annotate gamelib/gamestate.py @ 138:14917385a0fd

Better handling of mission results and turn-end messages.
author Jeremy Thurgood <firxen@gmail.com>
date Thu, 10 May 2012 22:33:26 +0200
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1 # -*- coding: utf-8 -*-
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2 # vim:fileencoding=utf-8 ai ts=4 sts=4 et sw=4
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3
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4 """The actual game state object"""
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5
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6 from gamelib import missions, lab
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7 from gamelib.game_base import get_subclasses
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8 from gamelib.constants import M_VALS, INFO
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10
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11 class Game(object):
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12
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13 def __init__(self, init_data=None):
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14 self.money = 1000
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15 self.minions = 1
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16 self.milestone = "basement"
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17 # Will be updated on the next turn
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18 self.points = 0
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19 self.reputation = 0
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20 self.turn = 0
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21 # Missions being attempted
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22 self.cur_missions = []
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23 # Science allocation for the current turn
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24 self.cur_allocation = []
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25 self.lab = None
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26 self.missions = []
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27 if init_data:
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28 self._load_data(init_data)
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29 else:
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30 self.lab = lab.Lab()
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31 # instantiate all the available missions
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32 for cls in get_subclasses(missions.Mission):
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33 self.missions.append(cls())
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35 def start_turn(self):
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36 # Make more flexible?
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37 self.points += 1 + M_VALS[self.milestone] * 2
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38 self.minions += 1 + M_VALS[self.milestone] * 2
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39 self.turn += 1
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40 self.cur_missions = []
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41 self.cur_allocation = []
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42
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43 def get_available_equipment(self):
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44 """Return a list of equipment we can produce and afford"""
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45 available = [x for x in self.lab.science
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46 if x.SCIENCE_TYPE == 'schematic' and x.COST <= self.money]
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47 return available
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49 def get_all_equipment(self):
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50 """Return a list of equipment we could produce, regardless of cost"""
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51 equipment = [x for x in self.lab.science
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52 if x.SCIENCE_TYPE == 'schematic']
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53 return equipment
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54
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55 def get_available_missions(self):
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56 """Return a list of missions we can feasibly attempt"""
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57 available = [x for x in self.missions if x.can_attempt(self)]
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58 return available
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60 def get_available_points(self):
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61 return self.points - len(self.cur_allocation)
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62
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63 def apply_mission_special(self, new_milestone=None):
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64 if new_milestone:
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65 self.milestone = new_milestone
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66
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67 def end_turn(self):
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68 # Attempt the missions
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69 mission_results = []
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70 for mission, equipment in self.cur_missions:
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71 mission_results.append(mission.attempt_mission(equipment, self))
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72 if not self.cur_missions and self.reputation > 0:
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73 # If you're not doing stuff, you're not in the news
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74 self.reputation -= M_VALS[self.milestone]
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75 # Do the science
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76 self.points -= len(self.cur_allocation)
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77 if self.points < 0:
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78 raise RuntimeError('Spent too many points')
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79 new_stuff = self.lab.spend_points(self.cur_allocation, self.points)
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80 self.points = 0
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81 self.minions = 0
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82 # Process mission results
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83 messages = []
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84 for result in mission_results:
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85 result.apply(self)
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86 messages.append((result.outcome, result.text, result.loot))
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87 for science in new_stuff:
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88 # FIXME: Update UI better.
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89 messages.append((INFO, "SCIENCE breakthrough!", {
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90 science.SCIENCE_TYPE: science}))
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91 return messages
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93 def save_data(self):
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94 """Serialize the game state into a dict"""
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95 data = {}
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96 data['money'] = self.money
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97 data['minions'] = self.minions
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98 data['reputation'] = self.reputation
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99 data['milestone'] = self.milestone
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100 data['points'] = self.points
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101 data['lab'] = self.lab.save_data()
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102 data['turn'] = self.turn
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103 # Save mission state
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104 data['missions'] = {}
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105 for mission in self.missions:
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106 miss_name = type(mission).__name__
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107 data['missions'][miss_name] = mission.save_data()
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108 return data
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109
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110 def _load_data(self, data):
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111 """Restore the game state"""
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112 self.money = data['money']
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113 self.minions = data['minions']
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114 self.reputation = data['reputation']
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115 self.points = data['points']
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116 self.turn = data['turn']
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117 self.milestone = data['milestone']
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118 self.lab = lab.Lab(data['lab'])
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119 for mis_class in missions.Mission.__subclasses__():
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120 miss_name = mis_class.__name__
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121 if miss_name in data['missions']:
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122 self.missions.append(mis_class(data['missions'][miss_name]))