__deck.get_remaining()
lacking_cards = spillover - self.__discard.get_remaining()
if lacking_cards <= 0:
lacking_cards = 0
elif lacking_cards == 1:
print("You are lacking " + str(lacking_cards) + " card. You cannot draw anymore.")
else:
print("You are lacking " + str(lacking_cards) + " cards. You cannot draw anymore.")
if spillover > 0:
for i in range(how_many - spillover):
self.draw_card()
self.__discard.cycle_card(self.__deck)
for i in range(spillover - lacking_cards):
self.draw_card()
else:
for i in range(how_many):
self.draw_card()
def draw_deck(self, table, deck_setup):
for ds in deck_setup:
index = table.get_pile_index_of_card(ds[0])
for i in range(ds[1]):
table.get_pile(index).transfer_top_card(self.__deck)
self.__deck.shuffle()
def draw_hand(self):
self.draw_cards(5)
def discard_remaining_hand(self):
while self.__hand.get_remaining() > 0:
self.__hand.transfer_top_card(self.__discard)
def __print_hand(self):
print("\nHand:")
self.__hand.print()
print("\n")
def __print_discard(self):
print("\nDiscard:")
self.__discard.print()
print("\n")
def __print_deck(self):
print("\nDeck")
self.__deck.print()
print("\n")
def __print(self):
print("\nPlayer:")
print("Actions: " + str(self.__actions.int))
print("Reactions: " + str(self.__reactions.int))
print("Buys: " + str(self.__buys))
print("Coin: " + str(self.__purchase_power))
self.__print_hand()
self.__print_discard()
self.__print_deck()
def __gain_turn_events(self):
self.__actions.int = 1
self.__buys = 1
self.__purchase_power = 0
self.__reactions.int = 0
def play_card(self, acceptable_card_type, chances, counter):
if chances > 0 and self.__hand.contains_one_of(acceptable_card_type):
hand_index = int(input("Please identify a card from hand you would like to play by providing its index: "))
if hand_index < 0:
print("You have elected to forfeit any remaining plays.")
if counter is not None:
counter.int = 0
elif hand_index >= self.__hand.get_remaining():
print("Acceptible inputs range from 0 to " + str(self.__hand.get_remaining() - 1) + ". Try again.")
self.play_card(acceptable_card_type, chances - 1, counter)
elif self.__hand.get_card(hand_index).get_type() in acceptable_card_type:
self.__hand.get_card(hand_index).play(self)
self.__hand.transfer_card(hand_index, self.__discard)
if counter is not None:
counter.int -= 1
self.__print()
else:
self.play_card(acceptable_card_type, chances - 1, counter)
elif chances <= 0:
print("You have used up all of your chances to enter a positive integer; forfeiting remaining plays.")
else:
print("There are no more acceptable cards in hand, moving to next phase.")
if counter is not None:
counter.int = 0
def take_action(self):
print("Please play an Action, Attack, or Reaction card until you have no remaining actions.")
while self.__actions.int > 0:
self.play_card([Card.CardType.Action, Card.CardType.Attack, Card.CardType.Reaction], 3, self.__actions)
def give_reaction(self):
pass
def take_reaction(self):
pass
def take_buy(self):
if self.__hand.contains_one_of([Card.CardType.Treasure]):
print("Please play all Treasure cards that you want to play.")
play_another = Counter(self.__hand.get_card_type_count(Card.CardType.Treasure))
while play_another.int > 0:
self.play_card([Card.CardType.Treasure], 3, play_another)
self.buy_card(3)
def buy_card(self, chances):
while self.__buys > 0 and not self.__table.are_there_any_empty_piles() and chances > 0:
pile_index = int(input("Please identify a pile from the table that you'd like to purchase: "))
self.__table.get_pile(pile_index).transfer_top_card(self.__discard)
self.__buys -= 1
def take_turn(self):
print("Deck Size: " + str(self.__deck.get_remaining()))
self.__print_hand()
self.__gain_turn_events()
self.take_action()
# self.__print_discard()
# self.__print_deck()
# self.give_reaction()
self.take_buy()
self.discard_remaining_hand()
self.draw_hand()
self.__print_hand()

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supply.py Normal file
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class Supply:
def __init__(self):
self.__card = list()
def add_card(self, card):
self.__card.append(card)
def add_cards(self, card, n):
for i in range(n):
self.add_card(card)
def get_supply(self):
return self.__card
def transfer_top_card(self, recipient_supply):
self.transfer_card(len(self.__card) - 1, recipient_supply)
def transfer_card(self, n, recipient_supply):
transfer_card = self.__card.pop(n)
recipient_supply.add_card(transfer_card)
def get_card(self, n):
return self.__card[n]
def get_remaining(self):
return len(self.__card)
def print(self):
for c in self.__card:
print(c.identify())

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table.py Normal file
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from trash import Trash
from pile import Pile
class Table:
def __init__(self):
self.__player = list()
self.__pile = list()
self.__trash = Trash()
self.__winner = None
self.__winning_score = 0
def add_player(self, p):
self.__player.append(p)
def get_player(self, n):
return self.__player[n]
def add_pile(self, card, n):
p = Pile()
p.add_cards(card, n)
self.__pile.append(p)
def get_piles(self):
return self.__pile
def get_pile(self, n):
return self.__pile[n]
def get_pile_index_of_card(self, card_name):
result = 0
for p in self.__pile:
if p.get_card_group().get_name() == card_name:
result = self.__pile.index(p)
return result
def are_there_any_empty_piles(self):
result = False
for p in self.__pile:
result = result or p.get_remaining() == 0
return result
def play(self):
turn = 0
# turn < 4 is for testing, otherwise endless as buying cards is not yet done
while not self.are_there_any_empty_piles() and turn < 4:
self.print()
self.__player[turn % len(self.__player)].take_turn()
turn += 1
else:
self.print()
for p in self.__player:
if p.get_score() > self.__winning_score:
self.__winning_score = p.get_score
self.__winner = p
def print(self):
print("Piles:")
for s in self.__pile:
print(s.get_card_group().identify() + ": " + str(s.get_remaining()))

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trash.py Normal file
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from pile import Pile
class Trash(Pile):
pass