"""Send game state to caller."""
game.send_gamestate(connection_id)
-def cmd_MAP(game, yx):
- """Create new map of size yx and only '?' cells."""
- game.world.new_map((0,0), yx)
-cmd_MAP.argtypes = 'yx_tuple:pos'
+def cmd_MAP(game, big_yx, small_yx):
+ """Create new map of size small_yx at pos big_yx and only '?' cells."""
+ game.world.new_map(big_yx, small_yx)
+cmd_MAP.argtypes = 'yx_tuple yx_tuple:pos'
def cmd_THING_TYPE(game, i, type_):
t_old = game.world.get_thing(i)
else:
game.io.send('PICKABLE_ITEMS ,')
-def cmd_TERRAIN_LINE(game, y, terrain_line):
- game.world.maps[(0,0)].set_line(y, terrain_line)
-cmd_TERRAIN_LINE.argtypes = 'int:nonneg string'
+def cmd_TERRAIN_LINE(game, big_yx, y, terrain_line):
+ game.world.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
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, 'MAP ' + stringify_yx(game.world.maps[(0,0)].size))
- for y, line in game.world.maps[(0,0)].lines():
- write(f, 'TERRAIN_LINE %5s %s' % (y, quote(line)))
+ for map_pos in game.world.maps:
+ write(f, 'MAP ' + stringify_yx(map_pos) + ' ' +
+ stringify_yx(game.world.maps[(0,0)].size))
+ for map_pos in game.world.maps:
+ for y, line in game.world.maps[map_pos].lines():
+ write(f, 'TERRAIN_LINE %s %5s %s' % (stringify_yx(map_pos),
+ y, quote(line)))
for thing in game.world.things:
write(f, 'THING_TYPE %s %s' % (thing.id_, thing.type_))
write(f, 'THING_POS %s %s %s' % (thing.id_,
self.turn = 0
self.maps = {}
self.new_map((0,0), yx)
- #self.new_map((0,1), yx)
- #self.new_map((1,1), yx)
- #self.new_map((1,0), yx)
- #self.new_map((1,-1), yx)
- #self.new_map((0,-1), yx)
- #self.new_map((-1,-1), yx)
- #self.new_map((-1,0), yx)
- #self.new_map((-1,1), yx)
- for pos in self.maps[(0,0)]:
- if 0 in pos or (yx[0] - 1) == pos[0] or (yx[1] - 1) == pos[1]:
- self.maps[(0,0)][pos] = '#'
- continue
- self.maps[(0,0)][pos] = random.choice(('.', '.', '.', '.', 'x'))
-
+ self.new_map((0,1), yx)
+ self.new_map((1,1), yx)
+ self.new_map((1,0), yx)
+ self.new_map((1,-1), yx)
+ self.new_map((0,-1), yx)
+ self.new_map((-1,-1), yx)
+ self.new_map((-1,0), yx)
+ self.new_map((-1,1), yx)
+ for map_pos in self.maps:
+ map_ = self.maps[map_pos]
+ if (0,0) == map_pos:
+ for pos in map_:
+ map_[pos] = random.choice(('.', '.', '.', '.', 'x'))
+ else:
+ for pos in map_:
+ map_[pos] = '~'
player = add_thing_at_random('human')
self.player_id = player.id_
add_thing_at_random('monster')
self.io.send('TURN ' + str(self.world.turn))
visible_map = self.world.player.get_visible_map()
- self.io.send('MAP ' + stringify_yx(visible_map.size))
+ self.io.send('MAP ' + stringify_yx([0,0]) + ' ' + stringify_yx(visible_map.size))
for y, line in visible_map.lines():
self.io.send('VISIBLE_MAP_LINE %5s %s' % (y, quote(line)))
visible_things, offset = self.world.player.get_visible_things()
super().__init__(*args, **kwargs)
self.set_task('WAIT')
self._last_task_result = None
- self._radius = 16
+ self._radius = 8
self.unset_surroundings()
def move_on_dijkstra_map(self, own_pos, targets):
def get_surrounding_map(self):
if self._surrounding_map is not None:
return self._surrounding_map
- offset = self.get_surroundings_offset()
+
+ def pan_and_scan(size_of_axis, pos, offset):
+ big_pos = 0
+ small_pos = pos + offset
+ if small_pos < 0:
+ big_pos = -1
+ small_pos = size_of_axis + small_pos
+ elif small_pos >= size_of_axis:
+ big_pos = 1
+ small_pos = small_pos - size_of_axis
+ return big_pos, small_pos
+
add_line = self.must_fix_indentation()
self._surrounding_map = self.world.game.\
map_type(size=(self._radius*2+1+int(add_line),
self._radius*2+1))
+ size = self.world.maps[(0,0)].size
+ offset = self.get_surroundings_offset()
for pos in self._surrounding_map:
- offset_pos = (pos[0] + offset[0], pos[1] + offset[1])
- if offset_pos[0] >= 0 and \
- offset_pos[0] < self.world.maps[(0,0)].size[0] and \
- offset_pos[1] >= 0 and \
- offset_pos[1] < self.world.maps[(0,0)].size[1]:
- self._surrounding_map[pos] = self.world.maps[(0,0)][offset_pos]
+ big_y, small_y = pan_and_scan(size[0], pos[0], offset[0])
+ big_x, small_x = pan_and_scan(size[1], pos[1], offset[1])
+ big_yx = (big_y, big_x)
+ small_yx = (small_y, small_x)
+ self._surrounding_map[pos] = self.world.maps[big_yx][small_yx]
return self._surrounding_map
def get_stencil(self):
if self._stencil is not None:
return self._stencil
- m = self.get_surrounding_map()
+ surrounding_map = self.get_surrounding_map()
+ m = surrounding_map.new_from_shape(' ')
+ for pos in surrounding_map:
+ if surrounding_map[pos] in {'.', '~'}:
+ m[pos] = '.'
offset = self.get_surroundings_offset()
fov_center = (self.position[1][0] - offset[0],
self.position[1][1] - offset[1])
return m
def get_visible_things(self):
+
+ def calc_pos_in_fov(big_pos, small_pos, offset, size_of_axis):
+ pos = small_pos - offset
+ if big_pos == -1:
+ pos = small_pos - size_of_axis - offset
+ elif big_pos == 1:
+ pos = small_pos + size_of_axis - offset
+ return pos
+
stencil = self.get_stencil()
offset = self.get_surroundings_offset()
visible_things = []
+ size = self.world.maps[(0,0)].size
+ fov_size = self.get_surrounding_map().size
for thing in self.world.things:
- if abs(thing.position[1][0] - self.position[1][0]) > self._radius or\
- abs(thing.position[1][1] - self.position[1][1]) > self._radius:
+ big_pos = thing.position[0]
+ small_pos = thing.position[1]
+ pos_y = calc_pos_in_fov(big_pos[0], small_pos[0], offset[0], size[0])
+ pos_x = calc_pos_in_fov(big_pos[1], small_pos[1], offset[1], size[1])
+ if pos_y < 0 or pos_x < 0 or pos_y >= fov_size[0] or pos_x >= fov_size[1]:
continue
- offset_pos = (thing.position[1][0] - offset[0],
- thing.position[1][1] - offset[1])
- if (not thing.in_inventory) and stencil[offset_pos] == '.':
+ if (not thing.in_inventory) and stencil[(pos_y, pos_x)] == '.':
visible_things += [thing]
return visible_things, offset