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GameLevel.py
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GameLevel.py
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# -*- coding: utf-8 -*-
"""
Created on Mar 12, 2012
@author: moloch
Copyright 2012 Root the Box
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
"""
import xml.etree.cElementTree as ET
from builtins import str
from uuid import uuid4
from sqlalchemy import Column, ForeignKey, asc
from sqlalchemy.orm import backref, relationship
from sqlalchemy.types import Boolean, Integer, String, Unicode
from libs.ValidationError import ValidationError
from models import dbsession
from models.BaseModels import DatabaseObject
from models.Relationships import team_to_game_level
class GameLevel(DatabaseObject):
"""Game Level definition"""
uuid = Column(String(36), unique=True, nullable=False, default=lambda: str(uuid4()))
next_level_id = Column(Integer, ForeignKey("game_level.id"))
_number = Column(Integer, unique=True, nullable=False)
_buyout = Column(Integer, nullable=False)
_type = Column(Unicode(16), nullable=False, default=str("none"))
_reward = Column(Integer, nullable=False, default=0)
_name = Column(Unicode(32), nullable=True)
_description = Column(Unicode(512))
_locked = Column(Boolean, default=False, nullable=False)
boxes = relationship(
"Box",
backref=backref("game_level", lazy="select"),
cascade="all,delete,delete-orphan",
)
teams = relationship(
"Team",
secondary=team_to_game_level,
back_populates="game_levels",
lazy="select",
)
@classmethod
def all(cls):
"""Returns a list of all objects in the database"""
return dbsession.query(cls).order_by(asc(cls._number)).all()
@classmethod
def count(cls):
return dbsession.query(cls).count()
@classmethod
def by_id(cls, _id):
"""Returns a the object with id of _id"""
return dbsession.query(cls).filter_by(id=_id).first()
@classmethod
def by_uuid(cls, _uuid):
"""Return and object based on a _uuid"""
return dbsession.query(cls).filter_by(uuid=_uuid).first()
@classmethod
def by_number(cls, number):
"""Returns a the object with number of number"""
return dbsession.query(cls).filter_by(_number=abs(int(number))).first()
@classmethod
def last_level(cls, number):
"""Returns the prior level"""
return dbsession.query(cls).filter_by(next_level_id=int(number)).first()
@property
def number(self):
return self._number
@number.setter
def number(self, value):
try:
if self.by_number(value) is None:
self._number = abs(int(value))
elif self.uuid != self.by_number(value).uuid:
raise ValidationError("Game level number must be unique")
except ValueError:
raise ValidationError("Game level number must be an integer")
@property
def buyout(self):
if self._buyout is None:
return 0
return self._buyout
@buyout.setter
def buyout(self, value):
try:
self._buyout = abs(int(value))
except ValueError:
raise ValidationError("Buyout value must be an integer")
@property
def reward(self):
return self._reward
@reward.setter
def reward(self, value):
try:
self._reward = abs(int(value))
except ValueError:
raise ValidationError("Reward value must be an integer")
@property
def name(self):
if self._name:
return str(self._name)
else:
return "Level #" + str(self.number)
@name.setter
def name(self, value):
if len(value) <= 32:
self._name = value
else:
raise ValidationError("Max name length is 32")
@property
def description(self):
if self._description is None:
return ""
return self._description
@description.setter
def description(self, value):
if 512 < len(value):
raise ValidationError("Description cannot be greater than 512 characters")
self._description = str(value)
@property
def type(self):
return self._type
@type.setter
def type(self, value):
if value is None:
return
try:
self._type = str(value)
except ValueError:
raise ValidationError("type value must be an string")
@property
def flags(self):
"""Return all flags for the level"""
_flags = []
for box in self.boxes:
_flags += sorted(box.flags)
return _flags
@property
def locked(self):
"""Determines if an admin has locked an level."""
if self._locked is None:
return False
return self._locked
@locked.setter
def locked(self, value):
"""Setter method for _lock"""
if value is None:
value = False
elif isinstance(value, int):
value = value == 1
elif isinstance(value, str):
value = value.lower() in ["true", "1"]
assert isinstance(value, bool)
self._locked = value
def unlocked_boxes(self):
if self._locked:
return []
return [box for box in self.boxes if not box.locked]
def to_xml(self, parent):
level_elem = ET.SubElement(parent, "gamelevel")
ET.SubElement(level_elem, "number").text = str(self.number)
ET.SubElement(level_elem, "type").text = str(self._type)
if str(self._type) == "level":
buyoutlevel = GameLevel.by_id(self.buyout)
if buyoutlevel:
ET.SubElement(level_elem, "buyout").text = str(buyoutlevel.number)
else:
ET.SubElement(level_elem, "buyout").text = "0"
else:
ET.SubElement(level_elem, "buyout").text = str(self.buyout)
ET.SubElement(level_elem, "reward").text = str(self._reward)
ET.SubElement(level_elem, "name").text = str(self._name)
ET.SubElement(level_elem, "description").text = str(self._description)
ET.SubElement(level_elem, "locked").text = str(self.locked)
def to_dict(self):
"""Return public data as dict"""
last = GameLevel.last_level(self.id)
if last:
last_level = last.number
else:
last_level = ""
return {
"uuid": self.uuid,
"number": self.number,
"name": self.name,
"buyout": self.buyout,
"type": self.type,
"reward": self.reward,
"description": self.description,
"last_level": last_level,
}
def __next__(self):
"""Return the next level, or None"""
if self.next_level_id is not None:
return self.by_id(self.next_level_id)
else:
return None
def __str__(self):
return "GameLevel #%d" % self.number
def __cmp__(self, other):
if self.number < other.number:
return -1
else:
return 1
def __eq__(self, other):
return self.__cmp__(other) == 0
def __ne__(self, other):
return self.__cmp__(other) != 0
def __gt__(self, other):
return self.__cmp__(other) > 0
def __lt__(self, other):
return self.__cmp__(other) < 0
def __ge__(self, other):
return self.__cmp__(other) >= 0
def __le__(self, other):
return self.__cmp__(other) <= 0
def __repr__(self):
return "<GameLevel number: %d, buyout: %d, next: id(%s)>" % (
self.number,
self.buyout,
self.next_level_id,
)
def __hash__(self):
return hash(self.uuid)