from naja.constants import ACTION_GLYPHS, BITS, CHESS_PIECES
-from naja.utils import bit_glyphs, move_glyph
+from naja.sound import sound
+from naja.utils import bit_glyphs, move_glyph, parse_bits
class LocationAction(object):
"""
TEXT = None
- GLYPHS = (ACTION_GLYPHS.NOTHING,)
+ GLYPHS = tuple()
MSB_GLYPH = None
def __init__(self, required_bits, **data):
self.required_bits = required_bits
self.data = data
+ def sanity_check(self, location):
+ pass
+
+ def get_glyphs(self):
+ return self.GLYPHS
+
+ def get_msb_glyph(self):
+ return self.MSB_GLYPH
+
def get_text(self, location=None):
substitutions = self.data.copy()
- if 'direction' in self.data:
+ if 'shift' in self.data:
+ substitutions['shift'] = self.data['shift']
+ substitutions['shift_glyph'] = ('{SHIFT_%s}'
+ % self.data['direction'].upper())
+ elif 'direction' in self.data:
substitutions['rowcol'] = {
'NORTH': 'column',
'SOUTH': 'column',
substitutions['chesspiece_name'] = move_glyph(
self.data['chesspiece'])
+ if 'rot_direction' in self.data:
+ substitutions['rot_direction_name'] = '{%s}' % (
+ substitutions['rot_direction'],)
+
if location is None:
- substitutions['location_bits'] = 'bits specified by this location'
+ substitutions['location_bits'] = 'bits specified by this tile'
else:
substitutions['location_bits'] = bit_glyphs(
location.bitwise_operand)
- return self.TEXT % substitutions
+ text = self.TEXT
+ if self.data.get('message', None) is not None:
+ text = self.data['message']
+
+ return text % substitutions
def check_available(self, player):
return player.bits.check_bits(self.required_bits)
'data': self.data,
'action_class': self.__class__.__name__}
+ def take_damage(self, board):
+ sound.play_sound('awwww.ogg')
+ board.lose_health()
+
class DoNothing(LocationAction):
TEXT = "No effect."
+ GLYPHS = (ACTION_GLYPHS.NOTHING,)
def perform_action(self, board, location):
pass
def perform_action(self, board, location):
if not self.check_and_clear_MSB(board.player):
- board.lose_health()
+ self.take_damage(board)
class SetBits(LocationAction):
board.player.bits.set_bits(location.bitwise_operand)
+class ClearBits(LocationAction):
+ TEXT = "Clear %(location_bits)s."
+ GLYPHS = (ACTION_GLYPHS.CLEAR_BITS,)
+
+ def perform_action(self, board, location):
+ board.player.bits.clear_bits(location.bitwise_operand)
+
+
+class ClearBitsAndHealth(LocationAction):
+ TEXT = "Clear %(location_bits)s and lose {HEALTH}."
+ GLYPHS = (ACTION_GLYPHS.CLEAR_BITS, ACTION_GLYPHS.DAMAGE)
+
+ def perform_action(self, board, location):
+ board.player.bits.clear_bits(location.bitwise_operand)
+ self.take_damage(board)
+
+
class ToggleBits(LocationAction):
TEXT = "Toggle %(location_bits)s."
GLYPHS = (ACTION_GLYPHS.TOGGLE_BITS,)
board.player.bits.toggle_bits(location.bitwise_operand)
+class ToggleBitsAndHarm(LocationAction):
+ TEXT = "Toggle %(location_bits)s and lose {HEALTH}."
+ GLYPHS = (ACTION_GLYPHS.TOGGLE_BITS, ACTION_GLYPHS.DAMAGE)
+
+ def perform_action(self, board, location):
+ board.player.bits.toggle_bits(location.bitwise_operand)
+ self.take_damage(board)
+
+
+class GenericBits(LocationAction):
+ GLYPHS = (ACTION_GLYPHS.SET_BITS, ACTION_GLYPHS.CLEAR_BITS)
+
+ def __init__(self, *args, **kw):
+ super(GenericBits, self).__init__(*args, **kw)
+ self.set_bits = parse_bits(self.data.get('set', []))
+ self.clear_bits = parse_bits(self.data.get('clear', []))
+ self.toggle_bits = parse_bits(self.data.get('toggle', []))
+ self.once = self.data.get('once', False)
+ self.acquire_win = self.data.get('acquire_win', False)
+ self.lose_health = self.data.get('lose_health', False)
+ self.gain_health = self.data.get('gain_health', False)
+
+ def sanity_check(self, location):
+ missing_bits = set()
+ missing_bits.update(self.set_bits - set(location.bitwise_operand))
+ missing_bits.update(self.clear_bits - set(location.bitwise_operand))
+ missing_bits.update(self.toggle_bits - set(location.bitwise_operand))
+ if missing_bits:
+ raise ValueError(
+ "Location %s missing bits %r"
+ % (location.card_name, sorted(list(missing_bits))))
+
+ def perform_action(self, board, location):
+ bits = board.player.bits
+ bits.set_bits(self.set_bits)
+ bits.toggle_bits(self.toggle_bits)
+ bits.clear_bits(self.clear_bits)
+ if self.acquire_win:
+ sound.play_sound('yipee.ogg')
+ board.acquire_win_token()
+ if self.lose_health:
+ sound.play_sound('awwww.ogg')
+ board.lose_health()
+ if self.gain_health:
+ sound.play_sound('aha.ogg')
+ board.gain_health()
+ if self.once:
+ location.actions.remove(self)
+
+ def get_glyphs(self):
+ glyphs = []
+ if self.acquire_win:
+ glyphs.append(ACTION_GLYPHS.WINTOKEN)
+ if self.lose_health:
+ glyphs.append(ACTION_GLYPHS.DAMAGE)
+ if self.gain_health:
+ glyphs.append(ACTION_GLYPHS.HEAL)
+ if self.set_bits:
+ glyphs.append(ACTION_GLYPHS.SET_BITS)
+ if self.clear_bits:
+ glyphs.append(ACTION_GLYPHS.CLEAR_BITS)
+ if self.toggle_bits:
+ glyphs.append(ACTION_GLYPHS.TOGGLE_BITS)
+ return tuple(glyphs)
+
+ def get_text(self, location=None):
+ if 'message' in self.data:
+ return super(GenericBits, self).get_text()
+ parts = []
+ if self.acquire_win:
+ parts.append("Gain {WINTOKEN}.")
+ if self.lose_health:
+ parts.append("Lose {HEALTH}.")
+ if self.gain_health:
+ parts.append("Gain {HEALTH}.")
+ for template, bits in [
+ ('Set %s.', self.set_bits), ('Clear %s.', self.clear_bits),
+ ('Toggle %s.', self.toggle_bits)]:
+ if bits:
+ parts.append(template % (bit_glyphs(bits)))
+ if self.once:
+ parts.append('Usable once only.')
+ return " ".join(parts)
+
+
+class ShiftBits(LocationAction):
+ TEXT = "Barrel-shift player bits %(shift_glyph)s %(shift)s."
+ GLYPHS = (ACTION_GLYPHS.SHIFT_LEFT,)
+
+ def perform_action(self, board, location):
+ shift = self.data['shift']
+ if self.data['direction'] == 'left':
+ board.player.bits.shift_bits_left(shift)
+ else:
+ board.player.bits.shift_bits_right(shift)
+
+
class LoseHealthOrMSBAndSetBits(LocationAction):
TEXT = "Lose {HEALTH} or {MSB}, then set %(location_bits)s."
GLYPHS = (ACTION_GLYPHS.SET_BITS,)
def perform_action(self, board, location):
if not self.check_and_clear_MSB(board.player):
+ sound.play_sound('awwww.ogg')
board.lose_health()
board.player.bits.set_bits(location.bitwise_operand)
GLYPHS = (ACTION_GLYPHS.WINTOKEN,)
def perform_action(self, board, location):
+ sound.play_sound('yipee.ogg')
board.acquire_win_token()
board.player.bits.clear_bits(set([
BITS.RED, BITS.GREEN, BITS.BLUE,
]))
+class AcquireWinTokenAndLoseHealth(AcquireWinToken):
+ TEXT = "Gain {WINTOKEN}, lose {HEALTH}, then clear {RED,GREEN,BLUE}."
+ GLYPHS = (ACTION_GLYPHS.WINTOKEN, ACTION_GLYPHS.DAMAGE)
+
+ def perform_action(self, board, location):
+ self.take_damage(board)
+ super(AcquireWinTokenAndLoseHealth, self).perform_action(board,
+ location)
class GainHealth(LocationAction):
TEXT = "Gain {HEALTH}."
GLYPHS = (ACTION_GLYPHS.HEAL,)
def perform_action(self, board, location):
+ sound.play_sound('aha.ogg')
board.gain_health()
MSB_GLYPH = ACTION_GLYPHS.CLEAR_BITS
def perform_action(self, board, location):
+ sound.play_sound('aha.ogg')
board.gain_health()
if not self.check_and_clear_MSB(board.player):
board.player.bits.clear_bits(location.bitwise_operand)
GLYPHS = (ACTION_GLYPHS.CHANGE_BOARD,)
def perform_action(self, board, location):
+ sound.play_sound('grind.ogg')
board.shift_locations(self.data['direction'])
+class RotateLocations(LocationAction):
+ TEXT = "Rotate adjacent tiles %(rot_direction_name)s."
+ GLYPHS = (ACTION_GLYPHS.CHANGE_BOARD,)
+
+ def perform_action(self, board, location):
+ sound.play_sound('grind.ogg')
+ board.rotate_locations(self.data['rot_direction'])
+
+
class AllowChessMove(LocationAction):
TEXT = "Move like a %(chesspiece_name)s for one turn."
GLYPHS = (ACTION_GLYPHS.MOVEMENT,)
if self.data['chesspiece'] in CHESS_PIECES:
chesspiece = CHESS_PIECES[self.data['chesspiece']]
board.allow_chess_move(chesspiece)
+
+
+class AllowChessMoveIfMSB(LocationAction):
+ TEXT = (
+ "Clear {MSB} and move like a %(chesspiece_name)s for one turn if it "
+ "was set.")
+ MSB_GLYPH = ACTION_GLYPHS.MOVEMENT
+
+ def perform_action(self, board, location):
+ if self.data['chesspiece'] in CHESS_PIECES:
+ if self.check_and_clear_MSB(board.player):
+ chesspiece = CHESS_PIECES[self.data['chesspiece']]
+ board.allow_chess_move(chesspiece)
+
+
+class GainMSB(LocationAction):
+ TEXT = "Set {MSB}."
+ GLYPHS = (ACTION_GLYPHS.MSB,)
+
+ def perform_action(self, board, location):
+ board.player.bits.set_bit(BITS.MSB)