view gamelib/missions.py @ 36:efc4f90cfd63

Mission refactoring and research fix.
author Jeremy Thurgood <firxen@gmail.com>
date Mon, 07 May 2012 00:18:16 +0200
parents 2754c453b39b
children e285b1e31a08
line wrap: on
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# -*- coding: utf-8 -*-
# vim:fileencoding=utf-8 ai ts=4 sts=4 et sw=4

from random import random

from products import HAND_WEAPON, VEHICLE, PATHOGEN, DOOMSDAY_DEVICE

MAJOR_SETBACK, FAILURE, SUCCESS, MAJOR_SUCCESS, GAME_WIN = range(5)


class Result(object):
    """Results of a mission"""

    def __init__(self, outcome, money, reputation, msg):
        self.outcome = outcome
        self.money = money
        self.reputation = reputation
        self.message = msg
        self.applied = False

    def apply(self, state):
        if not self.applied:
            state.money += self.money
            state.reputation += self.reputation
            self.applied = True
            # FIXME: Hook up to the UI
            print self.message
        else:
            raise RuntimeError('attempted to apply result twice')


class Mission(object):
    """Base class for the mission objects.
       Missions have a name, short description (for list displays) and
       long description (which may contain clues about approaches)"""

    NAME = "Generic Mission"
    SHORT_DESCRIPTION = None
    LONG_DESCRIPTION = None
    MINIMUM_REPUTATION = None
    available = True

    def __init__(self, init_data=None):
        pass

    def save_data(self):
        """Serialize the mission state for saving, etc."""
        return []

    def attempt(self, equipment, state):
        """Attempt the mission with the given equipment list.
        Returns a result object with the results of the mission."""

        # No equipment is usually a special case.
        if not equipment:
            return self.attempt_no_equipment(state)

        # Categorise equipment for easier decision-making.
        categorised = {}
        for item in equipment:
            for category in item.CATEGORIES:
                categorised.setdefault(category, []).append(item)
        result = self.attempt_with(categorised, state)

        if result is not None:
            # We have a mission result.
            return result

        # Generic fallback result.
        return Result(FAILURE, 0, 0, (
                "You fail to inspire sufficient fear."))

    def attempt_no_equipment(self, state):
        return Result(FAILURE, 0, 0, (
                "Really? You're going in completely unequipped?"
                " How brave. And foolish. And ultimately unsuccessful."))

    def attempt_with(self, categorised, state):
        return Result(FAILURE, 0, 0, "You can't succceed at this mission.")


class PlaygroundBully(Mission):

    NAME = "Rob kids in the playground"
    SHORT_DESCRIPTION = "Steal from those significantly weaker than yourself."
    LONG_DESCRIPTION = (
        "It's not menancing, or lucrative, but when the bills are due, no one"
        " cares how you earn the money.")

    def attempt(self, equipment, state):
        haul = 90 + int(random() * 20)
        return Result(SUCCESS, haul, -1, (
                "You devote your resources to robbing kids in a playpark."
                " It's not the finest moment in your reign of terror, but at"
                " least you walked away with a surprising amount of small"
                " change."))


class RansomChina(Mission):

    NAME = "Hold China to ransom"
    SHORT_DESCRIPTION = "Surely a path to riches and fame."
    LONG_DESCRIPTION = (
        "Holding China to ransom. The rewards for successfully threatening"
        " the largest country in the world are great, but the risks are"
        " significant. Without some serious firepower, the chances of success"
        " are small.")
    MINIMUM_REPUTATION = 100

    def __init__(self, init_data=None):
        # Track prior approaches to this mission
        self._prior_attempts = set()
        if init_data:
            self._prior_attempts = set(init_data)

    def save_data(self):
        return self._prior_attempts

    def attempt_no_equipment(self, state):
        return Result(FAILURE, 0, -10, (
                "It takes three different interpreters before the Chinese"
                " government finally understand that you're trying to hold"
                " them ransom with... well... nothing. Nothing at all. This"
                " one will probably make a good anecdote at diplomatic"
                " cocktail parties. But not for you. No, not for you at all."))

    def attempt_with(self, categorised, state):
        dooms = categorised.get(DOOMSDAY_DEVICE, [])

        if not dooms:
            return Result(FAILURE, 0, -1, (
                    "You completely fail to inspire the requisite level of"
                    " terror. Maybe a more impressive threat will fare"
                    " better."))

        if len(dooms) > 1:
            return Result(FAILURE, 0, 0, (
                    "Everyone seems confused as to how you actually plan"
                    " to cause widepsread distruction and mayhem, and"
                    " negotiations break down. Perhaps it's better to stick"
                    " to one weapon of mass destruction at a time."))

        [doom] = dooms
        if doom.NAME in self._prior_attempts:
            return Result(FAILURE, 0, 0, (
                    "'We have devised countermeasures since last time, doctor."
                    " You cannot threaten us with that again.'"))

        self._prior_attempts.add(doom.NAME)
        return Result(SUCCESS, 1000000, 10, (
                "Trembling at you threat of certain doom, the Chinese"
                " government pays the ransom."))


class ToppleThirdWorldGovernment(Mission):

    NAME = "Topple a third-world government"
    SHORT_DESCRIPTION = "We could use a more amenable dictator there."
    LONG_DESCRIPTION = (
        "It's a small and fairly useless country, but it's still an actual"
        " government that can be toppled. A good test bed for some of the"
        " larger toys in the armory.")
    MINIMUM_REPUTATION = 50

    def attempt_no_equipment(self, state):
        return Result(FAILURE, 0, 0, (
                "The border post may be poorly guarded, but you need to"
                " bring *some* kind of weaponry along. Your troops sulk"
                " on the way home."))

    def attempt_with(self, categorised, state):
        if any(c in categorised for c in (VEHICLE, HAND_WEAPON)):
            return Result(SUCCESS, 5000 + int(random() * 10000), 5, (
                    "The corruption and oppression continue, but at least"
                    " the proceeds are making their way into *your*"
                    " pockets. And you don't even have to dirty your own"
                    " jackboots."))

        if DOOMSDAY_DEVICE in categorised:
            return Result(FAILURE, 0, 0, (
                    "Nobody seems to quite understand what it is you're"
                    " threatening them with. Eventually you have to give up"
                    " and go home."))


class RobBank(Mission):

    NAME = "Rob the local bank"
    SHORT_DESCRIPTION = "A trivial challenge, but easy money."
    LONG_DESCRIPTION = (
        "The security guards and local police are of minor concern. Walk in,"
        " clean out the vault, walk out. Couldn't be simpler.")

    def attempt_no_equipment(self, state):
        return Result(FAILURE, 0, 0, (
                "Your attempt to rob the bank barehanded is unsuccessful."
                " Fortunately, everyone is too stunned to impede your"
                " escape."))

    def attempt_with(self, categorised, state):
        loot = 500 + int(random() * 1000)

        if VEHICLE in categorised:
            return Result(FAILURE, 0, 0, (
                    "Your vehicles are impressively doom-laden, but not really"
                    " suitable for city traffic. You intimidate the traffic"
                    " wardens into letting you off without a fine, but by the"
                    " time you get to the bank it's already closed."))

        if HAND_WEAPON in categorised:
            return Result(SUCCESS, loot, 0, (
                    "The threat of your weapons is enough to inspire an"
                    " impressive level of cooperation. You make off with the"
                    " loot."))

        if PATHOGEN in categorised:
            if state.reputation < 10:
                return Result(FAILURE, 0, 0, (
                        "The clerk doesn't realise the threat of"
                        " the vial you hold, and, although watching him"
                        " die in agony would be statisfying, you decide"
                        " it's not worth wasting this on something so"
                        " trivial"))
            else:
                return Result(SUCCESS, loot, 1, (
                        "Holding up a bank with only a small vial of clear"
                        " liquid. Now that is power."))


class DestroyMountRushmore(Mission):

    NAME = "Destroy Mount Rushmore"
    SHORT_DESCRIPTION = "Monuments to other people? Intolerable"
    LONG_DESCRIPTION = "While potentially expensive, destroying" \
            " major monument is a good way to secure your reputation."
    MINIMUM_REPUTATION = 20

    def attempt(self, equipment, state):
        if not self.available:
            raise RuntimeError('Cannot attempt an unavailable mission')
        self.available = False
        return Result(SUCCESS, 0, 50, (
                "Mount Rushmore is remarkably easy to destroy."))