def reinforce_phase(player, game_master): # state init vector datastore = Datastore() picasso = get_picasso() #reserve_count_asset = ReserveCountAsset(player) #picasso.add_asset(LAYER, reserve_count_asset) # core state machine disable_enemy_territories(player) while player.reserves > 0: hint_asset = build_hint_asset(REINFORCE_HINTS['initial'] % \ player.reserves) picasso.add_asset(LAYER, hint_asset) event = wait_for_mouse_click() for name, clickable in graphics.pressed_clickables(event.pos, 'territories'): if isinstance(clickable, TerritoryAsset): territory = clickable.territory # makegonow for now, fix later try: reinforce_add_army(player, game_master, territory) except GameMasterError: reinforce_add_army_fail(player, game_master, territory) picasso.remove_asset(LAYER, hint_asset) # exit state enable_all_clickables()
def reinforce_phase(player, game_master): # state init vector datastore = Datastore() picasso = get_picasso() #reserve_count_asset = ReserveCountAsset(player) #picasso.add_asset(LAYER, reserve_count_asset) # core state machine disable_enemy_territories(player) while player.reserves > 0: hint_asset = build_hint_asset(REINFORCE_HINTS['initial'] % \ player.reserves) picasso.add_asset(LAYER, hint_asset) event = wait_for_mouse_click() for name, clickable in graphics.pressed_clickables( event.pos, 'territories'): if isinstance(clickable, TerritoryAsset): territory = clickable.territory # makegonow for now, fix later try: reinforce_add_army(player, game_master, territory) except GameMasterError: reinforce_add_army_fail(player, game_master, territory) picasso.remove_asset(LAYER, hint_asset) # exit state enable_all_clickables()
def reinforce_phase(player, game_master, event): datastore = Datastore() for name, clickable in graphics.pressed_clickables(event.pos, 'territories'): if isinstance(clickable, TerritoryAsset): territory = clickable.territory # makegonow for now, fix later try: game_master.player_add_army(player, territory.name) except GameMasterError: pass if player.reserves <= 0: return True else: return False
def get_clicked_buttons(mouse_pos): return graphics.pressed_clickables(mouse_pos, 'buttons')
def get_clicked_territories(mouse_pos): return graphics.pressed_clickables(mouse_pos, 'territories')