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game.py
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game.py
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import pygame
from map import Map, getAbsPos, getGridCenter
from treecontainer import collide, TreeContainer
from data import classmap
from unit import Unit
from vehicle import *
from infantry import *
from building import *
from consts import *
class Game():
def __init__(self, map):
self.map = map
self.unitSet = None
self.x = map.x
self.y = map.y
self.running = False
self.players = []
def initNewGame(self, playerData):
self.unitSet = TreeContainer(10, 10,
self.map.groundwidth-20,
self.map.groundheight-20)
self.running = False
self.players = [Player(i) for i in range(2)]
for player in self.players:
player.money = 30000
for player in playerData:
data = playerData[player]
flag = data["flag"]
col, row = data["position"]
mcv = MCV(flag)
self.addUnitGrid(mcv, col, row)
for unitdata in data["initials"]:
name = unitdata["name"]
x, y = unitdata["pos"]
animation = unitdata["animation"]
x, y = x+mcv.offsetx, y+mcv.offsety
self.addUnit(classmap[name](flag, animation), x, y)
self.updatePosition()
def addUnit(self, unit, x, y):
if self.unitSet.addPos(unit, x, y):
self.players[unit.player]._addUnit(unit)
return True
return False
def addUnitGrid(self, unit, col, row):
if self.unitSet.addGrid(unit, col, row):
self.players[unit.player]._addUnit(unit)
return True
return False
def removeUnit(self, unit):
self.unitSet.remove(unit)
self.players[unit.player]._removeUnit(unit)
def available(self, unit, x, y):
return self.unitSet.available(unit, x, y)
def step(self):
unitlist = []
for unit in self.unitSet:
unitlist.append(unit)
for unit in unitlist:
unit.step(self.map, self)
if hasattr(unit, "replace") and unit.replace is not None:
name = unit.replace
newunit = classmap[name](unit.player)
newunit.HP = unit.HP
newunit.fullHP = unit.fullHP
if isinstance(newunit, Building):
offsetx, offsety = getGridCenter(unit.offsetx, unit.offsety)
offsetx += modify[name][0]
offsety += modify[name][1]
self.removeUnit(unit)
if not self.addUnit(newunit, offsetx, offsety):
self.addUnit(unit)
def updatePosition(self):
self.x = self.map.x
self.y = self.map.y
for unit in self.unitSet:
unit.x = self.x + unit.offsetx
unit.y = self.y + unit.offsety
def update(self):
self.updatePosition()
if self.running:
for player in self.players:
player._update()
if player.createIsReady["infantry"] and player.mainGpile is not None:
player.createMobUnit(player.mainGpile, "infantry", self)
if player.createIsReady["vehicle"] and player.mainGweap is not None:
player.createMobUnit(player.mainGweap, "vehicle", self)
self.step()
def get_battle_rect():
return pygame.Rect(0, 0, battlewidth, battleheight)
def isEmpty(self, col, row):
if not self.map.validFullPos(col, row):
return False
x, y = getAbsPos(col, row, True)
return self.unitSet.availableSize(6, x, y)
def inarea(self, unit):
rect = unit.get_rect().copy()
center = rect.center
rect.width *= 3
rect.height *= 3
rect.center = center
return rect.colliderect(pygame.Rect(0, 0, battlewidth, battleheight))
def draw(self, screen):
self.updatePosition()
units = []
for unit in self.unitSet:
units.append(unit)
units.sort(key=lambda unit: unit.offsety)
for unit in units:
if self.inarea(unit):
unit.draw(screen)
def onMouseDown(self, x, y, button):
for unit in self.unitSet:
unit.onMouseDown(x, y, button)
def onMouseUp(self, x, y, button):
pass
def onMouseMove(self, x, y, button1=None, button2=None, button3=None):
pass
class Player():
def __init__(self, index):
self.index = index
self.units = set()
self.money = 0
self.powergen = 0
self.powerload = 0
self.powerhigh = False
self.powerlow = False
self.nopower = True
self.numOfUnit = {}
self.numOfUnitInCreate = {}
self.createButtonList = {"building": [], "defence": [],
"infantry": [], "vehicle": []}
self.createList = {"building": [], "defence": [],
"infantry": [], "vehicle": []}
self.createMoneyCost = {"building": 0, "defence": 0,
"infantry": 0, "vehicle": 0}
self.createIsReady = {"building": False, "defence": False,
"infantry": False, "vehicle": False}
self.createStop = {"building": False, "defence": False,
"infantry": False, "vehicle": False}
self.mainGpile = None
self.mainGweap = None
def createFixUnit(self, col, row, t, characters):
builded = self.getUnitInFactory(t)
if builded is not None and self.createIsReady[t]:
name = builded[2]
offsetx, offsety = getAbsPos(col, row, True)
offsetx += modify[name][0]
offsety += modify[name][1]
unit = classmap[name](self.index)
if characters.addUnit(unit, offsetx, offsety):
self.__popCreateList(t)
def createMobUnit(self, factory, t, characters):
builded = self.getUnitInFactory(t)
if builded is not None and self.createIsReady[t]:
name = builded[2]
offsetx = factory.offsetx + createPosition[factory.name][0]
offsety = factory.offsety + createPosition[factory.name][1]
animation = createAnimation[name]
unit = classmap[name](self.index, animation)
if characters.addUnit(unit, offsetx, offsety):
self.__popCreateList(t)
def _addUnit(self, unit):
unit.player = self.index
self.units.add(unit)
if unit.name in self.numOfUnit:
self.numOfUnit[unit.name] += 1
else:
self.numOfUnit[unit.name] = 1
def _removeUnit(self, unit):
self.units.remove(unit)
self.numOfUnit[unit.name] -= 1
def _update(self):
for t in ["building", "defence", "infantry", "vehicle"]:
self.__updateCreateButtonList(t)
self.__stepCreateList(t)
self.__resetMainFactories()
self.__updatePower()
def __updatePower(self):
self.powergen = 0
self.powerload = 0
for unit in self.units:
if hasattr(unit, "power"):
if unit.power > 0:
self.powergen += unit.power
elif unit.power < 0:
self.powerload -= unit.power
self.powerhigh = self.powergen >= self.powerload - powerthresh
self.powerlow = not self.powerhigh and self.powergen >= self.powerload
self.nopower = not self.powerhigh and not self.powerlow
def __resetMainFactories(self):
if self.mainGpile is None or self.mainGpile not in self.units:
self.mainGpile = None
for unit in self.units:
if unit.name == "Gpile":
self.mainGpile = unit
break
if self.mainGweap is None or self.mainGweap not in self.units:
self.mainGweap = None
for unit in self.units:
if unit.name == "Gweap":
self.mainGweap = unit
break
def cancelCreateList(self, t):
if len(self.createList[t]) > 0:
if self.createStop[t] or self.createIsReady[t]:
self.createList[t].pop(0)
self.money += self.createMoneyCost[t]
self.createMoneyCost[t] = 0
self.createStop[t] = False
self.createIsReady[t] = False
else:
self.createStop[t] = True
def getUnitInFactory(self, t):
if len(self.createList[t]) > 0:
return self.createList[t][0]
return None
def addToCreateList(self, name):
self.createList[typeofunit[name]].append(
[costofunit[name], costofunit[name], name])
if name in self.numOfUnitInCreate:
self.numOfUnitInCreate[name] += 1
else:
self.numOfUnitInCreate[name] = 1
def getNumOfUnit(self, name):
if name in self.numOfUnit:
return self.numOfUnit[name]
return 0
def getNumOfUnitInCreate(self, name):
if name in self.numOfUnitInCreate:
return self.numOfUnitInCreate[name]
return 0
def __stepCreateList(self, t):
if len(self.createList[t]) > 0:
if self.createStop[t]:
return
if self.createList[t][0][0] > 0:
if self.money > 0:
if self.createList[t][0][0] >= createspeed:
self.createList[t][0][0] -= createspeed
self.createMoneyCost[t] += createspeed
self.money -= createspeed
else:
self.createMoneyCost[t] += self.createList[t][0][0]
self.money -= self.createList[t][0][0]
self.createList[t][0][0] = 0
self.createIsReady[t] = False
else:
self.createIsReady[t] = True
def __updateCreateButtonList(self, t):
self.createButtonList[t] = []
for unit in allunits[t]:
enough = True
for req in requisite[unit]:
if req not in self.numOfUnit or self.numOfUnit[req] <= 0:
enough = False
if enough:
self.createButtonList[t].append(unit)
def __popCreateList(self, t):
if len(self.createList[t]) > 0:
self.createList[t].pop(0)
self.createMoneyCost[t] = 0
self.createIsReady[t] = False