Пример #1
0
def build_road(player, vertex1, vertex2):
    if vertex2 < vertex1:
        (vertex1, vertex2) = (vertex2, vertex1)
    
    if (
        #the player has the resources
        player.hasResourcesFor(BuildTypes.ROAD) and

        #both vertices are valid
        v.isvalid(v.decompress(vertex1)) and
        v.isvalid(v.decompress(vertex2)) and

        #no other roads overlap
        Road.overlaps_q(player, vertex1, vertex2).count() == 0 and

        #the player has a road at one of the vertices already
        player.road_meets_q(vertex1, vertex2).count() != 0
    ) :

        player.takeResourcesFor(BuildTypes.ROAD)
        r = Road(player.UserID, vertex1, vertex2)
        player.game.roads.append(r)
        player.game.log(Log.road_built(player, r))

        # TODO: check if we now have longest road.
        # It is a longest path problem.  Check the rules before implementing

        db_session.commit()

        return "success"
    else:
        return "failure"
Пример #2
0
def setup(player, settlement_vertex, road_to):
    game = player.game
    settlement_v = v.decompress(settlement_vertex)
    road_v = v.decompress(road_to)
    if (
        #we're setting up
        game.State in [Game.States.SETUP_FORWARD, Game.States.SETUP_BACKWARD] and
        #it's the player's turn
        player.UserID == game.CurrentPlayerID and

        #the settlement vertex is valid
        v.isvalid(settlement_v) and

        #the new settlement conforms to the distance rule
        Settlement.distance_rule(player.GameID, settlement_v) and

        #the road vertex is adjacent to the settlement (and valid)
        road_v in v.adjacent(settlement_v)

        #we don't have to check for existing roads,
        #because there can't be any, by the distance rule
    ):
        s = player.add_settlement(settlement_vertex)
        
        r = player.add_road(settlement_vertex, road_to)

        player.Score += 1

        game.log(Log.setup(player, settlement_vertex, road_to))

        if game.State == Game.States.SETUP_FORWARD:
            if game.CurrentIndex + 1 == len(game.players):
                #time to go backwards
                game.State = Game.States.SETUP_BACKWARD
            else:
                game.CurrentIndex += 1

        elif game.State == Game.States.SETUP_BACKWARD:
            #TODO: A naming schema for compressed/uncompressed vertices (Hungarian Notation FTW!)

            adjacent = map(v.compress, v.adjacent_hexes(settlement_v))
            cards = db_session.query(Hex.Type, func.count()). \
                filter_by(GameID=game.GameID). \
                filter(Hex.Vertex.in_(adjacent)). \
                filter(Hex.Type != Terrain.DESERT). \
                group_by(Hex.Type). \
                all()

            player.add_cards([(j, i) for (i, j) in cards])

            if game.CurrentIndex == 0:
                #setup is over, welcome to the real world, Neo
                game.State = Game.States.NORMAL_PLAY
            else:
                game.CurrentIndex -= 1

        game.CurrentPlayerID = game.players[game.CurrentIndex].UserID
        log_state_change(game)

        db_session.commit()
        return "success"
    else:
        return "failure"