from naja.player import Player
from naja import actions
from naja.sound import sound
+from naja.utils import parse_bits
import random
'wins_required': PLAYER_DEFAULTS.WINS_REQUIRED,
}
- puzzle = deck.get('puzzle', False)
-
- if puzzle:
- puzzle_defaults = deck.get('defaults', {})
- for k, v in puzzle_defaults.iteritems():
- if isinstance(v, list):
- puzzle_defaults[k] = [int(x) for x in v]
- else:
- puzzle_defaults[k] = int(v)
- defaults.update(puzzle_defaults)
+ deck_defaults = deck.get('defaults', {})
+ for k, v in deck_defaults.iteritems():
+ if isinstance(v, list):
+ deck_defaults[k] = tuple(v)
+ defaults.update(deck_defaults)
if initial_bits is None:
initial_bits = defaults['initial_bits']
if wins_required is None:
wins_required = defaults['wins_required']
+ assert wins_required + max_health == 8
+
# Overriden by command line
if options.initial_bits:
initial_bits = options.initial_bits
'wins_required': wins_required,
'wins': 0,
'locations': deck['cards'],
- 'puzzle': puzzle,
+ 'puzzle': deck.get('puzzle', False),
'clock_count': 0,
'replacement_params': deck.get('replacement_params', None),
}
player = Player(initial_bits, initial_pos)
board_locations = cls.import_board_locations(
cls.generate_board(deck))
- return cls(state, player, board_locations)
+ board = cls(state, player, board_locations)
+ player.set_gameboard(board)
+ return board
@classmethod
def import_game(cls, definition):
player = Player.import_player(state.pop('player'))
board_locations = cls.import_board_locations(
state.pop('board_locations'))
- return cls(state, player, board_locations)
+ board = cls(state, player, board_locations)
+ player.set_gameboard(board)
+ return board
def export(self):
data = {
board_locations = [
[(i % 5, i // 5),
LocationCard.new_location(
- card.copy(), replacement_params).export()]
+ card.copy(), replacement_params, puzzle=True).export()]
for i, card in enumerate(deck['cards'])
]
return board_locations
# Find which cards are at their maximum and exclude them from
# the choice list
counts = {}
- choices = {card['card_name']: card for card in cards}
+ choices = dict((card['card_name'], card) for card in cards)
for pos, card in board_locations:
if pos == position:
# skip the card we're replacing if appropriate
del choices[key]
return choice(choices.values())
- def shift_location_row(self, change, is_vertical):
+ def shift_location_row(self, change, is_vertical, skip_player=True):
px, py = self.player.position
shifted_locations = {}
mkpos = lambda i: (px, i) if is_vertical else (i, py)
for i in range(5):
- if (px, py) == mkpos(i):
+ if skip_player and (px, py) == mkpos(i):
continue
new_i = (i + change) % 5
- if (px, py) == mkpos(new_i):
+ if skip_player and (px, py) == mkpos(new_i):
new_i = (new_i + change) % 5
shifted_locations[mkpos(new_i)] = self.board_locations[mkpos(i)]
self.board_locations.update(shifted_locations)
- def shift_locations(self, direction):
+ def shift_locations(self, direction, skip_player=True):
if BITS[direction] == BITS.NORTH:
- self.shift_location_row(-1, is_vertical=True)
+ self.shift_location_row(-1, is_vertical=True,
+ skip_player=skip_player)
elif BITS[direction] == BITS.SOUTH:
- self.shift_location_row(1, is_vertical=True)
+ self.shift_location_row(1, is_vertical=True,
+ skip_player=skip_player)
elif BITS[direction] == BITS.EAST:
- self.shift_location_row(1, is_vertical=False)
+ self.shift_location_row(1, is_vertical=False,
+ skip_player=skip_player)
elif BITS[direction] == BITS.WEST:
- self.shift_location_row(-1, is_vertical=False)
+ self.shift_location_row(-1, is_vertical=False,
+ skip_player=skip_player)
def rotate_locations(self, direction):
px, py = self.player.position
"""
def __init__(self, card_name, bitwise_operand, location_actions,
- replacement_time, max_number=25):
+ replacement_time=None, max_number=25):
self.card_name = card_name
self.bitwise_operand = bitwise_operand
self.actions = location_actions
self.max_number = max_number
- self.check_actions()
self.replacement_time = replacement_time
+ if options.debug:
+ for action in self.actions:
+ action.sanity_check(self)
@classmethod
def import_location(cls, state):
@classmethod
def build_action(cls, definition):
action_class = getattr(actions, definition['action_class'])
- required_bits = cls.parse_bits(definition['required_bits'])
+ required_bits = parse_bits(definition['required_bits'])
data = definition.get('data', {})
return action_class(required_bits, **data)
@classmethod
- def new_location(cls, definition, replacement_params):
+ def new_location(cls, definition, replacement_params=None, puzzle=False):
if 'bits' in definition:
- bits = cls.parse_bits(definition['bits'])
+ bits = parse_bits(definition['bits'])
else:
bits = cls.generate_bitwise_operand()
max_number = definition.get('max_number', 25)
card_name = definition['card_name']
- return cls.import_location({
+ location = cls.import_location({
'bitwise_operand': bits,
'actions': definition['actions'],
'max_number': max_number,
'card_name': card_name,
'replacement_time': replacement_time,
})
-
- @classmethod
- def parse_bits(self, bit_list):
- # Convert names to numbers if applicable.
- return frozenset(BITS.get(bit, bit) for bit in bit_list)
+ if not puzzle:
+ location.check_actions()
+ return location
def export(self):
return {