class ThingBase:
type_ = '?'
- def __init__(self, world, id_=None, position=(YX(0,0), YX(0,0))):
- self.world = world
+ def __init__(self, game, id_=None, position=(YX(0,0), YX(0,0))):
+ self.game = game
if id_ is None:
- self.id_ = self.world.new_thing_id()
+ self.id_ = self.game.new_thing_id()
else:
self.id_ = id_
self.position = position
def _position_set(self, pos):
super()._position_set(pos)
for t_id in self.inventory:
- t = self.world.get_thing(t_id)
+ t = self.game.get_thing(t_id)
t.position = self.position
- if not self.id_ == self.world.player_id:
+ if not self.id_ == self.game.player_id:
return
edge_left = self.position[1].x - self._radius
edge_right = self.position[1].x + self._radius
edge_up = self.position[1].y - self._radius
edge_down = self.position[1].y + self._radius
if edge_left < 0:
- self.world.get_map(self.position[0] + YX(1,-1))
- self.world.get_map(self.position[0] + YX(0,-1))
- self.world.get_map(self.position[0] + YX(-1,-1))
- if edge_right >= self.world.game.map_size.x:
- self.world.get_map(self.position[0] + YX(1,1))
- self.world.get_map(self.position[0] + YX(0,1))
- self.world.get_map(self.position[0] + YX(-1,1))
+ self.game.get_map(self.position[0] + YX(1,-1))
+ self.game.get_map(self.position[0] + YX(0,-1))
+ self.game.get_map(self.position[0] + YX(-1,-1))
+ if edge_right >= self.game.map_size.x:
+ self.game.get_map(self.position[0] + YX(1,1))
+ self.game.get_map(self.position[0] + YX(0,1))
+ self.game.get_map(self.position[0] + YX(-1,1))
if edge_up < 0:
- self.world.get_map(self.position[0] + YX(-1,1))
- self.world.get_map(self.position[0] + YX(-1,0))
- self.world.get_map(self.position[0] + YX(-1,-1))
- if edge_down >= self.world.game.map_size.y:
- self.world.get_map(self.position[0] + YX(1,1))
- self.world.get_map(self.position[0] + YX(1,0))
- self.world.get_map(self.position[0] + YX(1,-1))
+ self.game.get_map(self.position[0] + YX(-1,1))
+ self.game.get_map(self.position[0] + YX(-1,0))
+ self.game.get_map(self.position[0] + YX(-1,-1))
+ if edge_down >= self.game.map_size.y:
+ self.game.get_map(self.position[0] + YX(1,1))
+ self.game.get_map(self.position[0] + YX(1,0))
+ self.game.get_map(self.position[0] + YX(1,-1))
+ #alternative
+ #if self.position[1].x < self._radius:
+ # self.game.get_map(self.position[0] - YX(0,1))
+ #if self.position[1].y < self._radius:
+ # self.game.get_map(self.position[0] - YX(1,0))
+ #if self.position[1].x > self.game.map_size.x - self._radius:
+ # self.game.get_map(self.position[0] + YX(0,1))
+ #if self.position[1].y > self.game.map_size.y - self._radius:
+ # self.game.get_map(self.position[0] + YX(1,0))
+ #if self.position[1].y < self._radius and \
+ # self.position[1].x <= [pos for pos in
+ # diagonal_distance_edge
+ # if pos.y == self.position[1].y][0].x:
+ # self.game.get_map(self.position[0] - YX(1,1))
for pos in dijkstra_map:
if visible_map[pos] != '.':
continue
- neighbors = self.world.game.map_geometry.get_neighbors((YX(0,0), pos),
- dijkstra_map.size)
+ neighbors = self.game.map_geometry.get_neighbors((YX(0,0), pos),
+ dijkstra_map.size)
for direction in neighbors:
big_yx, small_yx = neighbors[direction]
if big_yx == YX(0,0) and \
dijkstra_map[small_yx] < dijkstra_map[pos] - 1:
dijkstra_map[pos] = dijkstra_map[small_yx] + 1
shrunk = True
- neighbors = self.world.game.map_geometry.get_neighbors((YX(0,0), own_pos),
- dijkstra_map.size)
+ neighbors = self.game.map_geometry.get_neighbors((YX(0,0), own_pos),
+ dijkstra_map.size)
n = n_max
target_direction = None
for direction in sorted(neighbors.keys()):
def hunt_food_satisfaction(self):
for id_ in self.inventory:
- t = self.world.get_thing(id_)
+ t = self.game.get_thing(id_)
if t.type_ == 'food':
self.set_task('EAT', (id_,))
return True
for id_ in self.get_pickable_items():
- t = self.world.get_thing(id_)
+ t = self.game.get_thing(id_)
if t.type_ == 'food':
self.set_task('PICKUP', (id_,))
return True
self.set_task('WAIT')
def set_task(self, task_name, args=()):
- task_class = self.world.game.tasks[task_name]
+ task_class = self.game.tasks[task_name]
self.task = task_class(self, args)
self.task.check() # will throw GameError if necessary
"""Further the thing in its tasks, decrease its health.
First, ensures an empty map, decrements .health and kills
- thing if crossing zero (removes from self.world.things for AI
- thing, or unsets self.world.player_is_alive for player thing);
+ thing if crossing zero (removes from self.game.things for AI
+ thing, or unsets self.game.player_is_alive for player thing);
then checks that self.task is still possible and aborts if
otherwise (for AI things, decides a new task).
self.unset_surroundings()
self.health -= 1
if self.health <= 0:
- if self is self.world.player:
- self.world.player_is_alive = False
+ if self is self.game.player:
+ self.game.player_is_alive = False
else:
- del self.world.things[self.world.things.index(self)]
+ del self.game.things[self.game.things.index(self)]
return
try:
self.task.check()
def get_surroundings_offset(self):
if self._surroundings_offset is not None:
return self._surroundings_offset
- offset = YX(self.position[0].y * self.world.game.map_size.y +
+ offset = YX(self.position[0].y * self.game.map_size.y +
self.position[1].y - self._radius,
- self.position[0].x * self.world.game.map_size.x +
+ self.position[0].x * self.game.map_size.x +
self.position[1].x - self._radius)
self._surroundings_offset = offset
return self._surroundings_offset
offset = self.get_surroundings_offset()
for pos in self._surrounding_map:
offset_pos = pos + offset
- big_yx, small_yx = self.world.game.map_geometry.absolutize_coordinate(self.world.game.map_size, (0,0), offset_pos)
- map_ = self.world.get_map(big_yx, False)
+ absolutize = self.game.map_geometry.absolutize_coordinate
+ big_yx, small_yx = absolutize(self.game.map_size, (0,0), offset_pos)
+ map_ = self.game.get_map(big_yx, False)
if map_ is None:
- map_ = Map(size=self.world.game.map_size)
+ map_ = Map(size=self.game.map_size)
self._surrounding_map[pos] = map_[small_yx]
return self._surrounding_map
stencil = self.get_stencil()
offset = self.get_surroundings_offset()
visible_things = []
- for thing in self.world.things:
- pos = self.world.game.map_geometry.pos_in_projection(thing.position,
- offset,
- self.world.game.map_size)
+ for thing in self.game.things:
+ pos = self.game.map_geometry.pos_in_projection(thing.position,
+ offset,
+ self.game.map_size)
if pos.y < 0 or pos.x < 0 or\
pos.y >= stencil.size.y or pos.x >= stencil.size.x:
continue
def get_pickable_items(self):
pickable_ids = []
visible_things = self.get_visible_things()
- neighbor_fields = self.world.game.map_geometry.get_neighbors(self.position,
- self.world.game.map_size)
+ neighbor_fields = self.game.map_geometry.get_neighbors(self.position,
+ self.game.map_size)
for t in [t for t in visible_things
if isinstance(t, ThingItem) and
(t.position == self.position or