Esempio n. 1
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 def initiate_save_action(self):
     army_id = self.request.POST['chosen_army']
     army = Army.get_by_id(army_id)
     from pprint import pprint
     pprint(army.current_action)
     if army.current_action != None:
         raise RuntimeError('There is already a current action')
     action = SaveAction(army.owner.game, army, self.request.POST['damage'])
     action.save(explicit=True)
     url = self.request.route_url('save_action', id=action.id)
     return HTTPFound(location=url)
Esempio n. 2
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 def step_one(self):
     action = SaveAction.get_by_id(self.request.matchdict.get('id'))
     #What are the result ?
     results = []
     for dice in army.components:
         list_icon = []
         list_desc = []
         for face in dice.active_faces:
             list_icon.append(face.picture)
             list_desc.append(face.name)
         results.append((dice.name, list_icon, list_desc))
     return {'results': results, 'route_next_step': self.request.route_url('save_action', id=action.id)}
Esempio n. 3
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 def step_two(self):
     action = SaveAction.get_by_id(self.request.matchdict.get('id'))
     action.army.set_roll_type(SaveMeleeRoll())
     #What are the result ?
     results = []
     for dice in action.army.components:
         list_icon = []
         list_desc = []
         for face in dice.active_faces:
             list_icon.append(face.picture)
             list_desc.append(face.name)
         results.append((dice.name, list_icon, list_desc))
     #What is the army ?
     dice_list = [(dice.id, dice.name, dice.template.picture) for dice in action.army.components]
     if action.damage > action.army.get_save_result():
         remaining = action.damage - action.army.get_save_result()
     else:
         remaining = 0
     return {'results': results, 'dices': dice_list, 'save': action.army.get_save_result(), 'damage': action.damage, 'remaining': remaining, 'route_next_step': self.request.route_url('save_action', id=action.id)}
Esempio n. 4
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    def save_action(self):
        action = SaveAction.get_by_id(self.request.matchdict.get('id'))
        damage = action.damage
        army = action.army
        army.set_roll_type(SaveMeleeRoll())

        #Step 0 : nothing done. Let's roll the army.
        if action.step == 0:
            army.roll(SaveMeleeRoll())
            action.step = 1

        #Step 1 : check if some effect can be resolved. Else go to step 2.
        if action.step == 1:
            #For now, automatically assume that everything is fine
            action.step = 2

        #Step 2 : require that enough unit are taken as casualty
        if action.step == 2:
            saves = army.get_save_result()
            min_health = 4
            if damage < saves:
                remaining = 0
            else:
                remaining = damage - saves

            #We beed to know what is the smallest unit (in health) in the army
            for unit in army.components:
                if unit.health < min_health:
                    min_health = unit.health

            #if damage cannot kill any dice, it's discarded
            if remaining < min_health:
                action.step = 3
                casualty = []
            elif 'unit_to_kill[]' in self.request.POST:
                casualty = []
                sum_health = 0
                for dice_id in self.request.POST.getall('unit_to_kill[]'):
                    unit = Dice.get_by_id(int(dice_id))
                    if not(unit in army.components):
                        raise RuntimeError('Trying to kill an unit outside of the army !')
                    casualty.append(unit)
                    sum_health += unit.health

                if (sum_health <= remaining) and (min_health > (remaining - sum_health)):
                    #It's a valid casualty removal
                    action.step = 3
                    

        if action.step == 3:
            #Prepare the view before altering the result.
            results = []
            for dice in army.components:
                list_icon = []
                list_desc = []
                for face in dice.active_faces:
                    list_icon.append(face.picture)
                    list_desc.append(face.name)
                results.append((dice.name, list_icon, list_desc))
            dead_army = army.owner.dead_army

            #We remove the casualty now
            for unit in casualty:
                unit.army = dead_army

            dice_list = [(dice.name, dice.template.picture) for dice in army.components]
            dead_dice_list = [(dice.name, dice.template.picture) for dice in casualty]
            action.delete(explicit=True)
        else:
            action.save()

        #Now, dispatch to the good view
        if action.step == 1:
            #resolve SAI
            url = self.request.route_url('save_action_step_one', id=action.id)
            return_value = HTTPFound(location=url)
        elif action.step == 2:
            #remove casualties
            url = self.request.route_url('save_action_step_two', id=action.id)
            return_value = HTTPFound(location=url)
        else:
            #save finished
            #We do the view without redirection to avoid having to store silly thing.
            return_value = {'results': results, 'dices': dice_list, 'dead_dices': dead_dice_list, 'save': saves, 'damage': damage, 'remaining': remaining, 'route_next_step': self.request.route_url('army_selection')}
        return return_value