from random import choice
-from naja.constants import BITS, DIRECTION_BITS, CONDITION_BITS
+from naja.constants import(
+ BITS, DIRECTION_BITS, CONDITION_BITS, PLAYER_DEFAULTS,
+ ACT, EXAMINE)
+from naja.player import Player
+from naja import actions
class GameBoard(object):
A representation of the game board.
"""
- def __init__(self, player, health, wins, state=None):
+ def __init__(self, state, player, board_locations):
+ self.max_health = state['max_health']
+ self.wins_required = state['wins_required']
+ self.health = state['health']
+ self.wins = state['wins']
+ self.locations = [item.copy() for item in state['locations']]
self.player = player
+ self.board_locations = board_locations
+ self.player_mode = EXAMINE
+
+ @classmethod
+ def new_game(cls, locations_definition,
+ initial_bits=PLAYER_DEFAULTS.INITIAL_BITS,
+ initial_pos=PLAYER_DEFAULTS.INITIAL_POS,
+ max_health=PLAYER_DEFAULTS.MAX_HEALTH,
+ wins_required=PLAYER_DEFAULTS.WINS_REQUIRED):
+ state = {
+ 'max_health': max_health,
+ 'health': max_health,
+ 'wins_required': wins_required,
+ 'wins': 0,
+ 'locations': locations_definition,
+ }
+ player = Player(initial_bits, initial_pos)
+ board_locations = cls.import_board_locations(
+ cls.generate_board(locations_definition))
+ return cls(state, player, board_locations)
- if state is None:
- state = self.generate_state(health, wins)
- self.update_state(state)
+ @classmethod
+ def import_game(cls, definition):
+ state = definition.copy()
+ player = Player.import_player(state.pop('player'))
+ board_locations = cls.import_board_locations(
+ state.pop('board_locations'))
+ return cls(state, player, board_locations)
def export(self):
return {
'health': self.health,
'wins_required': self.wins_required,
'wins': self.wins,
- 'locations': self.export_locations(),
+ 'locations': [item.copy() for item in self.locations],
+ 'player': self.player.export(),
+ 'board_locations': self.export_board_locations(),
}
- def export_locations(self):
+ @classmethod
+ def import_locations(cls, locations_definition):
+ return [
+ LocationCard.import_location(definition)
+ for definition in locations_definition]
+
+ def export_board_locations(self):
return dict(
(position, location.export())
- for position, location in self.locations)
+ for position, location in self.board_locations.iteritems())
@classmethod
- def generate_locations(cls):
- # TODO: Generate some locations.
- return {}
-
- def generate_state(self, max_health, wins_required):
- return {
- 'max_health': max_health,
- 'health': max_health,
- 'wins_required': wins_required,
- 'wins': 0,
- 'locations': self.generate_locations(),
- }
-
- def update_state(self, state):
- self.max_health = state['max_health']
- self.wins_required = state['wins_required']
- self.health = state['health']
- self.wins = state['wins']
- self.locations = self.import_locations(state['locations'])
-
- def import_locations(self, locations):
+ def import_board_locations(cls, board_locations_definition):
return dict(
(position, LocationCard.import_location(definition))
- for position, definition in locations.iteritems())
+ for position, definition in board_locations_definition.iteritems())
+
+ @classmethod
+ def generate_board(cls, locations_definition):
+ board_locations = {}
+ for x in range(5):
+ for y in range(5):
+ board_location = LocationCard.new_location(
+ choice(locations_definition).copy())
+ board_locations[(x, y)] = board_location.export()
+ return board_locations
def lose_health(self):
self.health -= 1
- # TODO: Check win/lose
+ if self.health <= 0:
+ self.end_game(win=False)
+
+ def gain_health(self):
+ if self.health < self.max_health:
+ self.health += 1
+
+ def acquire_win_token(self):
+ self.wins += 1
+ if self.wins >= self.wins_required:
+ self.end_game(win=True)
+
+ def replace_card(self, position):
+ location = LocationCard.new_location(choice(self.locations).copy())
+ self.board_locations[position] = location
+
+ def shift_location_row(self, change, is_vertical):
+ 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):
+ continue
+ new_i = (i + change) % 5
+ if (px, py) == mkpos(new_i):
+ new_i = (new_i + change) % 5
+ shifted_locations[mkpos(new_i)] = self.board_locations[mkpos(i)]
+
+ print change, is_vertical, shifted_locations
+ self.board_locations.update(shifted_locations)
+
+ def shift_locations(self, direction):
+ if BITS[direction] == BITS.NORTH:
+ self.shift_location_row(-1, is_vertical=True)
+ elif BITS[direction] == BITS.SOUTH:
+ self.shift_location_row(1, is_vertical=True)
+ elif BITS[direction] == BITS.EAST:
+ self.shift_location_row(1, is_vertical=False)
+ elif BITS[direction] == BITS.WEST:
+ self.shift_location_row(-1, is_vertical=False)
+
+ def change_mode(self, new_mode):
+ """Advance to the next mode"""
+ if new_mode == self.player_mode:
+ raise RuntimeError("Inconsistent state. Setting mode %s to itself"
+ % self.player_mode)
+ elif new_mode in (ACT, EXAMINE):
+ self.player_mode = new_mode
+ else:
+ raise RuntimeError("Illegal player mode %s" % self.player_mode)
+
+ def end_game(self, win):
+ # TODO: Find a way to not have UI stuff in game logic stuff.
+ from naja.events import SceneChangeEvent
+ from naja.scenes.lose import LoseScene
+ from naja.scenes.win import WinScene
+ if win:
+ SceneChangeEvent.post(WinScene)
+ else:
+ SceneChangeEvent.post(LoseScene)
class LocationCard(object):
A particular set of options available on a location.
"""
- def __init__(self, bitwise_operand, actions):
+ def __init__(self, bitwise_operand, location_actions):
self.bitwise_operand = bitwise_operand
- self.actions = actions
+ self.actions = location_actions
+ self.check_actions()
@classmethod
def import_location(cls, state):
- # TODO: Import real locations.
- return cls(state['bitwise_operand'], [])
+ location_actions = [
+ cls.build_action(definition) for definition in state['actions']]
+ return cls(state['bitwise_operand'], location_actions)
+
+ @classmethod
+ def build_action(cls, definition):
+ action_class = getattr(actions, definition['action_class'])
+ required_bits = definition['required_bits']
+ data = definition.get('data', {})
+ return action_class(required_bits, **data)
@classmethod
def new_location(cls, definition):
return cls.import_location({
'bitwise_operand': cls.generate_bitwise_operand(),
- 'actions': cls.build_actions(definition),
+ 'actions': definition['actions'],
})
def export(self):
'actions': [action.export() for action in self.actions],
}
- @classmethod
- def build_actions(cls, definition):
- raise NotImplementedError("TODO")
+ def check_actions(self):
+ if not self.actions:
+ print "Warning: Location has no actions."
+ self.insert_default_default_action()
+ if self.actions[0].required_bits:
+ self.insert_default_default_action()
+
+ def insert_default_default_action(self):
+ self.actions.insert(0, self.build_action({
+ 'action_class': 'DoNothing',
+ 'required_bits': [],
+ }))
@staticmethod
def generate_bitwise_operand():