annotate gamelib/gamestate.py @ 135:8d1cf98e39b5

Reputation decays over time
author Neil Muller <drnlmuller@gmail.com>
date Thu, 10 May 2012 17:07:06 +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 (NEW_SCIENCE, NEW_SCHEMATIC, M_VALS, MILESTONES,
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9 NEW_MILESTONE)
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12 class Game(object):
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13
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14 def __init__(self, init_data=None):
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15 self.money = 1000
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16 self.minions = 1
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17 self.milestone = "basement"
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18 # Will be updated on the next turn
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19 self.points = 0
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20 self.reputation = 0
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21 self.turn = 0
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22 # Missions being attempted
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23 self.cur_missions = []
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24 # Science allocation for the current turn
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25 self.cur_allocation = []
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26 self.lab = None
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27 self.missions = []
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28 if init_data:
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29 self._load_data(init_data)
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30 else:
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31 self.lab = lab.Lab()
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32 # instantiate all the available missions
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33 for cls in get_subclasses(missions.Mission):
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34 self.missions.append(cls())
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36 def start_turn(self):
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37 # Make more flexible?
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38 self.points += 1 + M_VALS[self.milestone] * 2
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39 self.minions += 1 + M_VALS[self.milestone] * 2
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40 self.turn += 1
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41 self.cur_missions = []
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42 self.cur_allocation = []
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43
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44 def get_available_equipment(self):
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45 """Return a list of equipment we can produce and afford"""
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46 available = [x for x in self.lab.science
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47 if x.SCIENCE_TYPE == 'schematic' and x.COST <= self.money]
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48 return available
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50 def get_all_equipment(self):
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51 """Return a list of equipment we could produce, regardless of cost"""
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52 equipment = [x for x in self.lab.science
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53 if x.SCIENCE_TYPE == 'schematic']
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54 return equipment
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55
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56 def get_available_missions(self):
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57 """Return a list of missions we can feasibly attempt"""
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58 available = [x for x in self.missions if x.can_attempt(self)]
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59 return available
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61 def get_available_points(self):
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62 return self.points - len(self.cur_allocation)
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63
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64 def end_turn(self):
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65 # Attempt the missions
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66 mission_results = []
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67 for mission, equipment in self.cur_missions:
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68 mission_results.append(mission.attempt(equipment, self))
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69 if not self.cur_missions and self.reputation > 0:
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70 # If you're not doing stuff, you're not in the news
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71 self.reputation -= M_VALS[self.milestone]
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72 # Do the science
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73 self.points -= len(self.cur_allocation)
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74 if self.points < 0:
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75 raise RuntimeError('Spent too many points')
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76 new_stuff = self.lab.spend_points(self.cur_allocation, self.points)
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77 self.points = 0
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78 self.minions = 0
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79 # Process mission results
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80 messages = []
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81 for result in mission_results:
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82 result.apply(self)
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83 messages.append((result.outcome, result.message))
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84 if result.outcome == NEW_MILESTONE:
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85 self.milestone = MILESTONES[M_VALS[self.milestone] + 1]
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86 for science in new_stuff:
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87 # FIXME: Update UI better.
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88 if science.SCIENCE_TYPE == 'research':
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89 messages.append((NEW_SCIENCE,
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90 "You've started a new line of research in %s"
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91 % science.NAME))
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92 else:
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93 messages.append((NEW_SCHEMATIC,
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94 "You've developed blueprints for a %s" % science.NAME))
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95 return messages
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96
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97 def save_data(self):
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98 """Serialize the game state into a dict"""
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99 data = {}
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100 data['money'] = self.money
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101 data['minions'] = self.minions
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102 data['reputation'] = self.reputation
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103 data['milestone'] = self.milestone
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104 data['points'] = self.points
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105 data['lab'] = self.lab.save_data()
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106 data['turn'] = self.turn
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107 # Save mission state
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108 data['missions'] = {}
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109 for mission in self.missions:
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110 miss_name = type(mission).__name__
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111 data['missions'][miss_name] = mission.save_data()
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112 return data
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113
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114 def _load_data(self, data):
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115 """Restore the game state"""
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116 self.money = data['money']
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117 self.minions = data['minions']
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118 self.reputation = data['reputation']
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119 self.points = data['points']
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120 self.turn = data['turn']
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121 self.milestone = data['milestone']
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122 self.lab = lab.Lab(data['lab'])
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123 for mis_class in missions.Mission.__subclasses__():
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124 miss_name = mis_class.__name__
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125 if miss_name in data['missions']:
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126 self.missions.append(mis_class(data['missions'][miss_name]))