added timed card specific behaviour
[naja.git] / naja / gameboard.py
index d62684924a514847634707ff038250de5ed5f33f..ed8d74f4657974079b3978ece51edbb0a30b3499 100644 (file)
@@ -2,9 +2,12 @@ from random import choice
 
 from naja.constants import(
     BITS, DIRECTION_BITS, CONDITION_BITS, PLAYER_DEFAULTS,
-    ACT, EXAMINE)
+    ACT, EXAMINE, ROTATION)
+from naja.options import options
 from naja.player import Player
 from naja import actions
+from naja.sound import sound
+import random
 
 
 class GameBoard(object):
@@ -18,26 +21,35 @@ class GameBoard(object):
         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 = EXAMINE
+        self.player_mode = state.get('player_mode', EXAMINE)
+        self.has_cheated = state.get('cheater', options.cheat_enabled)
+        self.clock_count = state.get('clock_count', 0)
+        self.replacement_params = state.get('replacement_params', None)
 
     @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),
+            'clock_count': 0,
+            'replacement_params': deck.get('replacement_params', None),
         }
         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
@@ -49,15 +61,22 @@ class GameBoard(object):
         return cls(state, player, board_locations)
 
     def export(self):
-        return {
+        data = {
             'max_health': self.max_health,
             'health': self.health,
             '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(),
+            'player_mode': self.player_mode,
+            'clock_count': self.clock_count,
+            'replacement_params': self.replacement_params,
         }
+        if self.has_cheated:
+            data['cheater'] = True
+        return data
 
     @classmethod
     def import_locations(cls, locations_definition):
@@ -66,24 +85,44 @@ class GameBoard(object):
             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_board(cls, locations_definition):
-        board_locations = {}
+    def generate_puzzle_board(cls, deck):
+        assert len(deck['cards']) == 5 * 5
+        replacement_params = deck.get('replacement_params', None)
+        board_locations = [
+            [(i % 5, i // 5),
+             LocationCard.new_location(
+                 card.copy(), replacement_params).export()]
+            for i, card in enumerate(deck['cards'])
+        ]
+        return board_locations
+
+    @classmethod
+    def generate_random_board(cls, deck):
+        board_locations = []
+        replacement_params = deck.get('replacement_params', None)
         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(), replacement_params)
+                board_locations.append([(x, y), board_location.export()])
         return board_locations
 
     def lose_health(self):
@@ -100,52 +139,71 @@ class GameBoard(object):
         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())
+        location = LocationCard.new_location(choice(self.locations).copy(),
+                                             self.replacement_params)
         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)]
+
+        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 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[new] = self.board_locations[old]
+
+        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"""
@@ -154,14 +212,22 @@ class GameBoard(object):
                                % self.player_mode)
         elif new_mode in (ACT, EXAMINE):
             self.player_mode = new_mode
+            if new_mode is EXAMINE:
+                self.board_update()
         else:
             raise RuntimeError("Illegal player mode %s" % self.player_mode)
 
+    def board_update(self):
+        self.clock_count += 1
+        for position, location in self.board_locations.iteritems():
+            location.timer_action(position, self)
+
     def end_game(self, win):
         # TODO: Find a way to not have UI stuff in game logic stuff.
         from naja.events import SceneChangeEvent
         from naja.scenes.lose import LoseScene
         from naja.scenes.win import WinScene
+        sound.stop()
         if win:
             SceneChangeEvent.post(WinScene)
         else:
@@ -173,35 +239,60 @@ class LocationCard(object):
     A particular set of options available on a location.
     """
 
-    def __init__(self, bitwise_operand, location_actions):
+    def __init__(self, card_name, bitwise_operand, location_actions,
+                 replacement_time):
+        self.card_name = card_name
         self.bitwise_operand = bitwise_operand
         self.actions = location_actions
         self.check_actions()
+        self.replacement_time = replacement_time
 
     @classmethod
     def import_location(cls, state):
         location_actions = [
             cls.build_action(definition) for definition in state['actions']]
-        return cls(state['bitwise_operand'], location_actions)
+        return cls(state['card_name'], state['bitwise_operand'],
+                   location_actions, state['replacement_time'])
 
     @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):
+    def new_location(cls, definition, replacement_params):
+        if 'bits' in definition:
+            bits = cls.parse_bits(definition['bits'])
+        else:
+            bits = cls.generate_bitwise_operand()
+
+        if 'replacement_time' in definition:
+            replacement_time = definition['replacement_time']
+        else:
+            replacement_time = cls.generate_replacement_time(
+                replacement_params)
+
+        card_name = definition['card_name']
         return cls.import_location({
-            'bitwise_operand': cls.generate_bitwise_operand(),
+            'bitwise_operand': bits,
             'actions': definition['actions'],
+            'card_name': card_name,
+            'replacement_time': replacement_time,
         })
 
+    @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],
+            'card_name': self.card_name,
+            'replacement_time': self.replacement_time,
         }
 
     def check_actions(self):
@@ -232,3 +323,17 @@ class LocationCard(object):
         if choice(range(3)) == 0:
             bits.add(choice(BITS.values()))
         return frozenset(bits)
+
+    @staticmethod
+    def generate_replacement_time(replacement_params):
+        if replacement_params is None:
+            return None
+        else:
+            return random.randint(replacement_params[0], replacement_params[1])
+
+    def timer_action(self, position, board):
+        if self.replacement_time is not None:
+            self.replacement_time -= 1
+            if self.replacement_time <= 0:
+                board.replace_card(position)
+