from naja.constants import(
BITS, DIRECTION_BITS, CONDITION_BITS, PLAYER_DEFAULTS,
- ACT, EXAMINE)
+ ACT, EXAMINE, ROTATION)
+from naja.options import options
from naja.player import Player
from naja import actions
+from naja.sound import sound
+import random
class GameBoard(object):
self.health = state['health']
self.wins = state['wins']
self.locations = [item.copy() for item in state['locations']]
+ self.puzzle = state.get('puzzle', False)
self.player = player
self.board_locations = board_locations
- self.player_mode = EXAMINE
+ 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, locations_definition,
+ 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):
+ if options.initial_bits:
+ initial_bits = options.initial_bits
state = {
'max_health': max_health,
'health': max_health,
'wins_required': wins_required,
'wins': 0,
- 'locations': locations_definition,
+ 'locations': deck['cards'],
+ '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(locations_definition))
+ cls.generate_board(deck))
return cls(state, player, board_locations)
@classmethod
return cls(state, player, board_locations)
def export(self):
- return {
+ data = {
'max_health': self.max_health,
'health': self.health,
'wins_required': self.wins_required,
'wins': self.wins,
'locations': [item.copy() for item in self.locations],
+ 'puzzle': self.puzzle,
'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 self.has_cheated:
+ data['cheater'] = True
+ return data
@classmethod
def import_locations(cls, locations_definition):
for definition in locations_definition]
def export_board_locations(self):
- return dict(
+ return sorted(
(position, location.export())
for position, location in self.board_locations.iteritems())
@classmethod
def import_board_locations(cls, board_locations_definition):
return dict(
- (position, LocationCard.import_location(definition))
- for position, definition in board_locations_definition.iteritems())
+ (tuple(position), LocationCard.import_location(definition))
+ for position, definition in board_locations_definition)
+
+ @classmethod
+ def generate_board(cls, deck):
+ if deck.get('puzzle', False):
+ return cls.generate_puzzle_board(deck)
+ else:
+ return cls.generate_random_board(deck)
+
+ @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(), replacement_params).export()]
+ for i, card in enumerate(deck['cards'])
+ ]
+ return board_locations
@classmethod
- def generate_board(cls, locations_definition):
- board_locations = {}
+ 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(locations_definition).copy())
- board_locations[(x, y)] = board_location.export()
+ new_choice.copy(), replacement_params)
+ board_locations.append([(x, y), board_location.export()])
return board_locations
def lose_health(self):
if self.wins >= self.wins_required:
self.end_game(win=True)
+ def card_used(self, position):
+ if not self.puzzle:
+ 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 = {}
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):
elif BITS[direction] == BITS.WEST:
self.shift_location_row(-1, is_vertical=False)
+ def rotate_locations(self, direction):
+ px, py = self.player.position
+ locations_to_rotate = []
+ rotated_locations = {}
+
+ if py > 0:
+ for i in range(max(0, px - 1), min(5, px + 2)):
+ locations_to_rotate.append((i, py - 1))
+
+ if px < 4:
+ locations_to_rotate.append((px + 1, py))
+
+ if py < 4:
+ for i in reversed(range(max(0, px - 1), min(5, px + 2))):
+ locations_to_rotate.append((i, py + 1))
+
+ if px > 0:
+ locations_to_rotate.append((px - 1, py))
+
+ if ROTATION[direction] == ROTATION.CLOCKWISE:
+ new_positions = locations_to_rotate[1:] + [locations_to_rotate[0]]
+ elif ROTATION[direction] == ROTATION.ANTICLOCKWISE:
+ new_positions = ([locations_to_rotate[-1]] + locations_to_rotate[:-1])
+
+ for old, new in zip(locations_to_rotate, new_positions):
+ rotated_locations[new] = self.board_locations[old]
+
+ self.board_locations.update(rotated_locations)
+
def allow_chess_move(self, chesspiece):
self.player.allow_chess_move(chesspiece)
% 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
from naja.scenes.lose import LoseScene
from naja.scenes.win import WinScene
+ sound.stop()
if win:
SceneChangeEvent.post(WinScene)
else:
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, 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
@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):
return action_class(required_bits, **data)
@classmethod
- def new_location(cls, definition):
+ def new_location(cls, definition, replacement_params):
if 'bits' in definition:
bits = cls.parse_bits(definition['bits'])
else:
bits = cls.generate_bitwise_operand()
+
+ 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']
return cls.import_location({
'bitwise_operand': bits,
'actions': definition['actions'],
+ 'max_number': max_number,
+ 'card_name': card_name,
+ 'replacement_time': replacement_time,
})
@classmethod
def export(self):
return {
- 'bitwise_operand': self.bitwise_operand,
+ '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)
+