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# Py2Play
# Copyright (C) 2001-2002 Jean-Baptiste LAMY
#
# This program is free software; you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation; either version 2 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software
# Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
import py2play.player as player, random
_levels = {}
def CREATE(level_name):
print "* P2Play * ERROR : you MUST override p2play.level.create !"
def store(level):
if level.name and (level.name in _levels.keys()) and (not level is _levels[level.name]):
raise Warning("Overriding level %s !" % level.name)
_levels[level.name] = level
def burry(level_name):
del _levels[level_name]
def clear():
_levels.clear()
def get_local(level_name):
return _levels.get(level_name)
def get(level_name):
level = _levels.get(level_name)
if level: return level
if player.CURRENT_PLAYER:
random.shuffle(player.CURRENT_PLAYER.players_info)
for player_info in player.CURRENT_PLAYER.players_info:
if player_info != player.CURRENT_PLAYER.my_info: # Skip active player (= this player is local !)
phantom = player.PhantomPlayer(*player_info)
level = phantom.question_getlevel(level_name)
if not level is None: return level
level = CREATE(level_name)
return level
class Level(object):
def __init__(self, name):
self.name = name
self.characters = []
self.active = 0
#print "store %s : new !" % (self.name,)
store(self)
def add_character(self, character):
#if (not character.played) and filter(lambda character: not character.played, self.characters):
# raise "DuplicatedMonster"
self.characters.append(character)
# Aligns non-player character's random generator on the level's random generator
# (So as, if the NPC has been created by 2 different players, they would have the
# same random generator).
if not character.played:
character.random = random.Random(self.random.randrange(10000))
def init_character(self, character): pass
def remove_character(self, character):
self.characters.remove(character)
def set_active(self, active):
self.active = active
if active:
if not hasattr(self, "random"): self.random = random.Random()
#print "store %s : activate !" % (self.name,)
store(self)
for character in self.characters:
if character.played and (not character.player.active):
#print "Level: LISTENING AT", character.player.name, "!!!!!!!!!!!!!!!!!!!!"
character.player.listen_actions(character.round)
else:
for character in self.characters:
if character.played and (not character.player.active):
#print "Level: STOP LISTENING AT", character.player.name, "..................."
character.player.stop_listen_actions()
if filter(lambda character: character.played, self.characters):
#print "burry %s : hidden !" % (self.name,)
burry(self.name) # This level will now be stored by another player.
def sent(self):
if not self.active:
#print "burry %s : sent !" % (self.name,)
import py2play.idler as idler
#idler.IDLER.next_round_tasks.append(lambda : burry(self.name))
burry(self.name)
def __setstate__(self, state):
my_super = super(Level, self)
if hasattr(my_super, "__setstate__"): my_super.__setstate__(state)
else: self.__dict__ = state
i = 0
while i < len(self.characters):
if self.characters[i].played:
if self.characters[i].player:
self.characters[i].level = self
self.characters[i].player.level = self
else:
del self.characters[i] # Player was deleted if character is the current active player's character !
continue
else:
self.characters[i].level = self
i = i + 1
if self.active: # Level was active in the sender's game
self.active = 0
else: # Level was not active => it has been burried ! => we MUST keep it !
#print "store %s : received not active !" % (self.name,)
store(self) # Ici au lieu de celui de set_active ???
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