def generateCard(self, tileSeed, zoneId):
        rng = RandomNumGen.RandomNumGen(tileSeed)
        rowSize = self.game.getRowSize()
        fishList = FishGlobals.getPondGeneraList(zoneId)
        for i in range(len(fishList)):
            fishTuple = fishList.pop(0)
            weight = FishGlobals.getRandomWeight(fishTuple[0], fishTuple[1])
            fish = FishBase.FishBase(fishTuple[0], fishTuple[1], weight)
            fishList.append(fish)

        emptyCells = self.game.getCardSize() - 1 - len(fishList)
        rodId = 0
        for i in range(emptyCells):
            fishVitals = FishGlobals.getRandomFishVitals(zoneId, rodId, rng)
            while not fishVitals[0]:
                fishVitals = FishGlobals.getRandomFishVitals(zoneId, rodId, rng)

            fish = FishBase.FishBase(fishVitals[1], fishVitals[2], fishVitals[3])
            fishList.append(fish)
            rodId += 1
            if rodId > 4:
                rodId = 0

        for i in range(rowSize):
            for j in range(self.game.getColSize()):
                color = self.getCellColor(i * rowSize + j)
                if i * rowSize + j == self.game.getCardSize() / 2:
                    tmpFish = 'Free'
                else:
                    choice = rng.randrange(0, len(fishList))
                    tmpFish = fishList.pop(choice)
                xPos = BG.CellImageScale * (j - 2) + BG.GridXOffset
                yPos = BG.CellImageScale * (i - 2) - 0.015
                cellGui = BingoCardCell.BingoCardCell(i * rowSize + j, tmpFish, self.model, color, self, image_scale=BG.CellImageScale, pos=(xPos, 0, yPos))
                self.cellGuiList.append(cellGui)
Example #2
0
    def generateCard(self, tileSeed, zoneId):
        assert (self.game != None)

        rng = RandomNumGen.RandomNumGen(tileSeed)
        rowSize = self.game.getRowSize()

        # Retrieve a list of Fish based on the Genus Type. Each Genus
        # found in the pond will be represented on the board.
        fishList = FishGlobals.getPondGeneraList(zoneId)

        # Go through the fish list and generate actual fish.
        # NOTE: This should likely be removed when the fish logos come into play.
        # There is no need to generate a Fish object. Tuples (genus, species)
        # can effectively be used to identify the type of fish for a specific
        # BingoCardCell.
        for i in xrange(len(fishList)):
            fishTuple = fishList.pop(0)
            weight = FishGlobals.getRandomWeight(fishTuple[0], fishTuple[1])
            fish = FishBase.FishBase(fishTuple[0], fishTuple[1], weight)
            fishList.append(fish)

        # Determine the number of cells left to fill.
        emptyCells = (self.game.getCardSize() - 1) - len(fishList)

        # Fill up the empty cells with randomly generated fish. In order to
        # maintain fairness, iterate through the rods as well.
        rodId = 0
        for i in xrange(emptyCells):
            fishVitals = FishGlobals.getRandomFishVitals(zoneId, rodId, rng)
            while (not fishVitals[0]):
                fishVitals = FishGlobals.getRandomFishVitals(
                    zoneId, rodId, rng)

            fish = FishBase.FishBase(fishVitals[1], fishVitals[2],
                                     fishVitals[3])
            fishList.append(fish)
            rodId += 1
            if rodId > 4: rodId = 0

        # Now that we have generated all of the fish that will make up the card,
        # it is time to actually generate a BingoCardCell for every fish. This
        # cell will be parented to the GUI instance and its position and scale
        # are based on the CardImageScale. (See base positions above)
        for i in xrange(rowSize):
            for j in xrange(self.game.getColSize()):
                color = self.getCellColor(i * rowSize + j)
                if i * rowSize + j == self.game.getCardSize() / 2:
                    tmpFish = 'Free'
                else:
                    choice = rng.randrange(0, len(fishList))
                    tmpFish = fishList.pop(choice)

                xPos = BG.CellImageScale * (j - 2) + BG.GridXOffset
                yPos = BG.CellImageScale * (i - 2) - 0.015
                cellGui = BingoCardCell.BingoCardCell(
                    i * rowSize + j,
                    tmpFish,
                    self.model,
                    color,
                    self,
                    image_scale=BG.CellImageScale,
                    pos=(xPos, 0, yPos),
                )
                self.cellGuiList.append(cellGui)