+ player = Player(initial_bits, initial_pos)
+ board_locations = cls.import_board_locations(
+ cls.generate_board(deck))
+ board = cls(state, player, board_locations)
+ player.set_gameboard(board)
+ return board
+
+ @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'))
+ board = cls(state, player, board_locations)
+ player.set_gameboard(board)
+ return board
+
+ def export(self):
+ 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 options.cheat_enabled:
+ self.has_cheated = True
+ if self.has_cheated:
+ data['cheater'] = True
+ return data
+
+ @classmethod
+ def import_locations(cls, locations_definition):
+ return [
+ LocationCard.import_location(definition)
+ for definition in locations_definition]
+
+ def export_board_locations(self):
+ return sorted(
+ (position, location.export())
+ for position, location in self.board_locations.iteritems())
+
+ @classmethod
+ def import_board_locations(cls, board_locations_definition):
+ return dict(
+ (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, 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(
+ new_choice.copy(), replacement_params)
+ board_locations.append([(x, y), board_location.export()])
+ return board_locations
+
+ def lose_health(self):
+ self.health -= 1
+ 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 card_used(self, position):
+ if not self.puzzle:
+ self.replace_card(position)
+
+ def replace_card(self, position):
+ 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 = 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
+ 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 = {}
+ 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)]
+
+ 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 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)
+
+ 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
+ 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:
+ SceneChangeEvent.post(LoseScene)