import random
-from .log import Logger
+from .log import Logger, BeginGame, EndGame, Killed, StartTurn, DealtCards, \
+ EarnsArmies, SelectTerritory, PlaceArmies, PlayCards, Attack, Conquer, \
+ Fortify
class PlayerError (Exception):
if id(t) == id(other):
return True
return False
+ def border(self):
+ for t in self:
+ if t.player != self.player:
+ return True
+ return False
class Continent (NameMixin, ID_CmpMixin, list):
"""A group of Territories.
for t in world.territories():
if t.player == self:
yield t
- def border_territories(self, world):
- """Iterate through all territories owned by this player which
- border another player's territories.
- """
- for t in self.territories(world):
- for neighbor in t:
- if neighbor.player != self:
- yield t
- break
def report(self, world, log):
"""Send reports about death and game endings.
draw - another notification-only method
"""
print 'Reporting for %s:\n %s' \
- % (self, '\n '.join(log[self._message_index:]))
+ % (self, '\n '.join([str(e) for e in log[self._message_index:]]))
self._message_index = len(log)
def draw(self, world, log, cards=[]):
"""Only called if you earned a new card (or cards).
Return {territory_name: num_armies, ...}
"""
- t = random.sample(list(self.border_territories(world)), 1)[0]
- return {t.name: this_round}
+ terr = random.sample([t for t in self.territories(world)
+ if t.border()], 1)[0]
+ return {terr.name: this_round}
def attack_and_fortify(self, world, log, error=None,
mode='attack'):
"""Return list of (source, target, armies) tuples. Place None
"""
assert mode != 'fortify', mode
possible_attacks = []
- for t in self.border_territories(world):
+ for t in self.territories(world):
+ if not t.border():
+ continue
if t.armies <= 3: #1: # be more conservative, only attack with 3 dice
continue
targets = [border_t for border_t in t if border_t.player != self]
for tg in targets:
- possible_attacks.append((t.name, tg.name, min(3, t.armies-1)))
+ possible_attacks.append(
+ (t.name, tg.name, min(3, t.armies-1)))
if len(possible_attacks) == 0:
- return [None, None] # stop attack phase, then stop fortification phase
- return random.sample(possible_attacks, 1) # + [None]
+ fortifications = []
+ for t in self.territories(world):
+ if t.border() or t.armies == 1:
+ continue
+ targets = list(t)
+ for tg in targets:
+ fortifications.append(
+ (t.name, tg.name, t.armies-1))
+ if len(fortifications) > 1:
+ fortifications = random.sample(fortifications, 1)
+ # stop attack phase, fortify, stop fortification phase
+ return [None] + fortifications + [None]
+ return random.sample(possible_attacks, 1)
def support_attack(self, world, log, error,
source, target):
"""Follow up on a conquest by moving additional armies.
for p in self.players:
p.alive = True
random.shuffle(self.players)
- self.log('Game started with %s' % self.players)
+ self.log(BeginGame(self.players))
self.deck.shuffle()
self.select_territories()
self.place_initial_armies()
Currently just a notification hook.
"""
- self.log('Game over.')
+ self.log(EndGame(self.players))
for p in self.players:
p.report(self.world, self.log)
def play_turn(self, player):
"""Work through the phases of player's turn.
"""
- self.log("%s's turn (territory score: %s)"
- % (player, [(p,len(list(p.territories(self.world))))
- for p in self.players]))
+ self.log(StartTurn(player, self.players, self.world))
self.play_cards_and_place_armies(player)
captures = self.attack_and_fortify(player)
self.end_of_turn_cards(player, captures)
break
except PlayerError, error:
continue
- self.log('%s selects %s' % (p, t))
+ self.log(SelectTerritory(p, t))
t.player = p
t.armies = 1
# last player has no choice.
break
except PlayerError, error:
continue
- self.log('%s places %s' % (player, placements))
+ self.log(PlaceArmies(player, placements))
for terr_name,armies in placements.items():
t = self.world.territory_by_name(terr_name)
t.armies += armies
cards.append(self.deck.pop())
player.hand.extend(cards)
player.draw(self.world, self.log, cards)
- self.log('%s dealt %d cards' % (player, number))
+ self.log(DealtCards(player, number, len(self.deck)))
def play_cards_and_place_armies(self, player, additional_armies=0):
cards_required = len(player.hand) >= 5
error = None
except PlayerError, error:
continue
w_prod,w_terr_prod = self.world.production(player)
- self.log('%s earned %d armies from territories' % (player, w_prod))
- if c_prod > 0:
- self.log('%s played %s, earning %d armies'
- % (player, cards, c_prod+sum(c_terr_prod.values())))
+ self.log(EarnsArmies(player, w_prod, w_terr_prod))
if cards != None:
for c in cards:
player.hand.remove(c)
+ self.log(PlayCards(player, cards, c_prod, c_terr_prod))
for terr,prod in c_terr_prod.items():
if terr in w_terr_prod:
w_terr_prod[terr] += prod
else:
w_terr_prod[terr] = prod
self.world.place_territory_production(w_terr_prod)
- if len(w_terr_prod) > 0:
- self.log('%s was required to place %s' % (player, w_terr_prod))
armies = w_prod + c_prod
self.player_place_armies(player, armies, armies)
def attack_and_fortify(self, player):
target = self.world.territory_by_name(target_name)
except KeyError:
raise PlayerError('Invalid territory "%s"' % targer_name)
- if not source.borders(target):
- raise PlayerError('Cannot reach %s from %s to %s'
- % (target, source, mode))
if mode == 'attack':
tplayer = target.player
capture = self.attack(source, target, armies)
else:
assert mode == 'fortify', mode
self.fortify(source, target, armies)
+ return captures # only allow one fortification
except PlayerError, error:
continue
def attack(self, source, target, armies):
if armies >= source.armies:
raise PlayerError('%s attacking %s with %d armies, but only %d are available.'
% (source, target, armies, source.armies-1))
- a_dice = sorted([random.randint(1, 6) for i in range(armies)],
+ if not source.borders(target):
+ raise PlayerError('Cannot reach %s from %s to attack'
+ % (target, source))
+ s_dice = sorted([random.randint(1, 6) for i in range(armies)],
reverse=True)
t_dice = sorted([random.randint(1, 6) for i in range(min(2, target.armies))],
reverse=True)
- a_dead = 0
+ s_dead = 0
t_dead = 0
- for a,d in zip(a_dice, t_dice):
+ for a,d in zip(s_dice, t_dice):
if d >= a:
- a_dead += 1
+ s_dead += 1
else:
t_dead += 1
- source.armies -= a_dead
+ source.armies -= s_dead
target.armies -= t_dead
if target.armies == 0:
- self.takeover(source, target, remaining_attackers=armies-a_dead)
- self.log('%s conquered %s from %s with %d:%d. Deaths %d:%d. Remaining %d:%d'
- % (source.player, target, source, armies, len(t_dice),
- a_dead, t_dead, source.armies, target.armies))
+ self.takeover(source, target, remaining_attackers=armies-s_dead)
+ self.log(Conquer(source, target, s_dice, t_dice, s_dead, t_dead))
assert target.armies > 0, target
return True
- self.log('%s attacked %s from %s with %d:%d. Deaths %d:%d. Remaining %d:%d' \
- % (source.player, target, source, armies, len(t_dice),
- a_dead, t_dead, source.armies, target.armies))
+ self.log(Attack(source, target, s_dice, t_dice, s_dead, t_dead))
assert target.armies > 0, target
return False
def takeover(self, source, target, remaining_attackers):
continue
source.armies -= support
target.armies += support
+ def fortify(self, source, target, armies):
+ if source.player != target.player:
+ raise PlayerError('%s (%s) cannot fortifiy %s (%s).'
+ % (source, source.player, target, target.player))
+ if armies == 0:
+ return
+ if armies >= source.armies:
+ raise PlayerError('%s fortifying %s with %d armies, but only %d are available.'
+ % (source, target, armies, source.armies-1))
+ if not source.borders(target):
+ raise PlayerError('Cannot reach %s from %s to fortify'
+ % (target, source))
+ source.armies -= armies
+ target.armies += armies
+ self.log(Fortify(source, target, armies))
def player_killed(self, player, killer):
player.alive = False
killer.hand.extend(player.hand)
if len(self.living_players()) > 1:
while len(killer.hand) > 5:
self.play_cards_and_place_armies(killer)
- self.log('%s killed by %s' % (player, killer))
+ self.log(Killed(player, killer))
if len(self.living_players()) > 1:
player.report(self.world, self.log)
# else the game is over, and killed will hear about this then.