from naja.player import Player
from naja import actions
from naja.sound import sound
+from naja.utils import parse_bits
+import random
class GameBoard(object):
self.board_locations = board_locations
self.player_mode = state.get('player_mode', EXAMINE)
self.has_cheated = state.get('cheater', options.cheat_enabled)
+ self.clock_count = state.get('clock_count', 0)
+ self.replacement_params = state.get('replacement_params', None)
@classmethod
- def new_game(cls, deck,
- initial_bits=PLAYER_DEFAULTS.INITIAL_BITS,
- initial_pos=PLAYER_DEFAULTS.INITIAL_POS,
- max_health=PLAYER_DEFAULTS.MAX_HEALTH,
- wins_required=PLAYER_DEFAULTS.WINS_REQUIRED):
+ def new_game(cls, deck, initial_bits=None, initial_pos=None,
+ max_health=None, wins_required=None):
+
+ defaults = {
+ 'initial_bits': PLAYER_DEFAULTS.INITIAL_BITS,
+ 'initial_pos': PLAYER_DEFAULTS.INITIAL_POS,
+ 'max_health': PLAYER_DEFAULTS.MAX_HEALTH,
+ '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)
+
+ if initial_bits is None:
+ initial_bits = defaults['initial_bits']
+ if initial_pos is None:
+ initial_pos = defaults['initial_pos']
+ if max_health is None:
+ max_health = defaults['max_health']
+ if wins_required is None:
+ wins_required = defaults['wins_required']
+
+ # Overriden by command line
if options.initial_bits:
initial_bits = options.initial_bits
+
state = {
'max_health': max_health,
'health': max_health,
'wins_required': wins_required,
'wins': 0,
'locations': deck['cards'],
- 'puzzle': deck.get('puzzle', False),
+ 'puzzle': puzzle,
+ '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 = {
'player': self.player.export(),
'board_locations': self.export_board_locations(),
'player_mode': self.player_mode,
+ 'clock_count': self.clock_count,
+ 'replacement_params': self.replacement_params,
}
+ if options.cheat_enabled:
+ self.has_cheated = True
if self.has_cheated:
data['cheater'] = True
return data
@classmethod
def generate_puzzle_board(cls, deck):
assert len(deck['cards']) == 5 * 5
+ replacement_params = deck.get('replacement_params', None)
board_locations = [
[(i % 5, i // 5),
- LocationCard.new_location(card.copy()).export()]
+ LocationCard.new_location(
+ card.copy(), replacement_params, puzzle=True).export()]
for i, card in enumerate(deck['cards'])
]
return board_locations
@classmethod
def generate_random_board(cls, deck):
board_locations = []
+ replacement_params = deck.get('replacement_params', None)
for x in range(5):
for y in range(5):
+ new_choice = cls.choose_card(deck['cards'], board_locations)
board_location = LocationCard.new_location(
- choice(deck['cards']).copy())
+ new_choice.copy(), replacement_params)
board_locations.append([(x, y), board_location.export()])
return board_locations
self.replace_card(position)
def replace_card(self, position):
- location = LocationCard.new_location(choice(self.locations).copy())
+ new_choice = self.choose_card(self.locations,
+ self.board_locations.items(),
+ position)
+ location = LocationCard.new_location(new_choice.copy(),
+ self.replacement_params)
self.board_locations[position] = location
+ @classmethod
+ def choose_card(cls, cards, board_locations, position=None):
+ # Find which cards are at their maximum and exclude them from
+ # the choice list
+ counts = {}
+ choices = {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
+ continue
+ if isinstance(card, LocationCard):
+ key = card.card_name
+ max_num = card.max_number
+ else:
+ key = card['card_name']
+ max_num = card.get('max_number', 25)
+ counts.setdefault(key, 0)
+ counts[key] += 1
+ if counts[key] >= max_num:
+ if key in choices:
+ del choices[key]
+ return choice(choices.values())
+
def shift_location_row(self, change, is_vertical):
px, py = self.player.position
shifted_locations = {}
[locations_to_rotate[-1]] + locations_to_rotate[:-1])
for old, new in zip(locations_to_rotate, new_positions):
- rotated_locations[old] = self.board_locations[new]
+ rotated_locations[new] = self.board_locations[old]
self.board_locations.update(rotated_locations)
% self.player_mode)
elif new_mode in (ACT, EXAMINE):
self.player_mode = new_mode
+ if new_mode is EXAMINE:
+ self.board_update()
else:
raise RuntimeError("Illegal player mode %s" % self.player_mode)
+ def board_update(self):
+ self.clock_count += 1
+ for position, location in self.board_locations.iteritems():
+ location.timer_action(position, self)
+
def end_game(self, win):
# TODO: Find a way to not have UI stuff in game logic stuff.
from naja.events import SceneChangeEvent
A particular set of options available on a location.
"""
- def __init__(self, bitwise_operand, location_actions):
+ def __init__(self, card_name, bitwise_operand, location_actions,
+ replacement_time=None, max_number=25):
+ self.card_name = card_name
self.bitwise_operand = bitwise_operand
self.actions = location_actions
- self.check_actions()
+ self.max_number = max_number
+ self.replacement_time = replacement_time
@classmethod
def import_location(cls, state):
location_actions = [
cls.build_action(definition) for definition in state['actions']]
- return cls(state['bitwise_operand'], location_actions)
+ return cls(state['card_name'], state['bitwise_operand'],
+ location_actions, state['replacement_time'],
+ state['max_number'])
@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):
+ 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()
- return cls.import_location({
+
+ if 'replacement_time' in definition:
+ replacement_time = definition['replacement_time']
+ else:
+ replacement_time = cls.generate_replacement_time(
+ replacement_params)
+
+ max_number = definition.get('max_number', 25)
+ card_name = definition['card_name']
+ 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 {
'bitwise_operand': sorted(self.bitwise_operand),
'actions': [action.export() for action in self.actions],
+ 'max_number': self.max_number,
+ 'card_name': self.card_name,
+ 'replacement_time': self.replacement_time,
}
def check_actions(self):
if choice(range(3)) == 0:
bits.add(choice(BITS.values()))
return frozenset(bits)
+
+ @staticmethod
+ def generate_replacement_time(replacement_params):
+ if replacement_params is None:
+ return None
+ else:
+ if replacement_params['chance'] > random.random():
+ return random.randint(replacement_params['min'],
+ replacement_params['max'])
+ else:
+ return None
+
+ def timer_action(self, position, board):
+ if self.replacement_time is not None:
+ self.replacement_time -= 1
+ if self.replacement_time <= 0:
+ board.replace_card(position)