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gpt_skeleton_v2.py
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import random
# Card classes
class Card:
def __init__(self, name, card_type, effect=None, stats=None):
self.name = name
self.card_type = card_type
self.effect = effect
self.stats = stats
class CharacterCard(Card):
def __init__(self, name, effect, stats):
super().__init__(name, "Character", effect, stats)
class ItemCard(Card):
def __init__(self, name, effect):
super().__init__(name, "Item", effect)
class ToolCard(Card):
def __init__(self, name, effect):
super().__init__(name, "Tool", effect)
class QuestCard(Card):
def __init__(self, name, effect):
super().__init__(name, "Quest", effect)
# Player class
class Player:
def __init__(self, username):
self.username = username
self.hand = []
self.field_card = None
self.deck = []
self.graveyard = []
self.out_of_bounds = []
self.quest_zone = []
# Game Engine
class GameEngine:
def __init__(self):
self.players = []
self.current_turn = None
self.game_state = "waiting"
def add_player(self, player):
if len(self.players) < 2:
self.players.append(player)
return True
return False
def start_game(self):
self.game_state = "in-progress"
self.current_turn = random.randint(0, 1)
for player in self.players:
self.draw_cards(player, 4)
self.reveal_field_cards()
def draw_cards(self, player, num_cards):
for _ in range(num_cards):
if len(player.deck) > 0:
card = player.deck.pop(0)
player.hand.append(card)
def reveal_field_cards(self):
for player in self.players:
if len(player.deck) > 0: # Check if the deck is empty
player.field_card = player.deck.pop()
# Gameplay stages
def draw_stage(self):
for player in self.players:
self.draw_cards(player, 1)
# TODO: Additional logic if needed
def stand_by_stage(self):
# No specific actions occur during this stage
pass
def quest_stage(self, player, quest_card):
# TODO: Validate that quest_card is a Quest Card
player.quest_zone.append(quest_card)
def main_stage(self, player, character_card=None, item_cards=[], tool_cards=[]):
# TODO: Implement main stage logic here, involving character, item, and tool cards
pass
def end_stage(self):
self.current_turn = 1 - self.current_turn # Toggle between 0 and 1
# Other methods
def is_valid_deck(self, deck):
# Add logic to validate the deck
return True
def setup_player_deck(self, player, deck):
if self.is_valid_deck(deck):
player.deck = deck
player.field_card = deck[-1]
return True
return False
# Create some cards and players for testing
card1 = CharacterCard("Warrior", "None", {"Attack": 5, "Health": 10, "Speed": 2, "Capacity": 1})
card2 = ItemCard("Sword", "Increase Attack by 2")
field_card = Card("Castle", "Field")
# Add more cards for testing
card3 = CharacterCard("Mage", "None", {"Attack": 3, "Health": 6, "Speed": 3, "Capacity": 0})
card4 = ItemCard("Potion", "Increase Health by 2")
player1 = Player("Alice")
player1.deck = [card1, card2, card3, card4, field_card] # Added more cards
player2 = Player("Bob")
player2.deck = [card1, card2, card3, card4, field_card] # Added more cards
# Initialize game engine and add players
game = GameEngine()
game.add_player(player1)
game.add_player(player2)
# Setup player decks and start the game
game.setup_player_deck(player1, player1.deck)
game.setup_player_deck(player2, player2.deck)
game.start_game()
# Simulating gameplay stages for player 1
game.draw_stage()
game.stand_by_stage()
game.quest_stage(player1, QuestCard("Find Gem", "Reward: Draw 2 cards"))
game.main_stage(player1, character_card=card1, item_cards=[card2])
game.end_stage()