# Test
import csv, random, sqlite3
teammate_lookup = { 0: 2, 1: 3, 2: 0, 3: 1 }
fuzzydie_holder = 'x'
def TurnInProgress():
return -1
def roll_dice():
dice = []
for _ in range(3):
dice.append(random.randint(1,6))
return dice
class Player:
def __init__(self, name, dex, math, speed):
self.name = name
self.dex = dex
self.math_comprehension = math
self.roll_speed = speed
self.max_streak = 0
self.round_bunco_counts = [0]
self.round_scores = [0]
self.round_roll_counts = [0]
self.personal_roll_scores = [0]
self.round_wins = [0]
self.turn_progress = 0
self.current_streak = 0
self.max_fuzzydie_streak = 0
self.current_fuzzydie_streak = 0
self.rolled_bunco = False
self.current_roll = []
def __repr__(self):
return f"<Player {self.name}: " \
+ f"\tscores\t\t{self.round_scores}>" \
+ f"\troll counts\t{self.round_roll_counts}>"
def __str__(self):
return self.name
def prep_new_round(self):
self.round_scores.append(0)
self.round_roll_counts.append(0)
self.personal_roll_scores.append(0)
self.round_bunco_counts.append(0)
self.round_wins.append(0)
self.turn_progress = 0
self.current_streak = 0
def score_last_roll(self):
desired_num = Game.current_round() % 6
desired_num = 6 if desired_num == 0 else desired_num
roll_score = 0
if all(die == desired_num for die in self.current_roll):
# Bunco!
roll_score = 21
elif all(die == self.current_roll[0] for die in self.current_roll):
# All three dice match, but not Bunco
roll_score = 5
else:
for die in self.current_roll:
roll_score += 1 if die == desired_num else 0
if roll_score > 0:
self.current_streak += 1
self.max_streak = max(self.current_streak, self.max_streak)
self.round_scores[Game.current_round() - 1] += roll_score
self.personal_roll_scores[Game.current_round() - 1] += roll_score
if roll_score == 21:
self.round_bunco_counts[Game.current_round() - 1] += 1
self.rolled_bunco = True
else:
self.current_streak = 0
log_roll(self, self.current_roll, roll_score)
return roll_score
def tick(self):
global fuzzydie_holder
result = TurnInProgress()
if fuzzydie_holder is self:
self.current_fuzzydie_streak += 1
self.max_fuzzydie_streak = max(self.max_fuzzydie_streak, self.current_fuzzydie_streak)
else:
self.current_fuzzydie_streak = 0
if self.turn_progress < 25:
# Grabbing the dice
# TODO: Incorporate DEXTERITY stat
self.turn_progress += random.randint(12,25)
elif self.turn_progress < 50:
# Rolling the dice
# TODO: Incorporate ROLL SPEED stat
self.turn_progress += random.randint(12,25)
elif self.turn_progress < 75:
# Reading the numbers
# TODO: Incorporate MATH COMPREHENSION stat
if not self.current_roll:
self.current_roll = roll_dice()
self.round_roll_counts[Game.current_round() - 1] += 1
log(self, f"{self.name} rolled the dice")
self.turn_progress += random.randint(12,25)
else:
# Finished reading the numbers -- good job, eyeballs and brain!
result = self.score_last_roll()
self.current_roll = []
self.turn_progress = 0
return result
class Table:
def __init__(self):
self.table_number = 0
self.team1_score = 0
self.team2_score = 0
self.players = []
self.active_player = -1
def __repr__(self):
names = ", ".join([p.name for p in self.players])
return f"<Table {self.table_number}: {names}>"
def __str__(self):
if self.table_number == 1:
return "Head Table"
else:
return f"Table {self.table_number}"
def update_teammate_score(self, score):
teammate = self.players[teammate_lookup[self.active_player]]
teammate.round_scores[Game.current_round() - 1] += score
def tick(self):
if self.active_player == -1:
# First tick for the table this round
self.active_player = random.randint(1, len(self.players)) - 1
result = self.players[self.active_player].tick()
if result != TurnInProgress():
# Player rolled
if result > 0:
if (self.active_player % 2) == 0:
self.team1_score += result
else:
self.team2_score += result
self.update_teammate_score(result)
else:
self.active_player += 1
if self.active_player > (len(self.players) - 1): self.active_player = 0
def roll_off(self):
"""Attempt to settle a tie by going round the table once"""
self.active_player = 0
# Let the first player go until they roll for 0 points
while self.active_player == 0:
self.tick()
Game.increment_tick()
# Now let the rest do the same
while self.active_player != 0:
self.tick()
Game.increment_tick()
def losers(self):
if self.team1_score > self.team2_score:
return self.players[1::2]
else:
return self.players[0::2]
def winners(self):
if self.team1_score > self.team2_score:
return self.players[0::2]
else:
return self.players[1::2]
def swap_for_winners(self, new_players):
if self.team1_score > self.team2_score:
# Team 1 (evens) won
winners = self.players[0::2]
# Player 1 move to spot 0
self.players[0] = self.players[1]
else:
# Team 2 (odds) won
winners = self.players[1::2]
# Player 2 move to spot 3
self.players[3] = self.players[2]
# Replace middle two players
self.players[1:3] = new_players
return winners
def swap_for_losers(self, new_players):
if self.team1_score < self.team2_score:
# Team 1 (evens) lost
losers = self.players[0::2]
# Player 1 move to spot 0
self.players[0] = self.players[1]
else:
# Team 2 (odds) lost
losers = self.players[1::2]
# Player 2 move to spot 3
self.players[3] = self.players[2]
# Replace middle two players
self.players[1:3] = new_players
return losers
def notch_wins(self):
for player in self.winners():
player.round_wins[Game.current_round() - 1] = 1
def prep_new_round(self):
self.team1_score = 0
self.team2_score = 0
self.active_player = -1
for player in self.players:
player.prep_new_round()
def get_player_situation(self, player):
player_index = self.players.index(player)
if player_index % 2 == 0:
opponents = self.players[1::2]
opponent_score = self.team2_score
else:
opponents = self.players[0::2]
opponent_score = self.team1_score
teammate = self.players[teammate_lookup[player_index]]
return {'teammate': teammate,
'opponents': opponents,
'opponent_score': opponent_score}
def assign_teams(player_list):
players_per_table = 4
tables = []
random.seed()
if len(player_list) % players_per_table != 0:
print("Wrong number of players!")
return tables
else:
table_count = len(player_list) // players_per_table
random.shuffle(player_list)
tables = [Table() for _ in range(table_count)]
for n in range(table_count):
first = n * players_per_table
stop_before = first + players_per_table
tables[n].players = player_list[first:stop_before]
tables[n].table_number = n + 1
return tables
def load_players(filename):
players = []
with open(filename) as tsvfile:
tsvreader = csv.reader(tsvfile)
for line in tsvreader:
players.append(Player(line[0],0,0,0))
return players
class Game:
cur_tick = 1
cur_round = 1
def __init__(self, playerfile):
self.players = load_players(playerfile)
self.tables = assign_teams(self.players)
def tick(self):
global fuzzydie_holder
for table in self.tables:
table.tick()
bunco_rollers = [p for p in self.players if p.rolled_bunco is True]
# If multiple people rolled Bunco this tick, and one of them already has the
# fuzzy die, they retain it.
# Otherwise, the last person in the list gets the fuzzy die.
if bunco_rollers:
if len(bunco_rollers) == 1:
if bunco_rollers[0] is not fuzzydie_holder:
log("all",f"{bunco_rollers[0]} claimed the fuzzy die!")
fuzzydie_holder = bunco_rollers[0]
else:
log("all",f"{bunco_rollers[0]} rolled a Bunco but already has the fuzzy die!")
else:
for luckyduck in bunco_rollers:
if luckyduck is not fuzzydie_holder:
log(luckyduck,f"{luckyduck} attempted to claim the fuzzy die!")
if fuzzydie_holder not in bunco_rollers:
fuzzydie_holder = bunco_rollers[-1]
log(fuzzydie_holder, f"{fuzzydie_holder} siezed the fuzzy die!!")
else:
log(fuzzydie_holder, f"{fuzzydie_holder} retained the fuzzy die!!")
for player in bunco_rollers:
player.rolled_bunco = False # Reset flag
self.increment_tick()
@classmethod
def current_tick(cls):
return cls.cur_tick
@classmethod
def increment_tick(cls):
cls.cur_tick += 1
@classmethod
def current_round(cls):
return cls.cur_round
@classmethod
def increment_round(cls):
cls.cur_round += 1
def print_status(self):
for n, table in enumerate(self.tables):
print(f"== TABLE {n+1} == Team 1:{table.team1_score} pts, Team 2:{table.team2_score} pts")
for player in table.players:
print(f" {player.name} {player.round_scores[Game.current_round() - 1]} points, streak {player.max_streak} buncos {sum(player.round_bunco_counts)}")
def prep_next_round(self):
# losers from head table move to next table
headtable_losers = self.tables[0].losers()
log_table_move(headtable_losers, "lost", self.tables[0], self.tables[1])
round_winners = self.tables[1].swap_for_winners(headtable_losers)
# winners from other tables move to next table
for n in range(2, len(self.tables)):
log_table_move(round_winners, "won", self.tables[n-1], self.tables[n])
round_winners = self.tables[n].swap_for_winners(round_winners)
# last set of winners moves to head table
log_table_move(round_winners, "won", self.tables[-1], self.tables[0])
self.tables[0].swap_for_losers(round_winners)
for table in self.tables:
table.prep_new_round()
self.increment_round()
def play_one_round(self):
# Go until one of the head table teams reaches 21 pts
while max(self.tables[0].team1_score, self.tables[0].team2_score) < 21:
self.tick()
log("all", "BUNCO!! A team at the Head Table has hit 21 points.")
# Finish up scoring for any players that have unscored rolls
for table in self.tables:
curplayer = table.players[table.active_player]
if curplayer.current_roll:
log(curplayer, f"{curplayer} finishing up [their] turn")
while curplayer.current_roll:
table.tick()
self.increment_tick()
# Settle ties at each table by doing a roll-off as many times as needed
for table in self.tables:
log('all', f"{table}: Team 1 {table.team1_score} pts, Team 2 {table.team2_score} pts")
while table.team1_score == table.team2_score:
log('all', f"{table} having a roll-off to resolve a tie")
table.roll_off()
log('all', f"{table}: Team 1 {table.team1_score} pts, Team 2 {table.team2_score} pts")
table.notch_wins()
log_db = sqlite3.connect("bunco.sqlite")
log_dbc = log_db.cursor()
def run_query(*args):
log_dbc.execute(*args)
log_db.commit()
run_query('DROP TABLE IF EXISTS `bunco_log`')
run_query('CREATE TABLE `bunco_log` (id PRIMARY KEY, tick_number, round, player_name, type, message)')
def log_roll(player, dice, score):
msg = f"{player.name} comprehended that [their] roll of {dice} = {score} points"
query = """INSERT INTO bunco_log(tick_number, round, player_name, type, message)
VALUES(?, ?, ?, ?, ?)"""
run_query(query, (Game.current_tick(), Game.current_round(), str(player), 'roll', msg))
def log_table_move(players, reason, table_from, table_to):
message = f"Having {reason} the last round, {players[0].name} and {players[1].name} move from {table_from} to {table_to}."
query = """INSERT INTO bunco_log(tick_number, round, player_name, type, message)
VALUES(?, ?, ?, ?, ?)"""
run_query(query, (Game.current_tick(), Game.current_round(), 'all', 'general', message))
def log(player, message):
query = """INSERT INTO bunco_log(tick_number, round, player_name, type, message)
VALUES(?, ?, ?, ?, ?)"""
run_query(query, (Game.current_tick(), Game.current_round(), str(player), 'general', message))