Пример #1
0
class County(GameState):
    # Basics
    name = db.Column(db.String(128), nullable=False)
    leader = db.Column(db.String(128))
    user_id = db.Column(db.Integer, db.ForeignKey('user.id'), nullable=False)
    user = db.relationship('User', back_populates='county')
    kingdom_id = db.Column(db.Integer,
                           db.ForeignKey('kingdom.id'),
                           nullable=False)
    race = db.Column(db.String(16))
    title = db.Column(db.String(16))
    background = db.Column(db.String(16))
    # Misc
    weather = db.Column(db.String(16))

    economy = relationship("Economy", uselist=False, back_populates="county")
    infrastructure = relationship("Infrastructure",
                                  uselist=False,
                                  back_populates="county")
    military = relationship("Military", uselist=False, back_populates="county")
    preference = relationship("Preference",
                              uselist=False,
                              back_populates="county")

    def __init__(self, kingdom_id, name, leader, user_id, race, title,
                 background):
        self.kingdom_id = kingdom_id
        self.name = name
        self.leader = leader
        self.user_id = user_id
        self.race = race
        self.title = title
        self.background = background

        # Misc
        self.weather = generate_weather()

        self.save()

        print(
            f"CREATING ECONOMY/INFRASTRUCTURE/PREFERENCE WITH COUNTY ID {self.id}"
        )
        self.economy = Economy(county_id=self.id)
        self.infrastructure = Infrastructure(county_id=self.id, race=self.race)
        self.military = Military(county_id=self.id, race=self.race)
        self.preference = Preference(county_id=self.id)

    @property
    def day(self):
        return self.kingdom.world.day

    def advance_day(self):
        self.economy.gold += 25
        self.economy.wood += 25
        self.economy.iron += 25
        self.economy.stone += 5
Пример #2
0
class Military(GameState):
    county_id = db.Column(db.Integer,
                          db.ForeignKey('county.id'),
                          nullable=False)
    county = relationship("County", back_populates="military")

    units = relationship("Unit", back_populates="military")

    # FIXME: @klondikemarlen
    # peasant = relationship?
    # soldier = relationship?
    # archer = relationship?

    def __init__(self, county_id, race):
        self.county_id = county_id

        self.peasant = Unit(unit_type="Peasant", race=race)
        self.soldier = Unit(unit_type="Soldier", race=race)
        self.archer = Unit(unit_type="Archer", race=race)

        self.units = [self.peasant, self.soldier, self.archer]

    def offensive_power(self):
        power = 0
        for unit in self.units:
            power += unit.get_available() * unit.attack
        return power

    def defensive_power(self):
        power = 0
        for unit in self.units:
            power += unit.get_available() * unit.defence
        return power
Пример #3
0
class Building(GameState):
    infrastructure_id = db.Column(db.Integer, db.ForeignKey('infrastructure.id'), nullable=False)
    infrastructure = relationship("Infrastructure", back_populates="buildings")

    building_type = db.Column(db.String(16))
    class_name = db.Column(db.String(16))
    class_name_plural = db.Column(db.String(16))
    total_owned = db.Column(db.Integer)
    worker_capacity = db.Column(db.Integer)
    gold_cost = db.Column(db.Integer)
    wood_cost = db.Column(db.Integer)
    stone_cost = db.Column(db.Integer)
    output = db.Column(db.Integer)
    description = db.Column(db.String(128))

    def __init__(self, building_type, race):
        self.building_type = building_type
        racial_metadata = getattr(Buildings, race)[building_type]
        self.class_name = racial_metadata["Singular"]
        self.class_name_plural = racial_metadata["Plural"]
        self.total_owned = 10
        self.worker_capacity = 5
        self.gold_cost = racial_metadata["Gold"]
        self.wood_cost = racial_metadata["Wood"]
        self.stone_cost = racial_metadata["Stone"]
        self.output = racial_metadata["Output"]
        self.description = racial_metadata["Description"].format(self.output)
Пример #4
0
class Kingdom(GameState):
    world_id = db.Column(db.Integer, db.ForeignKey('world.id'), nullable=False)
    name = db.Column(db.String(128), nullable=False)
    counties = db.relationship('County', backref='kingdom')

    def __init__(self, name):
        self.world_id = 1
        self.name = name

    def advance_day(self):
        for county in self.counties:
            county.advance_day()
Пример #5
0
class Preference(GameState):
    county_id = db.Column(db.Integer,
                          db.ForeignKey('county.id'),
                          nullable=False)
    county = relationship("County", back_populates="preference")

    _tax_rate = db.Column(db.Integer)
    rations = db.Column(db.Float)
    production_choice = db.Column(db.String(16))

    def __init__(self, county_id):
        self.county_id = county_id

        self._tax_rate = 7
        self.rations = Rations.NORMAL
        self.production_choice = ProductionChoice.OVERWORK
Пример #6
0
class Infrastructure(GameState):
    county_id = db.Column(db.Integer, db.ForeignKey('county.id'), nullable=False)
    county = relationship("County", back_populates="infrastructure")

    buildings = relationship("Building", back_populates="infrastructure")

    def __init__(self, county_id, race):
        self.county_id = county_id

        self.house = Building(building_type="House", race=race)
        self.field = Building(building_type="Field", race=race)
        self.pasture = Building(building_type="Pasture", race=race)

        self.buildings = [self.house, self.field, self.pasture]

    def get_employed_workers(self):
        total = 0
        for building in self.buildings:
            total += building.worker_capacity * building.total_owned
        return total
Пример #7
0
class Unit(GameState):
    military_id = db.Column(db.Integer, db.ForeignKey('military.id'), nullable=False)
    military = relationship("Military", back_populates="units")

    unit_type = db.Column(db.String(16))
    class_name = db.Column(db.String(16))
    class_name_plural = db.Column(db.String(16))
    total_owned = db.Column(db.Integer)
    gold_cost = db.Column(db.Integer)
    wood_cost = db.Column(db.Integer)
    iron_cost = db.Column(db.Integer)
    upkeep = db.Column(db.Integer)
    attack = db.Column(db.Integer)
    defence = db.Column(db.Integer)
    health = db.Column(db.Integer)
    category = db.Column(db.String(16))
    armour = db.Column(db.String(16))
    description = db.Column(db.String(128))

    def __init__(self, unit_type, race):
        self.unit_type = unit_type
        racial_metadata = getattr(Units, race)[unit_type]
        self.class_name = racial_metadata["Singular"]
        self.class_name_plural = racial_metadata["Plural"]
        self.total_owned = 0
        self.gold_cost = racial_metadata["Gold"]
        self.wood_cost = racial_metadata["Wood"]
        self.iron_cost = racial_metadata["Iron"]
        self.upkeep = racial_metadata["Upkeep"]
        self.attack = racial_metadata["Attack"]
        self.defence = racial_metadata["Defence"]
        self.health = racial_metadata["Health"]
        self.category = racial_metadata["Category"]
        self.armour = racial_metadata["Armour"]
        self.description = racial_metadata["Description"]

    def get_available(self):
        return self.total_owned
Пример #8
0
class Economy(GameState):
    county_id = db.Column(db.Integer, db.ForeignKey('county.id'), nullable=False)
    county = relationship("County", back_populates="economy")

    BASE_BUILD_SLOTS = 3
    build_slots = db.Column(db.Integer)

    BASE_HAPPINESS = 7
    happiness_change = db.Column(db.Integer)

    _population = db.Column(db.Integer)
    _land = db.Column(db.Integer)
    _happiness = db.Column(db.Integer)  # Out of 100
    _healthiness = db.Column(db.Integer)  # Out of 100
    _gold = db.Column(db.Integer)
    _wood = db.Column(db.Integer)
    _iron = db.Column(db.Integer)
    _stone = db.Column(db.Integer)
    _research = db.Column(db.Integer)
    _mana = db.Column(db.Integer)
    grain_stores = db.Column(db.Integer)

    def __init__(self, county_id):
        self.county_id = county_id

        self._population = 500
        self._land = 150
        self._healthiness = 75
        self._happiness = 100
        self._gold = 750
        self._wood = 250
        self._iron = 50
        self._stone = 0
        self._research = 0
        self._mana = 0
        self.grain_stores = 500

    @property
    def population(self):
        return self._population

    @population.setter
    def population(self, value):
        self._population = max(value, 1)

    def get_population_change(self):
        growth = self.get_expected_births() # + self.get_immigration_rate()
        decay = self.get_expected_deaths() # + self.get_emigration_rate()
        delta = growth - decay
        maximum_decay = -0.03 * self.population  # Can't decay more than 3% an hour
        return int(max(delta, maximum_decay))

    @property
    def land(self):
        return self._land

    @land.setter
    def land(self, value):
        if value <= 0:
            self._land = "YOU LOST THE GAME"
        self._land = value

    @property
    def gold(self):
        return self._gold

    @gold.setter
    def gold(self, value):
        self._gold = max(value, 0)

    @property
    def wood(self):
        return self._wood

    @wood.setter
    def wood(self, value):
        self._wood = max(value, 0)

    @property
    def iron(self):
        return self._iron

    @iron.setter
    def iron(self, value):
        self._iron = max(value, 0)

    @property
    def stone(self):
        return self._stone

    @stone.setter
    def stone(self, value):
        self._stone = max(value, 0)

    @property
    def mana(self):
        return self._mana

    @mana.setter
    def mana(self, value):
        value = min(value, 10)  # Should be max_mana
        self._mana = max(value, 0)

    @property
    def happiness(self):
        return self._happiness

    @happiness.setter
    def happiness(self, value):
        self._happiness = int(max(min(100, value), 1))

    @property
    def healthiness(self):
        return self._healthiness

    @healthiness.setter
    def healthiness(self, value):
        self._healthiness = int(max(min(100, value), 1))

    def get_expected_births(self):
        basic_births = (self.happiness / 100) * (self.land / 5)  # 5% times your happiness rating
        modifier = self.get_birth_rate_modifier()
        return round(basic_births * modifier)

    def get_birth_rate_modifier(self):
        house_bonus = (self.county.infrastructure.house.total_owned ** 0.75 * self.county.infrastructure.house.output) / self.land
        modifier = 1 + house_bonus
        return modifier

    def get_expected_deaths(self):
        rate = (2 / self.healthiness)
        deaths = rate * self.population
        return round(deaths)