self.required_bits = required_bits
self.data = data
+ def sanity_check(self, location):
+ pass
+
def get_glyphs(self):
return self.GLYPHS
'data': self.data,
'action_class': self.__class__.__name__}
+ def take_damage(self, board):
+ sound.play_sound('awwww.ogg')
+ board.lose_health()
+
class DoNothing(LocationAction):
TEXT = "No effect."
def perform_action(self, board, location):
if not self.check_and_clear_MSB(board.player):
- sound.play_sound('awwww.ogg')
- board.lose_health()
+ self.take_damage(board)
class SetBits(LocationAction):
board.player.bits.clear_bits(location.bitwise_operand)
+class ClearBitsAndHealth(LocationAction):
+ TEXT = "Clear %(location_bits)s and {HEALTH}."
+ GLYPHS = (ACTION_GLYPHS.CLEAR_BITS, ACTION_GLYPHS.DAMAGE)
+
+ def perform_action(self, board, location):
+ board.player.bits.clear_bits(location.bitwise_operand)
+ self.take_damage(board)
+
+
class ToggleBits(LocationAction):
TEXT = "Toggle %(location_bits)s."
GLYPHS = (ACTION_GLYPHS.TOGGLE_BITS,)
board.player.bits.toggle_bits(location.bitwise_operand)
+class ToggleBitsAndHarm(LocationAction):
+ TEXT = "Toggle %(location_bits)s and lose {HEALTH}."
+ GLYPHS = (ACTION_GLYPHS.TOGGLE_BITS, ACTION_GLYPHS.DAMAGE)
+
+ def perform_action(self, board, location):
+ board.player.bits.toggle_bits(location.bitwise_operand)
+ self.take_damage(board)
+
+
class GenericBits(LocationAction):
GLYPHS = (ACTION_GLYPHS.SET_BITS, ACTION_GLYPHS.CLEAR_BITS)
self.acquire_win = self.data.get('acquire_win', False)
self.lose_health = self.data.get('lose_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
bits.set_bits(self.set_bits)
parts.append("Lose {HEALTH}.")
for template, bits in [
('Set %s.', self.set_bits), ('Clear %s.', self.clear_bits),
- ('Toggle %s', self.toggle_bits)]:
+ ('Toggle %s.', self.toggle_bits)]:
if bits:
parts.append(template % (bit_glyphs(bits)))
if self.once:
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)
class GainHealth(LocationAction):
TEXT = "Gain {HEALTH}."