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game.py
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import random
import ui
from entity import Entity
from resources import UsedResources
from exceptions import *
import logging
logger = logging.getLogger('soyu')
hdlr = logging.FileHandler('/tmp/soyu.log')
logger.addHandler(hdlr)
logger.setLevel(logging.DEBUG)
class Event(Entity):
productivity_modifier = 0
initial_cost = 0
formatted = "Event"
action_str = "Organize"
drains = {}
def __init__(self, project,*args, **kwargs):
super().__init__(*args, **kwargs)
project.productivity += self.productivity_modifier / 100
project.money -= self.initial_cost
class TeamEvent(Event):
productivity_modifier = 10
initial_cost = 1000
formatted = "Team Event (Productivity: +{}, Initial Cost: {})".format(productivity_modifier, initial_cost)
unlocked = False
class Resignment(object):
def __init__(self, person, cause):
logger.error("A")
self.person = person
self.cause = cause
self.message = "{} has resigned because of {}".format(person, cause)
def __repr__(self):
return self.message
class AlertEvent(object):
def __init__(self, message):
self.message = message
def __repr__(self):
return self.message
class Person(Entity):
limit = -1
cost = 0
formatted = "Person"
action_str = "Hire"
shares = 0
drains_from = None
def turn(self):
super().turn()
self.drains_from.trade(self, 'money', self.cost)
def resign(self, cause):
Game.objects.remove(self)
Game.project.turn_events.append(Resignment(self, cause))
class ProjectEmployee(Person):
formatted = "Employee"
def __init__(self, project, *args, **kwargs):
super().__init__(*args, **kwargs)
self.drains_from = project
class Developer(ProjectEmployee):
limit = -1
formatted = "Developer"
cost = 0
action_str = "Hire"
inventory = {'money': 0}
productivity_modifier = 0
increases = {}
decreases = {}
resign_prob = 0
def turn(self):
super().turn()
for key, value in self.increases.items():
project_key = getattr(Game.project, key)
setattr(Game.project, key, project_key + value)
for key, value in self.decreases.items():
value *= Game.project.productivity
project_key = getattr(Game.project, key)
setattr(Game.project, key, project_key - value)
threshold = self.resign_prob*Game.project.technical_debt/100*Game.project.bugs/1000
logger.debug(threshold)
if random.random() < threshold:
self.resign("bugs and technical debt")
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
Game.project.productivity *= (1 + self.productivity_modifier/100)
self.increases['server_maintenance'] = self.decreases['features'] / 10
class CoffeeMachine(Entity):
limit = -1
formatted = "Coffee Machine ☕"
action_str = "Buy"
initial_cost = 0
productivity_modifier = 0
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
Game.project.money -= self.initial_cost
Game.project.productivity += self.productivity_modifier / 100
class ShittyCoffeeMachine(CoffeeMachine):
limit = 1
cost = 2
initial_cost = 10
productivity_modifier = 2
formatted = u"Shitty Coffee Machine ☕(Productivity: +{}, Initial Cost: {})".format(productivity_modifier, initial_cost)
class GoodCoffeeMachine(CoffeeMachine):
limit = 1
formatted = "Good Coffee Machine ☕"
cost = 4
initial_cost = 25
productivity_modifier = 5
class ArtisanCoffeeMachine(CoffeeMachine):
limit = 1
formatted = "Artisan Coffee Machine ☕"
cost = 10
initial_cost = 100
productivity_modifier = 10
class Designer(ProjectEmployee):
limit = -1
formatted = "Designer"
cost = 0
productivity_modifier = 0.1
action_str = "Hire"
inventory = {'money': 0}
increases = {}
decreases = {}
def turn(self):
super().turn()
for key, value in self.decreases.items():
value *= Game.project.productivity
project_key = getattr(Game.project, key)
setattr(Game.project, key, project_key - value)
class StudentDesigner(Designer):
formatted = "Student Designer"
cost = 0
decreases = {'design_need': 4}
class ShittyDesigner(Designer):
formatted = "Shitty Designer 💩"
cost = 5
decreases = {'design_need': 6}
unlocks_entities = [ShittyCoffeeMachine]
class MediocreDesigner(Designer):
formatted = "Mediocre Designer"
cost = 10
decreases = {'design_need': 8}
unlocks_entities = [GoodCoffeeMachine]
class SeniorDesigner(Designer):
formatted = "Senior Designer"
cost = 20
decreases = {'design_need': 12}
unlocks_entities = [ArtisanCoffeeMachine]
class ProjectManager(ProjectEmployee):
limit = 1
formatted = "Project Manager"
cost = 10
increases = {
'design_need': 5
}
decreases = {
"features": 15
}
unlocks_entities = [Designer, ShittyDesigner, MediocreDesigner, SeniorDesigner, TeamEvent]
def turn(self):
super().turn()
for key, value in self.increases.items():
project_key = getattr(Game.project, key)
setattr(Game.project, key, project_key + value)
for key, value in self.decreases.items():
project_key = getattr(Game.project, key)
setattr(Game.project, key, project_key - value)
class StudentDeveloper(Developer):
limit = -1
formatted = "Student Developer 👦"
cost = 0
productivity_modifier = -20
increases = {
"bugs": 2,
"technical_debt": 3,
}
decreases = {
"features": 1,
"documentation": -1,
}
class ShittyDeveloper(Developer):
limit = -1
formatted = u"Shitty Developer 💩"
cost = 5
productivity_modifier = -15
increases = {
"bugs": 1,
"technical_debt": 4,
}
decreases = {"features": 2}
class MediocreDeveloper(Developer):
limit = -1
formatted = "Mediocre Developer 👱"
cost = 10
productivity_modifier = -10
increases = {
"bugs": 1,
"technical_debt": 3,
"documentation": 1
}
decreases = {
"features": 3,
}
class SeniorDeveloper(Developer):
limit = -1
formatted = "Senior Developer 👴"
cost = 20
productivity_modifier = -5
increases = {
"bugs": 1,
"documentation": 6
}
decreases = {
"features": 6,
"technical_debt": 1
}
resign_prob = 0.01
class GeniusDeveloper(Developer):
limit = 1
formatted = "Genius Developer 🕵"
cost = 100
productivity_modifier = 0
increases = {
"bugs": 1,
"documentation": 10
}
decreases = {
"features": 10,
"technical_debt": 5,
}
resign_prob = 0.1
class Project(Entity):
name = "Project 1"
limit = 1
unlocked = True
bugs = 0
features = 1000
initial_features = features
technical_debt = 0
documentation = 0
server_maintenance = 0
productivity = 1
design_need = 0
action_str = "Start"
formatted = "Project"
unlocks_entities = [StudentDeveloper, ShittyDeveloper, MediocreDeveloper, SeniorDeveloper, GeniusDeveloper]
increases = {
'features': 5,
'design_need': 5
}
turn_events = []
@property
def score(self):
score = ((self.features * -1 / 2) - self.bugs - self.technical_debt + self.documentation * 3 - self.server_maintenance - self.design_need + self.money) * self.productivity
return score
def turn(self):
super().turn()
for key, value in self.increases.items():
project_key = getattr(Game.project, key)
setattr(Game.project, key, project_key + value)
if Game.project.features/Game.project.initial_features <= 0.9:
ProjectManager.unlock()
if Game.project.features/Game.project.initial_features <= 0.8:
COO.unlock()
if Game.project.money <= 0:
raise NotEnoughFundsException
if Game.project.features <= 0:
raise WinException
# self.turn_events = []
def __repr__(self):
return self.name
class Investor(Entity):
shares = 0
limit = 1
money = 0
formatted = "Investor"
action_str = "Get investment from"
detail_fields = [('shares', "Will get {} shares"), ('money', 'Will bring ${}')]
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
Game.project.money += self.money
self.money = 0
Game.objects[0].shares -= self.shares
def turn(self):
super().turn()
for key, value in self.increases.items():
project_key = getattr(Game.project, key)
setattr(Game.project, key, project_key + value)
class SmallInvestor(Investor):
limit = 5
shares = 2
money = 1000
formatted = "Small Investor"
increases = {'features': 2,
'design_need': 3}
class BigInvestor(Investor):
limit = 2
shares = 40
money = 20000
formatted = "Big Investor"
increases = {'features': 30,
'design_need': 40}
class COO(ProjectEmployee):
cost = 25
unlocks_entities = [SmallInvestor, BigInvestor]
formatted = "COO"
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
Game.objects[0].cost = 26
try:
logger.debug(Game.project.turn_events)
Game.project.turn_events.append(AlertEvent("Your COO decided to pay the CEO(you) $30 each month."))
logger.debug(Game.project.turn_events)
except Exception as e:
logger.log(e)
class Boss(Person):
limit = 1
formatted = "Boss"
cost = 0
unlocked = True
unlocks_entities = [Project]
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
self.drains_from = self
def turn(self):
super().turn()
if self.money <= 0:
raise NotEnoughFundsException
class Game(object):
objects = []
used_resources = None
project = None
entities = [Boss, StudentDeveloper, ShittyDeveloper, MediocreDeveloper, SeniorDeveloper, GeniusDeveloper,
MediocreDesigner, StudentDesigner, ShittyDesigner, SeniorDesigner, ProjectManager,
ShittyCoffeeMachine, GoodCoffeeMachine, ArtisanCoffeeMachine, TeamEvent,
COO, SmallInvestor, BigInvestor
]
@classmethod
def init_game(cls):
cls.used_resources = UsedResources()
initial_player_inventory = {
'money': 10000,
}
initial_player_drain = {
'money': 25
}
initial_player_replenish = {}
player = Boss(
inventory=initial_player_inventory,
draining=initial_player_drain,
replenishing=initial_player_replenish,
)
Boss.shares = 100
project_name, budget = ui.initproject(player.inventory['money'])
cls.project = Project()
cls.project.name = project_name
player.trade(cls.project, 'money', budget)
cls.objects.append(player)
cls.objects.append(cls.project)
player.project = cls.project
logger.error("BBB")