From: Christian Heller Date: Tue, 30 Apr 2019 17:34:35 +0000 (+0200) Subject: Flatten game->world hierarchy. X-Git-Url: https://plomlompom.com/repos/%7B%7B%20web_path%20%7D%7D/static/git-logo.png?a=commitdiff_plain;h=b7587718cee2308bd2a27462e0996dc279bd3038;p=plomrogue2-experiments Flatten game->world hierarchy. --- diff --git a/new/example_client.py b/new/example_client.py index a88c85b..2a4b80c 100755 --- a/new/example_client.py +++ b/new/example_client.py @@ -4,7 +4,7 @@ import socket import threading from plomrogue.parser import ArgError, Parser from plomrogue.commands import cmd_PLAYER_ID, cmd_THING_HEALTH -from plomrogue.game import Game, WorldBase +from plomrogue.game import GameBase from plomrogue.mapping import Map, MapGeometryHex, YX from plomrogue.io import PlomSocket from plomrogue.things import ThingBase @@ -65,30 +65,6 @@ class ClientMap(Map): return map_lines -class World(WorldBase): - - def __init__(self, *args, **kwargs): - """Extend original with local classes and empty default map. - - We need the empty default map because we draw the map widget - on any update, even before we actually receive map data. - """ - super().__init__(*args, **kwargs) - self.map_ = ClientMap() - self.offset = YX(0,0) - self.player_inventory = [] - self.player_id = 0 - self.pickable_items = [] - - def new_map(self, offset, size): - self.map_ = ClientMap(size) - self.offset = offset - - @property - def player(self): - return self.get_thing(self.player_id) - - def cmd_LAST_PLAYER_TASK_RESULT(game, msg): if msg != "success": game.log(msg) @@ -103,19 +79,19 @@ cmd_TURN_FINISHED.argtypes = 'int:nonneg' def cmd_TURN(game, n): """Set game.turn to n, empty game.things.""" - game.world.turn = n - game.world.things = [] - game.world.pickable_items[:] = [] + game.turn = n + game.things = [] + game.pickable_items[:] = [] cmd_TURN.argtypes = 'int:nonneg' def cmd_VISIBLE_MAP(game, offset, size): - game.world.new_map(offset, size) + game.new_map(offset, size) cmd_VISIBLE_MAP.argtypes = 'yx_tuple yx_tuple:pos' def cmd_VISIBLE_MAP_LINE(game, y, terrain_line): - game.world.map_.set_line(y, terrain_line) + game.map_.set_line(y, terrain_line) cmd_VISIBLE_MAP_LINE.argtypes = 'int:nonneg string' @@ -126,34 +102,39 @@ def cmd_GAME_STATE_COMPLETE(game): def cmd_THING_TYPE(game, i, type_): - t = game.world.get_thing(i) + t = game.get_thing(i) t.type_ = type_ cmd_THING_TYPE.argtypes = 'int:nonneg string' def cmd_THING_POS(game, i, yx): - t = game.world.get_thing(i) + t = game.get_thing(i) t.position = YX(0,0), yx cmd_THING_POS.argtypes = 'int:nonneg yx_tuple:nonneg' def cmd_PLAYER_INVENTORY(game, ids): - game.world.player_inventory[:] = ids # TODO: test whether valid IDs + game.player_inventory[:] = ids # TODO: test whether valid IDs game.tui.to_update['inventory'] = True cmd_PLAYER_INVENTORY.argtypes = 'seq:int:nonneg' def cmd_PICKABLE_ITEMS(game, ids): - game.world.pickable_items[:] = ids + game.pickable_items[:] = ids game.tui.to_update['pickable_items'] = True cmd_PICKABLE_ITEMS.argtypes = 'seq:int:nonneg' -class Game: +class Game(GameBase): - def __init__(self): + def __init__(self, *args, **kwargs): + super().__init__(*args, **kwargs) + self.map_ = ClientMap() # we need an empty default map cause we draw + self.offset = YX(0,0) # the map widget even before we get a real one + self.player_inventory = [] + self.player_id = 0 + self.pickable_items = [] self.parser = Parser(self) - self.world = World(self) self.map_geometry = MapGeometryHex() self.thing_type = ThingBase self.commands = {'LAST_PLAYER_TASK_RESULT': cmd_LAST_PLAYER_TASK_RESULT, @@ -172,6 +153,14 @@ class Game: self.do_quit = False self.tui = None + def new_map(self, offset, size): + self.map_ = ClientMap(size) + self.offset = offset + + @property + def player(self): + return self.get_thing(self.player_id) + def get_command(self, command_name): from functools import partial if command_name in self.commands: @@ -333,11 +322,11 @@ class DescriptorWidget(TextLinesWidget): def get_text_lines(self): lines = [] - pos_i = self.tui.game.world.map_.\ + pos_i = self.tui.game.map_.\ get_position_index(self.tui.examiner_position[1]) - terrain = self.tui.game.world.map_.terrain[pos_i] + terrain = self.tui.game.map_.terrain[pos_i] lines = [terrain] - for t in self.tui.game.world.things_at_pos(self.tui.examiner_position): + for t in self.tui.game.things_at_pos(self.tui.examiner_position): lines += [t.type_] return lines @@ -381,7 +370,7 @@ class ItemsSelectorWidget(Widget): counter = 0 for id_ in self.selection: pointer = '*' if counter == self.tui.item_pointer else ' ' - t = self.tui.game.world.get_thing(id_) + t = self.tui.game.get_thing(id_) lines += ['%s %s' % (pointer, t.type_)] counter += 1 line_width = self.size.x @@ -399,12 +388,11 @@ class MapWidget(Widget): def draw(self): def annotated_terrain(): - terrain_as_list = list(self.tui.game.world.map_.terrain[:]) - for t in self.tui.game.world.things: - if t.id_ in self.tui.game.world.player_inventory: + terrain_as_list = list(self.tui.game.map_.terrain[:]) + for t in self.tui.game.things: + if t.id_ in self.tui.game.player_inventory: continue - pos_i = self.tui.game.world.map_.\ - get_position_index(t.position[1]) + pos_i = self.tui.game.map_.get_position_index(t.position[1]) symbol = self.tui.game.symbol_for_type(t.type_) if terrain_as_list[pos_i][0] in {'f', '@', 'm'}: old_symbol = terrain_as_list[pos_i][0] @@ -414,7 +402,7 @@ class MapWidget(Widget): else: terrain_as_list[pos_i] = symbol if self.tui.examiner_mode: - pos_i = self.tui.game.world.map_.\ + pos_i = self.tui.game.map_.\ get_position_index(self.tui.examiner_position[1]) terrain_as_list[pos_i] = (terrain_as_list[pos_i][0], '?') return terrain_as_list @@ -451,18 +439,18 @@ class MapWidget(Widget): chars_with_attrs += [c] return chars_with_attrs - if self.tui.game.world.map_.terrain == '': + if self.tui.game.map_.terrain == '': lines = [] pad_y(lines) self.safe_write(''.join(lines)) return annotated_terrain = annotated_terrain() - center = self.tui.game.world.player.position + center = self.tui.game.player.position if self.tui.examiner_mode: center = self.tui.examiner_position - indent_first_line = not bool(self.tui.game.world.offset.y % 2) - lines = self.tui.game.world.map_.\ + indent_first_line = not bool(self.tui.game.offset.y % 2) + lines = self.tui.game.map_.\ format_to_view(annotated_terrain, center, self.size, indent_first_line) pad_or_cut_x(lines) @@ -473,14 +461,14 @@ class MapWidget(Widget): class TurnWidget(Widget): def draw(self): - self.safe_write((str(self.tui.game.world.turn), curses.color_pair(2))) + self.safe_write((str(self.tui.game.turn), curses.color_pair(2))) class HealthWidget(Widget): def draw(self): - if hasattr(self.tui.game.world.player, 'health'): - self.safe_write((str(self.tui.game.world.player.health), + if hasattr(self.tui.game.player, 'health'): + self.safe_write((str(self.tui.game.player.health), curses.color_pair(2))) @@ -548,7 +536,7 @@ class TUI: return True selectables_menu(key, pickable_items_widget, - self.game.world.pickable_items, f) + self.game.pickable_items, f) def inventory_menu(key): @@ -564,12 +552,12 @@ class TUI: return True selectables_menu(key, inventory_widget, - self.game.world.player_inventory, f) + self.game.player_inventory, f) def move_examiner(direction): start_pos = self.examiner_position new_examine_pos = self.game.map_geometry.move(start_pos, direction, - self.game.world.map_.size) + self.game.map_.size) if new_examine_pos[0] == (0,0): self.examiner_position = new_examine_pos self.to_update['map'] = True @@ -587,7 +575,7 @@ class TUI: switch_widgets(descriptor_widget, log_widget) else: self.examiner_mode = True - self.examiner_position = self.game.world.player.position + self.examiner_position = self.game.player.position switch_widgets(log_widget, descriptor_widget) self.to_update['map'] = True @@ -668,11 +656,11 @@ class TUI: ['map'], False) map_widget = MapWidget(self, YX(0, 21), YX(None, None), ['map']) inventory_widget = ItemsSelectorWidget('INVENTORY:', - self.game.world.player_inventory, + self.game.player_inventory, self, YX(0, 21), YX(None, None), ['inventory'], False) pickable_items_widget = ItemsSelectorWidget('PICKABLE:', - self.game.world.pickable_items, + self.game.pickable_items, self, YX(0, 21), YX(None, None), ['pickable_items'], diff --git a/new/plomrogue/commands.py b/new/plomrogue/commands.py index bcab2d1..744d471 100644 --- a/new/plomrogue/commands.py +++ b/new/plomrogue/commands.py @@ -3,7 +3,7 @@ from plomrogue.misc import quote def cmd_GEN_WORLD(game, yx, seed): - game.world.make_new(yx, seed) + game.make_new_world(yx, seed) cmd_GEN_WORLD.argtypes = 'yx_tuple:pos int:nonneg' def cmd_GET_GAMESTATE(game, connection_id): @@ -11,7 +11,7 @@ def cmd_GET_GAMESTATE(game, connection_id): game.send_gamestate(connection_id) def cmd_SEED(game, seed): - game.world.rand.prngod_seed = seed + game.rand.prngod_seed = seed cmd_SEED.argtypes = 'int:nonneg' def cmd_MAP_SIZE(game, size): @@ -20,12 +20,12 @@ cmd_MAP_SIZE.argtypes = 'yx_tuple:pos' def cmd_MAP(game, map_pos): """Ensure (possibly empty/'?'-filled) map at position map_pos.""" - game.world.get_map(map_pos) + game.get_map(map_pos) cmd_MAP.argtypes = 'yx_tuple' def cmd_THING_TYPE(game, i, type_): - t_old = game.world.get_thing(i) - t_new = game.thing_types[type_](game.world, i) + t_old = game.get_thing(i) + t_new = game.thing_types[type_](game, i) #attr_names_of_old = [name for name in dir(t_old) where name[:2] != '__'] #attr_names_of_new = [name for name in dir(t_new) where name[:2] != '__'] #class_new = type(t_new) @@ -41,31 +41,31 @@ def cmd_THING_TYPE(game, i, type_): # setattr(t_new, attr_name, attr_old) t_new.position = t_old.position t_new.in_inventory = t_old.in_inventory - t_old_index = game.world.things.index(t_old) - game.world.things[t_old_index] = t_new + t_old_index = game.things.index(t_old) + game.things[t_old_index] = t_new cmd_THING_TYPE.argtypes = 'int:nonneg string:thingtype' def cmd_THING_POS(game, i, big_yx, small_yx): - t = game.world.get_thing(i) + t = game.get_thing(i) t.position = (big_yx, small_yx) cmd_THING_POS.argtypes = 'int:nonneg yx_tuple yx_tuple:nonneg' def cmd_THING_INVENTORY(game, id_, ids): - carrier = game.world.get_thing(id_) + carrier = game.get_thing(id_) carrier.inventory = ids for id_ in ids: - t = game.world.get_thing(id_) + t = game.get_thing(id_) t.in_inventory = True t.position = carrier.position cmd_THING_INVENTORY.argtypes = 'int:nonneg seq:int:nonneg' def cmd_THING_HEALTH(game, id_, health): - t = game.world.get_thing(id_) + t = game.get_thing(id_) t.health = health cmd_THING_HEALTH.argtypes = 'int:nonneg int:nonneg' def cmd_GET_PICKABLE_ITEMS(game, connection_id): - pickable_ids = game.world.player.get_pickable_items() + pickable_ids = game.player.get_pickable_items() if len(pickable_ids) > 0: game.io.send('PICKABLE_ITEMS %s' % ','.join([str(id_) for id_ in pickable_ids])) @@ -73,26 +73,26 @@ def cmd_GET_PICKABLE_ITEMS(game, connection_id): game.io.send('PICKABLE_ITEMS ,') def cmd_TERRAIN_LINE(game, big_yx, y, terrain_line): - game.world.maps[big_yx].set_line(y, terrain_line) + game.maps[big_yx].set_line(y, terrain_line) cmd_TERRAIN_LINE.argtypes = 'yx_tuple int:nonneg string' def cmd_PLAYER_ID(game, id_): # TODO: test whether valid thing ID - game.world.player_id = id_ + game.player_id = id_ cmd_PLAYER_ID.argtypes = 'int:nonneg' def cmd_TURN(game, n): - game.world.turn = n + game.turn = n cmd_TURN.argtypes = 'int:nonneg' def cmd_SWITCH_PLAYER(game): - game.world.player.set_task('WAIT') - thing_ids = [t.id_ for t in game.world.things] - player_index = thing_ids.index(game.world.player.id_) + game.player.set_task('WAIT') + thing_ids = [t.id_ for t in game.things] + player_index = thing_ids.index(game.player.id_) if player_index == len(thing_ids) - 1: - game.world.player_id = thing_ids[0] + game.player_id = thing_ids[0] else: - game.world.player_id = thing_ids[player_index + 1] + game.player_id = thing_ids[player_index + 1] game.proceed() def cmd_SAVE(game): @@ -102,15 +102,15 @@ def cmd_SAVE(game): save_file_name = game.io.game_file_name + '.save' with open(save_file_name, 'w') as f: - write(f, 'TURN %s' % game.world.turn) - write(f, 'SEED %s' % game.world.rand.prngod_seed) + write(f, 'TURN %s' % game.turn) + write(f, 'SEED %s' % game.rand.prngod_seed) write(f, 'MAP_SIZE %s' % (game.map_size,)) - for map_pos in game.world.maps: + for map_pos in game.maps: write(f, 'MAP %s' % (map_pos,)) - for map_pos in game.world.maps: - for y, line in game.world.maps[map_pos].lines(): + for map_pos in game.maps: + for y, line in game.maps[map_pos].lines(): write(f, 'TERRAIN_LINE %s %5s %s' % (map_pos, y, quote(line))) - for thing in game.world.things: + for thing in game.things: write(f, 'THING_TYPE %s %s' % (thing.id_, thing.type_)) write(f, 'THING_POS %s %s %s' % (thing.id_, thing.position[0], thing.position[1])) @@ -129,5 +129,5 @@ def cmd_SAVE(game): if game.tasks[k] == task.__class__][0] write(f, 'SET_TASK:%s %s %s %s' % (task_name, thing.id_, task.todo, task_args)) - write(f, 'PLAYER_ID %s' % game.world.player_id) + write(f, 'PLAYER_ID %s' % game.player_id) cmd_SAVE.dont_save = True diff --git a/new/plomrogue/game.py b/new/plomrogue/game.py index db71f21..6b2c74b 100755 --- a/new/plomrogue/game.py +++ b/new/plomrogue/game.py @@ -34,19 +34,18 @@ class PRNGod(random.Random): -class WorldBase: +class GameBase: - def __init__(self, game): + def __init__(self): self.turn = 0 self.things = [] - self.game = game def get_thing(self, id_, create_unfound=True): for thing in self.things: if id_ == thing.id_: return thing if create_unfound: - t = self.game.thing_type(self, id_) + t = self.thing_type(self, id_) self.things += [t] return t return None @@ -60,107 +59,10 @@ class WorldBase: -class World(WorldBase): +class Game(GameBase): - def __init__(self, *args, **kwargs): + def __init__(self, game_file_name, *args, **kwargs): super().__init__(*args, **kwargs) - self.player_id = 0 - self.player_is_alive = True - self.maps = {} - self.rand = PRNGod(0) - - @property - def player(self): - return self.get_thing(self.player_id) - - def new_thing_id(self): - if len(self.things) == 0: - return 0 - return self.things[-1].id_ + 1 - - def get_map(self, map_pos, create_unfound=True): - if not (map_pos in self.maps and - self.maps[map_pos].size == self.game.map_size): - if create_unfound: - self.maps[map_pos] = Map(self.game.map_size) - for pos in self.maps[map_pos]: - self.maps[map_pos][pos] = '.' - else: - return None - return self.maps[map_pos] - - def proceed_to_next_player_turn(self): - """Run game world turns until player can decide their next step. - - Iterates through all non-player things, on each step - furthering them in their tasks (and letting them decide new - ones if they finish). The iteration order is: first all things - that come after the player in the world things list, then - (after incrementing the world turn) all that come before the - player; then the player's .proceed() is run, and if it does - not finish his task, the loop starts at the beginning. Once - the player's task is finished, or the player is dead, the loop - breaks. - - """ - while True: - player_i = self.things.index(self.player) - for thing in self.things[player_i+1:]: - thing.proceed() - self.turn += 1 - for pos in self.maps[YX(0,0)]: - if self.maps[YX(0,0)][pos] == '.' and \ - len(self.things_at_pos((YX(0,0), pos))) == 0 and \ - self.rand.random() > 0.999: - self.add_thing_at('food', (YX(0,0), pos)) - for thing in self.things[:player_i]: - thing.proceed() - self.player.proceed(is_AI=False) - if self.player.task is None or not self.player_is_alive: - break - - def add_thing_at(self, type_, pos): - t = self.game.thing_types[type_](self) - t.position = pos - self.things += [t] - return t - - def make_new(self, yx, seed): - - def add_thing_at_random(type_): - while True: - new_pos = (YX(0,0), - YX(self.rand.randint(0, yx.y - 1), - self.rand.randint(0, yx.x - 1))) - if self.maps[new_pos[0]][new_pos[1]] != '.': - continue - if len(self.things_at_pos(new_pos)) > 0: - continue - return self.add_thing_at(type_, new_pos) - - self.things = [] - self.rand.seed(seed) - self.turn = 0 - self.maps = {} - self.game.map_size = yx - map_ = self.get_map(YX(0,0)) - for pos in map_: - map_[pos] = self.rand.choice(('.', '.', '.', '~', 'x')) - player = add_thing_at_random('human') - self.player_id = player.id_ - add_thing_at_random('monster') - add_thing_at_random('monster') - add_thing_at_random('food') - add_thing_at_random('food') - add_thing_at_random('food') - add_thing_at_random('food') - return 'success' - - - -class Game: - - def __init__(self, game_file_name): self.io = GameIO(game_file_name, self) self.map_size = None self.map_geometry = MapGeometryHex() @@ -184,12 +86,14 @@ class Game: 'TURN': cmd_TURN, 'SWITCH_PLAYER': cmd_SWITCH_PLAYER, 'SAVE': cmd_SAVE} - self.world_type = World - self.world = self.world_type(self) self.thing_type = Thing self.thing_types = {'human': ThingHuman, 'monster': ThingMonster, 'food': ThingFood} + self.player_id = 0 + self.player_is_alive = True + self.maps = {} + self.rand = PRNGod(0) def get_string_options(self, string_option_type): if string_option_type == 'direction': @@ -208,25 +112,25 @@ class Game: self.io.send('THING_TYPE %s %s' % (thing.id_, thing.type_)) self.io.send('THING_POS %s %s' % (thing.id_, offset_pos)) - self.io.send('TURN ' + str(self.world.turn)) - visible_map = self.world.player.get_visible_map() - offset = self.world.player.get_surroundings_offset() + self.io.send('TURN ' + str(self.turn)) + visible_map = self.player.get_visible_map() + offset = self.player.get_surroundings_offset() self.io.send('VISIBLE_MAP %s %s' % (offset, visible_map.size)) for y, line in visible_map.lines(): self.io.send('VISIBLE_MAP_LINE %5s %s' % (y, quote(line))) - visible_things = self.world.player.get_visible_things() + visible_things = self.player.get_visible_things() for thing in visible_things: send_thing(offset, thing) if hasattr(thing, 'health'): self.io.send('THING_HEALTH %s %s' % (thing.id_, thing.health)) - if len(self.world.player.inventory) > 0: + if len(self.player.inventory) > 0: self.io.send('PLAYER_INVENTORY %s' % - ','.join([str(i) for i in self.world.player.inventory])) + ','.join([str(i) for i in self.player.inventory])) else: self.io.send('PLAYER_INVENTORY ,') - for id_ in self.world.player.inventory: - thing = self.world.get_thing(id_) + for id_ in self.player.inventory: + thing = self.get_thing(id_) send_thing(offset, thing) self.io.send('GAME_STATE_COMPLETE') @@ -236,9 +140,9 @@ class Game: First sends 'TURN_FINISHED' message, then runs game world until new player input is needed, then sends game state. """ - self.io.send('TURN_FINISHED ' + str(self.world.turn)) - self.world.proceed_to_next_player_turn() - msg = str(self.world.player._last_task_result) + self.io.send('TURN_FINISHED ' + str(self.turn)) + self.proceed_to_next_player_turn() + msg = str(self.player._last_task_result) self.io.send('LAST_PLAYER_TASK_RESULT ' + quote(msg)) self.send_gamestate() @@ -251,13 +155,13 @@ class Game: return p def cmd_TASK_colon(task_name, game, *args): - if not game.world.player_is_alive: + if not game.player_is_alive: raise GameError('You are dead.') - game.world.player.set_task(task_name, args) + game.player.set_task(task_name, args) game.proceed() def cmd_SET_TASK_colon(task_name, game, thing_id, todo, *args): - t = game.world.get_thing(thing_id, False) + t = game.get_thing(thing_id, False) if t is None: raise ArgError('No such Thing.') task_class = game.tasks[task_name] @@ -289,3 +193,91 @@ class Game: f = partial_with_attrs(self.commands[command_name], self) return f return None + + @property + def player(self): + return self.get_thing(self.player_id) + + def new_thing_id(self): + if len(self.things) == 0: + return 0 + return self.things[-1].id_ + 1 + + def get_map(self, map_pos, create_unfound=True): + if not (map_pos in self.maps and + self.maps[map_pos].size == self.map_size): + if create_unfound: + self.maps[map_pos] = Map(self.map_size) + for pos in self.maps[map_pos]: + self.maps[map_pos][pos] = '.' + else: + return None + return self.maps[map_pos] + + def proceed_to_next_player_turn(self): + """Run game world turns until player can decide their next step. + + Iterates through all non-player things, on each step + furthering them in their tasks (and letting them decide new + ones if they finish). The iteration order is: first all things + that come after the player in the world things list, then + (after incrementing the world turn) all that come before the + player; then the player's .proceed() is run, and if it does + not finish his task, the loop starts at the beginning. Once + the player's task is finished, or the player is dead, the loop + breaks. + + """ + while True: + player_i = self.things.index(self.player) + for thing in self.things[player_i+1:]: + thing.proceed() + self.turn += 1 + for pos in self.maps[YX(0,0)]: + if self.maps[YX(0,0)][pos] == '.' and \ + len(self.things_at_pos((YX(0,0), pos))) == 0 and \ + self.rand.random() > 0.999: + self.add_thing_at('food', (YX(0,0), pos)) + for thing in self.things[:player_i]: + thing.proceed() + self.player.proceed(is_AI=False) + if self.player.task is None or not self.player_is_alive: + break + + def add_thing_at(self, type_, pos): + t = self.thing_types[type_](self) + t.position = pos + self.things += [t] + return t + + def make_new_world(self, yx, seed): + + def add_thing_at_random(type_): + while True: + new_pos = (YX(0,0), + YX(self.rand.randint(0, yx.y - 1), + self.rand.randint(0, yx.x - 1))) + if self.maps[new_pos[0]][new_pos[1]] != '.': + continue + if len(self.things_at_pos(new_pos)) > 0: + continue + return self.add_thing_at(type_, new_pos) + + self.things = [] + self.rand.seed(seed) + self.turn = 0 + self.maps = {} + self.map_size = yx + map_ = self.get_map(YX(0,0)) + for pos in map_: + map_[pos] = self.rand.choice(('.', '.', '.', '~', 'x')) + player = add_thing_at_random('human') + self.player_id = player.id_ + add_thing_at_random('monster') + add_thing_at_random('monster') + add_thing_at_random('food') + add_thing_at_random('food') + add_thing_at_random('food') + add_thing_at_random('food') + return 'success' + diff --git a/new/plomrogue/tasks.py b/new/plomrogue/tasks.py index 6d67c35..11d4ba3 100644 --- a/new/plomrogue/tasks.py +++ b/new/plomrogue/tasks.py @@ -39,15 +39,15 @@ class Task_MOVE(Task): argtypes = 'string:direction' def get_move_target(self): - return self.thing.world.game.map_geometry.move(self.thing.position, - self.args[0], - self.thing.world.game.map_size) + return self.thing.game.map_geometry.move(self.thing.position, + self.args[0], + self.thing.game.map_size) def check(self): test_pos = self.get_move_target() - if self.thing.world.maps[test_pos[0]][test_pos[1]] != '.': + if self.thing.game.maps[test_pos[0]][test_pos[1]] != '.': raise GameError('%s would move into illegal terrain' % self.thing.id_) - for t in self.thing.world.things_at_pos(test_pos): + for t in self.thing.game.things_at_pos(test_pos): if t.blocking: raise GameError('%s would move into other thing' % self.thing.id_) @@ -60,15 +60,15 @@ class Task_PICKUP(Task): argtypes = 'int:nonneg' def check(self): - to_pick_up = self.thing.world.get_thing(self.args[0], - create_unfound=False) + to_pick_up = self.thing.game.get_thing(self.args[0], + create_unfound=False) if to_pick_up is None or \ to_pick_up.id_ not in self.thing.get_pickable_items(): raise GameError('thing of ID %s not in reach to pick up' % self.args[0]) def do(self): - to_pick_up = self.thing.world.get_thing(self.args[0]) + to_pick_up = self.thing.game.get_thing(self.args[0]) self.thing.inventory += [self.args[0]] to_pick_up.in_inventory = True to_pick_up.position = self.thing.position @@ -79,7 +79,7 @@ class TaskOnInventoryItem(Task): argtypes = 'int:nonneg' def _basic_inventory_item_check(self): - item = self.thing.world.get_thing(self.args[0], create_unfound=False) + item = self.thing.game.get_thing(self.args[0], create_unfound=False) if item is None: raise GameError('no thing of ID %s' % self.args[0]) if item.id_ not in self.thing.inventory: @@ -87,7 +87,7 @@ class TaskOnInventoryItem(Task): return item def _eliminate_from_inventory(self): - item = self.thing.world.get_thing(self.args[0]) + item = self.thing.game.get_thing(self.args[0]) del self.thing.inventory[self.thing.inventory.index(item.id_)] item.in_inventory = False return item @@ -115,5 +115,5 @@ class Task_EAT(TaskOnInventoryItem): def do(self): to_eat = self._eliminate_from_inventory() - del self.thing.world.things[self.thing.world.things.index(to_eat)] + del self.thing.game.things[self.thing.game.things.index(to_eat)] self.thing.health += 50 diff --git a/new/plomrogue/things.py b/new/plomrogue/things.py index 4f35880..2e97541 100644 --- a/new/plomrogue/things.py +++ b/new/plomrogue/things.py @@ -6,10 +6,10 @@ from plomrogue.mapping import YX, Map, FovMapHex 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 @@ -51,30 +51,44 @@ class Thing(ThingBase): 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)) @@ -110,16 +124,16 @@ class ThingAnimate(Thing): 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()): @@ -153,12 +167,12 @@ class ThingAnimate(Thing): 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 @@ -185,7 +199,7 @@ class ThingAnimate(Thing): 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 @@ -193,8 +207,8 @@ class ThingAnimate(Thing): """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). @@ -206,10 +220,10 @@ class ThingAnimate(Thing): 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() @@ -240,9 +254,9 @@ class ThingAnimate(Thing): 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 @@ -254,10 +268,11 @@ class ThingAnimate(Thing): 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 @@ -285,10 +300,10 @@ class ThingAnimate(Thing): 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 @@ -299,8 +314,8 @@ class ThingAnimate(Thing): 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