'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] = tuple(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.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 = {
# 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
self.actions = location_actions
self.max_number = max_number
self.replacement_time = replacement_time
+ if options.debug:
+ for action in self.actions:
+ action.sanity_check(self)
@classmethod
def import_location(cls, state):