miniopolis/lib/game_logic.py

107 lines
4.1 KiB
Python
Raw Normal View History

2025-01-22 12:34:51 -05:00
"""
game_logic.py
author: Caleb Scott
Internal logic for the game world.
"""
# IMPORTS -----------------------------------------------------------
import arcade
2025-01-22 14:51:13 -05:00
from lib.game_config import *
from lib.tiles import *
2025-01-22 12:34:51 -05:00
# CLASSES -----------------------------------------------------------
class GameLogic:
def __init__(self, scene, starting_resources):
# Initializes the game board (from arcade Scene)
# and starting resources
self.scene = scene
self.resources = starting_resources
2025-01-22 14:51:13 -05:00
def place_structure(self, struct_type, x, y):
2025-01-22 12:34:51 -05:00
"""
Game logic for placing a structure, if valid.
"""
2025-01-22 14:51:13 -05:00
# First check and see if we already have a structure there.
s_tiles = arcade.get_sprites_at_point((x,y), self.scene[LAYER_STRUCTURES])
if len(s_tiles) == 1:
return "Structure already in this space."
# Get the centered location of the tile chosen
# We use the environment layer instead to determine if placement
# is legal.
e_tiles = arcade.get_sprites_at_point((x,y), self.scene[LAYER_ENVIRONMENT])
if len(e_tiles) == 1:
2025-01-26 19:31:16 -05:00
print(e_tiles[0].properties)
env_tile_type = e_tiles[0].properties['class']
2025-01-22 14:51:13 -05:00
c_x, c_y = e_tiles[0].center_x, e_tiles[0].center_y
# Determine what sprite object to place
if struct_type == LOGGER:
if env_tile_type == TREES:
logger_sprite = LoggerTile(c_x, c_y)
self.scene.add_sprite(LAYER_STRUCTURES, logger_sprite)
return ""
else:
return "Logger must be placed on trees tile."
elif struct_type == CROPS:
if env_tile_type == GROUND:
crops_sprite = CropsTile(c_x, c_y)
self.scene.add_sprite(LAYER_STRUCTURES, crops_sprite)
return ""
else:
return "Crops must be placed on a ground tile."
elif struct_type == HYDROPOWER:
if env_tile_type == WATER:
hydro_sprite = HyroPowerTile(c_x, c_y)
self.scene.add_sprite(LAYER_STRUCTURES, hydro_sprite)
return ""
else:
return "Hydro Power must be placed on a water tile."
elif struct_type == HOUSING:
if env_tile_type == GROUND:
housing_sprite = HousingTile(c_x, c_y)
self.scene.add_sprite(LAYER_STRUCTURES, housing_sprite)
return ""
else:
return "Housing must be placed on a ground tile."
elif struct_type == MINER:
if env_tile_type == IRON:
miner_sprite = MinerTile(c_x, c_y)
self.scene.add_sprite(LAYER_STRUCTURES, miner_sprite)
return ""
else:
return "Miner must be placed on an iron tile."
elif struct_type == FACTORY:
if env_tile_type == GROUND:
factory_sprite = FactoryTile(c_x, c_y)
self.scene.add_sprite(LAYER_STRUCTURES, factory_sprite)
return ""
else:
return "Factory must be placed on a ground tile."
elif struct_type == JUNCTION:
if env_tile_type == GROUND:
junction_sprite = JunctionTile(c_x, c_y)
self.scene.add_sprite(LAYER_STRUCTURES, junction_sprite)
return ""
else:
return "Junctions must be placed on a ground tile."
else:
return ""
2025-01-22 12:34:51 -05:00
def delete_structure(self, x, y):
"""
Game logic for deleting a structure, if valid.
"""
2025-01-22 14:51:13 -05:00
s_tiles = arcade.get_sprites_at_point((x,y), self.scene[LAYER_STRUCTURES])
if len(s_tiles) == 1:
struct_sprites = self.scene[LAYER_STRUCTURES]
2025-01-22 14:57:58 -05:00
struct_sprites.remove(s_tiles[0])
return ""
else:
return "No structure on that space."