-from naja.constants import BITS
+from naja.constants import ACTION_GLYPHS, BITS, CHESS_PIECES
+from naja.sound import sound
+from naja.utils import bit_glyphs, move_glyph
class LocationAction(object):
"""
TEXT = None
+ GLYPHS = tuple()
+ MSB_GLYPH = None
def __init__(self, required_bits, **data):
- self.required_bits = frozenset(required_bits)
+ self.required_bits = required_bits
self.data = data
+ def get_text(self, location=None):
+ substitutions = self.data.copy()
+
+ if 'shift' in self.data:
+ substitutions['shift'] = self.data['shift']
+ substitutions['shift_glyph'] = ('{SHIFT_%s}'
+ % self.data['direction'].upper())
+ elif 'direction' in self.data:
+ substitutions['rowcol'] = {
+ 'NORTH': 'column',
+ 'SOUTH': 'column',
+ 'EAST': 'row',
+ 'WEST': 'row',
+ }[self.data['direction']]
+ substitutions['direction'] = '{%s}' % (substitutions['direction'],)
+
+ if 'chesspiece' in self.data:
+ substitutions['chesspiece_name'] = move_glyph(
+ self.data['chesspiece'])
+
+ if 'rot_direction' in self.data:
+ substitutions['rot_direction_name'] = '{%s}' % (
+ substitutions['rot_direction'],)
+
+ if location is None:
+ substitutions['location_bits'] = 'bits specified by this location'
+ else:
+ substitutions['location_bits'] = bit_glyphs(
+ location.bitwise_operand)
+
+ return self.TEXT % substitutions
+
def check_available(self, player):
return player.bits.check_bits(self.required_bits)
- def perform_action(self, player, board):
- raise NotImplementedError("TODO")
+ def perform_action(self, board, location):
+ raise NotImplementedError(
+ "%s does not implement perform_action()." % (type(self).__name__,))
def check_and_clear_MSB(self, player):
if player.bits.check_bit(BITS.MSB):
else:
return False
+ def export(self):
+ return {'required_bits': list(self.required_bits),
+ 'data': self.data,
+ 'action_class': self.__class__.__name__}
+
class DoNothing(LocationAction):
TEXT = "No effect."
+ GLYPHS = (ACTION_GLYPHS.NOTHING,)
- def perform_action(self, player, board):
+ def perform_action(self, board, location):
pass
-class LoseHeathOrMSB(LocationAction):
- TEXT = "Lose health. If MSB is set, it will be cleared instead."
+class LoseHealthOrMSB(LocationAction):
+ TEXT = "Lose {HEALTH} or {MSB}."
+ MSB_GLYPH = ACTION_GLYPHS.DAMAGE
+
+ def perform_action(self, board, location):
+ if not self.check_and_clear_MSB(board.player):
+ sound.play_sound('awwww.ogg')
+ board.lose_health()
+
+
+class SetBits(LocationAction):
+ TEXT = "Set %(location_bits)s."
+ GLYPHS = (ACTION_GLYPHS.SET_BITS,)
+
+ def perform_action(self, board, location):
+ board.player.bits.set_bits(location.bitwise_operand)
+
+
+class ToggleBits(LocationAction):
+ TEXT = "Toggle %(location_bits)s."
+ GLYPHS = (ACTION_GLYPHS.TOGGLE_BITS,)
+
+ def perform_action(self, board, location):
+ board.player.bits.toggle_bits(location.bitwise_operand)
+
+
+class ShiftBits(LocationAction):
+ TEXT = "Barrel-shift player bits %(shift_glyph)s %(shift)s."
+ GLYPHS = (ACTION_GLYPHS.SHIFT_LEFT,)
+
+ def perform_action(self, board, location):
+ shift = self.data['shift']
+ if self.data['direction'] == 'left':
+ board.player.bits.shift_bits_left(shift)
+ else:
+ board.player.bits.shift_bits_right(shift)
+
+
+class LoseHealthOrMSBAndSetBits(LocationAction):
+ TEXT = "Lose {HEALTH} or {MSB}, then set %(location_bits)s."
+ GLYPHS = (ACTION_GLYPHS.SET_BITS,)
+ MSB_GLYPH = ACTION_GLYPHS.DAMAGE
- def perform_action(self, player, board):
- if not self.check_and_clear_MSB(player):
+ def perform_action(self, board, location):
+ if not self.check_and_clear_MSB(board.player):
+ sound.play_sound('awwww.ogg')
board.lose_health()
+ board.player.bits.set_bits(location.bitwise_operand)
+
+
+class AcquireWinToken(LocationAction):
+ TEXT = "Gain {WINTOKEN}, then clear {RED,GREEN,BLUE}."
+ GLYPHS = (ACTION_GLYPHS.WINTOKEN,)
+
+ def perform_action(self, board, location):
+ sound.play_sound('yipee.ogg')
+ board.acquire_win_token()
+ board.player.bits.clear_bits(set([
+ BITS.RED, BITS.GREEN, BITS.BLUE,
+ ]))
+
+
+class GainHealth(LocationAction):
+ TEXT = "Gain {HEALTH}."
+ GLYPHS = (ACTION_GLYPHS.HEAL,)
+
+ def perform_action(self, board, location):
+ sound.play_sound('aha.ogg')
+ board.gain_health()
+
+
+class GainHealthAndClearBitsOrMSB(LocationAction):
+ TEXT = "Gain {HEALTH}, then clear %(location_bits)s or {MSB}."
+ GLYPHS = (ACTION_GLYPHS.HEAL,)
+ MSB_GLYPH = ACTION_GLYPHS.CLEAR_BITS
+
+ def perform_action(self, board, location):
+ sound.play_sound('aha.ogg')
+ board.gain_health()
+ if not self.check_and_clear_MSB(board.player):
+ board.player.bits.clear_bits(location.bitwise_operand)
+
+
+class ShiftLocations(LocationAction):
+ TEXT = "Shift current %(rowcol)s %(direction)s."
+ GLYPHS = (ACTION_GLYPHS.CHANGE_BOARD,)
+
+ def perform_action(self, board, location):
+ sound.play_sound('grind.ogg')
+ board.shift_locations(self.data['direction'])
+
+
+class RotateLocations(LocationAction):
+ TEXT = "Rotate adjacent locations %(rot_direction_name)s."
+ GLYPHS = (ACTION_GLYPHS.CHANGE_BOARD,)
+
+ def perform_action(self, board, location):
+ sound.play_sound('grind.ogg')
+ board.rotate_locations(self.data['rot_direction'])
+
+
+class AllowChessMove(LocationAction):
+ TEXT = "Move like a %(chesspiece_name)s for one turn."
+ GLYPHS = (ACTION_GLYPHS.MOVEMENT,)
+
+ def perform_action(self, board, location):
+ if self.data['chesspiece'] in CHESS_PIECES:
+ chesspiece = CHESS_PIECES[self.data['chesspiece']]
+ board.allow_chess_move(chesspiece)