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Rising Sun setup (#535)
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Mainly work by @TistoH 
Co-authored-by: Nick Vance <nick@towatchlist.com>
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sumpfork authored Sep 28, 2024
1 parent 2b08e9c commit 1315391
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546 changes: 546 additions & 0 deletions card_db_src/cards_db.json

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136 changes: 135 additions & 1 deletion card_db_src/en_us/cards_en_us.json

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10 changes: 10 additions & 0 deletions card_db_src/en_us/sets_en_us.json
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Expand Up @@ -250,6 +250,16 @@
"set_text": "",
"text_icon": "R"
},
"risingSun": {
"set_name": "Rising Sun",
"set_text": "We journey now to the islands to the east - or west, depending on where you are relative to them. Here your title is Emperor. They tell you you're just a figurehead, though you can still order whatever breakfast you want. They may be right; you did get that breakfast. Your ceremonial sword and armor are made of paper. The samurai never let you into their tea parties, and the ninjas are always tying your shoelaces together. And the epic poem they wrote about you is only 17 syllables long. Rice has been adopted as currency, and no-one seems to even be trying to get your face onto the grains. But when you wake up each morning and look out over the land, life doesn't seem so bad. Now, what's for breakfast?",
"text_icon": "Rs"
},
"risingSun extras": {
"set_name": "Rising Sun Extras",
"set_text": "",
"text_icon": "Rs"
},
"seaside1stEdition": {
"set_name": "Seaside 1st Edition",
"set_text": "All you ask is a tall ship and a star to steer her by. And someone who knows how to steer ships using stars. You finally got some of those rivers you'd wanted, and they led to the sea. These are dangerous, pirate-infested waters, and you cautiously send rat-infested ships across them, to establish lucrative trade at far-off merchant-infested ports. First, you will take over some islands, as a foothold. The natives seem friendly enough, crying their peace cries, and giving you spears and poison darts before you are even close enough to accept them properly. When you finally reach those ports you will conquer them, and from there you will look for more rivers. One day, all the rivers will be yours.\nThis is the 2nd addition to <i>Dominion</i>. It adds 26 new Kingdom cards to <i>Dominion</i>. Its central theme is your next turn; there are cards that do something this turn and next, cards that set up your next turn, and other ways to step outside of the bounds of a normal turn.",
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4 changes: 4 additions & 0 deletions card_db_src/en_us/types_en_us.json
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Expand Up @@ -29,15 +29,19 @@
"Looter": "Looter",
"Night": "Night",
"Odyssey": "Odyssey",
"Omen": "Omen",
"Prize": "Prize",
"Prizes": "Prizes",
"Project": "Project",
"Projects": "Projects",
"Prophecies": "Prophecies",
"Prophecy": "Prophecy",
"Reaction": "Reaction",
"Reserve": "Reserve",
"Reward": "Reward",
"Rewards": "Rewards",
"Ruins": "Ruins",
"Shadow": "Shadow",
"Shelter": "Shelter",
"Shelters": "Shelters",
"Spirit": "Spirit",
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10 changes: 10 additions & 0 deletions card_db_src/sets_db.json
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Expand Up @@ -413,6 +413,16 @@
"set_text": "",
"text_icon": "*"
},
"risingSun": {
"edition": [
"1",
"latest"
],
"image": "risingSun_set.png",
"set_name": "*risingSun*",
"set_text": "",
"text_icon": "*"
},
"seaside1stEdition": {
"edition": [
"1"
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63 changes: 63 additions & 0 deletions card_db_src/types_db.json
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Expand Up @@ -63,6 +63,17 @@
"tabCostHeightOffset": -1,
"tabTextHeightOffset": 0
},
{
"card_type": [
"Action",
"Attack",
"Omen"
],
"card_type_image": "action.png",
"defaultCardCount": 10,
"tabCostHeightOffset": -1,
"tabTextHeightOffset": 0
},
{
"card_type": [
"Action",
Expand Down Expand Up @@ -96,6 +107,17 @@
"tabCostHeightOffset": -1,
"tabTextHeightOffset": 0
},
{
"card_type": [
"Action",
"Attack",
"Shadow"
],
"card_type_image": "action.png",
"defaultCardCount": 10,
"tabCostHeightOffset": -1,
"tabTextHeightOffset": 0
},
{
"card_type": [
"Action",
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"tabCostHeightOffset": -1,
"tabTextHeightOffset": 0
},
{
"card_type": [
"Action",
"Omen"
],
"card_type_image": "action.png",
"defaultCardCount": 10,
"tabCostHeightOffset": -1,
"tabTextHeightOffset": 0
},
{
"card_type": [
"Action",
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"tabCostHeightOffset": -1,
"tabTextHeightOffset": 0
},
{
"card_type": [
"Action",
"Shadow"
],
"card_type_image": "action.png",
"defaultCardCount": 10,
"tabCostHeightOffset": -1,
"tabTextHeightOffset": 0
},
{
"card_type": [
"Action",
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"tabCostHeightOffset": -1,
"tabTextHeightOffset": 0
},
{
"card_type": [
"Prophecy"
],
"card_type_image": "prophecy.png",
"defaultCardCount": 1,
"group_cost": "*",
"group_global_type": "Prophecies",
"tabCostHeightOffset": -1,
"tabTextHeightOffset": 0
},
{
"card_type": [
"Prophecies"
],
"card_type_image": "prophecy.png",
"defaultCardCount": 0,
"group_cost": "*",
"tabCostHeightOffset": -1,
"tabTextHeightOffset": 0
},
{
"card_type": [
"Reaction"
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2 changes: 2 additions & 0 deletions src/domdiv/draw.py
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Expand Up @@ -1193,6 +1193,8 @@ def replace_image_tag(
# Potion
(r"(\d+)\s*\<\*POTION\*\>", "potion_small.png", 2, 140, 1.5),
(r"Potion", "potion_small.png", 1.2, 100),
# Sun
(r"SunToken", "sun.png", 1.2, 120),
]
for args in replace_specs:
text = replace_image_tag(text, fontsize, *args)
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3 changes: 2 additions & 1 deletion tests/carddb_tests.py
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Expand Up @@ -25,7 +25,7 @@ def rmd():
def test_cardread():
# we test the number of cards only to make sure it doesn't get changed
# inadvertently by unrelated changes
num_cards_expected = 1018
num_cards_expected = 1068

options = config_options.parse_opts([])
cards = db.read_card_data(options)
Expand Down Expand Up @@ -78,6 +78,7 @@ def test_cardread():
"extras",
"animals",
"allies",
"risingSun",
}
for c in cards:
assert isinstance(c, domdiv_cards.Card)
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