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story.py
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story.py
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from collections import defaultdict
from util import *
from layout import *
from card import Card
from graphics import StoryImage, SuccessTokenImage
import getDecision
from pygame import Rect
class Struggle:
def __init__(self, name):
self.name = name.strip().lower().capitalize()
self.story = None
def __repr__(self):
return struggleColor(self.name) + \
' Struggle [%s]' % self.story.name
# Actions
def addToStory(self, story):
self.story = story
def resolve(self):
story = self.story
P1total = sumStat(story.committed[story.Player1], self.name.lower())
P2total = sumStat(story.committed[story.Player2], self.name.lower())
if P1total > P2total:
# Player 1 wins struggle
self.winner = story.Player1
self.loser = story.Player2
elif P1total < P2total:
# Player 2 wins struggle
self.winner = story.Player2
self.loser = story.Player1
else:
# Nobody wins, it's a tie
self.winner = None
self.loser = None
if self.winner is None:
print struggleColor(self.name)+':','Tie [%i vs %i]' % (P1total,P2total)
else:
print struggleColor(self.name)+':',boldColor(self.winner.name),'wins [%i vs %i]' % (P1total,P2total)
return self.winner, self.loser
def processAftermath(self):
# Apply struggle consequences to
# self.winner and self.loser
#
# The default aftermath after a struggle
# Nothing happens
# Reset the winner/loser
self.winner, self.loser = None, None
class TerrorStruggle(Struggle):
def __init__(self):
Struggle.__init__(self, name='Terror')
def processAftermath(self):
# Apply struggle consequences to
# self.winner and self.loser
if self.loser is not None:
potentials = filter(lambda c: c.canGoInsane(), self.story.committed[self.loser])
if len(potentials) > 0:
target = getDecision.chooseOneFromStoryToGoInsane(self.loser, self.story)
if target in self.story.committed[self.loser]:
self.story.uncommit(target)
target.goInsane()
print boldColor(self.winner.name),'chooses', genericCardColor(target.name),'to go insane.'
else:
print 'None of the committed characters can go insane.'
# Reset the winner/loser
self.winner, self.loser = None, None
class CombatStruggle(Struggle):
def __init__(self):
Struggle.__init__(self, name='Combat')
def processAftermath(self):
# Apply struggle consequences to
# self.winner and self.loser
if self.loser is not None:
potentials = filter(lambda c: c.canBeWounded(), self.story.committed[self.loser])
if len(potentials) > 0:
target = getDecision.chooseOneFromStoryToWound(self.loser, self.story)
target.wound()
self.loser.discardPile.redraw()
self.story.redrawCommitted(self.loser)
print boldColor(self.winner.name),'chooses', genericCardColor(target.name),'to get wounded.'
else:
print 'None of the committed characters can be wounded.'
# Reset the winner/loser
self.winner, self.loser = None, None
class ArcaneStruggle(Struggle):
def __init__(self):
Struggle.__init__(self, name='Arcane')
def processAftermath(self):
# Apply struggle consequences to
# self.winner and self.loser
pass
if self.winner is not None and len(self.story.committed[self.winner]) > 0:
target = getDecision.chooseOneFromStoryToReady(self.winner, self.story)
target.ready()
self.story.committed[self.winner].remove(target)
if self.winner.position == "Player 1":
self.story.committed[self.winner].append(target)
elif self.winner.position == "Player 2":
self.story.committed[self.winner].insert(0, target)
self.story.redrawCommitted(self.winner)
print boldColor(self.winner.name),'readies', genericCardColor(target.name)
# Reset the winner/loser
self.winner, self.loser = None, None
class InvestigationStruggle(Struggle):
def __init__(self):
Struggle.__init__(self, name='Investigation')
def processAftermath(self):
# Apply struggle consequences to
# self.winner and self.loser
if self.winner is not None:
self.story.success[self.winner] += 1
if self.story.success[self.winner] >= 5:
print boldColor(self.winner.name),'WINS THE STORY', storyColor(self.story.name)
self.story.success[self.winner] = 5
self.story.redraw()
self.winner.winStory(self.story)
else:
self.story.redraw()
# Reset the winner/loser
self.winner, self.loser = None, None
class SkillStruggle(Struggle):
def __init__(self):
Struggle.__init__(self, name='Skill')
def resolve(self):
winner, loser = Struggle.resolve(self)
if winner == self.story.game.DefendingPlayer or winner == None:
self.winner, self.loser = None,None
print boldColor(self.story.game.ActivePlayer.name), 'IS UNSUCCESSFUL'
else:
print boldColor(winner.name), 'IS SUCCESSFUL'
if len(self.story.committed[loser]) == 0:
print boldColor(winner.name), 'IS UNCHALLENGED'
return None, None
def processAftermath(self):
# Apply struggle consequences to
# self.winner and self.loser
if self.winner is not None:
self.story.success[self.winner] += 1
if len(self.story.committed[self.loser]) == 0:
self.story.success[self.winner] += 1
if self.story.success[self.winner] >= 5:
print boldColor(self.winner.name),'WINS THE STORY', storyColor(self.story.name)
self.story.success[self.winner] = 5
self.story.redraw()
self.winner.winStory(self.story)
else:
self.story.redraw()
# Reset the winner/loser
self.winner, self.loser = None, None
class Story(Card):
def __init__(self, name,
imageFileName = None,
struggles = None,
*args, **kwargs):
Card.__init__(self, name, imageFileName, *args, **kwargs)
if imageFileName != None:
self.image = StoryImage(imageFileName)
self.committed = {}
self.success = {}
self.rect = {}
self.game = None
self.Player1 = None
self.Player2 = None
if struggles is None:
struggles = []
struggles.append(TerrorStruggle())
struggles.append(CombatStruggle())
struggles.append(ArcaneStruggle())
struggles.append(InvestigationStruggle())
struggles.append(SkillStruggle())
for struggle in struggles:
struggle.addToStory(self)
self.struggles = struggles
def __repr__(self):
text = self.name
try:
P1, P2 = self.Player1, self.Player2
text += ' [%s %i]' % (P1.name, self.success[P1]) +\
' [%s %i]' % (P2.name, self.success[P2])
except AttributeError:
pass
return storyColor(text)
#-- Reports
def report(self):
return storyOutlineColor('--------------------\n') +\
'\n'.join(map(repr,self.P2committed())) +\
'\n%s [%i]' % (self.game.P2.name, self.P2success()) +\
'\n' + storyColor('%-20s' % self.name) + '\n' +\
'%s [%i]\n' % (self.game.P1.name, self.P1success()) +\
'\n'.join(map(repr,self.P1committed())) + '\n' +\
storyOutlineColor('--------------------')
#-- Information
def P1success(self):
return self.success[self.Player1]
def P2success(self):
return self.success[self.Player2]
def P1committed(self):
return self.committed[self.Player1]
def P2committed(self):
return self.committed[self.Player2]
def isAnyCommitted(self):
if len(self.committed[self.Player1]) > 0 or \
len(self.committed[self.Player2]) > 0:
return True
else:
return False
#-- Actions
def appendTerrorStruggle(self):
struggle = TerrorStruggle()
self.struggles.append(struggle)
struggle.addToStory(self)
def appendCombatStruggle(self):
struggle = CombatStruggle()
self.struggles.append(struggle)
struggle.addToStory(self)
def appendArcaneStruggle(self):
struggle = ArcaneStruggle()
self.struggles.append(struggle)
struggle.addToStory(self)
def appendInvestigationStruggle(self):
struggle = InvestigationStruggle()
self.struggles.append(struggle)
struggle.addToStory(self)
def appendSkillStruggle(self):
struggle = SkillStruggle()
self.struggles.append(struggle)
struggle.addToStory(self)
def enterGame(self, game, storyslot):
if storyslot not in [0,1,2]:
raise RuleError("This is not a valid story slot")
game.stories[storyslot] = self
self.game = game
self.slot = storyslot
self.Player1 = game.Player1
self.Player2 = game.Player2
self.committed[self.Player1] = []
self.committed[self.Player2] = []
self.success[self.Player1] = 0
self.success[self.Player2] = 0
self.rect[self.Player1] = Rect(0,0,0,0)
self.rect[self.Player2] = Rect(0,0,0,0)
# Create a bunch of success tokens at boot-up to use (fast) in the game
self.successTokenBag = []
for i in range(10):
token = SuccessToken(screen=self.game.screen)
self.successTokenBag.append(token)
# Graphics
if hasattr(self, 'image') and self.image != None:
self.image.addToScreen(self.game.screen)
if graphicsOn(self.game):
screen = self.game.screen
self.committedWindow = screen.height//2 - CARDWIDTH//2 - DISCARDPANELHEIGHT - CARDHEIGHT - 2*RESOURCEBAR - 5*SMALLMARGIN
def resolve(self):
for struggle in self.struggles:
Winner, Loser = struggle.resolve()
struggle.processAftermath()
def resolveStruggle(self, struggle):
return struggle.resolve()
def uncommit(self, character):
player = character.controller
committed = self.committed[player]
committed.remove(character)
player.board.add(character)
self.redrawCommitted(player)
player.board.redraw()
def uncommitAll(self):
for player, committed in self.committed.items():
for card in committed[:]:
committed.remove(card)
player.board.add(card)
self.redrawCommitted(player)
player.board.redraw()
#-- Graphics
def drawCommitted(self, player):
position = player.position
committed = self.committed[player]
x,y = self.image.pos
X = min((x, self.image.pos[0]))
step = 0
if len(committed) > 1:
step = toInt(self.committedWindow / (len(committed)-1.))
step = min((step,COMMITTEDSTEP))
if position == "Player 1":
Y = self.image.pos[1] + CARDWIDTH
y += CARDWIDTH
i = 0
for i in range(len(committed)-1,-1,-1):
card = committed[i]
if card.isExhausted():
pos = (x,y+step*i)
else:
pos = (x-RESOURCEBAR*3//2,Y)
card.draw(pos)
self.rect[player] = Rect(X,Y,CARDHEIGHT+self.spaceBetween, self.committedWindow)
elif position == "Player 2":
Y = self.image.pos[1] - self.committedWindow
y -= CARDWIDTH
i = 0
for i in range(len(committed)):
card = committed[i]
if card.isExhausted():
pos = (x,y-step*i)
else:
pos = (x-RESOURCEBAR*3//2,Y)
card.draw(pos)
self.rect[player] = Rect(X-self.spaceBetween,Y,CARDHEIGHT+self.spaceBetween, self.committedWindow)
self.redraw()
def clearCommitted(self, player):
screen = player.game.screen
screen.blit(screen.background.subsurface(self.rect[player]),self.rect[player])
x,y = self.image.pos
if player.position == "Player 1":
leftSpace = Rect(x-self.spaceBetween,y,self.spaceBetween, CARDWIDTH+self.committedWindow)
elif player.position == "Player 2":
leftSpace = Rect(x-self.spaceBetween,y-self.committedWindow,self.spaceBetween, CARDWIDTH)
screen.blit(screen.background.subsurface(leftSpace), leftSpace)
for card in self.committed[player]:
if card in screen.drawnImages:
screen.drawnImages.remove(card.image)
def redrawCommitted(self, player):
self.clearCommitted(player)
self.drawCommitted(player)
def draw(self, pos):
Card.draw(self, pos)
x,y = pos
for i in range(self.success[self.Player1]):
pos = x + i*TOKENEDGE, y+CARDWIDTH-TOKENEDGE
self.successTokenBag[i].draw(pos)
for i in range(self.success[self.Player2]):
pos = x + i*TOKENEDGE, y
self.successTokenBag[i+5].draw(pos)
def redraw(self):
self.draw(self.pos)
class SuccessToken(object):
def __init__(self,screen=None):
self.image = SuccessTokenImage(screen=screen)
def draw(self,pos):
self.image.draw(pos)