self.required_bits = required_bits
self.data = data
+ def sanity_check(self, location):
+ pass
+
def get_glyphs(self):
return self.GLYPHS
class LoseHealthOrMSB(LocationAction):
- TEXT = "Lose {HEALTH} or {MSB}."
+ TEXT = "Lose {MSB} or {HEALTH}."
MSB_GLYPH = ACTION_GLYPHS.DAMAGE
def perform_action(self, board, location):
self.once = self.data.get('once', False)
self.acquire_win = self.data.get('acquire_win', False)
self.lose_health = self.data.get('lose_health', False)
+ self.gain_health = self.data.get('gain_health', False)
+
+ def sanity_check(self, location):
+ missing_bits = set()
+ missing_bits.update(self.set_bits - set(location.bitwise_operand))
+ missing_bits.update(self.clear_bits - set(location.bitwise_operand))
+ missing_bits.update(self.toggle_bits - set(location.bitwise_operand))
+ if missing_bits:
+ raise ValueError(
+ "Location %s missing bits %r"
+ % (location.card_name, sorted(list(missing_bits))))
def perform_action(self, board, location):
bits = board.player.bits
if self.lose_health:
sound.play_sound('awwww.ogg')
board.lose_health()
+ if self.gain_health:
+ sound.play_sound('aha.ogg')
+ board.gain_health()
if self.once:
location.actions.remove(self)
glyphs.append(ACTION_GLYPHS.WINTOKEN)
if self.lose_health:
glyphs.append(ACTION_GLYPHS.DAMAGE)
+ if self.gain_health:
+ glyphs.append(ACTION_GLYPHS.HEAL)
if self.set_bits:
glyphs.append(ACTION_GLYPHS.SET_BITS)
if self.clear_bits:
return super(GenericBits, self).get_text()
parts = []
if self.acquire_win:
- parts.append("Gain a {WINTOKEN}.")
+ parts.append("Gain {WINTOKEN}.")
if self.lose_health:
parts.append("Lose {HEALTH}.")
+ if self.gain_health:
+ parts.append("Gain {HEALTH}.")
for template, bits in [
('Set %s.', self.set_bits), ('Clear %s.', self.clear_bits),
('Toggle %s.', self.toggle_bits)]:
class LoseHealthOrMSBAndSetBits(LocationAction):
- TEXT = "Lose {HEALTH} or {MSB}, then set %(location_bits)s."
+ TEXT = "Lose {MSB} or {HEALTH}, then set %(location_bits)s."
GLYPHS = (ACTION_GLYPHS.SET_BITS,)
MSB_GLYPH = ACTION_GLYPHS.DAMAGE
BITS.RED, BITS.GREEN, BITS.BLUE,
]))
+
class AcquireWinTokenAndLoseHealth(AcquireWinToken):
TEXT = "Gain {WINTOKEN}, lose {HEALTH}, then clear {RED,GREEN,BLUE}."
GLYPHS = (ACTION_GLYPHS.WINTOKEN, ACTION_GLYPHS.DAMAGE)
def perform_action(self, board, location):
self.take_damage(board)
- super(AcquireWinTokenAndLoseHealth, self).perform_action(board,
- location)
+ super(AcquireWinTokenAndLoseHealth, self).perform_action(
+ board, location)
+
class GainHealth(LocationAction):
TEXT = "Gain {HEALTH}."
class GainHealthAndClearBitsOrMSB(LocationAction):
- TEXT = "Gain {HEALTH}, then clear %(location_bits)s or {MSB}."
+ TEXT = "Gain {HEALTH}, then clear {MSB} or %(location_bits)s."
GLYPHS = (ACTION_GLYPHS.HEAL,)
MSB_GLYPH = ACTION_GLYPHS.CLEAR_BITS
def perform_action(self, board, location):
sound.play_sound('grind.ogg')
- board.shift_locations(self.data['direction'])
+ board.shift_locations(
+ self.data['direction'],
+ self.data.get('skip_current', True))
+ if self.data.get('move_player', False):
+ pos = {
+ 'NORTH': (0, -1), 'SOUTH': (0, 1),
+ 'EAST': (1, 0), 'WEST': (-1, 0),
+ }.get(self.data['direction'], (0, 0))
+ board.player.force_position(pos, delta=True)
class RotateLocations(LocationAction):
class AllowChessMoveIfMSB(LocationAction):
TEXT = (
- "Clear {MSB} and move like a %(chesspiece_name)s for one turn if it "
- "was set.")
+ "If {MSB} is set, unset {MSB} and move like a "
+ "%(chesspiece_name)s for one turn. Otherwise do nothing.")
MSB_GLYPH = ACTION_GLYPHS.MOVEMENT
def perform_action(self, board, location):