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converter.py
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converter.py
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# Converter. Convert specific card to a game state
import classes
#Converting decklist to object readable by other functions using the CONVERTER dictionary? or smthg else, have to figure out this.
def Converter(card, game):
#Lands
## Fetches
if card == "Misty Rainforest":
game.g_mana += 1
game.u_mana += 1
game.r_mana += 1
game.total_mana += 1
if card == "Windswept Heath":
game.g_mana += 1
game.u_mana += 1
game.r_mana += 1
game.total_mana += 1
if card == "Wooded Foothills":
game.g_mana += 1
game.u_mana += 1
game.r_mana += 1
game.total_mana += 1
## Duals
if card == "Botanical Sanctum":
game.g_mana += 1
game.u_mana += 1
game.total_mana += 1
if card == "Blooming Marsh":
game.g_mana += 1
game.total_mana += 1
if card == "Nurturing Peatland":
game.g_mana += 1
game.total_mana += 1
if card == "Breeding Pool":
game.g_mana += 1
game.u_mana += 1
game.total_mana += 1
if card == "Waterlogged Grove":
game.g_mana += 1
game.u_mana += 1
game.total_mana += 1
if card == "Copperline Gorge":
game.g_mana += 1
game.r_mana += 1
game.total_mana += 1
if card == "Karplusan Forest":
game.g_mana += 1
game.r_mana += 1
game.total_mana += 1
if card == "Grove of the Burnwillows":
game.g_mana += 1
game.r_mana += 1
game.total_mana += 1
if card == "Stomping Ground":
game.g_mana += 1
game.r_mana += 1
game.total_mana += 1
## monoG lands
if card == "Forest":
game.g_mana += 1
game.total_mana += 1
if card == "Boseiju, Who Endures":
game.g_mana += 1
game.total_mana += 1
if card == "Pendelhaven":
game.g_mana += 1
game.total_mana += 1
## Pumps
if card == "Mutagenic Growth":
game.dmg_2_free += 1
if card == "Might of Old Krosa":
game.dmg_4 += 1
if card == "Giantic Growth":
game.dmg_3 += 1
if card == "Groundswell":
game.dmg_2_Groundswell += 1 #If there is a > 1 land card change to dmg_4
if card == "Scale Up":
game.scale_up = True
if card == "Snakeskin Veil":
game.dmg_1 += 1
game.hex += 1
if card == "Blossoming Defense":
game.dmg_1 += 1
game.hex += 1
if card == "Assault Strobe":
game.assault_strobe = True
# ELF!
if card == "Glistener Elf":
game.elf = True
# Return
return(game)
def Get_Damage(game):
if game.total_mana > 1:
mana = 2
else:
mana = game.total_mana
if game.g_mana > 1:
mana_g = 2
else:
mana_g = game.g_mana
if game.r_mana > 1:
mana_r = 2
else:
mana_r = game.r_mana
# for T2 combo
if game.elf == True and mana > 0:
game.t2_damage += 1
else:
return(0)
#First of all use scale up
if mana > 0 and game.scale_up == True:
game.t2_damage += 5
mana_g -= 1
mana -= 1
if game.dmg_2_free > 0:
game.t2_damage += 2*game.dmg_2_free
game.dmg_2_free = 0
while mana > 0:
if game.assault_strobe == True:
mana_r -= 1
mana -= 1
game.doublestrike = True
game.assault_strobe = False
if game.dmg_2_Groundswell > 0 and game.total_mana > 1: # checking if the groundsfells landfall triger
game.t2_damage += 4
game.dmg_2_Groundswell -= 1
mana_g -= 1
mana -= 1
continue
if game.dmg_4 > 0:
game.t2_damage += 4
game.dmg_4 -= 1
mana_g -= 1
mana -= 1
continue
if game.dmg_3 > 0:
game.t2_damage += 3
game.dmg_3 -= 1
mana_g -= 1
mana -= 1
continue
if game.dmg_2 > 0:
game.t2_damage += 2
game.dmg_2 -= 1
mana_g -= 1
mana -= 1
continue
if game.dmg_1 > 0:
game.t2_damage += 1
game.dmg_1 -= 1
mana_g -= 1
mana -= 1
continue
# at this point there is no pumps left despite aveilable mana. So returning the score:
return(game.t2_damage)
else:
return(game.t2_damage)