+
+ @property
+ def player(self):
+ return self.get_thing(self.player_id, create_unfound=False)
+
+ def new_thing_id(self):
+ if len(self.things) == 0:
+ return 0
+ # DANGEROUS – if anywhere we append a thing to the list of lower
+ # ID than the highest-value ID, this might lead to re-using an
+ # already active ID. This condition /should/ not be fulfilled
+ # anywhere in the code, but if it does, trouble here is one of
+ # the more obvious indicators that it does – that's why there's
+ # no safeguard here against this.
+ return self.things[-1].id_ + 1
+
+ def get_map(self, map_pos):
+ if not (map_pos in self.maps and
+ self.maps[map_pos].size == self.map_size):
+ self.maps[map_pos] = MapChunk(self.map_size)
+ self.maps[map_pos].awake = self.max_map_awakeness
+ for pos in self.maps[map_pos]:
+ self.maps[map_pos][pos] = '.'
+ return self.maps[map_pos]
+
+ def proceed_to_next_player_turn(self):
+ """Run game world turns until player can decide their next step.
+
+ All things and processes inside the player's reality bubble
+ are worked through. Things are furthered in their tasks and,
+ if finished, decide new ones. 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.
+
+ Next, parts of the game world are put to sleep or woken up
+ based on how close they are to the player's position, or how
+ short ago the player visited them.
+
+ If the player's last task is finished at the end of the loop,
+ it breaks; otherwise it starts again.
+
+ """
+
+ def proceed_world():
+ for thing in self.things[player_i+1:]:
+ thing.proceed()
+ self.turn += 1
+ for map_pos in self.maps:
+ if self.maps[map_pos].awake:
+ for pos in self.maps[map_pos]:
+ if self.rand.random() > 0.999 and \
+ self.maps[map_pos][pos] == '.' and \
+ len(self.things_at_pos((map_pos, pos))) == 0:
+ self.add_thing_at('food', (map_pos, pos))
+ for thing in self.things[:player_i]:
+ thing.proceed()
+ self.player.proceed(is_AI=False)
+
+ def reality_bubble():
+
+ def regenerate_chunk_from_map_stats(map_):
+ import math
+ max_stat = self.max_map_awakeness
+ for t_type in map_.stats:
+ stat = map_.stats[t_type]
+ to_create = stat['population'] // max_stat
+ mod_created = int(self.rand.randint(0, max_stat - 1) <
+ (stat['population'] % max_stat))
+ to_create = (stat['population'] // max_stat) + mod_created
+ if to_create == 0:
+ continue
+ average_health = None
+ if stat['health'] > 0:
+ average_health = math.ceil(stat['health'] /
+ stat['population'])
+ for i in range(to_create):
+ t = self.add_thing_at_random(map_pos, t_type)
+ if average_health:
+ t.health = average_health
+ #if hasattr(t, 'health'):
+ # print('DEBUG create', t.type_, t.health)
+
+ for map_pos in self.maps:
+ m = self.maps[map_pos]
+ if map_pos in self.player.close_maps:
+
+ # Newly inside chunks are regenerated from .stats.
+ if not m.awake:
+ #print('DEBUG regen stats', map_pos, m.stats)
+ regenerate_chunk_from_map_stats(m)
+
+ # Inside chunks are set to max .awake and don't collect
+ # stats.
+ m.awake = self.max_map_awakeness
+ m.stats = {}
+
+ # Outside chunks grow distant through .awake decremention.
+ # They collect .stats until they fall asleep – then any things
+ # inside are disappeared.
+ elif m.awake > 0:
+ m.awake -= 1
+ # We iterate over a list comprehension of self.things,
+ # since we might delete elements of self.things.
+ for t in [t for t in self.things]:
+ if t.position[0] == map_pos:
+ if not t.type_ in m.stats:
+ m.stats[t.type_] = {'population': 0,
+ 'health': 0}
+ m.stats[t.type_]['population'] += 1
+ if isinstance(t, ThingAnimate):
+ m.stats[t.type_]['health'] += t.health
+ if not m.awake:
+ # TODO: Handle inventory.
+ del self.things[self.things.index(t)]
+ #if not m.awake:
+ # print('DEBUG sleep stats', map_pos, m.stats)
+
+ while True:
+ player_i = self.things.index(self.player)
+ proceed_world()
+ reality_bubble()
+ 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 add_thing_at_random(self, big_yx, type_):
+ while True:
+ new_pos = (big_yx,
+ YX(self.rand.randint(0, self.map_size.y - 1),
+ self.rand.randint(0, self.map_size.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)
+
+ def make_map_chunk(self, big_yx):
+ map_ = self.get_map(big_yx)
+ for pos in map_:
+ map_[pos] = self.rand.choice(('.', '.', '.', '~', 'x'))
+ self.add_thing_at_random(big_yx, 'monster')
+ self.add_thing_at_random(big_yx, 'monster')
+ self.add_thing_at_random(big_yx, 'monster')
+ self.add_thing_at_random(big_yx, 'monster')
+ self.add_thing_at_random(big_yx, 'monster')
+ self.add_thing_at_random(big_yx, 'monster')
+ self.add_thing_at_random(big_yx, 'monster')
+ self.add_thing_at_random(big_yx, 'monster')
+ self.add_thing_at_random(big_yx, 'food')
+ self.add_thing_at_random(big_yx, 'food')
+ self.add_thing_at_random(big_yx, 'food')
+ self.add_thing_at_random(big_yx, 'food')
+
+ def make_new_world(self, size, seed):
+ self.things = []
+ self.rand.seed(seed)
+ self.turn = 0
+ self.maps = {}
+ self.map_size = size
+ self.make_map_chunk(YX(0,0))
+ player = self.add_thing_at_random(YX(0,0), 'human')
+ player.surroundings # To help initializing reality bubble, see
+ # comment on ThingAnimate._position_set
+ self.player_id = player.id_
+ return 'success'