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effects.py
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from dataclasses import dataclass, field
from typing import Optional, List
@dataclass
class Effect:
'''
Entry point to all Effect subclass is through Effect's from_dict
'''
@staticmethod
def translate_production(resources):
resources = resources.replace('C', 'B')
if resources.find('/') > -1:
return {resources: 1}
else:
out = {}
for r in resources:
out[r] = out.get(r, 0) + 1
return out
@classmethod
def from_dict(cls, e_dict):
'''
used to parse card and wonder effects from json
returns relevant subclass instance of Effect
'''
key, value = list(e_dict.items())[0]
return globals()[key[0].upper() + key[1:]](**value) if isinstance(value, dict) \
else globals()[key[0].upper() + key[1:]](value)
def apply(self, *args):
'''
to be defined in subclasses
'''
raise NotImplementedError
@dataclass(init=False)
class Production(Effect):
resources: dict = None
isSellable: bool = True
def __init__(self, resources, isSellable):
self.resources = self.translate_production(resources)
self.isSellable = isSellable
def apply(self, board, *args):
for r in self.resources.keys():
board.production[r] += self.resources[r]
if self.isSellable:
board.sellable[r] += self.resources[r]
@dataclass
class Discount(Effect):
resourceTypes: str = None
providers: List[str] = field(default_factory=lambda: [])
discountedPrice: int = 1
def apply(self, board, *args):
if self.resourceTypes == 'LGP':
board.discount[2] = 1
else:
if self.providers == ['LEFT_PLAYER']:
board.discount[0] = 1
elif self.providers == ['RIGHT_PLAYER']:
board.discount[1] = 1
@dataclass
class Gold(Effect, int):
x: int
def apply(self, board, *args):
board.coins += self
@dataclass
class Points(Effect, int):
x: int
def apply(self, board, *args):
board.points += self
@dataclass
class Science(Effect, str):
x: str
def apply(self, board, *args):
board.science[self.x.lower()] += 1
@dataclass
class Military(Effect, int):
x: int
def apply(self, board, *args):
board.army += self
@dataclass
class PerBoardElement(Effect):
boards: List[str] = field(default_factory=lambda: [])
type: str = None
gold: Optional[int] = 0
points: Optional[int] = 0
colors: Optional[List[str]] = field(default_factory=lambda: [])
'''
For guild cards and some commerce cards
'''
def apply(self, board, left, right, name):
'''
add coins at moment of play
'''
if self.gold > 0:
for b in self.boards:
if b == 'SELF':
b = 'board'
if self.type == 'BUILT_WONDER_STAGES':
board.coins += locals()[b.lower()].wonder_built * self.gold
elif self.type == 'COMPLETED_WONDER':
board.coins += (len(locals()[b.lower()].wonder_to_build) == 0) * self.gold
elif self.type == 'CARD':
for c in self.colors:
board.coins += locals()[b.lower()].colors[c.lower()] * self.gold
if self.points > 0:
board.guilds[name.lower()] = True
board.effects.append(self)
def apply_final(self, board, left, right):
'''
add points at game end
'''
for b in self.boards:
if b == 'SELF':
b = 'board'
if self.type == 'BUILT_WONDER_STAGES':
board.guild_points += locals()[b.lower()].wonder_built * self.points
elif self.type == 'COMPLETED_WONDER':
board.guild_points += (len(locals()[b.lower()].wonder_to_build) == 0) * self.points
elif self.type == 'CARD':
for c in self.colors:
board.guild_points += locals()[b.lower()].colors[c.lower()] * self.points
@dataclass
class Action(Effect, str):
x: str
'''
Strictly for wonder stages
'''
def apply(self, board, *args):
board.wonder_effects[self.x] = True