from naja.constants import(
BITS, DIRECTION_BITS, CONDITION_BITS, PLAYER_DEFAULTS,
- MOVE, ACT, EXAMINE)
+ ACT, EXAMINE, ROTATION)
+from naja.options import options
from naja.player import Player
from naja import actions
self.health = state['health']
self.wins = state['wins']
self.locations = [item.copy() for item in state['locations']]
+ self.puzzle = state.get('puzzle', False)
self.player = player
self.board_locations = board_locations
- self.player_mode = MOVE
+ self.player_mode = EXAMINE
@classmethod
- def new_game(cls, locations_definition,
+ def new_game(cls, deck,
initial_bits=PLAYER_DEFAULTS.INITIAL_BITS,
initial_pos=PLAYER_DEFAULTS.INITIAL_POS,
max_health=PLAYER_DEFAULTS.MAX_HEALTH,
wins_required=PLAYER_DEFAULTS.WINS_REQUIRED):
+ if options.initial_bits:
+ initial_bits = options.initial_bits
state = {
'max_health': max_health,
'health': max_health,
'wins_required': wins_required,
'wins': 0,
- 'locations': locations_definition,
+ 'locations': deck['cards'],
+ 'puzzle': deck.get('puzzle', False),
}
player = Player(initial_bits, initial_pos)
board_locations = cls.import_board_locations(
- cls.generate_board(locations_definition))
+ cls.generate_board(deck))
return cls(state, player, board_locations)
@classmethod
'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(),
}
for definition in locations_definition]
def export_board_locations(self):
- return dict(
+ return sorted(
(position, location.export())
for position, location in self.board_locations.iteritems())
@classmethod
def import_board_locations(cls, board_locations_definition):
return dict(
- (position, LocationCard.import_location(definition))
- for position, definition in board_locations_definition.iteritems())
+ (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
+ board_locations = [
+ [(i % 5, i // 5),
+ LocationCard.new_location(card.copy()).export()]
+ for i, card in enumerate(deck['cards'])
+ ]
+ return board_locations
@classmethod
- def generate_board(cls, locations_definition):
- board_locations = {}
+ def generate_random_board(cls, deck):
+ board_locations = []
for x in range(5):
for y in range(5):
board_location = LocationCard.new_location(
- choice(locations_definition).copy())
- board_locations[(x, y)] = board_location.export()
+ choice(deck['cards']).copy())
+ board_locations.append([(x, y), board_location.export()])
return board_locations
def lose_health(self):
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):
location = LocationCard.new_location(choice(self.locations).copy())
self.board_locations[position] = location
+ 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[old] = self.board_locations[new]
+
+ 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 (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,
+ 'bitwise_operand': sorted(self.bitwise_operand),
'actions': [action.export() for action in self.actions],
}