Пример #1
0
class Controller:
    def __init__(self):
        self.gui = Gui()
        self.dao = ClientDAO()
        self.selected = None  #cliente selecionado
        self.currentClient = Client()

    def view_command(self):
        "método para visualização dos resultados"
        try:
            rows = self.dao.view()
            self.gui.listClientes.delete(0, END)
            for r in rows:
                self.gui.listClientes.insert(END, r)
        except Exception as e:
            print(e)

    def __fill_current_client(self):
        self.currentClient.nome = self.gui.txtNome.get()
        self.currentClient.sobrenome = self.gui.txtSobrenome.get()
        self.currentClient.email = self.gui.txtEmail.get()
        self.currentClient.cpf = self.gui.txtCPF.get()

    def search_command(self):
        "método para buscar registros"
        self.gui.listClientes.delete(0, END)
        self.__fill_current_client()
        try:
            rows = self.dao.search(self.currentClient)
            for r in rows:
                self.gui.listClientes.insert(END, r)
        except Exception as e:
            print(e)

    def insert_command(self):
        "método para inserir registros"
        self.__fill_current_client()
        self.dao.insert(self.currentClient)
        self.view_command()

    def get_selected_row(self, event):
        "método que seleciona na listbox e popula os campos de input"
        if self.gui.listClientes.curselection():
            index = self.gui.listClientes.curselection()[0]
            self.selected = self.gui.listClientes.get(index)
            self.gui.entNome.delete(0, END)
            self.gui.entNome.insert(END, self.selected[1])
            self.gui.entSobrenome.delete(0, END)
            self.gui.entSobrenome.insert(END, self.selected[2])
            self.gui.entEmail.delete(0, END)
            self.gui.entEmail.insert(END, self.selected[3])
            self.gui.entCPF.delete(0, END)
            self.gui.entCPF.insert(END, self.selected[4])

    def update_command(self):
        "método para atualizar registro"
        id = self.selected[0]
        self.__fill_current_client()
        self.dao.update(id, self.currentClient)
        self.view_command()

    def del_command(self):
        "método para remover registro"
        id = self.selected[0]
        self.dao.delete(id)
        self.view_command()

    def close_command(self):
        self.dao.close()
        self.gui.window.destroy()

    def start(self):
        self.gui.listClientes.bind('<<ListboxSelect>>', self.get_selected_row)
        #associando o comportamento à interface
        self.gui.btnViewAll.configure(command=self.view_command)
        self.gui.btnBuscar.configure(command=self.search_command)
        self.gui.btnInserir.configure(command=self.insert_command)
        self.gui.btnUpdate.configure(command=self.update_command)
        self.gui.btnDel.configure(command=self.del_command)
        self.gui.btnClose.configure(command=self.close_command)
        self.gui.run()
Пример #2
0
class Controller:
    def __init__(self):
        self.gui = Gui()
        self.dao = VeiculoDAO()
        self.selected = None  #cliente selecionado
        self.currentVeiculo = Veiculo()

    def view_command(self):
        "método para visualização dos resultados"
        try:
            rows = self.dao.view()
            self.gui.listVeiculos.delete(0, END)
            for r in rows:
                self.gui.listVeiculos.insert(END, r)
        except Exception as e:
            print(e)

    def __fill_current_veiculo(self):
        self.currentVeiculo.marca = self.gui.txtMarca.get()
        self.currentVeiculo.modelo = self.gui.txtModelo.get()
        self.currentVeiculo.ano = self.gui.txtAno.get()
        self.currentVeiculo.cor = self.gui.txtCor.get()

        self.currentVeiculo.tanque = self.gui.txtTanque.get()
        self.currentVeiculo.combustivel = self.gui.txtCombustivel.get()
        self.currentVeiculo.consumo_cidade = self.gui.txtConsumo_Cidade.get()
        self.currentVeiculo.consumo_estrada = self.gui.txtConsumo_Estrada.get()

        self.currentVeiculo.tempo_0_100 = self.gui.txtTempo_0_100.get()
        self.currentVeiculo.chassi = self.gui.txtChassi.get()
        self.currentVeiculo.placa = self.gui.txtPlaca.get()
        self.currentVeiculo.tamanho_pneu = self.gui.txtTamanho_Pneu.get()
        self.currentVeiculo.som = self.gui.txtSom.get()
        self.currentVeiculo.valor_diaria = self.gui.txtValor_Diaria.get()

    def search_command(self):
        "método para buscar registros"
        self.gui.listVeiculos.delete(0, END)
        self.__fill_current_veiculo()
        try:
            rows = self.dao.search(self.currentVeiculo)
            for r in rows:
                self.gui.listVeiculos.insert(END, r)
        except Exception as e:
            print(e)

    def insert_command(self):
        "método para inserir registros"
        self.__fill_current_veiculo()
        self.dao.insert(self.currentVeiculo)
        self.view_command()

    def get_selected_row(self, event):
        "método que seleciona na listbox e popula os campos de input"
        if self.gui.listVeiculos.curselection():
            index = self.gui.listVeiculos.curselection()[0]
            self.selected = self.gui.listVeiculos.get(index)
            self.gui.entMarca.delete(0, END)
            self.gui.entMarca.insert(END, self.selected[1])
            self.gui.entModelo.delete(0, END)
            self.gui.entModelo.insert(END, self.selected[2])
            self.gui.entAno.delete(0, END)
            self.gui.entAno.insert(END, self.selected[3])
            self.gui.entCor.delete(0, END)
            self.gui.entCor.insert(END, self.selected[4])

            self.gui.entTanque.delete(0, END)
            self.gui.entTanque.insert(END, self.selected[1])
            self.gui.entCombustivel.delete(0, END)
            self.gui.entCombustivel.insert(END, self.selected[2])
            self.gui.entConsumo_Cidade.delete(0, END)
            self.gui.entConsumo_Cidade.insert(END, self.selected[3])
            self.gui.entConsumo_Estrada.delete(0, END)
            self.gui.entConsumo_Estrada.insert(END, self.selected[4])

            self.gui.entTempo_0_100.delete(0, END)
            self.gui.entTempo_0_100.insert(END, self.selected[1])
            self.gui.entChassi.delete(0, END)
            self.gui.entChassi.insert(END, self.selected[1])
            self.gui.entPlaca.delete(0, END)
            self.gui.entPlaca.insert(END, self.selected[1])
            self.gui.entTamanho_Pneu.delete(0, END)
            self.gui.entTamanho_Pneu.insert(END, self.selected[1])

            self.gui.entSom.delete(0, END)
            self.gui.entSom.insert(END, self.selected[1])
            self.gui.entValor_Diaria.delete(0, END)
            self.gui.entValor_Diaria.insert(END, self.selected[1])

    def update_command(self):
        "método para atualizar registro"
        id = self.selected[0]
        self.__fill_current_veiculo()
        self.dao.update(id, self.currentVeiculo)
        self.view_command()

    def del_command(self):
        "método para remover registro"
        id = self.selected[0]
        self.dao.delete(id)
        self.view_command()

    def close_command(self):
        self.dao.close()
        self.gui.window.destroy()

    def start(self):
        self.gui.listVeiculos.bind('<<ListboxSelect>>', self.get_selected_row)
        #associando o comportamento à interface
        self.gui.btnViewAll.configure(command=self.view_command)
        self.gui.btnBuscar.configure(command=self.search_command)
        self.gui.btnInserir.configure(command=self.insert_command)
        self.gui.btnUpdate.configure(command=self.update_command)
        self.gui.btnDel.configure(command=self.del_command)
        self.gui.btnClose.configure(command=self.close_command)
        self.gui.run()
Пример #3
0
class Engine:
    def __init__(self, Id, name, player, seed, client, nplayers, savedGame):
        #temp
        self.gameId = random.randint(0,1000)
        self.turn = 1
        self.rounds = 0
        self.roundsPlayed = 0
        self.width = 1100
        self.height = 650
        self.initPlayers(nplayers)
        self.seednumber = seed
        random.seed(self.seednumber)
        self.grid = Grid(1, self.width, self.height, self)
        self.grid.populateMap(self.players)
        self.Gui = Gui(self, self.width, self.height, name, player, client, savedGame)

        self.run()
    
    def initPlayers(self, n):
        self.players = {x : Player(1,"name",x) for x in range(1,n+1)}

    def applyMove(self,destNumber, unitHexNumber):
        unit = self.grid.hexes[unitHexNumber].occupant
        h = self.grid.hexes[destNumber]
        self.movePath(h,unit)

    def applyBuildMeadow(self, hex):
        self.grid.hexes[hex].occupant.setBuildingMeadow()

    def applyBuildRoad(self, hex):
         self.grid.hexes[hex].occupant.setBuildingRoad()

    def applyUpgradeUnit(self, unitHex, level):
        self.grid.hexes[unitHex].occupant.upgrade(level)

    def applyBuildWatchtower(self, hex):
        self.grid.hexes[hex].buildWatchTower()

    def applySpawnUnit(self,hex,type):
        selected = self.grid.hexes[hex]
        selected.village.spawnUnit(selected,type)

    def applyUpgradeVillage(self, hex):
        self.grid.hexes[hex].village.upgrade()

    def applyCombine(self, hex1, hex2):
        selected = self.grid.hexes[hex1]
        selected.village.combine(selected, self.grid.hexes[hex2])

    def canCapture(self, h, unit):
        if not h.village:
            return True
        if unit.type==0 or unit.type == 4:
            return False
        if unit.type == 1 and h.village.hex == h:
            return False
        if h.occupant and h.occupant.type==4 and unit.type != 3:
            return False
        for g in h.neighbours + [h]:
            if ((g.occupant and g.occupant.type>=unit.type and g.village.owner == h.village.owner)  #neighbour hex has unit of higher level
                or (g.hasWatchTower and unit.type<2 and g.village.owner == h.village.owner) #watch tower in neighbours and unit level<2
                or (h.village.type ==2 and g==h.village.hex and unit.type<3)
                or (h.village.hex == g and h.village.type == 3)): 
                return False
        return True

    def join(self, h, unit):
        joinVillages = {g.village for g in  h.neighbours if g.village and g.village.owner == unit.village.owner}

        if len(joinVillages)>1:
            temp = max(joinVillages, key = lambda v: v.type)
            temp2 = [t for t in joinVillages if t.type == temp.type]
            main = max(temp2, key = lambda v: len(v.territory))
            joinVillages.remove(main)
            for v in joinVillages:
                main.addVillage(v)
                v.hex.putMeadow()
                main.owner.villages.remove(v)
            del list(joinVillages)[:]

    def splitTerritory(self,h,unit):
        
        splitStarts = [g for g in h.neighbours if g.village == h.village]

        #maybe fix later
        if len(splitStarts)>=2:
            temp = self.grid.BFS(splitStarts[0], lambda g: True if g != splitStarts[0] else False, lambda g: True if g in splitStarts else False)
            for x in temp:
                splitStarts.remove(x)
        if len(splitStarts)>=2:
            temp = self.grid.BFS(splitStarts[1], lambda g: True if g != splitStarts[1] else False, lambda g: True if g in splitStarts else False)
            for x in temp:
                splitStarts.remove(x)

        splitTerrities = [self.grid.BFS(start, lambda g: True, lambda g: True if g.village == start.village and g != h else False) for start in splitStarts]

        for split in splitTerrities:
            if len(split)<3:
                for g in split:
                    h.village.territory.remove(g)
                    g.hasWatchTower = False
                    g.village = None
                    g.owner = 0
            elif h.village.hex not in split:
                t = Village(random.choice(split), h.village.owner, split)
                h.village.owner.addVillage(t)
                for g in split:
                    h.village.territory.remove(g)
                    if g.occupant:
                        t.units.append(g.occupant)
                        g.occupant.village = t
                        h.village.units.remove(g.occupant)

        if h.occupant:
            h.village.killUnit(h.occupant)
            del h.occupant
            h.occupant = None
        h.village.territory.remove(h)

        if h.village.hex == h and len(h.village.territory)>2:
            h.village.hex = random.choice(h.village.territory)
            h.village.reset()

        for unit in h.village.units:
            unit.village= unit.hex.village
            if unit.village and  unit.village != h.village:
                h.village.units.remove(unit)
                unit.village.units.append(unit)

        if h.village and h.village.hex.owner ==0 or h.village.hex == h:
            h.village.owner.villages.remove(h.village)
            h.village.killUnits()
            if h.village.hex != h:
                h.village.hex.putTree()
            if h.village.hex == h:
                unit.hex.village.gold += h.village.gold
                unit.hex.village.wood += h.village.wood
                h.putMeadow()
            del h.village

    def movePath(self, h, unit):
        if h == unit.hex:
            return False
        path = self.grid.Astar(unit.hex, h)
        if not path:
            return False
        temp = False
        if unit.type==4:
            if path and path[0] == unit.hex:
                unit.hex.occupant = None
                unit.hex = h
                h.occupant = unit
                unit.moved = True
                temp = True
            elif path and unit.village.wood>=2:
                temp =True
                #fire cannon
                if path[1].occupant:
                    path[1].village.killUnitPlaceTomb(path[1].occupant)
                    unit.village.wood-=2
                    unit.moved = True
                elif path[1].village and path[1].village.hex == path[1]:
                    path[1].village.hitPoints-=1
                    unit.village.wood-=2
                    unit.moved = True
                    if path[1].village.hitPoints==0:
                        h.village.hex = random.choice(h.village.territory)
                        h.village.reset()
        else:
            temp = self.moveUnit(h, unit)
        if temp and not (unit.type ==4 and path and not path[0] == unit.hex):
            if unit.type>=2:
                for g in path[1:]:
                    if g.hasMeadow and not g.hasRoad:
                        g.trample()
        return temp
                    
    def moveUnit(self, h, unit):
        ret = False
        captured = False
        if unit.moved:
            return False
        if h.hasTree and unit.type == 3:
            return False
        if h.village == unit.village and not h.occupant:
            unit.hex.occupant = None
            unit.hex = h
            h.occupant = unit
            ret = True
        elif not h.village and not h.occupant:
            self.join(h,unit)
            unit.hex.occupant = None
            unit.hex = h
            unit.village.territory.append(h)
            h.village = unit.village
            h.owner = unit.village.hex.owner
            h.occupant = unit
            ret = True
            captured = True
        elif self.canCapture(h, unit):
            self.join(h,unit)
            self.splitTerritory(h,unit)
            unit.hex.occupant = None
            unit.hex = h
            unit.village.territory.append(h)
            h.village = unit.village
            h.owner = unit.village.hex.owner
            h.occupant = unit
            h.hasWatchTower = False
            ret = True
            captured = True
        if ret:
            unit.moved = captured
            if h.hasTree and unit.type<3:
                unit.gatherWood()
            if h.hasTombstone and unit.type<3:
                unit.removeTombstone()
        return ret

    def newGame(self, players, mapData):
        pass

    def growthPhase(self):
        toPlant = []
        for h in self.grid.hexes.values():
            if h.hasTree:
                #temp = [g for g in h.neighbours if not g.hasTree and not g.hasRoad and not g.hasWatchTower and not g.hasTombstone and not (g.village and g.village.hex == g) and not g.occupant]
                #if temp:
                if h.neighbours:
                    g= random.choice(h.neighbours)
                    if random.random()>.5 and not g.hasTree and not g.hasRoad and not g.hasWatchTower and not g.hasTombstone and not (g.village and g.village.hex == g) and not g.occupant:
                        toPlant.append(g)
        for h in toPlant:
            h.putTree()

    def tombPhase(self, player):
        for v in player.villages:
            for t in v.territory:
                if t.hasTombstone:
                    t.removeTomb()
                    if not t.occupant:
                        t.putTree()

    def buildPhase(self,player):
        for v in player.villages:
            for u in v.units:
                u.update()

    def incomePhase(self,player):
        for v in player.villages:
            v.gold += sum(t.getIncome() for t in v.territory)

    def paymentPhase(self, player):
        for v in player.villages:
            temp = sum(u.getUpkeep() for u in v.units) +(80 if v.type == 3 else 0)
            if v.gold<temp:
                v.killUnits()
            else:
                v.gold -= temp

    def beginTurn(self, p): #player or turn?
        #recieve data beforehand
        player = self.players[p]
        self.tombPhase(player)
        self.buildPhase(player)
        self.incomePhase(player)
        self.paymentPhase(player)

    def run(self):
        self.Gui.run()

    def __getstate__(self):
        odict = self.__dict__.copy()
        
        try: 
            del odict['Gui']
        except:
            pass     
        return odict
    
    def __setstate__(self, dict):
        self.__dict__.update(dict)
        random.seed(self.seednumber)
Пример #4
0
class Engine:
    def __init__(self, Id, name, player, seed, client, nplayers, savedGame):
        #temp
        self.gameId = random.randint(0, 1000)
        self.turn = 1
        self.rounds = 0
        self.roundsPlayed = 0
        self.width = 1100
        self.height = 650
        self.initPlayers(nplayers)
        self.seednumber = seed
        random.seed(self.seednumber)
        self.grid = Grid(1, self.width, self.height, self)
        self.grid.populateMap(self.players)
        self.Gui = Gui(self, self.width, self.height, name, player, client,
                       savedGame)

        self.run()

    def initPlayers(self, n):
        self.players = {x: Player(1, "name", x) for x in range(1, n + 1)}

    def applyMove(self, destNumber, unitHexNumber):
        unit = self.grid.hexes[unitHexNumber].occupant
        h = self.grid.hexes[destNumber]
        self.movePath(h, unit)

    def applyBuildMeadow(self, hex):
        self.grid.hexes[hex].occupant.setBuildingMeadow()

    def applyBuildRoad(self, hex):
        self.grid.hexes[hex].occupant.setBuildingRoad()

    def applyUpgradeUnit(self, unitHex, level):
        self.grid.hexes[unitHex].occupant.upgrade(level)

    def applyBuildWatchtower(self, hex):
        self.grid.hexes[hex].buildWatchTower()

    def applySpawnUnit(self, hex, type):
        selected = self.grid.hexes[hex]
        selected.village.spawnUnit(selected, type)

    def applyUpgradeVillage(self, hex):
        self.grid.hexes[hex].village.upgrade()

    def applyCombine(self, hex1, hex2):
        selected = self.grid.hexes[hex1]
        selected.village.combine(selected, self.grid.hexes[hex2])

    def canCapture(self, h, unit):
        if not h.village:
            return True
        if unit.type == 0 or unit.type == 4:
            return False
        if unit.type == 1 and h.village.hex == h:
            return False
        if h.occupant and h.occupant.type == 4 and unit.type != 3:
            return False
        for g in h.neighbours + [h]:
            if ((g.occupant and g.occupant.type >= unit.type
                 and g.village.owner == h.village.owner
                 )  #neighbour hex has unit of higher level
                    or (g.hasWatchTower and unit.type < 2
                        and g.village.owner == h.village.owner
                        )  #watch tower in neighbours and unit level<2
                    or
                (h.village.type == 2 and g == h.village.hex and unit.type < 3)
                    or (h.village.hex == g and h.village.type == 3)):
                return False
        return True

    def join(self, h, unit):
        joinVillages = {
            g.village
            for g in h.neighbours
            if g.village and g.village.owner == unit.village.owner
        }

        if len(joinVillages) > 1:
            temp = max(joinVillages, key=lambda v: v.type)
            temp2 = [t for t in joinVillages if t.type == temp.type]
            main = max(temp2, key=lambda v: len(v.territory))
            joinVillages.remove(main)
            for v in joinVillages:
                main.addVillage(v)
                v.hex.putMeadow()
                main.owner.villages.remove(v)
            del list(joinVillages)[:]

    def splitTerritory(self, h, unit):

        splitStarts = [g for g in h.neighbours if g.village == h.village]

        #maybe fix later
        if len(splitStarts) >= 2:
            temp = self.grid.BFS(
                splitStarts[0], lambda g: True
                if g != splitStarts[0] else False, lambda g: True
                if g in splitStarts else False)
            for x in temp:
                splitStarts.remove(x)
        if len(splitStarts) >= 2:
            temp = self.grid.BFS(
                splitStarts[1], lambda g: True
                if g != splitStarts[1] else False, lambda g: True
                if g in splitStarts else False)
            for x in temp:
                splitStarts.remove(x)

        splitTerrities = [
            self.grid.BFS(
                start, lambda g: True, lambda g: True
                if g.village == start.village and g != h else False)
            for start in splitStarts
        ]

        for split in splitTerrities:
            if len(split) < 3:
                for g in split:
                    h.village.territory.remove(g)
                    g.hasWatchTower = False
                    g.village = None
                    g.owner = 0
            elif h.village.hex not in split:
                t = Village(random.choice(split), h.village.owner, split)
                h.village.owner.addVillage(t)
                for g in split:
                    h.village.territory.remove(g)
                    if g.occupant:
                        t.units.append(g.occupant)
                        g.occupant.village = t
                        h.village.units.remove(g.occupant)

        if h.occupant:
            h.village.killUnit(h.occupant)
            del h.occupant
            h.occupant = None
        h.village.territory.remove(h)

        if h.village.hex == h and len(h.village.territory) > 2:
            h.village.hex = random.choice(h.village.territory)
            h.village.reset()

        for unit in h.village.units:
            unit.village = unit.hex.village
            if unit.village and unit.village != h.village:
                h.village.units.remove(unit)
                unit.village.units.append(unit)

        if h.village and h.village.hex.owner == 0 or h.village.hex == h:
            h.village.owner.villages.remove(h.village)
            h.village.killUnits()
            if h.village.hex != h:
                h.village.hex.putTree()
            if h.village.hex == h:
                unit.hex.village.gold += h.village.gold
                unit.hex.village.wood += h.village.wood
                h.putMeadow()
            del h.village

    def movePath(self, h, unit):
        if h == unit.hex:
            return False
        path = self.grid.Astar(unit.hex, h)
        if not path:
            return False
        temp = False
        if unit.type == 4:
            if path and path[0] == unit.hex:
                unit.hex.occupant = None
                unit.hex = h
                h.occupant = unit
                unit.moved = True
                temp = True
            elif path and unit.village.wood >= 2:
                temp = True
                #fire cannon
                if path[1].occupant:
                    path[1].village.killUnitPlaceTomb(path[1].occupant)
                    unit.village.wood -= 2
                    unit.moved = True
                elif path[1].village and path[1].village.hex == path[1]:
                    path[1].village.hitPoints -= 1
                    unit.village.wood -= 2
                    unit.moved = True
                    if path[1].village.hitPoints == 0:
                        h.village.hex = random.choice(h.village.territory)
                        h.village.reset()
        else:
            temp = self.moveUnit(h, unit)
        if temp and not (unit.type == 4 and path and not path[0] == unit.hex):
            if unit.type >= 2:
                for g in path[1:]:
                    if g.hasMeadow and not g.hasRoad:
                        g.trample()
        return temp

    def moveUnit(self, h, unit):
        ret = False
        captured = False
        if unit.moved:
            return False
        if h.hasTree and unit.type == 3:
            return False
        if h.village == unit.village and not h.occupant:
            unit.hex.occupant = None
            unit.hex = h
            h.occupant = unit
            ret = True
        elif not h.village and not h.occupant:
            self.join(h, unit)
            unit.hex.occupant = None
            unit.hex = h
            unit.village.territory.append(h)
            h.village = unit.village
            h.owner = unit.village.hex.owner
            h.occupant = unit
            ret = True
            captured = True
        elif self.canCapture(h, unit):
            self.join(h, unit)
            self.splitTerritory(h, unit)
            unit.hex.occupant = None
            unit.hex = h
            unit.village.territory.append(h)
            h.village = unit.village
            h.owner = unit.village.hex.owner
            h.occupant = unit
            h.hasWatchTower = False
            ret = True
            captured = True
        if ret:
            unit.moved = captured
            if h.hasTree and unit.type < 3:
                unit.gatherWood()
            if h.hasTombstone and unit.type < 3:
                unit.removeTombstone()
        return ret

    def newGame(self, players, mapData):
        pass

    def growthPhase(self):
        toPlant = []
        for h in self.grid.hexes.values():
            if h.hasTree:
                #temp = [g for g in h.neighbours if not g.hasTree and not g.hasRoad and not g.hasWatchTower and not g.hasTombstone and not (g.village and g.village.hex == g) and not g.occupant]
                #if temp:
                if h.neighbours:
                    g = random.choice(h.neighbours)
                    if random.random(
                    ) > .5 and not g.hasTree and not g.hasRoad and not g.hasWatchTower and not g.hasTombstone and not (
                            g.village
                            and g.village.hex == g) and not g.occupant:
                        toPlant.append(g)
        for h in toPlant:
            h.putTree()

    def tombPhase(self, player):
        for v in player.villages:
            for t in v.territory:
                if t.hasTombstone:
                    t.removeTomb()
                    if not t.occupant:
                        t.putTree()

    def buildPhase(self, player):
        for v in player.villages:
            for u in v.units:
                u.update()

    def incomePhase(self, player):
        for v in player.villages:
            v.gold += sum(t.getIncome() for t in v.territory)

    def paymentPhase(self, player):
        for v in player.villages:
            temp = sum(u.getUpkeep()
                       for u in v.units) + (80 if v.type == 3 else 0)
            if v.gold < temp:
                v.killUnits()
            else:
                v.gold -= temp

    def beginTurn(self, p):  #player or turn?
        #recieve data beforehand
        player = self.players[p]
        self.tombPhase(player)
        self.buildPhase(player)
        self.incomePhase(player)
        self.paymentPhase(player)

    def run(self):
        self.Gui.run()

    def __getstate__(self):
        odict = self.__dict__.copy()

        try:
            del odict['Gui']
        except:
            pass
        return odict

    def __setstate__(self, dict):
        self.__dict__.update(dict)
        random.seed(self.seednumber)