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Use self.max_map_awakeness to recude magic numbering.
[plomrogue2-experiments] / new / plomrogue / commands.py
1 from plomrogue.misc import quote
2
3
4
5 def cmd_GEN_WORLD(game, yx, seed):
6     game.make_new_world(yx, seed)
7 cmd_GEN_WORLD.argtypes = 'yx_tuple:pos int:nonneg'
8
9 def cmd_GET_GAMESTATE(game, connection_id):
10     """Send game state to caller."""
11     game.send_gamestate(connection_id)
12
13 def cmd_SEED(game, seed):
14     game.rand.prngod_seed = seed
15 cmd_SEED.argtypes = 'int:nonneg'
16
17 def cmd_MAP_SIZE(game, size):
18     game.map_size = size
19 cmd_MAP_SIZE.argtypes = 'yx_tuple:pos'
20
21 def cmd_MAP(game, map_pos, awakeness):
22     """Ensure (possibly empty/'?'-filled) map at position map_pos.
23
24     Awakeness > 0 puts the map into the player's reality bubble.
25
26     """
27     m = game.get_map(map_pos)
28     m.awake = awakeness
29 cmd_MAP.argtypes = 'yx_tuple int:nonneg'
30
31 def cmd_MAP_STATS(game, map_pos, type_, population, health):
32     m = game.get_map(map_pos)
33     m.stats[type_] = {'population': population, 'health': health}
34 cmd_MAP_STATS = 'yx_tuple string:thingtype int:nonneg int:nonneg'
35
36 def cmd_THING_TYPE(game, i, type_):
37     t_old = game.get_thing(i)
38     t_new = game.thing_types[type_](game, i)
39     #attr_names_of_old = [name for name in dir(t_old) where name[:2] != '__']
40     #attr_names_of_new = [name for name in dir(t_new) where name[:2] != '__']
41     #class_new = type(t_new)
42     #for attr_name in [v for v in attr_names_of_old if v in attr_names_of_new]:
43     #    if hasattr(class_new, attr_name):
44     #        attr_new = getattr(class_new, attr_name)
45     #        if type(attr_new) == property and attr_new.fset is None:
46     #            continue  # ignore read-only properties on t_new
47     #    attr_old = getattr(t_old, attr_name)
48     #    attr_new = getattr(t_new, attr_name)
49     #    if type(attr_old) != type(attr_new):
50     #        continue
51     #    setattr(t_new, attr_name, attr_old)
52     t_new.position = t_old.position
53     t_new.in_inventory = t_old.in_inventory
54     t_old_index = game.things.index(t_old)
55     game.things[t_old_index] = t_new
56 cmd_THING_TYPE.argtypes = 'int:nonneg string:thingtype'
57
58 def cmd_THING_POS(game, i, big_yx, small_yx):
59     t = game.get_thing(i)
60     t.position = (big_yx, small_yx)
61 cmd_THING_POS.argtypes = 'int:nonneg yx_tuple yx_tuple:nonneg'
62
63 def cmd_THING_INVENTORY(game, id_, ids):
64     carrier = game.get_thing(id_)
65     carrier.inventory = ids
66     for id_ in ids:
67         t = game.get_thing(id_)
68         t.in_inventory = True
69         t.position = carrier.position
70 cmd_THING_INVENTORY.argtypes = 'int:nonneg seq:int:nonneg'
71
72 def cmd_THING_HEALTH(game, id_, health):
73     t = game.get_thing(id_)
74     t.health = health
75 cmd_THING_HEALTH.argtypes = 'int:nonneg int:nonneg'
76
77 def cmd_GET_PICKABLE_ITEMS(game, connection_id):
78     pickable_ids = game.player.get_pickable_items()
79     if len(pickable_ids) > 0:
80         game.io.send('PICKABLE_ITEMS %s' %
81                      ','.join([str(id_) for id_ in pickable_ids]))
82     else:
83         game.io.send('PICKABLE_ITEMS ,')
84
85 def cmd_TERRAIN_LINE(game, big_yx, y, terrain_line):
86     game.maps[big_yx].set_line(y, terrain_line)
87 cmd_TERRAIN_LINE.argtypes = 'yx_tuple int:nonneg string'
88
89 def cmd_PLAYER_ID(game, id_):
90     # TODO: test whether valid thing ID
91     game.player_id = id_
92 cmd_PLAYER_ID.argtypes = 'int:nonneg'
93
94 def cmd_TURN(game, n):
95     game.turn = n
96 cmd_TURN.argtypes = 'int:nonneg'
97
98 def cmd_SWITCH_PLAYER(game):
99     game.player.set_task('WAIT')
100     thing_ids = [t.id_ for t in game.things]
101     player_index = thing_ids.index(game.player.id_)
102     if player_index == len(thing_ids) - 1:
103         game.player_id = thing_ids[0]
104     else:
105         game.player_id = thing_ids[player_index + 1]
106     game.proceed()
107
108 def cmd_SAVE(game):
109
110     def write(f, msg):
111         f.write(msg + '\n')
112
113     save_file_name = game.io.game_file_name + '.save'
114     with open(save_file_name, 'w') as f:
115         write(f, 'TURN %s' % game.turn)
116         write(f, 'SEED %s' % game.rand.prngod_seed)
117         write(f, 'MAP_SIZE %s' % (game.map_size,))
118         for map_pos in game.maps:
119             m = game.maps[map_pos]
120             write(f, 'MAP %s %s' % (map_pos, m.awake))
121             for t_type in m.stats:
122                 write(f, 'MAP_STATS %s %s %s %s' %
123                       (map_pos, t_type, m.stats[t_type]['population'],
124                        m.stats[t_type]['health']))
125         for map_pos in game.maps:
126             for y, line in game.maps[map_pos].lines():
127                  write(f, 'TERRAIN_LINE %s %5s %s' % (map_pos, y, quote(line)))
128         for thing in game.things:
129             write(f, 'THING_TYPE %s %s' % (thing.id_, thing.type_))
130             write(f, 'THING_POS %s %s %s' % (thing.id_, thing.position[0],
131                                              thing.position[1]))
132             if hasattr(thing, 'health'):
133                 write(f, 'THING_HEALTH %s %s' % (thing.id_, thing.health))
134             if len(thing.inventory) > 0:
135                 write(f, 'THING_INVENTORY %s %s' %
136                       (thing.id_,','.join([str(i) for i in thing.inventory])))
137             else:
138                 write(f, 'THING_INVENTORY %s ,' % thing.id_)
139             if hasattr(thing, 'task'):
140                 task = thing.task
141                 if task is not None:
142                     task_args = task.get_args_string()
143                     task_name = [k for k in game.tasks.keys()
144                                  if game.tasks[k] == task.__class__][0]
145                     write(f, 'SET_TASK:%s %s %s %s' % (task_name, thing.id_,
146                                                        task.todo, task_args))
147         write(f, 'PLAYER_ID %s' % game.player_id)
148 cmd_SAVE.dont_save = True