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 curses
import json
import math
import os.path
import random
import threading
# ideas go here
# lifecycle of a plant
# seed -> seedling -> sprout -> young plant -> mature plant -> flower ->
# pollination -> fruit -> seeds
# mutations over time to yield different things? idk
# 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
# build time system
# build persistence across sessions
# build ascii trees
# build gui?
# build multiplayer
# 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:
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stage_dict = {
0: 'seed',
1: 'seedling',
2: 'young',
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3: 'mature',
4: 'flowering',
5: 'fruiting',
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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',
4: 'cherry tree',
5: 'fern',
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6: 'daffodil',
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}
mutation_dict = {
0: '',
1: 'humming',
2: 'noxious',
3: 'vorpal',
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4: 'glowing',
5: 'electric',
6: 'freezing',
7: 'flaming',
8: 'psychic',
9: 'screaming'
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}
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def __init__(self):
self.stage = 0
self.mutation = 0
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self.species = random.randint(0,len(self.species_dict)-1)
self.color = random.randint(0,len(self.mutation_dict)-1)
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self.rarity = self.rarity_check()
def rarity_check(self):
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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))
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 = legendary_max + godly_range
# 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 <= CONST_RARITY_MAX:
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rarity = 4
return rarity
def growth(self):
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if self.stage < len(self.stage_dict):
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self.stage += 1
# do stage growth stuff
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CONST_MUTATION_RARITY = 9 # Increase this # to make mutation rarer (chance 1 out of x)
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mutation_seed = random.randint(0,CONST_MUTATION_RARITY)
if mutation_seed == CONST_MUTATION_RARITY:
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mutation = random.randint(0,len(self.mutation_dict)-1)
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if self.mutation == 0:
self.mutation = mutation
else:
# do stage 5 stuff (after fruiting)
1==1
def parse_plant(self):
if self.mutation == 0:
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print self.rarity_dict[self.rarity] +" "+ self.color_dict[self.color] +" "+ self.stage_dict[self.stage] +" "+ self.species_dict[self.species]
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else:
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print self.rarity_dict[self.rarity] +" "+ self.mutation_dict[self.mutation] +" "+ self.color_dict[self.color] +" "+ self.stage_dict[self.stage] +" "+ self.species_dict[self.species]
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if __name__ == '__main__':
my_plant = Plant()
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print my_plant.stage, my_plant.species, my_plant.color, my_plant.rarity, my_plant.mutation
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while my_plant.stage < len(my_plant.stage_dict):
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raw_input("...")
my_plant.parse_plant()
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my_plant.growth()
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print "end"