botany/botany.py

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from __future__ import division
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import time
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import pickle
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import json
import math
import os.path
import random
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import getpass
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import threading
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import errno
from menu_screen import *
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# 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
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# - What else should it do during life? growth alone is not all that
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# interesting.
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# - how long should each stage last ? thinking realistic lmao
# interaction
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# - look at plant, how do you feel? (also gets rid of pests)
#
# events
# - heatwave
# - rain
# - bugs
#
# build multiplayer
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# 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
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# 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()
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class Plant(object):
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# This is your plant!
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stage_dict = {
0: 'seed',
1: 'seedling',
2: 'young',
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3: 'mature',
4: 'flowering',
5: 'seed-bearing',
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}
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',
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4: 'jade plant',
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5: 'fern',
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6: 'daffodil',
7: 'sunflower',
8: 'baobab',
9: 'lithops',
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}
mutation_dict = {
0: '',
1: 'humming',
2: 'noxious',
3: 'vorpal',
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4: 'glowing',
5: 'electric',
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6: 'icy',
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7: 'flaming',
8: 'psychic',
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9: 'screaming',
10: 'chaotic',
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11: 'hissing',
12: 'gelatinous',
13: 'deformed',
14: 'shaggy',
15: 'scaly',
16: 'depressed',
17: 'anxious',
18: 'metallic',
19: 'glossy',
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}
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def __init__(self, this_filename):
# Constructor
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self.stage = 0
self.mutation = 0
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self.species = random.randint(0,len(self.species_dict)-1)
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self.color = random.randint(0,len(self.color_dict)-1)
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self.rarity = self.rarity_check()
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self.ticks = 0
self.age_formatted = "0"
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self.dead = False
self.owner = getpass.getuser()
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self.file_name = this_filename
self.start_time = int(time.time())
self.last_time = int(time.time())
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# must water plant first day
self.watered_timestamp = int(time.time())-(24*3601)
# self.watered_timestamp = int(time.time()) # debug
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self.watered_times = 0
self.watered_24h = False
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def rarity_check(self):
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# Generate plant rarity
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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))
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# godly_range = round((2/3)*(CONST_RARITY_MAX-common_range-uncommon_range-rare_range-legendary_range))
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# 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
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godly_max = CONST_RARITY_MAX
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# print common_max, uncommon_max, rare_max, legendary_max, godly_max
if 0 <= rare_seed <= common_max:
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rarity = 0
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elif common_max < rare_seed <= uncommon_max:
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rarity = 1
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elif uncommon_max < rare_seed <= rare_max:
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rarity = 2
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elif rare_max < rare_seed <= legendary_max:
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rarity = 3
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elif legendary_max < rare_seed <= godly_max:
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rarity = 4
return rarity
def growth(self):
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# Increase plant growth stage
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if self.stage < (len(self.stage_dict)-1):
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self.stage += 1
# do stage growth stuff
else:
# do stage 5 stuff (after fruiting)
1==1
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def water(self):
# Increase plant growth stage
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# TODO: overwatering? if more than once a day it dies?
if not self.dead:
self.watered_timestamp = int(time.time())
#TODO: this should only be allowed once a day
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self.watered_times += 1
self.watered_24h = True
def convert_seconds(self,seconds):
days, seconds = divmod(seconds, 24 * 60 * 60)
hours, seconds = divmod(seconds, 60 * 60)
minutes, seconds = divmod(seconds, 60)
return days, hours, minutes, seconds
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def dead_check(self):
# also updates age
d,h,m,s = self.convert_seconds(self.ticks)
self.age_formatted = ("%dd:%dh:%dm:%ds" % (d, h, m, s))
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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
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def water_check(self):
# if plant has been watered in 24h then it keeps growing
# time_delta_watered is difference from now to last watered
self.time_delta_watered = int(time.time()) - self.watered_timestamp
if self.time_delta_watered <= (24 * 3600):
return True
else:
self.watered_24h = False
return False
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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
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#print "mutation!"
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return True
else:
return False
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def parse_plant(self):
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# reads plant info (maybe want to reorg this into a different class
# with the reader dicts...)
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output = ""
if self.stage >= 3:
output += self.rarity_dict[self.rarity] + " "
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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] + " "
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# print output
return output
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def start_life(self):
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# runs life on a thread
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thread = threading.Thread(target=self.life, args=())
thread.daemon = True
thread.start()
def life(self):
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# I've created life :)
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# TODO: change out of debug
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life_stages = (5, 15, 30, 45, 60)
# day = 3600*24
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# life_stages = (1*day, 2*day, 3*day, 4*day, 5*day)
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# leave this untouched bc it works for now
while (not self.dead):
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time.sleep(1)
if self.watered_24h:
self.ticks += 1
if self.stage < len(self.stage_dict)-1:
if self.ticks >= life_stages[self.stage]:
self.growth()
#print self.parse_plant()
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if self.mutate_check():
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1==1
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if self.dead_check():
1==1
if self.water_check():
1==1
# TODO: event check
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class DataManager(object):
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# 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)
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def __init__(self):
self.this_user = getpass.getuser()
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# check for .botany dir in home
try:
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os.makedirs(self.botany_dir)
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except OSError as exception:
if exception.errno != errno.EEXIST:
raise
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self.savefile_name = self.this_user + '_plant.dat'
def check_plant(self):
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# check for existing save file
if os.path.isfile(self.savefile_path):
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return True
else:
return False
def save_plant(self, this_plant):
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# create savefile
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this_plant.last_time = int(time.time())
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with open(self.savefile_path, 'wb') as f:
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pickle.dump(this_plant, f, protocol=2)
def load_plant(self):
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# load savefile
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# need to calculate lifetime ticks to determine stage of life
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with open(self.savefile_path, 'rb') as f:
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this_plant = pickle.load(f)
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# compare timestamp of signout to timestamp now
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is_dead = this_plant.dead_check()
is_watered = this_plant.water_check()
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# if it has been >5 days since watering, sorry plant is dead :(
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if not is_dead:
if is_watered:
#need to use time AWAY (i.e. this_plant.last_time)
time_delta_last = int(time.time()) - this_plant.last_time
ticks_to_add = min(time_delta_last, 24*3600)
this_plant.time_delta_watered = 0
self.last_water_gain = time.time()
else:
ticks_to_add = 0
this_plant.ticks += ticks_to_add
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return this_plant
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def data_write_json(self, this_plant):
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# 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:
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json.dump(this_plant.__dict__, outfile)
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if __name__ == '__main__':
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my_data = DataManager()
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# if plant save file exists
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if my_data.check_plant():
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#print "Welcome back, " + getpass.getuser()
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my_plant = my_data.load_plant()
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#print my_plant.parse_plant()
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# otherwise create new plant
else:
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#print "Welcome, " + getpass.getuser()
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#TODO: onboarding, select seed, select whatever else
my_plant = Plant(my_data.savefile_path)
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my_plant.start_life()
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#print "Your plant is living :)"
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botany_menu = CursedMenu(my_plant)
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botany_menu.show([1,"water","look","instructions"], title=' botany ', subtitle='Options')
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#raw_input('Press return to save and exit...\n')
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my_data.save_plant(my_plant)
my_data.data_write_json(my_plant)
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#print "end"