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building.py
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import random
from cleaner import Cleaner
from constants import *
from assets import *
from iso import *
from vectors import *
class Building:
def __init__(self, view):
self.view = view
self.sprites = []
self.level = 1
self.helipad = None
self.rent = 1000
self.contentment = 100
self.abandon_timeout = 0
self.abandon_time = 0
self.comeback_timeout = 0
self.comeback_time = 0
self.abandoned_floors_idx = [] # Array of indexes of abandoned floors
self.dirty_time = 0 # The time since last appearance of new dirty floor
self.dirty_timeout = 40000 # A new dirty floor will appear every 40 seconds (40 000 ms)
self.dirty_floors_idx = [] # Array of indexes of dirty floors
self.cleaner = Cleaner(self, self.view)
self.make_sprites()
def display(self):
self.add_to_view()
def add_to_view(self):
for sprite in self.sprites:
self.view.add_sprite(sprite)
def remove_from_view(self):
for sprite in self.sprites:
self.view.remove_sprite(sprite)
def can_upgrade(self):
return self.level < Gameplay.MAX_BUILDING_LEVEL
def upgrade(self):
if not self.level < Gameplay.MAX_BUILDING_LEVEL:
return False
self.level += 1
self.remove_from_view()
self.sprites.clear()
self.make_sprites()
self.add_to_view()
return True
def make_sprites(self):
self.add_foundation()
self.add_base()
y = self.add_floors()
self.add_roof(y)
def add_foundation(self):
foundation_spr = Sprite(load_image("building/foundation.png"))
foundation_spr.set_location(vec3(3, 3, 0))
self.sprites.append(foundation_spr)
def add_base(self):
base_spr = Sprite(load_image("building/base.png"))
base_spr.set_layer(Layer.OBJECTS_LAYER)
base_spr.set_location(vec3(3, 3, 0))
self.sprites.append(base_spr)
def add_floors(self):
y = 0
for y in range(1, self.level):
if y in self.abandoned_floors_idx:
floor_img = load_image("building/abandoned_floor.png")
elif y in self.dirty_floors_idx:
floor_img = load_image("building/dirty_floor.png")
else:
floor_img = load_image("building/floor.png")
floor_spr = Sprite(floor_img)
floor_spr.set_layer(Layer.OBJECTS_LAYER)
floor_spr.set_location(vec3(3, 3, y))
self.sprites.append(floor_spr)
return y
def add_roof(self, y):
roof_spr = Sprite(load_image("building/roof.png"))
roof_spr.set_layer(Layer.OBJECTS_LAYER)
roof_spr.set_location(vec3(3, 3, y + 1))
self.sprites.append(roof_spr)
def make_helipad(self):
y = self.level
self.helipad = Sprite(load_image("building/helipad.png"))
self.helipad.set_layer(Layer.OBJECTS_LAYER)
self.helipad.set_location(vec3(3, 3, y + 0.01))
self.view.add_sprite(self.helipad)
def destroy_helipad(self):
self.view.remove_sprite(self.helipad)
self.helipad = None
def has_helipad(self):
return self.helipad is not None
def get_upgrade_cost(self):
return self.level * 1000
@staticmethod
def get_helipad_cost():
return 5000
def get_level(self):
return self.level
def set_rent(self, rent):
# Set the per floor rent drawn every month
self.rent = rent
def get_rent(self):
''' Get the per floor rent'''
return self.rent
def get_total_rent(self):
''' Get the total rent for a month, from every floor. '''
total_rent = 0
for floor_idx in range(0, self.level):
base_rent = self.get_rent()
rent = base_rent
if floor_idx in self.dirty_floors_idx:
rent *= 0.5
if floor_idx in self.abandoned_floors_idx:
rent = 0
total_rent += rent
has_helipad = self.has_helipad()
if has_helipad:
total_rent += total_rent * 0.5
return total_rent
def update_contentment(self):
rent = self.get_rent()
contentment = self.get_contentment()
relative_rent = rent - 1000
contentment += -(relative_rent / 50)
self.set_contentment(int(contentment))
def set_contentment(self, contentment):
if contentment > 100:
contentment = 100
elif contentment < 0:
contentment = 0
self.contentment = contentment
if contentment >= 70:
self.abandon_time = 0
self.abandon_timeout = 0
self.comeback_timeout = 40000
else:
self.comeback_timeout = 0
self.comeback_time = 0
if 70 > contentment >= 40:
self.abandon_timeout = 20000
elif 40 > contentment >= 20:
self.abandon_timeout = 10000
elif contentment < 20:
self.abandon_timeout = 5000
def get_contentment(self):
return self.contentment
def clean(self):
return self.cleaner.clean()
def get_dirty_floors_idx(self):
return self.dirty_floors_idx
def get_cleaner(self):
return self.cleaner
def update(self, clock):
if self.abandon_timeout > 0:
self.abandon_time += clock.get_time()
if self.abandon_time > self.abandon_timeout:
self.abandon_time = 0
self.make_abandoned_floor()
if self.comeback_timeout > 0:
self.comeback_time += clock.get_time()
if self.comeback_time > self.comeback_timeout:
self.comeback_time = 0
self.remove_abandoned_floor()
self.dirty_time += clock.get_time()
if self.dirty_time > self.dirty_timeout:
self.make_dirty_floor()
self.dirty_time = 0
self.cleaner.update(clock)
def make_abandoned_floor(self):
candidate_floors = []
for floor_idx in range(1, self.level):
if not floor_idx in self.abandoned_floors_idx:
candidate_floors.append(floor_idx)
if len(candidate_floors) > 0:
idx = random.choice(candidate_floors)
self.abandoned_floors_idx.append(idx)
self.remake_floors()
def remove_abandoned_floor(self):
if len(self.abandoned_floors_idx) > 0:
self.abandoned_floors_idx.pop()
self.remake_floors()
def make_dirty_floor(self):
candidate_floors = []
for floor_idx in range(1, self.level):
if not floor_idx in self.dirty_floors_idx:
candidate_floors.append(floor_idx)
if len(candidate_floors) > 0:
idx = random.choice(candidate_floors)
self.dirty_floors_idx.append(idx)
self.remake_floors()
def set_floor_clean(self, index):
if index in self.dirty_floors_idx:
self.dirty_floors_idx.remove(index)
self.remake_floors()
def remake_floors(self):
self.remove_from_view()
self.sprites.clear()
self.make_sprites()
self.add_to_view()