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generator.py
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generator.py
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import database as d
import gameMap as g
import business as bu
import religion as rel
import unit as u
import people as p
import profiles as pr
import random
import math
class generator(object):
def __init__(self, model):
self.model = model
def generateHouses(self, h_quantity, locality):
#locations
x = -2
y = 0
length = locality.getWidth()
houseList = []
for count in range(h_quantity):
x = (x + 2) % length
y = 2 * ((count*2) // length)
location = (x,y)
gennedHouse = u.House(locality, location)
locality.claim_node(location, gennedHouse)
houseList.append(gennedHouse)
return houseList
def generateLocality(self, l_location):
#locality size, name static for now
gennedLocality = g.Locality(self.model, l_location, 150, 150, "Jonestown")
return gennedLocality
def generatePeople(self, p_quantity, locality, houseList, religionList):
lastNameList = d.getLastNameList()
for count in range(p_quantity):
#gender
if (count % 2 == 0):
gender = 0
else:
gender = 1
#name
firstNameList = d.getFirstNameList(gender)
i = random.randrange(len(firstNameList))
firstname = firstNameList[i]
j = random.randrange(len(lastNameList))
lastname = lastNameList[j]
#home
k = (count // 2)
home = houseList[k]
#religion
if count < (p_quantity/2):
religion = religionList[0]
else:
religion = religionList[1]
#gen
gennedPerson = p.People(self.model, firstname, lastname, gender, locality, home, religion)
gennedPerson.addCapital(100)
gennedPerson.home.addTenant(gennedPerson)
def generateReligions(self, locality):
Catholic = rel.Catholicism()
Protestant = rel.Protestantism()
localCatholic = bu.Business([], "Catholic", locality, 10000000)
localProtestant = bu.Business([], "Protestant", locality, 100000000)
Catholic.addBusiness(localCatholic)
Protestant.addBusiness(localProtestant)
religionList = [Catholic, Protestant]
return religionList
#people must be even int because marriages
#we only generate a single locality- don't ask
def generateWorld(self, p_quantity, w_width, w_height):
peopleList = []
#need even number of people for marriages
if p_quantity % 2 != 0:
print("Please choose an even number of people for your world.")
return False
#world
gennedWorld = g.World(w_width, w_height)
#locality
l_location = (random.randrange(w_width), random.randrange(w_height))
gennedLocality = self.generateLocality(l_location)
#houses, people, store
h_quantity = p_quantity // 2
houseList = self.generateHouses(h_quantity, gennedLocality)
religions = self.generateReligions(gennedLocality)
self.generatePeople(p_quantity, gennedLocality, houseList, religions)
return gennedWorld
#makes are called by model after worldgen completes
def makeSpouses(self):
peopleList = d.getPeople()
i = 0
for index in range((len(peopleList) // 2)):
wife = peopleList[i]
husband = peopleList[i + 1]
wife.setSpouse(husband)
husband.setSpouse(wife)
wife.home.removeTenant(wife)
wife.setHome(husband.getHome())
wife.home.addTenant(wife)
i += 2
def makeFriends(self):
peopleList = d.getPeople()
for person in peopleList:
for count in range(20):
i = random.randrange(len(peopleList))
friend = peopleList[i]
friendProfile = person.peopleManager(friend)
friendProfile.updateMuList(friend.getMuList(), person.locality.getDayNum())
personProfile = friend.peopleManager(person)
personProfile.updateMuList(person.getMuList(), person.locality.getDayNum())
#just gives money- actual boss stuff handled in clock and people
def makeBosses(self):
peopleList = d.getPeople()
for i in range(100):
boss = random.choice(peopleList)
if boss.capital < 1000000:
boss.capital += 1000000
def makeChurches(self, locality):
peopleList = d.getPeople()
perChurch = 30
churchNum = math.floor(len(peopleList) / perChurch)
religions = d.getReligions()
religionNum = len(d.getReligions())
if churchNum < 1:
churchNum = 1
for religion in religions:
churchPer = math.ceil(churchNum / religionNum)
business = religion.getLocalBusiness(locality)
for i in range(churchPer):
churchName = random.choice(religion.churchNames)
location = locality.find_property()
newChurch = u.Church(churchName, locality, location, business, religion)
locality.claim_node(location, newChurch)
def assignChurches(self):
peopleList = d.getPeople()
for person in peopleList:
religion = person.getReligion()
business = religion.getLocalBusiness(person.getLocality())
church = random.choice(business.getUnits())
person.unitManager(church)
person.newChurch(church)