annotate gamelib/gamestate.py @ 80:a40a76012bd7

Refactor message handling so we can deal with in the gui
author Neil Muller <drnlmuller@gmail.com>
date Wed, 09 May 2012 12:08:44 +0200
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children 59afe9f92383
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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
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11 class Game(object):
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13 def __init__(self, init_data=None):
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14 self.money = 1000
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15 # Will be updated on the next turn
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16 self.points = 0
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17 self.reputation = 0
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18 # Missions being attempted
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19 self.cur_missions = []
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20 # Science allocation for the current turn
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21 self.cur_allocation = []
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22 self.lab = None
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23 self.missions = []
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24 if init_data:
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25 self._load_data(init_data)
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26 else:
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27 self.lab = lab.Lab()
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28 # instantiate all the available missions
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29 for cls in get_subclasses(missions.Mission):
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30 self.missions.append(cls())
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32 def start_turn(self):
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33 # Make more flexible?
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34 self.points += 3
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35 self.cur_missions = []
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36 self.cur_allocation = []
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38 def get_available_equipment(self):
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39 """Return a list of equipment we can produce and afford"""
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40 available = [x for x in self.lab.science
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41 if x.SCIENCE_TYPE == 'schematic' and x.COST <= self.money]
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42 return available
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44 def get_available_missions(self):
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45 """Return a list of missions we can feasibly attempt"""
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46 available = [x for x in self.missions if x.can_attempt(self)]
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47 return available
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49 def get_available_points(self):
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50 return self.points - len(self.cur_allocation)
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52 def end_turn(self):
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53 # Attempt the missions
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54 mission_results = []
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55 for mission, equipment in self.cur_missions:
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56 mission_results.append(mission.attempt(equipment, self))
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57 # Do the science
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58 self.points -= len(self.cur_allocation)
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59 if self.points < 0:
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60 raise RuntimeError('Spent too many points')
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61 new_stuff = self.lab.spend_points(self.cur_allocation, self.points)
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62 self.points = 0
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63 # Process mission results
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64 messages = []
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65 for result in mission_results:
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66 result.apply(self)
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67 messages.append((result.outcome, result.msg))
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68 for science in new_stuff:
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69 # FIXME: Update UI better.
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70 if science.SCIENCE_TYPE == 'research':
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71 messages.append((NEW_SCIENCE,
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72 "You've started a new line of research in %s"
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73 % science.NAME))
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74 else:
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75 messages.append((NEW_SCHEMATIC,
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76 "You've developed blueprints for a %s" % science.NAME))
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77 return messages
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79 def save_data(self):
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80 """Serialize the game state into a dict"""
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81 data = {}
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82 data['money'] = self.money
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83 data['reputation'] = self.reputation
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84 data['points'] = self.points
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85 data['lab'] = self.lab.serialize()
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86 # Save mission state
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87 data['missions'] = {}
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88 for mission in self.missions:
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89 miss_name = type(mission).__name__
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90 data['missions'][miss_name] = mission.save_data()
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91 return data
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92
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93 def _load_data(self, data):
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94 """Restore the game state"""
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95 self.money = data['money']
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96 self.reputation = data['reputation']
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97 self.points = data['points']
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98 self.lab = lab.Lab(data['lab'])
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99 for mis_class in missions.Mission.__subclasses__():
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100 miss_name = mis_class.__name__
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101 if miss_name in data['missions']:
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102 self.missions.append(mis_class(data['missions'][miss_name]))