from plomrogue.tasks import Task_WAIT, Task_MOVE
-from plomrogue.errors import GameError, ArgError
+from plomrogue.errors import ArgError
from plomrogue.commands import (cmd_GEN_WORLD, cmd_GET_GAMESTATE, cmd_MAP,
cmd_MAP, cmd_THING_TYPE, cmd_THING_POS,
cmd_TERRAIN_LINE, cmd_PLAYER_ID, cmd_TURN,
from plomrogue.parser import Parser
from plomrogue.io import GameIO
from plomrogue.misc import quote, stringify_yx
-
-
-
-class ThingBase:
-
- def __init__(self, world, id_, type_='?', position=[0,0]):
- self.world = world
- self.id_ = id_
- self.type_ = type_
- self.position = position
-
-
-
-class Thing(ThingBase):
-
- def __init__(self, *args, **kwargs):
- super().__init__(*args, **kwargs)
- self.set_task('WAIT')
- self._last_task_result = None
- self._stencil = None
-
- def move_towards_target(self, target):
- dijkstra_map = type(self.world.map_)(self.world.map_.size)
- n_max = 256
- dijkstra_map.terrain = [n_max for i in range(dijkstra_map.size_i)]
- dijkstra_map[target] = 0
- shrunk = True
- visible_map = self.get_visible_map()
- while shrunk:
- shrunk = False
- for pos in dijkstra_map:
- if visible_map[pos] != '.':
- continue
- neighbors = dijkstra_map.get_neighbors(tuple(pos))
- for direction in neighbors:
- yx = neighbors[direction]
- if yx is not None and dijkstra_map[yx] < dijkstra_map[pos] - 1:
- dijkstra_map[pos] = dijkstra_map[yx] + 1
- shrunk = True
- #with open('log', 'a') as f:
- # f.write('---------------------------------\n')
- # for y, line in dijkstra_map.lines():
- # for val in line:
- # if val < 10:
- # f.write(str(val))
- # elif val == 256:
- # f.write('x')
- # else:
- # f.write('~')
- # f.write('\n')
- neighbors = dijkstra_map.get_neighbors(tuple(self.position))
- n = n_max
- #print('DEBUG', self.position, neighbors)
- #dirs = dijkstra_map.get_directions()
- #print('DEBUG dirs', dirs)
- #print('DEBUG neighbors', neighbors)
- #debug_scores = []
- #for pos in neighbors:
- # if pos is None:
- # debug_scores += [9000]
- # else:
- # debug_scores += [dijkstra_map[pos]]
- #print('DEBUG debug_scores', debug_scores)
- target_direction = None
- for direction in neighbors:
- yx = neighbors[direction]
- if yx is not None:
- n_new = dijkstra_map[yx]
- if n_new < n:
- n = n_new
- target_direction = direction
- #print('DEBUG result', direction)
- if target_direction:
- self.set_task('MOVE', (target_direction,))
-
- def decide_task(self):
- visible_things = self.get_visible_things()
- target = None
- for t in visible_things:
- if t.type_ == 'human':
- target = t.position
- break
- if target is not None:
- try:
- self.move_towards_target(target)
- return
- except GameError:
- pass
- self.set_task('WAIT')
-
- def set_task(self, task_name, args=()):
- task_class = self.world.game.tasks[task_name]
- self.task = task_class(self, args)
- self.task.check() # will throw GameError if necessary
-
- def proceed(self, is_AI=True):
- """Further the thing in its tasks.
-
- Decrements .task.todo; if it thus falls to <= 0, enacts method
- whose name is 'task_' + self.task.name and sets .task =
- None. If is_AI, calls .decide_task to decide a self.task.
-
- Before doing anything, ensures an empty map visibility stencil
- and checks that task is still possible, and aborts it
- otherwise (for AI things, decides a new task).
-
- """
- self._stencil = None
- try:
- self.task.check()
- except GameError as e:
- self.task = None
- self._last_task_result = e
- if is_AI:
- try:
- self.decide_task()
- except GameError:
- self.set_task('WAIT')
- return
- self.task.todo -= 1
- if self.task.todo <= 0:
- self._last_task_result = self.task.do()
- self.task = None
- if is_AI and self.task is None:
- try:
- self.decide_task()
- except GameError:
- self.set_task('WAIT')
-
- def get_stencil(self):
- if self._stencil is not None:
- return self._stencil
- self._stencil = self.world.map_.get_fov_map(self.position)
- return self._stencil
-
- def get_visible_map(self):
- stencil = self.get_stencil()
- m = self.world.map_.new_from_shape(' ')
- for pos in m:
- if stencil[pos] == '.':
- m[pos] = self.world.map_[pos]
- return m
-
- def get_visible_things(self):
- stencil = self.get_stencil()
- visible_things = []
- for thing in self.world.things:
- if stencil[thing.position] == '.':
- visible_things += [thing]
- return visible_things
+from plomrogue.things import Thing
--- /dev/null
+from plomrogue.errors import GameError
+
+
+
+class ThingBase:
+
+ def __init__(self, world, id_, type_='?', position=[0,0]):
+ self.world = world
+ self.id_ = id_
+ self.type_ = type_
+ self.position = position
+
+
+
+class Thing(ThingBase):
+
+ def __init__(self, *args, **kwargs):
+ super().__init__(*args, **kwargs)
+ self.set_task('WAIT')
+ self._last_task_result = None
+ self._stencil = None
+
+ def move_towards_target(self, target):
+ dijkstra_map = type(self.world.map_)(self.world.map_.size)
+ n_max = 256
+ dijkstra_map.terrain = [n_max for i in range(dijkstra_map.size_i)]
+ dijkstra_map[target] = 0
+ shrunk = True
+ visible_map = self.get_visible_map()
+ while shrunk:
+ shrunk = False
+ for pos in dijkstra_map:
+ if visible_map[pos] != '.':
+ continue
+ neighbors = dijkstra_map.get_neighbors(tuple(pos))
+ for direction in neighbors:
+ yx = neighbors[direction]
+ if yx is not None and dijkstra_map[yx] < dijkstra_map[pos] - 1:
+ dijkstra_map[pos] = dijkstra_map[yx] + 1
+ shrunk = True
+ neighbors = dijkstra_map.get_neighbors(tuple(self.position))
+ n = n_max
+ target_direction = None
+ for direction in neighbors:
+ yx = neighbors[direction]
+ if yx is not None:
+ n_new = dijkstra_map[yx]
+ if n_new < n:
+ n = n_new
+ target_direction = direction
+ if target_direction:
+ self.set_task('MOVE', (target_direction,))
+
+ def decide_task(self):
+ visible_things = self.get_visible_things()
+ target = None
+ for t in visible_things:
+ if t.type_ == 'human':
+ target = t.position
+ break
+ if target is not None:
+ try:
+ self.move_towards_target(target)
+ return
+ except GameError:
+ pass
+ self.set_task('WAIT')
+
+ def set_task(self, task_name, args=()):
+ task_class = self.world.game.tasks[task_name]
+ self.task = task_class(self, args)
+ self.task.check() # will throw GameError if necessary
+
+ def proceed(self, is_AI=True):
+ """Further the thing in its tasks.
+
+ Decrements .task.todo; if it thus falls to <= 0, enacts method
+ whose name is 'task_' + self.task.name and sets .task =
+ None. If is_AI, calls .decide_task to decide a self.task.
+
+ Before doing anything, ensures an empty map visibility stencil
+ and checks that task is still possible, and aborts it
+ otherwise (for AI things, decides a new task).
+
+ """
+ self._stencil = None
+ try:
+ self.task.check()
+ except GameError as e:
+ self.task = None
+ self._last_task_result = e
+ if is_AI:
+ try:
+ self.decide_task()
+ except GameError:
+ self.set_task('WAIT')
+ return
+ self.task.todo -= 1
+ if self.task.todo <= 0:
+ self._last_task_result = self.task.do()
+ self.task = None
+ if is_AI and self.task is None:
+ try:
+ self.decide_task()
+ except GameError:
+ self.set_task('WAIT')
+
+ def get_stencil(self):
+ if self._stencil is not None:
+ return self._stencil
+ self._stencil = self.world.map_.get_fov_map(self.position)
+ return self._stencil
+
+ def get_visible_map(self):
+ stencil = self.get_stencil()
+ m = self.world.map_.new_from_shape(' ')
+ for pos in m:
+ if stencil[pos] == '.':
+ m[pos] = self.world.map_[pos]
+ return m
+
+ def get_visible_things(self):
+ stencil = self.get_stencil()
+ visible_things = []
+ for thing in self.world.things:
+ if stencil[thing.position] == '.':
+ visible_things += [thing]
+ return visible_things