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
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)
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'
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,
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:
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
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
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]
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
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)
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)))
return True
selectables_menu(key, pickable_items_widget,
- self.game.world.pickable_items, f)
+ self.game.pickable_items, f)
def inventory_menu(key):
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
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
['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'],
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):
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):
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)
# 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]))
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):
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]))
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
-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
-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()
'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':
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')
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()
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]
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'
+
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_)
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
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:
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
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
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
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))
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()):
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
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
"""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).
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()
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
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
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
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