-from plomrogue.tasks import Task_WAIT, Task_MOVE, Task_PICKUP, Task_DROP
-from plomrogue.errors import ArgError
-from plomrogue.commands import (cmd_GEN_WORLD, cmd_GET_GAMESTATE, cmd_MAP,
- cmd_MAP, cmd_THING_TYPE, cmd_THING_POS,
- cmd_THING_INVENTORY, cmd_GET_PICKABLE_ITEMS,
- cmd_TERRAIN_LINE, cmd_PLAYER_ID, cmd_TURN,
- cmd_SWITCH_PLAYER, cmd_SAVE)
+from plomrogue.tasks import (Task_WAIT, Task_MOVE, Task_PICKUP,
+ Task_DROP, Task_EAT)
+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,
+ cmd_THING_HEALTH, cmd_SEED,
+ cmd_GET_PICKABLE_ITEMS,
+ cmd_TERRAIN_LINE, cmd_PLAYER_ID,
+ cmd_TURN, cmd_SWITCH_PLAYER, cmd_SAVE)
from plomrogue.mapping import MapHex
from plomrogue.parser import Parser
from plomrogue.io import GameIO
from plomrogue.misc import quote, stringify_yx
-from plomrogue.things import Thing, ThingMonster, ThingHuman, ThingItem
+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)
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):
def __init__(self, *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 0
return self.things[-1].id_ + 1
- def new_map(self, yx):
- self.map_ = self.game.map_type(yx)
+ def new_map(self, map_pos, size):
+ self.maps[map_pos] = self.game.map_type(size)
def proceed_to_next_player_turn(self):
"""Run game world turns until player can decide their next step.
(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, the loop breaks.
+ 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[(0,0)]:
+ if self.maps[(0,0)][pos] == '.' and \
+ len(self.things_at_pos(((0,0), pos))) == 0 and \
+ self.rand.random() > 0.999:
+ self.add_thing_at('food', ((0,0), pos))
for thing in self.things[:player_i]:
thing.proceed()
self.player.proceed(is_AI=False)
- if self.player.task is None:
+ 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):
- 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 = ((0,0),
+ (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:
+ continue
+ return self.add_thing_at(type_, new_pos)
self.things = []
- random.seed(seed)
+ self.rand.seed(seed)
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.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 map_pos in self.maps:
+ map_ = self.maps[map_pos]
+ if (0,0) == map_pos:
+ for pos in map_:
+ map_[pos] = self.rand.choice(('.', '.', '.', '.', 'x'))
+ else:
+ for pos in map_:
+ map_[pos] = '~'
+ player = add_thing_at_random('human')
self.player_id = player.id_
- add_thing('monster')
- add_thing('monster')
- add_thing('item')
- add_thing('item')
+ 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'
self.tasks = {'WAIT': Task_WAIT,
'MOVE': Task_MOVE,
'PICKUP': Task_PICKUP,
+ 'EAT': Task_EAT,
'DROP': Task_DROP}
self.commands = {'GEN_WORLD': cmd_GEN_WORLD,
'GET_GAMESTATE': cmd_GET_GAMESTATE,
+ 'SEED': cmd_SEED,
'MAP': cmd_MAP,
'THING_TYPE': cmd_THING_TYPE,
'THING_POS': cmd_THING_POS,
+ 'THING_HEALTH': cmd_THING_HEALTH,
'THING_INVENTORY': cmd_THING_INVENTORY,
'TERRAIN_LINE': cmd_TERRAIN_LINE,
'GET_PICKABLE_ITEMS': cmd_GET_PICKABLE_ITEMS,
self.thing_type = Thing
self.thing_types = {'human': ThingHuman,
'monster': ThingMonster,
- 'item': ThingItem}
+ 'food': ThingFood}
def get_string_options(self, string_option_type):
if string_option_type == 'direction':
- return self.world.map_.get_directions()
+ return self.world.maps[(0,0)].get_directions()
elif string_option_type == 'thingtype':
return list(self.thing_types.keys())
return None
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))
- self.io.send('MAP ' + stringify_yx(self.world.map_.size))
visible_map = self.world.player.get_visible_map()
+ 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)))
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 len(self.world.player.inventory) > 0:
self.io.send('PLAYER_INVENTORY %s' %
','.join([str(i) for i in self.world.player.inventory]))
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):
return p
def cmd_TASK_colon(task_name, game, *args):
+ if not game.world.player_is_alive:
+ raise GameError('You are dead.')
game.world.player.set_task(task_name, args)
game.proceed()