-
Notifications
You must be signed in to change notification settings - Fork 43
/
state_machine.py
304 lines (273 loc) · 17.3 KB
/
state_machine.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
from quest_engine import handle_world_state_change, roll_reward_random_float, handle_quest_progress, \
progress_upgrades_count, progress_resource_added_count, activate_unlocked_quests, merge_quest_progress
from datetime import datetime
from flask import session
from game_settings import game_settings, lookup_item_by_name, lookup_state_machine, lookup_reference_item, \
lookup_item_by_code, lookup_visitor_reward
from save_engine import lookup_object, create_backup, lookup_object_save
# TODO add new reference item from clicknext step, use old one for first autostep, new one for 2nd autonext,
# not needed: is handled by checkstates if new one is null then use old reference item in clicknext(harvesting step?)
# TODO checkState?
def click_next_state(do_click, id, meta, step, reference_item, speed_up=False, tending=False, save=None, playback_tend=False, tend_type=None, cancel=True):
cur_object = lookup_object(id) if not tending else lookup_object_save(save, id)
print("cur_object used:", repr(cur_object))
tend = tending or playback_tend
game_item = lookup_item_by_name(cur_object['itemName'])
print("item used:", repr(game_item))
timestamp = datetime.now().timestamp()
if 'stateMachineValues' in game_item:
state_machine = lookup_state_machine(game_item['stateMachineValues']['-stateMachineName'],
game_item['stateMachineValues'].get('define', []),
(lookup_reference_item(cur_object) or {}).get('referenceValues',{}).get('define'))
print("state_machine used:", repr(state_machine))
state = lookup_state(state_machine, cur_object.get('state', 0), cur_object, True)
print("cur state:", repr(state))
while '-autoNext' in state and state['-stateName'] != state['-autoNext']: # '-clientDuration': '2.0s', '-duration': '0' respect duration for harvest?
duration = parse_duration(state.get('-duration', '0'))
if cur_object.get('lastUpdated', 0) / 1000 + duration <= timestamp or speed_up or tend:
if cur_object.get('lastUpdated', 0) / 1000 + duration > timestamp:
speed_up = False # consumes speed up
tend = False
print("speed up used")
next_state_id = state['-autoNext'] # not all states have this!! end states? autostate after time?
previous_state = state
state = lookup_state(state_machine, next_state_id, cur_object, True)
check_state(state_machine, state, cur_object, tending)
if not tending:
do_state_rewards(state, cur_object.get('referenceItem'), meta, playback_tend=playback_tend)
if 'lastUpdated' not in cur_object:
cur_object['lastUpdated'] = 0 #init?
cur_object['lastUpdated'] += duration * 1000
cur_object['state'] = next_state_id
print("pre auto_next_state:", repr(state), 'time', cur_object['lastUpdated'], "duration", duration)
if not tending:
handle_world_state_change(meta, state, state_machine, game_item, step, previous_state, cur_object.get('referenceItem'), cur_object.get('referenceItem'))
else:
print("state has autoNext, but not enough time was passed")
break
if (do_click or tend):
try:
next_state_id = state['-clickNext'] if not cancel else state['-cancelNext']
except:
next_state_id = state['-clickNext']
if reference_item != cur_object.get('referenceItem'):
state_machine = lookup_state_machine(game_item['stateMachineValues']['-stateMachineName'],
game_item['stateMachineValues'].get('define', []),
(lookup_item_by_code(reference_item.split(":")[0]) if reference_item else {})
.get('referenceValues', {}).get('define'))
next_click_state = lookup_state(state_machine, next_state_id, cur_object, True)
check_state(state_machine, next_click_state, cur_object, tending)
print("next_click_state:", repr(next_click_state))
if cancel:
print("canceled state")
if not tending:
do_state_rewards(next_click_state, cur_object.get('referenceItem'), meta, playback_tend=playback_tend)
handle_world_state_change(meta, next_click_state, state_machine, game_item, step, state, reference_item, cur_object.get('referenceItem'))
else:
if tend_type == "mine":
standard_resources = ["coins", "oil", "wood", "aluminum", "copper", "gold", "iron", "uranium"]
tend_type += standard_resources[save['user_object']["userInfo"]["player"]["playerResourceType"]]
elif tend_type == "harvest":
tend_type += "_" + game_item['stateMachineValues']['-referenceType'] if '-referenceType' in game_item['stateMachineValues'] else ""
tend_type += "_" + game_item['stateMachineValues']['-referenceSubtype'] if '-referenceSubtype' in game_item['stateMachineValues'] else ""
elif tend_type == "clear":
tend_type += game_item['-subtype']
#TODO Crew tax
reward = lookup_visitor_reward(tend_type)
do_state_rewards(reward, cur_object.get('referenceItem'), meta)
while '-autoNext' in next_click_state and next_state_id != next_click_state['-autoNext'] and next_click_state.get('-duration', '0') in ['0', '0s']: #'-clientDuration': '2.0s', '-duration': '0' respect duration for harvest?
next_state_id = next_click_state['-autoNext']
previous_state = next_click_state
next_click_state = lookup_state(state_machine, next_state_id, cur_object, True)
check_state(state_machine, next_click_state, cur_object, tending)
print("auto_next_state:", repr(next_click_state))
if not tending:
do_state_rewards(next_click_state, reference_item, meta, playback_tend=playback_tend)
handle_world_state_change(meta, next_click_state, state_machine, game_item, step, previous_state, reference_item, reference_item)
cur_object['state'] = next_state_id
cur_object['lastUpdated'] = timestamp * 1000
else:
print("state has no clicknext, click does nothing" if do_click else "not clicking, only autonexts")
cur_object['lastUpdated'] = timestamp * 1000
else:
print("object has no statemachine, click does nothing")
cur_object['lastUpdated'] = timestamp * 1000
if not tending:
handle_world_state_change(meta, {}, None, game_item, step, {}, reference_item, reference_item)
def lookup_state(state_machine, i, cur_object, check_state):
[state] = [e for e in state_machine['state'] if e['-stateName'] == str(i)]
if check_state and 'check_state' in cur_object and str(i) in cur_object['check_state']:
state = cur_object['check_state'][str(i)]
print("Overridden state used", str(i))
return state
#use state from current statemachine as replacement state for that state (with values and 2 random numbers
def check_state(state_machine, state, cur_object, tending):
if '-checkState' in state:
check_state = lookup_state(state_machine, state["-checkState"], cur_object, False)
if 'check_state' not in cur_object:
cur_object['check_state'] = {}
cur_object['check_state'][state["-checkState"]] = check_state
print("Future check state overridden", state["-checkState"])
if "-xp" in check_state and not tending:
roll_reward_random_float() # prison xp
if "-dooberType" in check_state and not tending:
roll_reward_random_float() # for the platinum pipes
def parse_duration(duration):
# ["ms", "m", "s", "h", "d"];
if duration == 'rand:1d,4d':
return 86400 # 1d
elif "ms" in duration:
return float(duration[:-2]) / 1000
elif "s" in duration:
return float(duration[:-1])
elif "m" in duration:
return float(duration[:-1]) * 60
elif "h" in duration:
return float(duration[:-1]) * 3600
elif "d" in duration:
return float(duration[:-1]) * 86400
else:
return float(duration)
def do_state_rewards(state, reference_item, meta, playback_tend=False):
player = session['user_object']["userInfo"]["player"]
player['xp'] += int(state.get('-xp', 0))
energy = int(state.get('-energy', 0))
if playback_tend:
energy = max(energy, 0);
player['energy'] += energy
player['cash'] += int(state.get('-cash', 0))
player['socialXpGood'] += int(state.get('-socialXpGood', 0))
player['socialXpBad'] += int(state.get('-socialXpBad', 0))
if str(state.get('-elementZ',0)) != '0':
if not state.get('-elementZ',0) in player["inventory"]["items"]:
player["inventory"]["items"][state.get('-elementZ',0)] = 1
else:
player["inventory"]["items"][state.get('-elementZ', 0)] +=1
world = session['user_object']["userInfo"]["world"]
resources = world['resources']
resources['coins'] += int(state.get('-coins', 0))
resources['energy'] += energy #which one?
resources['oil'] += int(state.get('-oil', '0').split('|')[0])
resources['wood'] += int(state.get('-wood', '0').split('|')[0])
resource_order = world['resourceOrder']
resources[resource_order[0]] += int(state.get('-rare', '0').split('|')[0])
resources[resource_order[0]] += int(state.get('-nrare0', '0').split('|')[0])
resources[resource_order[1]] += int(state.get('-nrare1', '0').split('|')[0])
resources[resource_order[2]] += int(state.get('-nrare2', '0').split('|')[0])
resources[resource_order[3]] += int(state.get('-nrare3', '0').split('|')[0])
resources[resource_order[4]] += int(state.get('-nrare4', '0').split('|')[0])
resources["aluminum"] += int(state.get('-aluminum', '0').split('|')[0])
resources["copper"] += int(state.get('-copper', '0').split('|')[0])
resources["gold"] += int(state.get('-gold', '0').split('|')[0])
resources["iron"] += int(state.get('-iron', '0').split('|')[0])
resources["uranium"] += int(state.get('-uranium', '0').split('|')[0])
item_inventory = player["inventory"]["items"]
if int(state.get('-buildable', '0')):
if reference_item:
item_inventory[reference_item] = item_inventory.get(reference_item, 0) + 1
print("Adding", reference_item, "to inventory")
else:
print("ERROR: Buildable present but no reference item")
research = world["research"]
if int(state.get('-upgrade', '0')):
if reference_item:
if reference_item.split(":")[0] not in research.get(reference_item.split(":")[1],[]):
research[reference_item.split(":")[1]] = research.get(reference_item.split(":")[1],[]) + [reference_item.split(":")[0]]
print("Adding", reference_item, "to research")
handle_quest_progress(meta, progress_upgrades_count())
else:
print("ERROR: Upgrade already added")
else:
print("ERROR: Upgrade present but no reference item")
level_cash = 0
levels_count = 0
levels = [level for level in game_settings['settings']['levels']['level'] if
int(level["-num"]) > player['level'] and int(level["-requiredXP"]) <= player['xp']]
for level in levels:
energy_cap = ([e['-cap'] for e in game_settings['settings']['energycaps']['energycap'] if e['-level'] == level["-num"]] + [46])[0]
print("Level increased to", level["-num"], "New energy:", energy_cap)
player['level'] = int(level["-num"])
player['energy'] = int(energy_cap)
player['energyMax'] = int(energy_cap)
levels_count += 1
if "reward" in level and level["reward"]["-type"] == "cash":
player['cash'] += int(level["reward"]["-count"])
level_cash += int(level["reward"]["-count"])
create_backup("Level " + level["-num"])
log_rewards = ", ".join(
[label + " " + ("+" if int(increment) > 0 else "") + str(increment) + " (" + str(total) + ")" for
(label, increment, total)
in
[("xp:", state.get('-xp', '0'), player['xp']),
("energy:", str(energy), player['energy']),
("coins:", state.get('-coins', '0'), resources['coins']),
("oil:", state.get('-oil', '0'), resources['oil']),
("wood:", state.get('-wood', '0'), resources['wood']),
("cash:", state.get('-cash', '0'), player['cash']),
("cash (level):", str(level_cash), player['cash']),
("levels:", str(levels_count), player['level']),
("socialXpGood:", state.get('-socialXpGood', '0'), player['socialXpGood']),
("socialXpBad:", state.get('-socialXpBad', '0'), player['socialXpBad']),
("buildable:", state.get('-buildable', '0'), sum(item_inventory.values())),
(resource_order[0] + ":", state.get('-rare', '0'), resources[resource_order[0]]),
(resource_order[0] + ":", state.get('-nrare0', '0'), resources[resource_order[0]]),
(resource_order[1] + ":", state.get('-nrare1', '0'), resources[resource_order[1]]),
(resource_order[2] + ":", state.get('-nrare2', '0'), resources[resource_order[2]]),
(resource_order[3] + ":", state.get('-nrare3', '0'), resources[resource_order[3]]),
(resource_order[4] + ":", state.get('-nrare4', '0'), resources[resource_order[4]]),
("aluminum" + ":", state.get('-aluminum', '0'), resources["aluminum"]),
("copper" + ":", state.get('-copper', '0'), resources["copper"]),
("gold" + ":", state.get('-gold', '0'), resources["gold"]),
("iron" + ":", state.get('-iron', '0'), resources["iron"]),
("uranium" + ":", state.get('-uranium', '0'), resources["uranium"])
] if int(increment.split('|')[0]) != 0])
if log_rewards:
print("State rewards:", log_rewards)
handle_quest_progress(meta, progress_resource_added_count(state, "-"))
if levels:
new_quests = []
if "QuestComponent" not in meta:
meta['QuestComponent'] = []
activate_unlocked_quests(new_quests, meta)
merge_quest_progress(new_quests, meta['QuestComponent'], "output quest")
merge_quest_progress(new_quests, session['quests'], "session quest")
def do_costs(costs):
player = session['user_object']["userInfo"]["player"]
player['xp'] -= int(costs.get('-xp', 0))
player['energy'] -= int(costs.get('-energy', 0))
player['cash'] -= int(costs.get('-cash', 0))
player['socialXpGood'] -= int(costs.get('-socialXpGood', 0))
player['socialXpBad'] -= int(costs.get('-socialXpBad', 0))
world = session['user_object']["userInfo"]["world"]
resources = world['resources']
resources['coins'] -= int(costs.get('-coins', 0))
resources['energy'] -= int(costs.get('-energy', 0)) #which one?
resources['oil'] -= int(costs.get('-oil', '0').split('|')[0])
resources['wood'] -= int(costs.get('-wood', '0').split('|')[0])
resource_order = world['resourceOrder']
resources[resource_order[0]] -= int(costs.get('-rare', '0').split('|')[0])
resources[resource_order[0]] -= int(costs.get('-nrare0', '0').split('|')[0])
resources[resource_order[1]] -= int(costs.get('-nrare1', '0').split('|')[0])
resources[resource_order[2]] -= int(costs.get('-nrare2', '0').split('|')[0])
resources[resource_order[3]] -= int(costs.get('-nrare3', '0').split('|')[0])
resources[resource_order[4]] -= int(costs.get('-nrare4', '0').split('|')[0])
log_costs = ", ".join([label + " " + ("+" if int(decrement) < 0 else "") + str(-int(decrement)) + " (" + str(total) + ")" for
(label, decrement, total)
in
[("xp:", costs.get('-xp', '0'), player['xp']),
("energy:", costs.get('-energy', '0'), player['energy']),
("coins:", costs.get('-coins', '0'), resources['coins']),
("oil:", costs.get('-oil', '0'), resources['oil']),
("wood:", costs.get('-wood', '0'), resources['wood']),
("cash:", costs.get('-cash', '0'), player['cash']),
("socialXpGood:", costs.get('-socialXpGood', '0'), player['socialXpGood']),
("socialXpBad:", costs.get('-socialXpBad', '0'), player['socialXpBad']),
(resource_order[0] + ":", costs.get('-rare', '0'), resources[resource_order[0]]),
(resource_order[0] + ":", costs.get('-nrare0', '0'), resources[resource_order[0]]),
(resource_order[1] + ":", costs.get('-nrare1', '0'), resources[resource_order[1]]),
(resource_order[2] + ":", costs.get('-nrare2', '0'), resources[resource_order[2]]),
(resource_order[3] + ":", costs.get('-nrare3', '0'), resources[resource_order[3]]),
(resource_order[4] + ":", costs.get('-nrare4', '0'), resources[resource_order[4]])
] if int(decrement.split('|')[0]) != 0])
if log_costs:
print("Costs:", log_costs)