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Only contact with player's radius creates new maps.
[plomrogue2-experiments]
/
new
/
plomrogue
/
game.py
diff --git
a/new/plomrogue/game.py
b/new/plomrogue/game.py
index 25cb3e74fa72b5693c167af0fcee31a14eab2fcf..669fae3dd0b42483d3800e5ba989bdce37428daf 100755
(executable)
--- a/
new/plomrogue/game.py
+++ b/
new/plomrogue/game.py
@@
-4,15
+4,33
@@
from plomrogue.errors import ArgError, GameError
from plomrogue.commands import (cmd_GEN_WORLD, cmd_GET_GAMESTATE,
cmd_MAP, cmd_MAP, cmd_THING_TYPE,
cmd_THING_POS, cmd_THING_INVENTORY,
from plomrogue.commands import (cmd_GEN_WORLD, cmd_GET_GAMESTATE,
cmd_MAP, cmd_MAP, cmd_THING_TYPE,
cmd_THING_POS, cmd_THING_INVENTORY,
- cmd_THING_HEALTH,
- cmd_GET_PICKABLE_ITEMS,
+ cmd_THING_HEALTH,
cmd_SEED,
+ cmd_GET_PICKABLE_ITEMS,
cmd_MAP_SIZE,
cmd_TERRAIN_LINE, cmd_PLAYER_ID,
cmd_TURN, cmd_SWITCH_PLAYER, cmd_SAVE)
cmd_TERRAIN_LINE, cmd_PLAYER_ID,
cmd_TURN, cmd_SWITCH_PLAYER, cmd_SAVE)
-from plomrogue.mapping import MapHex
+from plomrogue.mapping import MapHex
, YX
from plomrogue.parser import Parser
from plomrogue.io import GameIO
from plomrogue.parser import Parser
from plomrogue.io import GameIO
-from plomrogue.misc import quote
, stringify_yx
+from plomrogue.misc import quote
from plomrogue.things import Thing, ThingMonster, ThingHuman, ThingFood
from plomrogue.things import Thing, ThingMonster, ThingHuman, ThingFood
+import random
+
+
+
+class PRNGod(random.Random):
+
+ def seed(self, seed):
+ self.prngod_seed = seed
+
+ def getstate(self):
+ return self.prngod_seed
+
+ def setstate(seed):
+ self.seed(seed)
+
+ def random(self):
+ self.prngod_seed = ((self.prngod_seed * 1103515245) + 12345) % 2**32
+ return (self.prngod_seed >> 16) / (2**16 - 1)
@@
-33,6
+51,13
@@
class WorldBase:
return t
return None
return t
return None
+ def things_at_pos(self, pos):
+ things = []
+ for t in self.things:
+ if t.position == pos:
+ things += [t]
+ return things
+
class World(WorldBase):
class World(WorldBase):
@@
-41,6
+66,9
@@
class World(WorldBase):
super().__init__(*args, **kwargs)
self.player_id = 0
self.player_is_alive = True
super().__init__(*args, **kwargs)
self.player_id = 0
self.player_is_alive = True
+ self.maps = {}
+ self.map_size = YX(1,1)
+ self.rand = PRNGod(0)
@property
def player(self):
@property
def player(self):
@@
-51,8
+79,16
@@
class World(WorldBase):
return 0
return self.things[-1].id_ + 1
return 0
return self.things[-1].id_ + 1
- def new_map(self, yx):
- self.map_ = self.game.map_type(yx)
+ 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] = self.game.map_type(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.
def proceed_to_next_player_turn(self):
"""Run game world turns until player can decide their next step.
@@
-73,40
+109,52
@@
class World(WorldBase):
for thing in self.things[player_i+1:]:
thing.proceed()
self.turn += 1
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
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 make_new(self, yx, seed):
- import random
- def add_thing(type_):
- t = self.game.thing_types[type_](self)
- t.position = (random.randint(0, yx[0] -1),
- random.randint(0, yx[1] - 1))
- self.things += [t]
- return t
+ 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.things = []
-
random
.seed(seed)
+
self.rand
.seed(seed)
self.turn = 0
self.turn = 0
- self.new_map(yx)
- for pos in self.map_:
- if 0 in pos or (yx[0] - 1) == pos[0] or (yx[1] - 1) == pos[1]:
- self.map_[pos] = '#'
- continue
- self.map_[pos] = random.choice(('.', '.', '.', '.', 'x'))
-
- player = add_thing('human')
+ 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_
self.player_id = player.id_
- add_thing('monster')
- add_thing('monster')
- add_thing('food')
- add_thing('food')
- add_thing('food')
- add_thing('food')
+ 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'
return 'success'
@@
-123,6
+171,8
@@
class Game:
'DROP': Task_DROP}
self.commands = {'GEN_WORLD': cmd_GEN_WORLD,
'GET_GAMESTATE': cmd_GET_GAMESTATE,
'DROP': Task_DROP}
self.commands = {'GEN_WORLD': cmd_GEN_WORLD,
'GET_GAMESTATE': cmd_GET_GAMESTATE,
+ 'SEED': cmd_SEED,
+ 'MAP_SIZE': cmd_MAP_SIZE,
'MAP': cmd_MAP,
'THING_TYPE': cmd_THING_TYPE,
'THING_POS': cmd_THING_POS,
'MAP': cmd_MAP,
'THING_TYPE': cmd_THING_TYPE,
'THING_POS': cmd_THING_POS,
@@
-143,7
+193,7
@@
class Game:
def get_string_options(self, string_option_type):
if string_option_type == 'direction':
def get_string_options(self, string_option_type):
if string_option_type == 'direction':
- return self.
world.map_
.get_directions()
+ return self.
map_type()
.get_directions()
elif string_option_type == 'thingtype':
return list(self.thing_types.keys())
return None
elif string_option_type == 'thingtype':
return list(self.thing_types.keys())
return None
@@
-151,16
+201,20
@@
class Game:
def send_gamestate(self, connection_id=None):
"""Send out game state data relevant to clients."""
def send_gamestate(self, connection_id=None):
"""Send out game state data relevant to clients."""
+ def send_thing(offset, thing):
+ offset_pos = (thing.position[1] - offset)
+ 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))
self.io.send('TURN ' + str(self.world.turn))
- self.io.send('MAP ' + stringify_yx(self.world.map_.size))
visible_map = self.world.player.get_visible_map()
visible_map = self.world.player.get_visible_map()
+ offset = self.world.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()
for thing in visible_things:
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()
for thing in visible_things:
- self.io.send('THING_TYPE %s %s' % (thing.id_, thing.type_))
- self.io.send('THING_POS %s %s' % (thing.id_,
- stringify_yx(thing.position)))
+ send_thing(offset, thing)
if hasattr(thing, 'health'):
self.io.send('THING_HEALTH %s %s' % (thing.id_,
thing.health))
if hasattr(thing, 'health'):
self.io.send('THING_HEALTH %s %s' % (thing.id_,
thing.health))
@@
-171,9
+225,7
@@
class Game:
self.io.send('PLAYER_INVENTORY ,')
for id_ in self.world.player.inventory:
thing = self.world.get_thing(id_)
self.io.send('PLAYER_INVENTORY ,')
for id_ in self.world.player.inventory:
thing = self.world.get_thing(id_)
- self.io.send('THING_TYPE %s %s' % (thing.id_, thing.type_))
- self.io.send('THING_POS %s %s' % (thing.id_,
- stringify_yx(thing.position)))
+ send_thing(offset, thing)
self.io.send('GAME_STATE_COMPLETE')
def proceed(self):
self.io.send('GAME_STATE_COMPLETE')
def proceed(self):