Ejemplo n.º 1
0
    def __init__(self):
        self.systems = {}
        self.lanes = []
        self.galaxies = {}
        self.game = Game(start_date=datetime.now(), last_move_date=None)
        self.game.save()

        user = User.objects.all()[0]
        self.player = Player(game=self.game, user=user, turn_index=0,
                color='red', resources=213, attack_tech=1.3, range_tech=3.5)
        self.player.save()
        
        try:
            other_user = User.objects.all()[1]
        except:
            print "Warning: if you don't have two users, the game will be very weird"
            other_user = User.objects.all()[0]
        self.opponent = Player(game=self.game, user=other_user, turn_index=1,
                color='blue', resources=383, attack_tech=1.3, range_tech=3.5)
        self.opponent.save()
Ejemplo n.º 2
0
class GameBuilder(object):
    def __init__(self):
        self.systems = {}
        self.lanes = []
        self.galaxies = {}
        self.game = Game(start_date=datetime.now(), last_move_date=None)
        self.game.save()

        user = User.objects.all()[0]
        self.player = Player(game=self.game, user=user, turn_index=0,
                color='red', resources=213, attack_tech=1.3, range_tech=3.5)
        self.player.save()
        
        try:
            other_user = User.objects.all()[1]
        except:
            print "Warning: if you don't have two users, the game will be very weird"
            other_user = User.objects.all()[0]
        self.opponent = Player(game=self.game, user=other_user, turn_index=1,
                color='blue', resources=383, attack_tech=1.3, range_tech=3.5)
        self.opponent.save()

    def setup_system(self, system_str, visible=False, owned=False, ships=[]):
        galaxy_name, name, pop = parse_system(system_str)

        galaxy = None
        if galaxy_name:
            galaxy = self.get_galaxy(galaxy_name)

            
        system = System(name=name, population=pop, game=self.game,
                        galaxy=galaxy)
        if owned:
            system.owner = self.player
            
        self.systems[name] = system

        system.save()
        if visible:
            system.visible_to.add(self.player)

        for ship in ships:
            type_, attack, range_, is_owned_by_player = ship
            s = Ship(game=self.game,
                     owner=is_owned_by_player and self.player or self.opponent,
                     ship_type=type_,
                     attack_tech=attack,
                     range_tech=range_,
                     moves=range_,
                     system=system)
            s.save()


    def get_galaxy(self, galaxy_name):
        galaxy = self.galaxies.get(galaxy_name.lower(), None)
        
        if not galaxy:
            galaxy = Galaxy(game=self.game, name=galaxy_name, guid=uuid4().hex)
            galaxy.save()
            self.galaxies[galaxy_name.lower()] = galaxy

        return galaxy

    def link_systems(self, a, b, passable=False, visible=False):
        _, a_name, _ = parse_system(a)
        _, b_name, _ = parse_system(b)
    
        a_sys = self.systems[a_name]
        b_sys = self.systems[b_name]

        a_sys.save()
        b_sys.save()
        lane = StarLane(passable=passable, game=self.game)
        lane.save()

        a_link = LaneAndSystem(game=self.game, lane=lane, system=b_sys)
        b_link = LaneAndSystem(game=self.game, lane=lane, system=a_sys)
        a_link.save()
        b_link.save()

        a_sys.neighbors.add(a_link)
        b_sys.neighbors.add(b_link)

        lane.systems.add(a_sys)
        lane.systems.add(b_sys)
        self.lanes.append(lane)

        lane.save()
        if visible:
            lane.visible_to.add(self.player)

    def save(self):
        for system in self.systems.values():
            system.save()

        for lane in self.lanes:
            lane.save()