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GameObject.py
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# -*- python -*-
from library import library
from ExistentialError import ExistentialError
class GameObject(object):
def __init__(self, ptr):
from BaseAI import BaseAI
self._ptr = ptr
self._iteration = BaseAI.iteration
##
class Player(GameObject):
def __init__(self, ptr):
from BaseAI import BaseAI
self._ptr = ptr
self._iteration = BaseAI.iteration
self._id = library.playerGetId(ptr)
#\cond
def validify(self):
from BaseAI import BaseAI
#if this class is pointing to an object from before the current turn it's probably
#somewhere else in memory now
if self._iteration == BaseAI.iteration:
return True
for i in BaseAI.players:
if i._id == self._id:
self._ptr = i._ptr
self._iteration = BaseAI.iteration
return True
raise ExistentialError()
#\endcond
##Allows a player to display messages on the screen
def talk(self, message):
self.validify()
return library.playerTalk(self._ptr, message)
##Allows a player to spawn a Droid.
def orbitalDrop(self, x, y, variant):
self.validify()
return library.playerOrbitalDrop(self._ptr, x, y, variant)
#\cond
def getId(self):
self.validify()
return library.playerGetId(self._ptr)
#\endcond
##Unique Identifier
id = property(getId)
#\cond
def getPlayerName(self):
self.validify()
return library.playerGetPlayerName(self._ptr)
#\endcond
##Player's Name
playerName = property(getPlayerName)
#\cond
def getTime(self):
self.validify()
return library.playerGetTime(self._ptr)
#\endcond
##Time remaining, updated at start of turn
time = property(getTime)
#\cond
def getScrapAmount(self):
self.validify()
return library.playerGetScrapAmount(self._ptr)
#\endcond
##The amount of scrap you have in your Hangar.
scrapAmount = property(getScrapAmount)
def __str__(self):
self.validify()
ret = ""
ret += "id: %s\n" % self.getId()
ret += "playerName: %s\n" % self.getPlayerName()
ret += "time: %s\n" % self.getTime()
ret += "scrapAmount: %s\n" % self.getScrapAmount()
return ret
##A mappable object!
class Mappable(GameObject):
def __init__(self, ptr):
from BaseAI import BaseAI
self._ptr = ptr
self._iteration = BaseAI.iteration
self._id = library.mappableGetId(ptr)
#\cond
def validify(self):
from BaseAI import BaseAI
#if this class is pointing to an object from before the current turn it's probably
#somewhere else in memory now
if self._iteration == BaseAI.iteration:
return True
for i in BaseAI.mappables:
if i._id == self._id:
self._ptr = i._ptr
self._iteration = BaseAI.iteration
return True
raise ExistentialError()
#\endcond
#\cond
def getId(self):
self.validify()
return library.mappableGetId(self._ptr)
#\endcond
##Unique Identifier
id = property(getId)
#\cond
def getX(self):
self.validify()
return library.mappableGetX(self._ptr)
#\endcond
##X position of the object
x = property(getX)
#\cond
def getY(self):
self.validify()
return library.mappableGetY(self._ptr)
#\endcond
##Y position of the object
y = property(getY)
def __str__(self):
self.validify()
ret = ""
ret += "id: %s\n" % self.getId()
ret += "x: %s\n" % self.getX()
ret += "y: %s\n" % self.getY()
return ret
##Represents a single Droid on the map.
class Droid(Mappable):
def __init__(self, ptr):
from BaseAI import BaseAI
self._ptr = ptr
self._iteration = BaseAI.iteration
self._id = library.droidGetId(ptr)
#\cond
def validify(self):
from BaseAI import BaseAI
#if this class is pointing to an object from before the current turn it's probably
#somewhere else in memory now
if self._iteration == BaseAI.iteration:
return True
for i in BaseAI.droids:
if i._id == self._id:
self._ptr = i._ptr
self._iteration = BaseAI.iteration
return True
raise ExistentialError()
#\endcond
##Make the Droid move to the respective x and y location.
def move(self, x, y):
self.validify()
return library.droidMove(self._ptr, x, y)
##Command to operate (repair, attack, hack) on another Droid.
def operate(self, x, y):
self.validify()
return library.droidOperate(self._ptr, x, y)
#\cond
def getId(self):
self.validify()
return library.droidGetId(self._ptr)
#\endcond
##Unique Identifier
id = property(getId)
#\cond
def getX(self):
self.validify()
return library.droidGetX(self._ptr)
#\endcond
##X position of the object
x = property(getX)
#\cond
def getY(self):
self.validify()
return library.droidGetY(self._ptr)
#\endcond
##Y position of the object
y = property(getY)
#\cond
def getOwner(self):
self.validify()
return library.droidGetOwner(self._ptr)
#\endcond
##The owner of this Droid.
owner = property(getOwner)
#\cond
def getVariant(self):
self.validify()
return library.droidGetVariant(self._ptr)
#\endcond
##The variant of this Droid. This variant refers to list of ModelVariants.
variant = property(getVariant)
#\cond
def getAttacksLeft(self):
self.validify()
return library.droidGetAttacksLeft(self._ptr)
#\endcond
##The number of attacks the Droid has remaining.
attacksLeft = property(getAttacksLeft)
#\cond
def getMaxAttacks(self):
self.validify()
return library.droidGetMaxAttacks(self._ptr)
#\endcond
##The maximum number of times the Droid can attack.
maxAttacks = property(getMaxAttacks)
#\cond
def getHealthLeft(self):
self.validify()
return library.droidGetHealthLeft(self._ptr)
#\endcond
##The current amount health this Droid has remaining.
healthLeft = property(getHealthLeft)
#\cond
def getMaxHealth(self):
self.validify()
return library.droidGetMaxHealth(self._ptr)
#\endcond
##The maximum amount of this health this Droid can have
maxHealth = property(getMaxHealth)
#\cond
def getMovementLeft(self):
self.validify()
return library.droidGetMovementLeft(self._ptr)
#\endcond
##The number of moves this Droid has remaining.
movementLeft = property(getMovementLeft)
#\cond
def getMaxMovement(self):
self.validify()
return library.droidGetMaxMovement(self._ptr)
#\endcond
##The maximum number of moves this Droid can move.
maxMovement = property(getMaxMovement)
#\cond
def getRange(self):
self.validify()
return library.droidGetRange(self._ptr)
#\endcond
##The range of this Droid's attack.
range = property(getRange)
#\cond
def getAttack(self):
self.validify()
return library.droidGetAttack(self._ptr)
#\endcond
##The power of this Droid variant's attack.
attack = property(getAttack)
#\cond
def getArmor(self):
self.validify()
return library.droidGetArmor(self._ptr)
#\endcond
##How much armor the Droid has which reduces damage taken.
armor = property(getArmor)
#\cond
def getMaxArmor(self):
self.validify()
return library.droidGetMaxArmor(self._ptr)
#\endcond
##How much armor the Droid has which reduces damage taken.
maxArmor = property(getMaxArmor)
#\cond
def getScrapWorth(self):
self.validify()
return library.droidGetScrapWorth(self._ptr)
#\endcond
##The amount of scrap the Droid drops.
scrapWorth = property(getScrapWorth)
#\cond
def getTurnsToBeHacked(self):
self.validify()
return library.droidGetTurnsToBeHacked(self._ptr)
#\endcond
##The number of turns this unit will be hacked, if it is hacked. If 0, the droid cannot be hacked.
turnsToBeHacked = property(getTurnsToBeHacked)
#\cond
def getHackedTurnsLeft(self):
self.validify()
return library.droidGetHackedTurnsLeft(self._ptr)
#\endcond
##The number of turns the Droid has remaining as hacked.
hackedTurnsLeft = property(getHackedTurnsLeft)
#\cond
def getHackets(self):
self.validify()
return library.droidGetHackets(self._ptr)
#\endcond
##The amount of hacking progress that has been made.
hackets = property(getHackets)
#\cond
def getHacketsMax(self):
self.validify()
return library.droidGetHacketsMax(self._ptr)
#\endcond
##The maximum number of hackets that can be sustained before hacked. If 0, the Droid cannot be hacked.
hacketsMax = property(getHacketsMax)
def __str__(self):
self.validify()
ret = ""
ret += "id: %s\n" % self.getId()
ret += "x: %s\n" % self.getX()
ret += "y: %s\n" % self.getY()
ret += "owner: %s\n" % self.getOwner()
ret += "variant: %s\n" % self.getVariant()
ret += "attacksLeft: %s\n" % self.getAttacksLeft()
ret += "maxAttacks: %s\n" % self.getMaxAttacks()
ret += "healthLeft: %s\n" % self.getHealthLeft()
ret += "maxHealth: %s\n" % self.getMaxHealth()
ret += "movementLeft: %s\n" % self.getMovementLeft()
ret += "maxMovement: %s\n" % self.getMaxMovement()
ret += "range: %s\n" % self.getRange()
ret += "attack: %s\n" % self.getAttack()
ret += "armor: %s\n" % self.getArmor()
ret += "maxArmor: %s\n" % self.getMaxArmor()
ret += "scrapWorth: %s\n" % self.getScrapWorth()
ret += "turnsToBeHacked: %s\n" % self.getTurnsToBeHacked()
ret += "hackedTurnsLeft: %s\n" % self.getHackedTurnsLeft()
ret += "hackets: %s\n" % self.getHackets()
ret += "hacketsMax: %s\n" % self.getHacketsMax()
return ret
##Represents a single tile on the map.
class Tile(Mappable):
def __init__(self, ptr):
from BaseAI import BaseAI
self._ptr = ptr
self._iteration = BaseAI.iteration
self._id = library.tileGetId(ptr)
#\cond
def validify(self):
from BaseAI import BaseAI
#if this class is pointing to an object from before the current turn it's probably
#somewhere else in memory now
if self._iteration == BaseAI.iteration:
return True
for i in BaseAI.tiles:
if i._id == self._id:
self._ptr = i._ptr
self._iteration = BaseAI.iteration
return True
raise ExistentialError()
#\endcond
#\cond
def getId(self):
self.validify()
return library.tileGetId(self._ptr)
#\endcond
##Unique Identifier
id = property(getId)
#\cond
def getX(self):
self.validify()
return library.tileGetX(self._ptr)
#\endcond
##X position of the object
x = property(getX)
#\cond
def getY(self):
self.validify()
return library.tileGetY(self._ptr)
#\endcond
##Y position of the object
y = property(getY)
#\cond
def getOwner(self):
self.validify()
return library.tileGetOwner(self._ptr)
#\endcond
##Owner of spawning droid. 0 - Player 1, 1 - Player 2, 2 - No spawning droid.
owner = property(getOwner)
#\cond
def getTurnsUntilAssembled(self):
self.validify()
return library.tileGetTurnsUntilAssembled(self._ptr)
#\endcond
##The number of turns until a Droid is assembled.
turnsUntilAssembled = property(getTurnsUntilAssembled)
#\cond
def getVariantToAssemble(self):
self.validify()
return library.tileGetVariantToAssemble(self._ptr)
#\endcond
##The variant of Droid to assemble.
variantToAssemble = property(getVariantToAssemble)
def __str__(self):
self.validify()
ret = ""
ret += "id: %s\n" % self.getId()
ret += "x: %s\n" % self.getX()
ret += "y: %s\n" % self.getY()
ret += "owner: %s\n" % self.getOwner()
ret += "turnsUntilAssembled: %s\n" % self.getTurnsUntilAssembled()
ret += "variantToAssemble: %s\n" % self.getVariantToAssemble()
return ret
##Represents Variant of Droid.
class ModelVariant(GameObject):
def __init__(self, ptr):
from BaseAI import BaseAI
self._ptr = ptr
self._iteration = BaseAI.iteration
self._id = library.modelVariantGetId(ptr)
#\cond
def validify(self):
from BaseAI import BaseAI
#if this class is pointing to an object from before the current turn it's probably
#somewhere else in memory now
if self._iteration == BaseAI.iteration:
return True
for i in BaseAI.modelVariants:
if i._id == self._id:
self._ptr = i._ptr
self._iteration = BaseAI.iteration
return True
raise ExistentialError()
#\endcond
#\cond
def getId(self):
self.validify()
return library.modelVariantGetId(self._ptr)
#\endcond
##Unique Identifier
id = property(getId)
#\cond
def getName(self):
self.validify()
return library.modelVariantGetName(self._ptr)
#\endcond
##The name of this variant of Droid.
name = property(getName)
#\cond
def getVariant(self):
self.validify()
return library.modelVariantGetVariant(self._ptr)
#\endcond
##The ModelVariant specific id representing this variant of Droid.
variant = property(getVariant)
#\cond
def getCost(self):
self.validify()
return library.modelVariantGetCost(self._ptr)
#\endcond
##The scrap cost to spawn this Droid variant into the game.
cost = property(getCost)
#\cond
def getMaxAttacks(self):
self.validify()
return library.modelVariantGetMaxAttacks(self._ptr)
#\endcond
##The maximum number of times the Droid can attack.
maxAttacks = property(getMaxAttacks)
#\cond
def getMaxHealth(self):
self.validify()
return library.modelVariantGetMaxHealth(self._ptr)
#\endcond
##The maximum amount of this health this Droid can have
maxHealth = property(getMaxHealth)
#\cond
def getMaxMovement(self):
self.validify()
return library.modelVariantGetMaxMovement(self._ptr)
#\endcond
##The maximum number of moves this Droid can move.
maxMovement = property(getMaxMovement)
#\cond
def getRange(self):
self.validify()
return library.modelVariantGetRange(self._ptr)
#\endcond
##The range of this Droid's attack.
range = property(getRange)
#\cond
def getAttack(self):
self.validify()
return library.modelVariantGetAttack(self._ptr)
#\endcond
##The power of this Droid variant's attack.
attack = property(getAttack)
#\cond
def getMaxArmor(self):
self.validify()
return library.modelVariantGetMaxArmor(self._ptr)
#\endcond
##How much armor the Droid has which reduces damage taken.
maxArmor = property(getMaxArmor)
#\cond
def getScrapWorth(self):
self.validify()
return library.modelVariantGetScrapWorth(self._ptr)
#\endcond
##The amount of scrap the Droid drops.
scrapWorth = property(getScrapWorth)
#\cond
def getTurnsToBeHacked(self):
self.validify()
return library.modelVariantGetTurnsToBeHacked(self._ptr)
#\endcond
##The number of turns this unit will be hacked, if it is hacked. If 0, the droid cannot be hacked.
turnsToBeHacked = property(getTurnsToBeHacked)
#\cond
def getHacketsMax(self):
self.validify()
return library.modelVariantGetHacketsMax(self._ptr)
#\endcond
##The maximum number of hackets that can be sustained before hacked. If 0, the Droid cannot be hacked.
hacketsMax = property(getHacketsMax)
def __str__(self):
self.validify()
ret = ""
ret += "id: %s\n" % self.getId()
ret += "name: %s\n" % self.getName()
ret += "variant: %s\n" % self.getVariant()
ret += "cost: %s\n" % self.getCost()
ret += "maxAttacks: %s\n" % self.getMaxAttacks()
ret += "maxHealth: %s\n" % self.getMaxHealth()
ret += "maxMovement: %s\n" % self.getMaxMovement()
ret += "range: %s\n" % self.getRange()
ret += "attack: %s\n" % self.getAttack()
ret += "maxArmor: %s\n" % self.getMaxArmor()
ret += "scrapWorth: %s\n" % self.getScrapWorth()
ret += "turnsToBeHacked: %s\n" % self.getTurnsToBeHacked()
ret += "hacketsMax: %s\n" % self.getHacketsMax()
return ret