def get(self):
        Utils.reset(self)
        uuid = Utils.required(self, 'uuid')
        version = config.data_version['building']
        if self.request.get('version'):
            version = self.request.get('version')
        lang = config.server["defaultLanguage"]
        if self.request.get('lang'):
            lang = self.request.get('lang')
        track = 'track.1'
        if self.request.get('track'):
            lang = self.request.get('track')
        score = 0
        if self.request.get('score'):
            lang = self.request.get('score')

        uuid = self.request.get('uuid')

        start_time = time.time()
        # find the right track in buildings and add the score total to it for collection

        player = Player.getplayer(self, uuid)

        # get all buildings types
        buildings = Data.getbuildings(self, lang, version)

        # get player buildings
        mybuildings = Building.getmybuildings(self, uuid)

        #find the building with the track id and give it cash
        if buildings is not None and mybuildings is not None:
            self.respn += '"building":['
            for mybuilding in mybuildings:
                _upd = False
                # for example:  "itid": "track.1",
                if mybuilding.itid == track:
                    mybuilding.amount += score
                    Building.setmybuilding(self, mybuilding)
                self.respn = Building.compose_mybuilding(
                    self.respn, mybuilding)
            self.respn = self.respn.rstrip(',') + '],'

        if self.error == '':
            self.respn = '{"state":' + player.state + ', "building":['
            self.respn = Building.compose_mybuilding(self.respn, mybuilding)
            self.respn = self.respn.rstrip(',') + ']'
            self.respn += '}'

        # calculate time taken and return the result
        time_taken = time.time() - start_time

        self.response.headers['Content-Type'] = 'text/html'
        self.response.write(Utils.RESTreturn(self, time_taken))
Ejemplo n.º 2
0
def get_building_detail(url, campus_ids) -> Building:
    if campus_ids is None:
        campus_ids = dict()
    url = "https://dal.ca" + url
    amenities = dict()

    building_detail_soup = get_soup(url)
    campus = building_detail_soup.find("li",
                                       class_="open").find("a").get_text()
    campus_id = campus_ids.get(campus)
    if campus_id is None:
        add_campus(campus_ids, campus)
        campus_id = campus_ids.get(campus)
    sub_content = building_detail_soup.find("div", class_="subsite-content")
    name_h1 = building_detail_soup.find("h1")
    name = name_h1.get_text()
    address_p = name_h1.find_next("p")
    address = address_p.get_text()
    pointer = address_p.find_next("p")
    img = pointer.find_next("img")
    img_url = img.get("src")
    description_p = pointer.find_next("p")
    description = description_p.get_text()
    amenities_table = sub_content.find_next("h3").find_next("table")
    trs = amenities_table.find_all("tr")
    for tr in trs:
        key = tr.find("th").get_text().strip()
        value = tr.find("td").get_text().strip()
        if key == "Accessibilty":
            key = "Accessibility"
        amenities[key] = value

    return Building(name, address, description, img_url, amenities, campus_id)
Ejemplo n.º 3
0
def show(building_id):
    schema = BuildingSchema()
    building = Building.get(id=building_id)

    if not building:
        abort(404)

    return schema.dumps(building)
Ejemplo n.º 4
0
def delete(building_id):
    building = Building.get(id=building_id)

    if not building:
        abort(404)

    building.delete()
    db.commit()

    return '', 204
Ejemplo n.º 5
0
def create():
    schema = BuildingSchema()

    try:
        data = schema.load(request.get_json())
        building = Building(**data, user=g.current_user)
        db.commit()
    except ValidationError as err:
        return jsonify({
            'message': 'Validation failed',
            'errors': err.messages
        }), 422
    return schema.dumps(building), 201
Ejemplo n.º 6
0
def update(building_id):
    schema = BuildingSchema()
    building = Building.get(id=building_id)

    if not building:
        abort(404)

    try:
        data = schema.load(request.get_json())
        building.set(**data)
        db.commit()
    except ValidationError as err:
        return jsonify({
            'message': 'Validation failed',
            'errors': err.messages
        }), 422

    return schema.dumps(building)
Ejemplo n.º 7
0
    def get(self):
        Utils.reset(self)														# reset/clean standard variables

        # validate and assign parameters
        passwd = Utils.required(self, 'passwd')
        version = config.data_version['building']
        if self.request.get('version'):
            version = self.request.get('version')
        lang = config.server["defaultLanguage"]
        if self.request.get('lang'):
            lang = self.request.get('lang')
        uuid = Utils.required(self, 'uuid')
        guid = self.request.get('guid')
        inid = Utils.required(self, 'inid')

        # check password
        if self.error == '' and passwd != config.testing['passwd']:
            self.error = 'passwd is incorrect.'

        start_time = time.time()												# start count

        # logical variables
        player = None
        buildings = None
        building = None
        mybuilding = None

        # if error, skip this
        if self.error == '':
            player = Player.getplayer(self, uuid)

        if self.error == '' and player is not None and guid != '':
            if guid != player.state_obj['guid']:
                player = None
                self.error = config.error_message['dup_login']

        if self.error == '' and player is not None:
            buildings = Data.getbuildings(self, lang, float(version))

        if self.error == '' and buildings is not None:
            mybuilding = Building.getmybuilding(self, uuid, inid)

        if self.error == '' and mybuilding is not None:
            if mybuilding.status != Building.BuildingStatus.PENDING:
                try:
                    if len(buildings.as_obj[mybuilding.itid]) > mybuilding.level:
                        building = buildings.as_obj[mybuilding.itid][mybuilding.level]
                    else:
                        self.error = 'Level '+str(mybuilding.level+1)+' of building='+mybuilding.itid+' does not exist!'
                except KeyError:
                    self.error = 'Building='+mybuilding.itid+' does not exist!'
            else:
                self.respn = '{"warning":"Building='+inid+' still under construction, cannot upgrade at the moment!"}'

        if self.error == '' and self.respn == '' and building is not None:
            self.respn = str(building['cost'])
            if player.state_obj['cash'] >= building['cost']:
                player.state_obj['cash'] -= building['cost']
                # update timestamp for player
                player.state_obj['updated'] = start_time
                if Player.setplayer(self, player):
                    mybuilding.itid = building['id']
                    mybuilding.status = Building.BuildingStatus.PENDING
                    mybuilding.level = building['level']
                    mybuilding.timestamp = int(start_time)
                    Building.setmybuilding(self, mybuilding)
                    self.respn = '{"state":'+player.state+','
                    self.respn += '"building":['
                    self.respn = Building.compose_mybuilding(self.respn, mybuilding)
                    self.respn = self.respn.rstrip(',') + ']'
                    self.respn += '}'
            else:
                self.respn = '{"warning":"not enough cash!"}'



        # calculate time taken and return the result
        time_taken = time.time() - start_time
        self.response.headers['Content-Type'] = 'text/html'
        self.response.write(Utils.RESTreturn(self, time_taken))
Ejemplo n.º 8
0
    def Update(self, chid, type, uid, laptime, replay, events, cardata, name,
               image, lang, version):
        """ Parameters:
            chid - Challenge Id
            type - type of update, 'CHALLENGE' or 'ACCEPT'
            uid - user id, could be fbid or uuid
            replay - racing data
            score - button replay
        """
        my_building = None
        logging.debug("Challenge Update with replay length " +
                      str(len(replay)))
        challenge = memcache.get(config.db['challengedb_name'] + '.' + chid)

        if challenge is None:
            logging.debug("Challenge not found in memcache")
            challenges = Challenge.all().filter('id =', chid) \
                .filter('state !=', CHALLENGE_TYPE.BOTH_PLAYERS_FINISH) \
                .filter('state !=', CHALLENGE_TYPE.GAME_OVER) \
                .ancestor(db.Key.from_path('Challenge',config.db['challengedb_name'])) \
                .fetch(1)

            if len(challenges) > 0:
                challenge = challenges[0]
                logging.debug("Challenge found in data")
                if not memcache.add(config.db['challengedb_name'] + '.' + chid,
                                    challenge, config.memcache['holdtime']):
                    logging.warning(
                        'Challenge - Set memcache for challenge by Id failed (Update)!'
                    )

        if challenge is not None:
            logging.debug("Challenge is not none")
            #logging.debug("challenge update :" + challenge.data)
            #TODO: remove the replay data from the .data to prevent it being serialzed and back
            game = json.loads(challenge.data)
            _upd = False
            if challenge.state != CHALLENGE_TYPE.BOTH_PLAYERS_FINISH and challenge.state != CHALLENGE_TYPE.GAME_OVER:
                logging.info("challenge not over. state = " + challenge.state +
                             " type = " + type)

                start_time = time.time()
                # flag to prevent Player saving outside this function and loosing the changes
                challenge.manual_update = False

                #CHALLENGE_TYPE
                _player = 'player1'
                if type != CHALLENGE_MODE.CHALLENGE:
                    _player = 'player2'

                logging.info("updating _player " + _player)

                # find the key in the challenge data for the correct player and update the new state
                game[_player] = {
                    'player': {
                        'id': uid
                    },
                    'laptime': float(laptime),
                    'replay': replay,
                    'events': events,
                    'created': start_time,
                    'cardata': cardata,
                    'name': name,
                    'image': image
                }

                # update challenge state by looking at participants
                if not 'replay' in game['player1'] and not 'replay' in game[
                        'player2']:
                    challenge.state = CHALLENGE_TYPE.OPEN_GAME
                elif 'replay' in game['player1']:
                    challenge.state = CHALLENGE_TYPE.PLAYER1_FINISH
                elif 'replay' in game['player2']:
                    challenge.state = CHALLENGE_TYPE.PLAYER2_FINISH

                logging.info("challenge updating. state = " + challenge.state +
                             " type = " + type)

                # see if we can finish the challenge
                if game['player1'] is not None and game['player2'] is not None:
                    if 'replay' in game['player1'] and 'replay' in game[
                            'player2']:
                        challenge.state = CHALLENGE_TYPE.BOTH_PLAYERS_FINISH

                        # Update players with earnings
                        player1 = None
                        player2 = None
                        opponents = None
                        racewinnings = None
                        winner = 'draw'

                        player1 = Player.getplayerByFbid(self, challenge.uid1)
                        if player1 is None:
                            player1 = Player.getplayer(self, challenge.uid1)

                        if player1 is not None:
                            player2 = Player.getplayerByFbid(
                                self, challenge.uid2)
                            if player2 is None:
                                player2 = Player.getplayer(
                                    self, challenge.uid2)

                        if player2 is not None:
                            racewinnings = Data.getDataAsObj(
                                self, 'racewinnings',
                                config.data_version['racewinnings'])

                        if racewinnings is not None:
                            opponents = Data.getDataAsObj(
                                self, 'opponent_en',
                                config.data_version['opponent'])

                        # everything is good - we have 2 player models and the winnings data
                        if opponents is not None:
                            prize1 = 0
                            prize2 = 0

                            # only use the first one for multiplayer challenges
                            win_prize = opponents.obj[
                                challenge.track][0]['win_prize']
                            lose_prize = opponents.obj[
                                challenge.track][0]['lose_prize']

                            if game['player1']['laptime'] < game['player2'][
                                    'laptime']:  # player1 wins
                                winner = player1.uuid
                                prize1 = win_prize
                                prize2 = lose_prize
                                player1.state_obj['total_wins'] += 1
                            elif game['player1']['laptime'] > game['player2'][
                                    'laptime']:
                                winner = player2.uuid
                                prize1 = lose_prize
                                prize2 = win_prize
                                player2.state_obj['total_wins'] += 1
                            else:
                                winner = 'draw'
                                prize1 = lose_prize
                                prize2 = lose_prize
                            """
                            player2.state_obj['cash'] += prize1
                            player2.state_obj['cash'] += prize2
                            """

                            player1_building = Building.save_resource_to_building(
                                self, lang, version, player1.uuid,
                                challenge.track, prize1)
                            player2_building = Building.save_resource_to_building(
                                self, lang, version, player2.uuid,
                                challenge.track, prize2)

                            if uid == challenge.uid1:
                                my_building = player1_building
                            else:
                                player2.info_obj['updated'] = start_time
                                my_building = player2_building

                            if Player.setplayer(self, player2):
                                logging.info('player2 saved')

                            player1.state_obj['total_races'] += 1
                            player2.state_obj['total_races'] += 1

                            game['result'] = {
                                'winner': winner,
                                'player1': challenge.uid1,
                                'player2': challenge.uid2,
                                'player1_prize': prize1,
                                'player2_prize': prize2,
                                'player1_seen': uid == challenge.uid1,
                                'player2_seen': uid == challenge.uid2,
                                'player1_laptime': game['player1']['laptime'],
                                'player2_laptime': game['player2']['laptime']
                            }

                _upd = True

            # this can't be used - the player cannot do a challengeUpdate unless they finish a race?
            elif game['result']['player1_seen'] is False or game['result'][
                    'player2_seen'] is False:
                if uid == challenge.uid1:
                    game['result']['player1_seen'] = True
                    _upd = True
                if uid == challenge.uid2:
                    game['result']['player2_seen'] = True
                    _upd = True

                challenge.manual_update = True

            if game['result']['player1_seen'] and game['result'][
                    'player2_seen']:
                challenge.state = CHALLENGE_TYPE.GAME_OVER

            logging.debug("Update finished with state " + challenge.state +
                          " type = " + type)
            if _upd is True:
                challenge.data = json.dumps(game)
                if challenge.put():
                    # TODO : memcache replace
                    memcache.delete(config.db['challengedb_name'] + '.' +
                                    challenge.id)
                    if not memcache.add(
                            config.db['challengedb_name'] + '.' + challenge.id,
                            challenge):
                        logging.warning(
                            'Challenge - Set memcache for challenge by Id failed!'
                        )
                        self.error += 'Challenge saving failed :('
                else:
                    self.error += 'Challengeupdate failed :('

        else:
            self.error = 'Challenge ID=' + chid + ' could not be found.'
            logging.debug(self.error)

        return challenge, my_building
    def get(self):
        Utils.reset(self)  # reset/clean standard variables

        # validate and assign parameters
        passwd = Utils.required(self, 'passwd')
        version = config.data_version['building']
        if self.request.get('version'):
            version = self.request.get('version')
        lang = config.server["defaultLanguage"]
        if self.request.get('lang'):
            lang = self.request.get('lang')
        uuid = Utils.required(self, 'uuid')
        guid = self.request.get('guid')
        itid = Utils.required(self, 'itid')
        level = Utils.required(self, 'level')
        location = Utils.required(self, 'location')

        # check password
        if self.error == '' and passwd != config.testing['passwd']:
            self.error = 'passwd is incorrect.'

        start_time = time.time()  # start count

        # logical variables
        player = None
        buildings = None
        building = None

        # if error, skip this
        if self.error == '':
            player = Player.getplayer(self, uuid)

        if self.error == '' and player is not None and guid != '':
            if guid != player.state_obj['guid']:
                player = None
                self.error = config.error_message['dup_login']

        if self.error == '' and player is not None:
            buildings = Data.getbuildings(self, lang, float(version))

        if self.error == '' and buildings is not None:
            try:
                building = buildings.as_obj[itid][int(level) - 1]
            except KeyError:
                self.error = itid + " was not found!"

        if self.error == '' and building is not None:
            if player.state_obj['cash'] >= building['cost']:
                player.state_obj['cash'] -= building['cost']
                player.state_obj[
                    'updated'] = start_time  # update timestamp for player
                if Player.setplayer(self, player):
                    mybuilding = Building.newbuilding(self)
                    mybuilding.uuid = uuid
                    mybuilding.itid = itid
                    mybuilding.inid = Utils.genanyid(self, 'b')
                    mybuilding.level = building['level']
                    mybuilding.status = Building.BuildingStatus.PENDING
                    mybuilding.location = location
                    mybuilding.amount = 0
                    mybuilding.timestamp = int(start_time)
                    Building.setmybuilding(self, mybuilding)
                    self.respn = '{"state":' + player.state + ','
                    self.respn += '"building":['
                    self.respn = Building.compose_mybuilding(
                        self.respn, mybuilding)
                    self.respn = self.respn.rstrip(',') + ']'
                    self.respn += '}'
            else:
                self.respn = '{"warning":"not enough cash!"}'

        # calculate time taken and return the result
        time_taken = time.time() - start_time
        self.response.headers['Content-Type'] = 'text/html'
        self.response.write(Utils.RESTreturn(self, time_taken))
Ejemplo n.º 10
0
    def get(self):
        Utils.reset(self)                                                        # reset/clean standard variables

        # validate and assign parameters
        passwd = Utils.required(self, 'passwd')
        version = config.data_version['building']
        if self.request.get('version'):
            version = self.request.get('version')
        lang = config.server["defaultLanguage"]
        if self.request.get('lang'):
            lang = self.request.get('lang')
        uuid = Utils.required(self, 'uuid')
        guid = self.request.get('guid')
        inid = Utils.required(self, 'inid')
        amount = Utils.required(self, 'amount')

        # check password
        if self.error == '' and passwd != config.testing['passwd']:
            self.error = 'passwd is incorrect.'

        Utils.LogRequest(self)

        start_time = time.time()                                                # start count

        # logic variables
        player = None
        buildings = None
        mybuilding = None
        res_produced = 0

        # if error, skip this
        if self.error == '':
            player = Player.getplayer(self, uuid)
        """
        if self.error == '' and player is not None and guid != '':
            if guid != player.state_obj['guid']:
                player = None
                self.error = config.error_message['dup_login']
        """
        if self.error == '' and player is not None:
            buildings = Data.getbuildings(self, lang, version)

        if self.error == '' and buildings is not None:
            mybuilding = Building.getmybuilding(self, uuid, inid)

        if self.error == '' and mybuilding is not None:
            _upd = False
            if mybuilding.status == Building.BuildingStatus.PENDING:
                if mybuilding.timestamp + (
                        buildings.as_obj[mybuilding.itid][mybuilding.level - 1]['build_time'] * 60) <= start_time:
                    mybuilding.timestamp = int(start_time)
                    mybuilding.status = Building.BuildingStatus.DELIVERED
                    _upd = True
            elif mybuilding.status == Building.BuildingStatus.DELIVERED:
                mybuilding.status = Building.BuildingStatus.OWNED
                _upd = True

            if mybuilding.status == Building.BuildingStatus.DELIVERED or mybuilding.status == Building.BuildingStatus.OWNED:
                time_delta = (start_time - mybuilding.timestamp) / 60
                if time_delta > buildings.as_obj[mybuilding.itid][mybuilding.level - 1]['resource_interval'] > 0:
                    #mybuilding.status = Building.BuildingStatus.PRODUCED_PARTIAL
                    #_upd = True
                    res_produced = int(
                        time_delta / buildings.as_obj[mybuilding.itid][mybuilding.level - 1]['resource_interval']) * buildings.as_obj[mybuilding.itid][mybuilding.level - 1]['resource_produced']
                    if res_produced >= buildings.as_obj[mybuilding.itid][mybuilding.level - 1]['resource_capacity']:
                        res_produced = buildings.as_obj[mybuilding.itid][mybuilding.level - 1]['resource_capacity']
                        ##mybuilding.status = Building.BuildingStatus.PRODUCED
                        #_upd = True
            elif mybuilding.status == Building.BuildingStatus.PRODUCED_PARTIAL or mybuilding.status == Building.BuildingStatus.PRODUCED:
                if mybuilding.amount is None:
                    mybuilding.amount = 0;
                res_produced = mybuilding.amount
                mybuilding.amount = 0
                mybuilding.status = Building.BuildingStatus.OWNED
                _upd = True

            if res_produced > 0:
                if res_produced > amount:
                    res_produced = amount
                try:
                    # eg player['cash'] += 1
                    resource_type = buildings.as_obj[mybuilding.itid][mybuilding.level - 1]['resource']
                    _upd = True
                    new_amount = int(res_produced) + int(mybuilding.amount)
                    logging.debug('resource to collect = ' + str(res_produced) + " " + str(resource_type) + " = " + str(new_amount))
                    logging.debug('building contains = ' + str(res_produced))

                    player.state_obj[
                        buildings.as_obj[mybuilding.itid][mybuilding.level - 1]['resource']] += new_amount
                    # update timestamp for player
                    player.state_obj['updated'] = start_time
                    if Player.setplayer(self, player):
                        #mybuilding.status = Building.BuildingStatus.OWNED
                        mybuilding.timestamp = int(start_time)
                        _upd = True
                except KeyError:
                    self.error = 'resource=' + buildings.as_obj[mybuilding.itid][mybuilding.level - 1][
                        'resource'] + ' doesn\'t exist in player properties!'

            if _upd is True:
                Building.setmybuilding(self, mybuilding)

            if self.error == '':
                self.respn = '{"state":' + player.state + ', "building":['
                self.respn = Building.compose_mybuilding(self.respn, mybuilding)
                self.respn = self.respn.rstrip(',') + ']'
                self.respn += '}'

        # calculate time taken and return the result
        time_taken = time.time() - start_time
        self.response.headers['Content-Type'] = 'text/html'
        self.response.write(Utils.RESTreturn(self, time_taken))
    def get(self):
        Utils.reset(self)                                                        # reset/clean standard variables

        # validate and assign parameters
        passwd = Utils.required(self, 'passwd')
        uuid = Utils.required(self, 'uuid')
        guid = self.request.get('guid')
        chid = Utils.required(self, 'chid')
        type = Utils.required(self, 'type')
        laptime = Utils.required(self, 'laptime')
        replay = Utils.required(self, 'replay')
        events = Utils.required(self, 'events')
        cardata = Utils.required(self, 'cardata')
        name = Utils.required(self, 'name')
        image = Utils.required(self, 'image')

        version = config.data_version['building']
        if self.request.get('version'):
            version = self.request.get('version')
        lang = config.server["defaultLanguage"]
        if self.request.get('lang'):
            lang = self.request.get('lang')

        #logging.info("events " + events);
        # check password
        if self.error == '' and passwd != config.testing['passwd']:
            self.error = 'passwd is incorrect.'

        start_time = time.time()                                                # start count

        # logic variables
        player = None

        # if error, skip this
        if self.error == '':
            player = Player.getplayer(self, uuid)

        if self.error == '' and player is not None and guid != '':
            logging.warn("trying to create challenge with" + player.uuid)
            if guid != player.state_obj['guid']:
                player = None
                self.error = config.error_message['dup_login']

        if self.error == '' and player is not None:
            logging.warn("trying to create challenge with" + player.uuid)

            challenge, my_building = Challenge.Update(self, chid, type, uuid, laptime, replay, events, cardata, name,
                                         image, lang, version)
            if challenge is not None:
                self.respn = '{'
                Challenge.ComposeChallenges(self, player)
                if my_building is not None:
                    self.respn += ',"building":['
                    self.respn = Building.compose_mybuilding(self.respn, my_building)
                    self.respn = self.respn.rstrip(',') + ']'
                self.respn = self.respn.rstrip(',') + '}'

            # update timestamp for player - this is to update if needed
            if challenge.manual_update is True:
                player.state_obj['updated'] = start_time
                Player.setplayer(self, player)

        # calculate time taken and return the result
        time_taken = time.time() - start_time
        self.response.headers['Content-Type'] = 'text/html'
        self.response.write(Utils.RESTreturn(self, time_taken))
    def get(self):
        Utils.reset(self)  # reset/clean standard variables

        # validate and assign parameters
        passwd = Utils.required(self, GCVars.passwd)
        guid = self.request.get('guid')
        uuid = Utils.required(self, 'uuid')
        uuid2 = Utils.required(self, 'uid2')
        events = Utils.required(self, 'events')
        events2 = Utils.required(self, 'events2')
        laptime = Utils.required(self, 'laptime')
        laptime2 = Utils.required(self, 'laptime2')
        track = Utils.required(self, 'track')

        version = config.data_version['building']
        if self.request.get('version'):
            version = self.request.get('version')
        lang = config.server["defaultLanguage"]
        if self.request.get('lang'):
            lang = self.request.get('lang')

        Utils.LogRequest(self)
        # check password
        if self.error == '' and passwd != config.testing['passwd']:
            self.error = 'passwd is incorrect.'

        start_time = time.time()  # start count

        # if error, skip this
        #if self.error != '' or self.error is None:
        player = Player.getplayer(self, uuid)
        player2 = Player.getplayer(self, uuid2)
        ai = None
        my_building = None

        win_prize = None
        lose_prize = None

        data = Data.getDataAsObj(self, 'opponent_en', 1.0)
        if data is None:
            opponents = {'obj': json.loads(Score.GetDefaultOpponents())}
        else:
            opponents = data.obj

        for _track in opponents:
            for opponent in opponents[_track]:
                if not win_prize:
                    win_prize = opponent['win_prize']
                if not lose_prize:
                    lose_prize = opponent['lose_prize']
                if player2 is None:
                    if opponent['id'] == uuid2:
                        ai = opponent
                        self.error = ''

        if player is not None and guid != '':
            if guid != player.state_obj['guid']:
                player = None
                self.error = config.error_message['dup_login']

        if player is not None:
            scores = Score.calculate(self, events, events2, laptime, laptime2,
                                     win_prize, lose_prize)

            if scores is not None:
                score = scores[0]['total']
                #player.state_obj['cash'] += score
                player.state_obj['updated'] = start_time

                if player2 is not None:
                    player.state_obj[GCVars.total_races] += 1
                    if laptime < laptime2:
                        player.state_obj[GCVars.total_wins] += 1

                if ai is not None:
                    # save the resource to a building, ready for collection
                    my_building = Building.save_resource_to_building(
                        self, lang, version, player.uuid, track, score)
                    if player.state_obj.has_key(GCVars.total_ai_races):
                        player.state_obj[GCVars.total_ai_races] += 1
                    else:
                        player.state_obj.setdefault(GCVars.total_ai_races, 1)

                    if laptime < laptime2:
                        if player.state_obj.has_key(GCVars.total_ai_wins):
                            player.state_obj[GCVars.total_ai_wins] += 1
                        else:
                            player.state_obj.setdefault(
                                GCVars.total_ai_wins, 1)

                        #find star rating
                        difference = float(laptime2) - float(laptime)
                        data = {}
                        star_value = 0
                        new_star_value = 0
                        if player.state_obj.has_key('data'):
                            data = json.loads(player.state_obj['data'])
                        if data.has_key(uuid2):
                            star_value = int(data[uuid2])

                        #0,2,4 = 1 start time, 2 start time, 3 star time
                        if difference > float(ai['1_star_time']):
                            new_star_value = 1
                        if difference > float(ai['2_star_time']):
                            new_star_value = 2
                        if difference > float(ai['3_star_time']):
                            new_star_value = 3

                        if new_star_value > star_value:
                            data[uuid2] = new_star_value

                        logging.debug(
                            str(new_star_value) + ' > star_value:' +
                            str(star_value) + ', laptime 1:' + str(laptime) +
                            ', laptime2: ' + str(laptime2))
                        logging.debug('setting player data to ' +
                                      json.dumps(data))

                        player.state_obj['data'] = json.dumps(data)
                        player.state = json.dumps(player.state_obj)

                Player.setplayer(self, player)
                if 'xxx' in player.state:
                    self.error += '[KNOWN ISSUE] Player car lost. Please visit showroom and buy X1 again.'

                player_score = scores[0]
                scores_to_return = {
                    'score_prize': player_score['prize'],
                    'score_drift': player_score['prizes']['drift_bonus'],
                    'score_shift': player_score['prizes']['shift_bonus'],
                    'score_start': player_score['prizes']['start_bonus']
                }

                logging.debug('finishrace player state:' + player.state)
                self.respn = '{"state":' + player.state
                self.respn += ',"scores":' + json.dumps(scores_to_return)
                if my_building is not None:
                    self.respn += ',"building":['
                    self.respn = Building.compose_mybuilding(
                        self.respn, my_building)
                    self.respn = self.respn.rstrip(',') + ']'
                self.respn += '}'

                if player2 is not None:
                    score = scores[1]['total']
                    #player2.state_obj[GCVars.cash] += score
                    Building.save_resource_to_building(self, lang, version,
                                                       player2.uuid, track,
                                                       score)
                    player2.state_obj[GCVars.updated] = start_time
                    player2.state_obj[GCVars.total_races] += 1
                    if laptime2 < laptime:
                        player2.state_obj[GCVars.total_wins] += 1
                    Player.setplayer(self, player2)
        else:
            self.error = 'Cant find a player for ' + uuid
            #else:
        #    logging.warn('final error ' + self.error)

        # calculate time taken and return the result
        time_taken = time.time() - start_time
        self.response.headers['Content-Type'] = 'text/html'
        self.response.write(Utils.RESTreturn(self, time_taken))
Ejemplo n.º 13
0
    def get(self):
        # reset/clean standard variables
        Utils.reset(self)

        # validate and assign parameters
        passwd = Utils.required(self, 'passwd')
        version = config.data_version['building']
        if self.request.get('version'):
            version = self.request.get('version')
        lang = config.server["defaultLanguage"]
        if self.request.get('lang'):
            lang = self.request.get('lang')
        uuid = Utils.required(self, 'uuid')
        guid = self.request.get('guid')
        inid = Utils.required(self, 'inid')

        # start count
        start_time = time.time()

        # set default parameters
        player = None
        buildings = None
        mybuilding = None
        economy = None

        # if error, skip this
        if self.error == '':
            player = Player.getplayer(self, uuid)

        if self.error == '' and player is not None and guid != '':
            if guid != player.state_obj['guid']:
                player = None
                self.error = config.error_message['dup_login']

        # if error or player is not, then skip to the end
        if self.error == '' and player is not None:
            buildings = Data.getbuildings(self, lang, version)

        if self.error == '' and buildings is not None:
            mybuilding = Building.getmybuilding(self, uuid, inid)

        # if any error or mybuilding is none, then skip to the end
        if self.error == '' and mybuilding is not None:
            if mybuilding.status != Building.BuildingStatus.PENDING:
                self.respn = '{"warning":"building=' + inid + ' has been finished."}'
            else:
                economy = Data.getDataAsObj(self, 'economy',
                                            config.data_version['economy'])

        if self.error == '' and self.respn == '' and economy is not None:
            _upd = False
            time_left = buildings.as_obj[mybuilding.itid][
                mybuilding.level - 1]['build_time'] - int(
                    (start_time - mybuilding.timestamp) / 60)
            if mybuilding.status == Building.BuildingStatus.PENDING:
                if time_left > 0:
                    sele = economy.obj[0]
                    for list in economy.obj:
                        if time_left >= list['time_in_minutes']:
                            sele = list
                        else:
                            break

                    if player.state_obj['gold'] >= sele['gold_value']:
                        player.state_obj['gold'] -= sele['gold_value']
                        mybuilding.status = Building.BuildingStatus.DELIVERED
                        _upd = True

                        player.state_obj['updated'] = start_time
                        Player.setplayer(self, player)
                    else:
                        self.respn = '{"warning":"not enough gold!"}'
                else:
                    mybuilding.status = Building.BuildingStatus.DELIVERED
                    _upd = True

            if _upd is True:
                Building.setmybuilding(self, mybuilding)

            if self.error == '' and self.respn == '':
                self.respn = '{"state":' + player.state + ', "buildings":['
                self.respn = Building.compose_mybuilding(
                    self.respn, mybuilding)
                self.respn = self.respn.rstrip(',') + ']'
                self.respn += '}'

        # calculate time taken and return the result
        time_taken = time.time() - start_time
        self.response.headers['Content-Type'] = 'text/html'
        self.response.write(Utils.RESTreturn(self, time_taken))
    def get(self):
        Utils.reset(self)  # reset/clean standard variables

        # validate and assign parameters
        passwd = Utils.required(self, 'passwd')
        version = config.data_version['building']
        if self.request.get('version'):
            version = self.request.get('version')
        lang = config.server["defaultLanguage"]
        if self.request.get('lang'):
            lang = self.request.get('lang')
        uuid = Utils.required(self, 'uuid')
        guid = self.request.get('guid')
        cuid = Utils.required(self, 'cuid')
        upid = Utils.required(self, 'upid')

        # check password
        if self.error == '' and passwd != config.testing['passwd']:
            self.error = 'passwd is incorrect.'

        start_time = time.time()  # start count

        # logical variables
        player = None
        upgrades = None
        upgrade = None
        mycar = None
        qualify = False

        # if error, skip this
        if self.error == '':
            player = Player.getplayer(self, uuid)

        if self.error == '' and player is not None and guid != '':
            if guid != player.state_obj['guid']:
                player = None
                self.error = config.error_message['dup_login']

        if self.error == '' and player is not None:
            mycar = Car.get(self, cuid)

        if self.error == '' and mycar is not None:
            upgrades = Data.getupgrades(self, lang, version)

        if self.error == '' and upgrades is not None:
            found = False
            for _type in upgrades.as_obj:
                for _upgrade in upgrades.as_obj[_type]:
                    if _upgrade['id'] == upid:
                        upgrade = _upgrade
                        found = True
                        break
            if found is False:
                self.error = 'Upgrade id=' + upid + ' was not found.'

        if self.error == '' and upgrade is not None:

            # validate existing upgrade
            already_have = False
            for _upgrade in mycar.data_obj['upgrades']:
                if _upgrade == upid:
                    already_have = True

            # validate building
            buildings = Building.list(self, player.uuid)
            for building in buildings:
                if building.itid == upgrade[
                        'shop'] and building.level >= upgrade['shop_level']:
                    qualify = True
                    break
            if qualify is False:
                self.respn = '{"warning":' + GCWarnings.building_not_owned + '}'

        if self.error == '' and qualify is True:
            # validate cash
            if already_have is False:  # then you need to buy it, dude!
                if player.state_obj['cash'] >= upgrade['cost']:
                    player.state_obj['cash'] -= upgrade['cost']
                    player.state_obj['updated'] = start_time
                    if Player.setplayer(self, player):
                        mycar.data_obj['upgrades'].append(upgrade['id'])
                else:
                    self.respn = '{"warning":"not enough cash!"}'
                    qualify = False

        if self.error == '' and qualify is True:
            mycar.data_obj['equip'][upgrade['type']] = upgrade['id']
            if Car.update(self, mycar):
                self.respn = '{"state":' + player.state + ','
                self.respn += '"car":['
                self.respn += Car.compose_mycar('', mycar) + ','
                self.respn = self.respn.rstrip(',') + ']'
                self.respn += '}'

        # calculate time taken and return the result
        time_taken = time.time() - start_time
        self.response.headers['Content-Type'] = 'text/html'
        self.response.write(Utils.RESTreturn(self, time_taken))
Ejemplo n.º 15
0
    def get(self):
        Utils.reset(self)  # reset/clean standard variables

        # validate and assign parameters
        passwd = Utils.required(self, 'passwd')
        version = config.data_version['building']
        if self.request.get('version'):
            version = self.request.get('version')
        lang = config.server["defaultLanguage"]
        if self.request.get('lang'):
            lang = self.request.get('lang')
        uuid = Utils.required(self, 'uuid')
        guid = self.request.get('guid')

        # check password
        if self.error == '' and passwd != config.testing['passwd']:
            self.error = 'passwd is incorrect.'

        start_time = time.time()  # start count

        # logical variables
        player = None
        buildings = None
        mybuildings = None

        # if error, skip this
        if self.error == '':
            player = Player.getplayer(self, uuid)

        if self.error == '' and player is not None and guid != '':
            if guid != player.state_obj['guid']:
                player = None
                self.error = config.error_message['dup_login']

        if self.error == '' and player is not None:
            buildings = Data.getbuildings(self, lang, version)

        if self.error == '' and buildings is not None:
            mybuildings = Building.getmybuildings(self, uuid)

        if self.error == '' and mybuildings is not None:
            self.respn = '['
            for mybuilding in mybuildings:
                # update building status, determine production
                _upd = False
                if mybuilding.status == Building.BuildingStatus.PENDING:
                    if mybuilding.timestamp + (
                            buildings.as_obj[mybuilding.itid][
                                mybuilding.level - 1]['build_time'] *
                            60) <= start_time:
                        mybuilding.timestamp = int(start_time)
                        mybuilding.status = Building.BuildingStatus.DELIVERED
                        _upd = True
                elif mybuilding.status == Building.BuildingStatus.DELIVERED:
                    mybuilding.status = Building.BuildingStatus.OWNED
                    _upd = True
                if _upd is True:
                    Building.setmybuilding(self, mybuilding)
                self.respn = Building.compose_mybuilding(
                    self.respn, mybuilding)
            self.respn = self.respn.rstrip(',') + ']'

            # update timestamp for player
            player.state_obj['updated'] = start_time
            Player.setplayer(self, player)

        # calculate time taken and return the result
        time_taken = time.time() - start_time
        self.response.headers['Content-Type'] = 'text/html'
        self.response.write(Utils.RESTreturn(self, time_taken))
Ejemplo n.º 16
0
    def get(self):

        Utils.reset(self)  # reset/clean standard variables

        # validate and assign parameters
        passwd = Utils.required(self, 'passwd')

        uuid = self.request.get('uuid')
        guid = self.request.get('guid')
        fbid = self.request.get('fbid')
        self.game = self.request.get('game') or ''

        version = config.data_version['building']

        token = self.request.get('token') or ''
        lang = self.request.get('lang') or config.server["defaultLanguage"]

        name = self.request.get('name') or ''

        image = 'Textures/profile-pic.png'
        if fbid != '':
            image = 'https://graph.facebook.com/' + fbid + '/picture?width=200&height=200'

        # TODO : Get defaults from Data
        gold = 10
        cash = 50000
        total_wins = 0
        total_races = 0
        advice_checklist = ''

        player = None
        # defaultitems = None

        if self.error == '' and passwd != config.testing[
                'passwd']:  # if password is incorrect
            self.error = 'passwd is incorrect.'  # inform user via error message

        start_time = time.time()  # start count

        Utils.LogRequest(self)

        # if error, skip this
        if self.error == '':
            if fbid != '':
                player = Player.getplayerByFbid(self, fbid)

            if player is None and uuid != '':
                player = Player.getplayer(self,
                                          uuid)  # get player from Player model
                # class helper, specified by uuid

            # TODO : Only get defaultItems if needed, ie a new player
            defaultitems = Data.getDataAsObj(
                self, 'defaultitems', config.data_version['defaultitems'])
            if defaultitems is not None:

                if player is None:  # if no player data
                    # returned or doesn't exist
                    ################################################################################################
                    ## Create new player data
                    player = Player(parent=db.Key.from_path(
                        'Player', config.db['playerdb_name'])
                                    )  # create a new player state data
                    uuid = Utils.genanyid(self, 'u')
                    #if fbid == '':
                    #    fbid = uuid
                    player.uuid = uuid  # assign uuid
                    player.fbid = fbid
                    # and assign all player info and state
                    player.info_obj = {
                        'uuid': player.uuid,
                        'fbid': player.fbid,
                        'token': token,
                        'name': 'Guest ' + str(random.randint(1000, 9999)),
                        'image': image,
                        'lang': lang
                    }
                    player.state_obj = {
                        'guid': guid,
                        'cash': cash,
                        'gold': gold,
                        'current_car': 'xxx',
                        'total_wins': total_wins,
                        'total_races': total_races,
                        'advice_checklist': advice_checklist,
                        'updated': start_time
                    }

                    logging.debug("New Player Created")

                    #################################################################################################
                    ## Init default item for new player
                    buildings = Data.getbuildings(self, lang, float(version))
                    cars = Data.getcars(self, lang, float(version))
                    upgrades = Data.getupgrades(self, lang, float(version))

                    if buildings is not None and cars is not None and upgrades is not None:
                        logging.debug("building default stuff")
                        for item in defaultitems.obj:
                            if item['type'] == 'state':
                                player.state_obj[item['id']] = item['value']
                            elif item['type'] == 'building':
                                try:
                                    building = buildings.as_obj[item['id']][0]
                                    if building is not None:
                                        new_building = Building.newbuilding(
                                            self)
                                        new_building.uuid = player.uuid
                                        new_building.itid = item['id']
                                        new_building.inid = Utils.genanyid(
                                            self, 'b')
                                        new_building.level = building['level']
                                        new_building.status = Building.BuildingStatus.DELIVERED
                                        new_building.location = item['value']
                                        new_building.amount = 0
                                        new_building.timestamp = int(
                                            start_time)
                                        Building.setmybuilding(
                                            self, new_building)
                                except KeyError:
                                    logging.warning('KeyError, key not found!')

                            elif item['type'] == 'car' and cars is not None:
                                type = ''
                                car = None
                                for _car in cars.as_obj:
                                    if _car['id'] == item['id']:
                                        car = _car
                                        break
                                mycar = Car.create(self, player.uuid)
                                mycar.data_obj['info'] = {'crid': car['id']}
                                mycar.data_obj['upgrades'] = []
                                mycar.data_obj['equip'] = {}
                                player.state_obj['current_car'] = mycar.cuid
                                default_upgrades = car[
                                    'default_upgrades'].replace(' ',
                                                                '').split(',')
                                for default_upgrade in default_upgrades:
                                    mycar.data_obj['upgrades'].append(
                                        default_upgrade)

                                    for _type in upgrades.as_obj:
                                        try:
                                            mycar.data_obj['equip'][type]
                                        except KeyError:
                                            for upgrade in upgrades.as_obj[
                                                    _type]:
                                                if upgrade[
                                                        'id'] == default_upgrade:
                                                    mycar.data_obj['equip'][
                                                        _type] = default_upgrade
                                                    break
                                                    break
                                Car.update(self, mycar)

                        else:
                            logging.warning("cant build default stuff")

                else:  # but if player does exist
                    #####################################################################################################################
                    ## Found existing user
                    uuid = player.uuid
                    if token:  # if token is provided from
                        # apple
                        player.state_obj[
                            'token'] = token  # assign token to player state
                    if fbid != '':
                        player.fbid = fbid
                        player.info_obj['fbid'] = fbid
                        player.info_obj['image'] = image  # assign image url
                    if name != '':
                        player.info_obj['name'] = name  # assign name
                    try:
                        updated = player.state_obj['updated']
                    except KeyError:
                        player.state_obj['updated'] = start_time

                    if self.request.get('lang'):
                        player.info_obj['lang'] = lang

                    # Additional things that have been added and neeed checking for old players
                    # TODO : Remove try catch, or see performance impact in Python
                    try:
                        if guid:
                            player.state_obj['guid'] = guid
                    except KeyError:
                        player.state_obj['guid'] = ''

                    # try .. cash and assign new property
                    try:
                        cash = player.state_obj['cash']
                    except KeyError:
                        player.state_obj['cash'] = cash

                    try:
                        total_wins = player.state_obj['total_wins']
                    except KeyError:
                        player.state_obj['total_wins'] = total_wins
                    try:
                        advice_checklist = player.state_obj['advice_checklist']
                    except KeyError:
                        player.state_obj['advice_checklist'] = advice_checklist

                if Player.setplayer(self, player):
                    # then obviously, no error
                    # compose JSON for frontend response
                    type = ''
                    for item in config.playerdata:
                        type += item + ','
                    type = type.rstrip(',')
                    self.respn = '{"uuid":"' + uuid + '",'
                    types = type.split(',')
                    for item in types:
                        if item == 'info':
                            self.respn += '"info":' + player.info + ','
                        elif item == 'state':
                            self.respn += '"state":' + player.state + ','
                        elif item == 'building':
                            buildings = Data.getbuildings(self, lang, version)
                            mybuildings = Building.getmybuildings(self, uuid)
                            if buildings is not None and mybuildings is not None:
                                self.respn += '"building":['
                                # loop through my buildings to find out which need their pending status updating
                                for new_building in mybuildings:
                                    # update building status, determine production
                                    _upd = False
                                    if new_building.status == Building.BuildingStatus.PENDING:
                                        if new_building.timestamp + (
                                                buildings.as_obj[
                                                    new_building.itid][
                                                        new_building.level - 1]
                                            ['build_time'] * 60) <= start_time:
                                            new_building.timestamp = int(
                                                start_time)
                                            new_building.status = Building.BuildingStatus.DELIVERED
                                            _upd = True
                                    elif new_building.status == Building.BuildingStatus.DELIVERED:
                                        new_building.status = Building.BuildingStatus.OWNED
                                        _upd = True
                                    if _upd is True:
                                        Building.setmybuilding(
                                            self, new_building)
                                    self.respn = Building.compose_mybuilding(
                                        self.respn, new_building)
                                self.respn = self.respn.rstrip(',') + '],'
                        elif item == 'car':
                            mycars = Car.list(self, player.uuid)
                            self.respn += '"car":['
                            for _car in mycars:
                                self.respn += Car.compose_mycar('', _car) + ','
                            self.respn = self.respn.rstrip(',') + '],'
                        elif item == 'challenge':
                            Challenge.ComposeChallenges(self, player)

                    self.respn = self.respn.rstrip(',') + '}'

                    ###################################################################################################
                    ## Add to recent player list
                    recentplayerlist = Data.GetRecentPlayerList(self)
                    _add = True

                    # check if this user hasn't reached the maximum set challengers
                    # we don't add players to the recent list if they are stacked
                    num = 0
                    challengers = Challenge.GetChallengers(
                        self, player.info_obj['uuid'])
                    if challengers is None:
                        Challenge.GetChallengers(self, player.info_obj['fbid'])
                    if challengers is not None:
                        for challenger in challengers:
                            obj = json.loads(challenger.data)
                            if obj['friend'] is False:
                                num += 1
                                if num > config.recentplayer['maxchallengers']:
                                    logging.warn(
                                        'Recent player list exceeded for ' +
                                        uuid)
                                    _add = False
                                    break

                    # find if it already exists?
                    num = 0
                    _deletelist = []
                    for recentplayer in recentplayerlist.obj:

                        if recentplayer['uuid'] == player.info_obj['uuid']:
                            if _add is False:  # this player reach the maximum of challengers
                                _deletelist.append(
                                    num
                                )  # we should delete him from the list, so nobody can challenge him
                            else:
                                _add = False

                        # if the list is longer than maxlist, delete the rest
                        if num >= config.recentplayer['maxlist']:
                            _deletelist.append(num)

                        # remove if player does not exist any more
                        else:
                            someplayer = Player.getplayer(
                                self, recentplayer['uuid'])
                            if someplayer is None:
                                self.error = ''
                                _deletelist.append(num)
                        num += 1

                    num = len(_deletelist)
                    for i in range(0, num):
                        del recentplayerlist.obj[num - 1 - i]

                    if _add is True:
                        recentplayerlist.obj.append({
                            'fbid':
                            player.info_obj['fbid'],
                            'name':
                            player.info_obj['name'],
                            'uuid':
                            player.info_obj['uuid'],
                            'image':
                            player.info_obj['image'],
                            'total_wins':
                            player.state_obj['total_wins'],
                            'updated':
                            player.state_obj['updated']
                        })

                    Data.SetRecentPlayerList(self, recentplayerlist)

                else:  # but if write down to database was failed
                    self.error = 'unable to insert/update player data.'  # inform user bia error message
                    logging.warn('unable to insert/update player data.')

        # calculate time taken and return the result
        time_taken = time.time() - start_time
        self.response.headers['Content-Type'] = 'text/html'
        self.response.write(Utils.RESTreturn(self, time_taken))
Ejemplo n.º 17
0
    def get(self):
        Utils.reset(self)  # reset/clean standard variables

        # validate and assign parameters
        passwd = Utils.required(self, 'passwd')
        uuid = Utils.required(self, 'uuid')
        guid = self.request.get('guid')

        # check password
        if self.error == '' and passwd != config.testing['passwd']:
            self.error = 'passwd is incorrect.'

        start_time = time.time()  # start count

        # if error, skip this
        if self.error == '':

            # query player state for given uuid
            players = Player.all().filter('uuid =', uuid).ancestor(
                db.Key.from_path('Player',
                                 config.db['playerdb_name'])).fetch(1)
            didDelete = False  # we have not delete anything yet
            for player in players:  # we might have duplicate data, just delete them all

                # query scores for this player and delete them all
                scores = Score.all().filter('uuid =', player.uuid).ancestor(
                    db.Key.from_path('Score', config.db['scoredb_name']))
                for score in scores:
                    score.delete()

                # query items for this player and delete them all
                items = Item.all().filter('uuid =', player.uuid).ancestor(
                    db.Key.from_path('Item', config.db['itemdb_name']))
                for item in items:
                    item.delete()

                # query records for this player and delete them all
                records = Record.all().filter('uuid =', player.uuid).ancestor(
                    db.Key.from_path('Record', config.db['recorddb_name']))
                for record in records:
                    record.delete()

                # query buildings for this player and delete them all
                buildings = Building.all().filter(
                    'uuid =', player.uuid).ancestor(
                        db.Key.from_path('Building',
                                         config.db['buildingdb_name']))
                for building in buildings:
                    building.delete()

                cars = Car.all().filter('uuid =', player.uuid).ancestor(
                    db.Key.from_path('Car', config.db['cardb_name']))
                for car in cars:
                    car.delete()

                # delete all this user's challenge
                Challenge.DeleteByUserId(self, player.uuid)

                # and finally, delete this player
                player.delete()
                didDelete = True

            # compose result
            if didDelete == True:
                self.respn = '"' + uuid + ' was deleted successfully."'
            else:
                self.error = uuid + ' does not exist in Database.'

        # calculate time taken and return the result
        time_taken = time.time() - start_time
        self.response.headers['Content-Type'] = 'text/html'
        self.response.write(Utils.RESTreturn(self, time_taken))
Ejemplo n.º 18
0
def index():
    schema = BuildingSchema(many=True)
    buildings = Building.select()
    return schema.dumps(buildings)
Ejemplo n.º 19
0
    art_nouveau = Style(name='Art Nouveau')
    classical = Style(name='Classical')
    early_georgian = Style(name='Early Georgian')
    gothic = Style(name='Gothic')
    neo_futurism = Style(name='Neo Futurism')

    Building(
        name='The Lloyd\'s Building',
        architect='Sir Richard Rogers',
        style=radical_bowellism,
        # (refers to designs that see the services for the building located on the exterior to maximise the space inside)
        address='1 Lime Street, London',
        latitude=51.51301,
        longitude=-0.08228,
        postcode='EC3M 7HA',
        construction=rcf,
        built=1978,
        about=
        'Lloyds of London is the world’s greatest insurance market. It had moved its dealing room twice in 50 years and wanted a building that would provide for its needs well into the 21st century. It was also imperative that Lloyd’s could continue their operations unhindered during the rebuilding operation, which almost inevitably involved the demolition of the existing 1928 building. The competition for a new building was won on the basis not of an architectural proposal but of a strategy for the future of this key City institution. Richard Rogers Partnership (RRP) proposed a building where the dealing room could expand or contract, according to the needs of the market, by means of a series of galleries around a central space. To maximise space, services are banished to the perimeter. As the architectural form of the building evolved, particular attention was paid to its impact on the surrounding area, especially on the listed 19th century Leadenhall Market. As a result, Lloyd’s became a complex grouping of towers, almost Gothic in feeling – an effect enhanced by the height of the external plant-room towers. Lloyd’s is one of the great architectural achievements of the 1980s, one of the buildings which confirmed the practice’s position in the front rank of international architects. It has emerged as one of the greatest modern British buildings, one which balances technical efficiency with architectural expressiveness to produce an effect which might be called highly romantic and judged a very positive addition to the London skyline. The building was Grade I listed in 2011, the youngest structure to obtain this status. English Heritage described it as “universally recognized as one of the key buildings of the modern epoch.',
        images=[
            'https://tokyofox.files.wordpress.com/2015/01/dscn0270.jpg',
            'http://spinlister-blog.s3.amazonaws.com/2016/04/Modern-Architecture-London-2.jpg',
            'http://www.bbc.co.uk/staticarchive/e8eea2b72d54aa09dfb5cfb4bf882e7c78059ed7.jpg',
            'https://i.pinimg.com/564x/30/fa/87/30fa87305c142afbe0b9e5fe372cc672.jpg'
        ],
        user=char)

    Building(
        name='The British Museum',
        architect='Sir Robert Smirke',
        style=greek_revival,
        # (refers to designs that see the services for the building located on the exterior to maximise the space inside)
Ejemplo n.º 20
0
    def get(self):
        Utils.reset(self)  # reset/clean standard variables

        # validate and assign parameters
        passwd = Utils.required(self, 'passwd')
        uuid = Utils.required(self, 'uuid')
        guid = self.request.get('guid')
        type = Utils.required(self, 'type')
        version = config.data_version['building']
        if self.request.get('version'):
            version = self.request.get('version')
        lang = config.server["defaultLanguage"]
        if self.request.get('lang'):
            lang = self.request.get('lang')

        if self.error == '' and passwd != config.testing[
                'passwd']:  # if password is incorrect
            self.error = 'passwd is incorrect.'  # inform user via error message
        Utils.LogRequest(self)
        start_time = time.time()  # start count

        # if error, skip this
        if self.error == '':
            player = Player.getplayer(
                self, uuid
            )  # get player state from Player helper class, specified by uuid

        if self.error == '' and player is not None and guid != '':
            if guid != player.state_obj['guid']:
                player = None
                self.error = config.error_message['dup_login']

        if self.error == '' and player is not None:  # if have some data returned
            self.respn = '{'
            if type == 'all':
                type = ''
                for item in config.playerdata:
                    type += item + ','
                type = type.rstrip(',')
            types = type.split(',')
            for item in types:
                if item == 'info':
                    self.respn += '"info":' + player.info + ','
                elif item == 'state':
                    self.respn += '"state":' + player.state + ','
                elif item == 'building':
                    buildings = Data.getbuildings(self, lang, version)
                    mybuildings = Building.getmybuildings(self, uuid)
                    if buildings is not None and mybuildings is not None:
                        self.respn += '"building":['
                        for mybuilding in mybuildings:
                            # update building status, determine production
                            _upd = False
                            if mybuilding.status == Building.BuildingStatus.PENDING:
                                if mybuilding.timestamp + (
                                        buildings.as_obj[mybuilding.itid]
                                    [mybuilding.level - 1]['build_time'] *
                                        60) <= start_time:
                                    mybuilding.timestamp = int(start_time)
                                    mybuilding.status = Building.BuildingStatus.DELIVERED
                                    _upd = True
                            elif mybuilding.status == Building.BuildingStatus.DELIVERED:
                                mybuilding.status = Building.BuildingStatus.OWNED
                                _upd = True
                            if _upd is True:
                                Building.setmybuilding(self, mybuilding)
                            self.respn = Building.compose_mybuilding(
                                self.respn, mybuilding)
                        self.respn = self.respn.rstrip(',') + '],'
                elif item == 'car':
                    mycars = Car.list(self, uuid)
                    if mycars is not None:
                        self.respn += '"car":['
                        for _car in mycars:
                            self.respn += Car.compose_mycar('', _car) + ','
                        self.respn = self.respn.rstrip(',') + '],'
                elif item == 'challenge':
                    Challenge.ComposeChallenges(self, player)

            self.respn = self.respn.rstrip(',') + '}'

        # calculate time taken and return result
        time_taken = time.time() - start_time
        self.response.headers['Content-Type'] = 'text/html'
        self.response.write(Utils.RESTreturn(self, time_taken))