Mercurial > sypikslang
annotate gamelib/gamestate.py @ 41:e285b1e31a08
Add can_attempt method for future flexibility
author | Neil Muller <drnlmuller@gmail.com> |
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date | Mon, 07 May 2012 13:59:50 +0200 |
parents | 12c33aac7684 |
children | 47c7e96cf9c8 |
rev | line source |
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16 | 1 # -*- coding: utf-8 -*- |
2 # vim:fileencoding=utf-8 ai ts=4 sts=4 et sw=4 | |
3 | |
4 """The actual game state object""" | |
5 | |
6 from gamelib import missions, lab, products | |
7 | |
8 | |
9 class Game(object): | |
10 | |
22
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11 def __init__(self, init_data=None): |
16 | 12 self.money = 1000 |
13 # Will be updated on the next turn | |
14 self.points = 0 | |
15 self.reputation = 0 | |
16 # Missions being attempted | |
17 self.cur_missions = [] | |
18 # Science allocation for the current turn | |
19 self.cur_allocation = [] | |
22
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20 self.lab = None |
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21 self.missions = [] |
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22 if init_data: |
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23 self._load_data(init_data) |
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24 else: |
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25 self.lab = lab.Lab() |
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26 # instantiate all the available missions |
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27 self.missions = [cls() for cls in |
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28 missions.Mission.__subclasses__()] |
16 | 29 |
30 def start_turn(self): | |
31 # Make more flexible? | |
32 self.points += 3 | |
33 self.cur_missions = [] | |
34 self.cur_allocation = [] | |
35 | |
36 def get_available_equipment(self): | |
37 """Return a list of equipment we can produce and afford""" | |
25 | 38 available = [x for x in self.lab.science |
16 | 39 if isinstance(x, products.Product) and x.COST <= self.money] |
40 return available | |
41 | |
33
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42 def get_available_missions(self): |
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43 """Return a list of missions we can feasibly attempt""" |
41
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44 available = [x for x in self.missions if x.can_attempt(self)] |
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45 return available |
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46 |
16 | 47 def end_turn(self): |
48 # Attempt the missions | |
49 mission_results = [] | |
50 for mission, equipment in self.cur_missions: | |
25 | 51 mission_results.append(mission.attempt(equipment, self)) |
16 | 52 # Do the science |
53 self.points -= len(self.cur_allocation) | |
54 if self.points < 0: | |
55 raise RuntimeError('Spent too many points') | |
56 new_stuff = self.lab.spend_points(self.cur_allocation, self.points) | |
27
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57 self.points = 0 |
16 | 58 # Process mission results |
59 for result in mission_results: | |
60 result.apply(self) | |
61 for science in new_stuff: | |
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62 # FIXME: Update UI better. |
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63 print "You learned new stuff:", science.NAME |
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64 |
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65 def save_data(self): |
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66 """Serialize the game state into a dict""" |
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67 data = {} |
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68 data['money'] = self.money |
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69 data['reputation'] = self.reputation |
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70 data['points'] = self.points |
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71 data['lab'] = self.lab.serialize() |
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72 # Save mission state |
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73 data['missions'] = {} |
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74 for mission in self.missions: |
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75 miss_name = type(mission).__name__ |
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76 data['missions'][miss_name] = mission.save_data() |
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77 return data |
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78 |
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79 def _load_data(self, data): |
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80 """Restore the game state""" |
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81 self.money = data['money'] |
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82 self.reputation = data['reputation'] |
296ce36fa7d9
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parents:
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83 self.points = data['points'] |
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84 self.lab = lab.Lab(data['lab']) |
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85 for mis_class in missions.Mission.__subclasses__(): |
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86 miss_name = mis_class.__name__ |
296ce36fa7d9
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87 if miss_name in data['missions']: |
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88 self.missions.append(mis_class(data['missions'][miss_name])) |