from __future__ import division import time import pickle import json import math import os.path import random import getpass import threading import errno from menu_screen import * # ideas go here # lifecycle of a plant # seed -> seedling -> sprout -> young plant -> mature plant -> flower -> # pollination -> fruit -> seeds # neighboring plants can cross pollinate for different plants # health based on checkups and watering # development plan # build plant lifecycle just stepping through # - What else should it do during life? growth alone is not all that # interesting. # - how long should each stage last ? thinking realistic lmao # interaction # - watering? # - look at plant, how do you feel? (also gets rid of pests) # # events # - heatwave # - rain # - bugs # # build multiplayer # neighborhood system # - create plant id (sort of like userid) # - list sorted by plantid that wraps so everybody has 2 neighbors :) # - can water neighbors plant once (have to choose which) # - pollination - seed is combination of your plant and neighbor plant # - create rarer species by diff gens # - if neighbor plant dies, node will be removed from list # # garden system # - can plant your plant in the garden to start a new plant # build ascii trees # def display_update: # myscreen = curses.initscr() # # myscreen.border(0) # myscreen.addstr(1, 2, "you've planted a seed") # myscreen.refresh() # # for i in range(1,20): # myscreen.addstr(i, 2, str(i)) # time.sleep(1) # myscreen.refresh() # # myscreen.getch() # # curses.endwin() class Plant(object): # This is your plant! stage_dict = { 0: 'seed', 1: 'seedling', 2: 'young', 3: 'mature', 4: 'flowering', 5: 'fruiting', } color_dict = { 0: 'red', 1: 'orange', 2: 'yellow', 3: 'green', 4: 'blue', 5: 'indigo', 6: 'violet', 7: 'white', 8: 'black', 9: 'gold', 10: 'rainbow', } rarity_dict = { 0: 'common', 1: 'uncommon', 2: 'rare', 3: 'legendary', 4: 'godly', } species_dict = { 0: 'poppy', 1: 'cactus', 2: 'aloe', 3: 'venus flytrap', 4: 'jade plant', 5: 'fern', 6: 'daffodil', } mutation_dict = { 0: '', 1: 'humming', 2: 'noxious', 3: 'vorpal', 4: 'glowing', 5: 'electric', 6: 'icy', 7: 'flaming', 8: 'psychic', 9: 'screaming', 10: 'chaos', 11: 'hissing', 12: 'gelatinous', 13: 'deformed', 14: 'shaggy', 15: 'scaly', 16: 'depressed', 17: 'anxious', 18: 'metallic', 19: 'glossy', } def __init__(self, this_filename): # Constructor self.stage = 0 self.mutation = 0 self.species = random.randint(0,len(self.species_dict)-1) self.color = random.randint(0,len(self.color_dict)-1) self.rarity = self.rarity_check() self.ticks = 0 self.dead = False self.file_name = this_filename self.start_time = int(time.time()) self.last_time = int(time.time()) # must water plant first day self.watered_timestamp = int(time.time())-(24*3601) # self.watered_timestamp = int(time.time()) # debug self.watered_times = 0 def rarity_check(self): # Generate plant rarity CONST_RARITY_MAX = 256.0 rare_seed = random.randint(1,CONST_RARITY_MAX) common_range = round((2/3)*CONST_RARITY_MAX) uncommon_range = round((2/3)*(CONST_RARITY_MAX-common_range)) rare_range = round((2/3)*(CONST_RARITY_MAX-common_range-uncommon_range)) legendary_range = round((2/3)*(CONST_RARITY_MAX-common_range-uncommon_range-rare_range)) # godly_range = round((2/3)*(CONST_RARITY_MAX-common_range-uncommon_range-rare_range-legendary_range)) # print common_range, uncommon_range, rare_range, legendary_range, godly_range common_max = common_range uncommon_max = common_max + uncommon_range rare_max = uncommon_max + rare_range legendary_max = rare_max + legendary_range godly_max = CONST_RARITY_MAX # print common_max, uncommon_max, rare_max, legendary_max, godly_max if 0 <= rare_seed <= common_max: rarity = 0 elif common_max < rare_seed <= uncommon_max: rarity = 1 elif uncommon_max < rare_seed <= rare_max: rarity = 2 elif rare_max < rare_seed <= legendary_max: rarity = 3 elif legendary_max < rare_seed <= godly_max: rarity = 4 return rarity def growth(self): # Increase plant growth stage if self.stage < (len(self.stage_dict)-1): self.stage += 1 # do stage growth stuff else: # do stage 5 stuff (after fruiting) 1==1 def water(self): # Increase plant growth stage # TODO: overwatering? if more than once a day it dies? if not self.dead: self.watered_timestamp = int(time.time()) self.watered_times += 1 def dead_check(self): time_delta_watered = int(time.time()) - self.watered_timestamp # if it has been >5 days since watering, sorry plant is dead :( # if time_delta_watered > 5: #debug if time_delta_watered > (5 * (24 * 3600)): self.dead = True return self.dead def mutate_check(self): # Create plant mutation # TODO: when out of debug this needs to be set to high number (1000 # even maybe) CONST_MUTATION_RARITY = 10 # Increase this # to make mutation rarer (chance 1 out of x) mutation_seed = random.randint(1,CONST_MUTATION_RARITY) if mutation_seed == CONST_MUTATION_RARITY: # mutation gained! mutation = random.randint(0,len(self.mutation_dict)-1) if self.mutation == 0: self.mutation = mutation #print "mutation!" return True else: return False def parse_plant(self): # reads plant info (maybe want to reorg this into a different class # with the reader dicts...) output = "" output += self.rarity_dict[self.rarity] + " " if self.mutation != 0: output += self.mutation_dict[self.mutation] + " " if self.stage >= 4: output += self.color_dict[self.color] + " " output += self.stage_dict[self.stage] + " " if self.stage >= 2: output += self.species_dict[self.species] + " " # print output return output def start_life(self): # runs life on a thread thread = threading.Thread(target=self.life, args=()) thread.daemon = True thread.start() def life(self): # I've created life :) # TODO: change out of debug life_stages = (5, 15, 30, 45, 60) day = 3600*24 # life_stages = (1*day, 2*day, 3*day, 4*day, 5*day) # life_stages = (1, 2, 3, 4, 5) # leave this untouched bc it works for now while not self.dead: time.sleep(1) self.ticks += 1 # print self.ticks if self.stage < len(self.stage_dict)-1: if self.ticks >= life_stages[self.stage]: self.growth() #print self.parse_plant() if self.mutate_check(): 1==1 if self.dead_check(): 1==1 #print self.parse_plant() # what kills the plant? ## DEBUG: # while my_plant.stage < len(my_plant.stage_dict)-1: # raw_input("...") # my_plant.growth() # my_plant.parse_plant() class DataManager(object): # handles user data, puts a .botany dir in user's home dir (OSX/Linux) # TODO: windows... lol user_dir = os.path.expanduser("~") botany_dir = os.path.join(user_dir,'.botany') this_user = getpass.getuser() savefile_name = this_user + '_plant.dat' savefile_path = os.path.join(botany_dir,savefile_name) def __init__(self): self.this_user = getpass.getuser() # check for .botany dir in home try: os.makedirs(self.botany_dir) except OSError as exception: if exception.errno != errno.EEXIST: raise self.savefile_name = self.this_user + '_plant.dat' def check_plant(self): # check for existing save file if os.path.isfile(self.savefile_path): return True else: return False def save_plant(self, this_plant): # create savefile this_plant.last_time = int(time.time()) with open(self.savefile_path, 'wb') as f: pickle.dump(this_plant, f, protocol=2) def load_plant(self): # load savefile # need to calculate lifetime ticks to determine stage of life with open(self.savefile_path, 'rb') as f: this_plant = pickle.load(f) current_timestamp = int(time.time()) current_date = datetime.datetime.now().date() # i wonder if this is a better way to calculate ticks age? time_delta_overall = current_timestamp - this_plant.start_time # TODO: this needs to check the current ticks w/ life stage # compare timestamp of signout to timestamp now time_delta_last = current_timestamp - this_plant.last_time is_dead = this_plant.dead_check() # if it has been >5 days since watering, sorry plant is dead :( if not is_dead: this_plant.ticks += time_delta_last return this_plant def data_write_json(self, this_plant): # create json file for user to use outside of the game (website?) json_file = os.path.join(self.botany_dir,self.this_user + '_plant_data.json') with open(json_file, 'w') as outfile: json.dump(this_plant.__dict__, outfile) if __name__ == '__main__': my_data = DataManager() # if plant save file exists if my_data.check_plant(): #print "Welcome back, " + getpass.getuser() my_plant = my_data.load_plant() #print my_plant.parse_plant() # otherwise create new plant else: #print "Welcome, " + getpass.getuser() #TODO: onboarding, select seed, select whatever else my_plant = Plant(my_data.savefile_path) my_plant.start_life() #print "Your plant is living :)" botany_menu = CursedMenu(my_plant) botany_menu.show([1,"water","look","instructions"], title=' botany ', subtitle='Options') #raw_input('Press return to save and exit...\n') my_data.save_plant(my_plant) my_data.data_write_json(my_plant) #print "end"