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Move re-positioning of things in inventory to Thing code.
[plomrogue2-experiments]
/
new
/
plomrogue
/
game.py
diff --git
a/new/plomrogue/game.py
b/new/plomrogue/game.py
index eda54ae6db68a2ace43c7def87bea8b1f73a09f7..cd8f314be8d6fe12c0dff2a0ceeb08460bf2fdef 100755
(executable)
--- a/
new/plomrogue/game.py
+++ b/
new/plomrogue/game.py
@@
-4,8
+4,8
@@
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)
from plomrogue.mapping import MapHex
cmd_TERRAIN_LINE, cmd_PLAYER_ID,
cmd_TURN, cmd_SWITCH_PLAYER, cmd_SAVE)
from plomrogue.mapping import MapHex
@@
-17,6
+17,23
@@
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)
+
+
+
class WorldBase:
def __init__(self, game):
class WorldBase:
def __init__(self, game):
@@
-50,6
+67,8
@@
class World(WorldBase):
self.player_id = 0
self.player_is_alive = True
self.maps = {}
self.player_id = 0
self.player_is_alive = True
self.maps = {}
+ self.map_size = (1,1)
+ self.rand = PRNGod(0)
@property
def player(self):
@property
def player(self):
@@
-60,8
+79,8
@@
class World(WorldBase):
return 0
return self.things[-1].id_ + 1
return 0
return self.things[-1].id_ + 1
- def new_map(self, map_pos
, size
):
- self.maps[map_pos] = self.game.map_type(size)
+ def new_map(self, map_pos):
+ self.maps[map_pos] = self.game.map_type(s
elf.map_s
ize)
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.
@@
-85,7
+104,7
@@
class World(WorldBase):
for pos in self.maps[(0,0)]:
if self.maps[(0,0)][pos] == '.' and \
len(self.things_at_pos(((0,0), pos))) == 0 and \
for pos in self.maps[(0,0)]:
if self.maps[(0,0)][pos] == '.' and \
len(self.things_at_pos(((0,0), pos))) == 0 and \
-
random
.random() > 0.999:
+
self.rand
.random() > 0.999:
self.add_thing_at('food', ((0,0), pos))
for thing in self.things[:player_i]:
thing.proceed()
self.add_thing_at('food', ((0,0), pos))
for thing in self.things[:player_i]:
thing.proceed()
@@
-104,8
+123,8
@@
class World(WorldBase):
def add_thing_at_random(type_):
while True:
new_pos = ((0,0),
def add_thing_at_random(type_):
while True:
new_pos = ((0,0),
- (
random
.randint(0, yx[0] -1),
-
random
.randint(0, yx[1] -1)))
+ (
self.rand
.randint(0, yx[0] -1),
+
self.rand
.randint(0, yx[1] -1)))
if self.maps[new_pos[0]][new_pos[1]] != '.':
continue
if len(self.things_at_pos(new_pos)) > 0:
if self.maps[new_pos[0]][new_pos[1]] != '.':
continue
if len(self.things_at_pos(new_pos)) > 0:
@@
-113,23
+132,24
@@
class World(WorldBase):
return self.add_thing_at(type_, new_pos)
self.things = []
return self.add_thing_at(type_, new_pos)
self.things = []
-
random
.seed(seed)
+
self.rand
.seed(seed)
self.turn = 0
self.maps = {}
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)
+ self.map_size = yx
+ self.new_map((0,0))
+ self.new_map((0,1))
+ self.new_map((1,1))
+ self.new_map((1,0))
+ self.new_map((1,-1))
+ self.new_map((0,-1))
+ self.new_map((-1,-1))
+ self.new_map((-1,0))
+ self.new_map((-1,1))
for map_pos in self.maps:
map_ = self.maps[map_pos]
if (0,0) == map_pos:
for pos in map_:
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'))
+ map_[pos] =
self.rand
.choice(('.', '.', '.', '.', 'x'))
else:
for pos in map_:
map_[pos] = '~'
else:
for pos in map_:
map_[pos] = '~'
@@
-157,6
+177,8
@@
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,
@@
-185,19
+207,23
@@
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][0] - offset[0],
+ thing.position[1][1] - offset[1])
+ self.io.send('THING_TYPE %s %s' % (thing.id_, thing.type_))
+ self.io.send('THING_POS %s %s' % (thing.id_,
+ stringify_yx(offset_pos)))
+
self.io.send('TURN ' + str(self.world.turn))
visible_map = self.world.player.get_visible_map()
self.io.send('TURN ' + str(self.world.turn))
visible_map = self.world.player.get_visible_map()
- self.io.send('MAP ' + stringify_yx([0,0]) + ' ' + stringify_yx(visible_map.size))
+ offset = self.world.player.get_surroundings_offset()
+ self.io.send('VISIBLE_MAP ' + stringify_yx(offset) + ' '
+ + stringify_yx(visible_map.size))
for y, line in visible_map.lines():
self.io.send('VISIBLE_MAP_LINE %5s %s' % (y, quote(line)))
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()
+ visible_things = self.world.player.get_visible_things()
for thing in visible_things:
for thing in visible_things:
- offset_pos = (thing.position[1][0] - offset[0],
- thing.position[1][1] - offset[1])
- self.io.send('THING_TYPE %s %s' % (thing.id_, thing.type_))
- self.io.send('THING_POS %s %s %s' % (thing.id_,
- stringify_yx(thing.position[0]),
- stringify_yx(offset_pos)))
+ 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))
@@
-208,10
+234,7
@@
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 %s' % (thing.id_,
- stringify_yx(thing.position[0]),
- stringify_yx(thing.position[1])))
+ send_thing(offset, thing)
self.io.send('GAME_STATE_COMPLETE')
def proceed(self):
self.io.send('GAME_STATE_COMPLETE')
def proceed(self):