from naja.constants import(
BITS, DIRECTION_BITS, CONDITION_BITS, PLAYER_DEFAULTS,
- MOVE, ACT, EXAMINE)
+ ACT, EXAMINE)
from naja.player import Player
from naja import actions
self.locations = [item.copy() for item in state['locations']]
self.player = player
self.board_locations = board_locations
- self.player_mode = MOVE
+ self.player_mode = EXAMINE
@classmethod
def new_game(cls, locations_definition,
location = LocationCard.new_location(choice(self.locations).copy())
self.board_locations[position] = location
- def shift_locations(self, direction):
+ def shift_location_row(self, change, is_vertical):
px, py = self.player.position
shifted_locations = {}
- # TODO: Make this less horrible. Also test it.
+ 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)]
+
+ print change, is_vertical, shifted_locations
+ self.board_locations.update(shifted_locations)
+
+ def shift_locations(self, direction):
if BITS[direction] == BITS.NORTH:
- for y in range(5):
- if y == py:
- continue
- new_y = y - 1
- if new_y == py:
- new_y -= 1
- new_y %= 5
- shifted_locations[(px, new_y)] = self.board_locations[(px, y)]
+ self.shift_location_row(-1, is_vertical=True)
elif BITS[direction] == BITS.SOUTH:
- for y in range(5):
- if y == py:
- continue
- new_y = y + 1
- if new_y == py:
- new_y += 1
- new_y %= 5
- shifted_locations[(px, new_y)] = self.board_locations[(px, y)]
+ self.shift_location_row(1, is_vertical=True)
elif BITS[direction] == BITS.EAST:
- for x in range(5):
- if x == px:
- continue
- new_x = x + 1
- if new_x == px:
- new_x += 1
- new_x %= 5
- shifted_locations[(new_x, py)] = self.board_locations[(x, py)]
+ self.shift_location_row(1, is_vertical=False)
elif BITS[direction] == BITS.WEST:
- for x in range(5):
- if x == px:
- continue
- new_x = x - 1
- if new_x == px:
- new_x -= 1
- new_x %= 5
- shifted_locations[(new_x, py)] = self.board_locations[(x, py)]
+ self.shift_location_row(-1, is_vertical=False)
- self.board_locations.update(shifted_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 (MOVE, ACT, EXAMINE):
+ elif new_mode in (ACT, EXAMINE):
self.player_mode = new_mode
else:
raise RuntimeError("Illegal player mode %s" % self.player_mode)
@classmethod
def build_action(cls, definition):
action_class = getattr(actions, definition['action_class'])
- required_bits = definition['required_bits']
+ required_bits = cls.parse_bits(definition['required_bits'])
data = definition.get('data', {})
return action_class(required_bits, **data)
@classmethod
def new_location(cls, definition):
+ if 'bits' in definition:
+ bits = cls.parse_bits(definition['bits'])
+ else:
+ bits = cls.generate_bitwise_operand()
return cls.import_location({
- 'bitwise_operand': cls.generate_bitwise_operand(),
+ 'bitwise_operand': bits,
'actions': definition['actions'],
})
+ @classmethod
+ def parse_bits(self, bit_list):
+ # Convert names to numbers if applicable.
+ return frozenset(BITS.get(bit, bit) for bit in bit_list)
+
def export(self):
return {
'bitwise_operand': self.bitwise_operand,