X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=naja%2Fgameboard.py;h=8b0e099a77da9ebe02d6d2f58d314aec1a8a9572;hb=172e2665331fba1bcda0a5b07774db8523076e66;hp=8d4106cc931011dea15725842abf188a0b51f999;hpb=963216cd4493996f5859347fe50249fb5865d6e5;p=naja.git diff --git a/naja/gameboard.py b/naja/gameboard.py index 8d4106c..8b0e099 100644 --- a/naja/gameboard.py +++ b/naja/gameboard.py @@ -2,7 +2,8 @@ from random import choice from naja.constants import( BITS, DIRECTION_BITS, CONDITION_BITS, PLAYER_DEFAULTS, - MOVE, ACT) + ACT, EXAMINE, ROTATION) +from naja.options import options from naja.player import Player from naja import actions @@ -20,7 +21,7 @@ class GameBoard(object): 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, @@ -28,6 +29,8 @@ class GameBoard(object): 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, @@ -66,43 +69,122 @@ 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, locations_definition): - board_locations = {} + 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() + board_locations.append([(x, y), board_location.export()]) return board_locations def lose_health(self): self.health -= 1 - # TODO: Check win/lose + if self.health <= 0: + self.end_game(win=False) + + def gain_health(self): + if self.health < self.max_health: + self.health += 1 + + def acquire_win_token(self): + self.wins += 1 + if self.wins >= self.wins_required: + self.end_game(win=True) def replace_card(self, position): location = LocationCard.new_location(choice(self.locations).copy()) self.board_locations[position] = location - def change_mode(self): + 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 self.player_mode == MOVE: - self.player_mode = ACT - elif self.player_mode == ACT: - self.player_mode = MOVE + if new_mode == self.player_mode: + raise RuntimeError("Inconsistent state. Setting mode %s to itself" + % self.player_mode) + elif new_mode in (ACT, EXAMINE): + self.player_mode = new_mode else: raise RuntimeError("Illegal player mode %s" % self.player_mode) + 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 + if win: + SceneChangeEvent.post(WinScene) + else: + SceneChangeEvent.post(LoseScene) + class LocationCard(object): """ @@ -123,20 +205,29 @@ class LocationCard(object): @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], }