from plomrogue.errors import GameError
+from plomrogue.mapping import YX, Map, FovMapHex
class ThingBase:
type_ = '?'
- def __init__(self, world, id_, position=[0,0]):
- self.world = world
- self.id_ = id_
+ def __init__(self, game, id_=None, position=(YX(0,0), YX(0,0))):
+ self.game = game
+ if id_ is None:
+ self.id_ = self.game.new_thing_id()
+ else:
+ self.id_ = id_
self.position = position
+ @property
+ def position(self):
+ return self._position
+
+ def _position_set(self, pos):
+ """Set self._position to pos.
+
+ We use this setter as core to the @position.setter property
+ method due to property setter subclassing not yet working
+ properly, see <https://bugs.python.org/issue14965>. We will
+ therefore super() _position_set instead of @position.setter in
+ subclasses.
+
+ """
+ self._position = pos
+
+ @position.setter
+ def position(self, pos):
+ self._position_set(pos)
+
class Thing(ThingBase):
blocking = False
+ in_inventory = False
+
+ def __init__(self, *args, **kwargs):
+ self.inventory = []
+ self._radius = 8
+ super().__init__(*args, **kwargs)
def proceed(self):
pass
+ def _position_set(self, pos):
+ super()._position_set(pos)
+ for t_id in self.inventory:
+ t = self.game.get_thing(t_id, create_unfound=False)
+ t.position = self.position
+ 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.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.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))
+
class ThingItem(Thing):
- type_ = 'item'
+ pass
+
+
+
+class ThingFood(ThingItem):
+ type_ = 'food'
super().__init__(*args, **kwargs)
self.set_task('WAIT')
self._last_task_result = None
- self._stencil = None
+ self.unset_surroundings()
+ self.close_maps = ()
- def move_towards_target(self, target):
- dijkstra_map = type(self.world.map_)(self.world.map_.size)
+ def _position_set(self, pos):
+ """For player we need to update .close_maps on every move via the
+ self.surroundings property method, to keep their reality
+ bubble in sync with their movement.
+
+ """
+ super()._position_set(pos)
+ if self.id_ == self.game.player_id:
+ if not hasattr(self, '_surroundings'):
+ self._surroundings = None
+ self.surroundings
+
+ def move_on_dijkstra_map(self, own_pos, targets):
+ visible_map = self.get_visible_map()
+ dijkstra_map = Map(visible_map.size,
+ start_indented=visible_map.start_indented)
n_max = 256
dijkstra_map.terrain = [n_max for i in range(dijkstra_map.size_i)]
- dijkstra_map[target] = 0
+ for target in targets:
+ dijkstra_map[target] = 0
shrunk = True
- visible_map = self.get_visible_map()
+ get_neighbors = self.game.map_geometry.get_neighbors
while shrunk:
shrunk = False
for pos in dijkstra_map:
if visible_map[pos] != '.':
continue
- neighbors = dijkstra_map.get_neighbors(tuple(pos))
+ neighbors = get_neighbors((YX(0,0), pos), dijkstra_map.size,
+ dijkstra_map.start_indented)
for direction in neighbors:
- yx = neighbors[direction]
- if yx is not None and dijkstra_map[yx] < dijkstra_map[pos] - 1:
- dijkstra_map[pos] = dijkstra_map[yx] + 1
+ 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 = dijkstra_map.get_neighbors(tuple(self.position))
+ #print('DEBUG DIJKSTRA ---------------------', self.id_, self.position)
+ #for y, line in dijkstra_map.lines():
+ # line_to_print = []
+ # for x in line:
+ # line_to_print += ['%3s' % x]
+ # print(' '.join(line_to_print))
+ neighbors = get_neighbors((YX(0,0), own_pos), dijkstra_map.size,
+ dijkstra_map.start_indented)
n = n_max
target_direction = None
- for direction in neighbors:
- yx = neighbors[direction]
- if yx is not None:
- n_new = dijkstra_map[yx]
+ for direction in sorted(neighbors.keys()):
+ big_yx, small_yx = neighbors[direction]
+ if big_yx == (0,0):
+ n_new = dijkstra_map[small_yx]
if n_new < n:
n = n_new
target_direction = direction
- if target_direction:
- self.set_task('MOVE', (target_direction,))
+ return target_direction
- def decide_task(self):
+ #def hunt_player(self):
+ # visible_things = self.get_visible_things()
+ # target = None
+ # for t in visible_things:
+ # if t.type_ == 'human':
+ # target = t.position[1] - self.view_offset
+ # break
+ # if target is not None:
+ # try:
+ # offset_self_pos = self.position[1] - self.view_offset
+ # target_dir = self.move_on_dijkstra_map(offset_self_pos,
+ # [target])
+ # if target_dir is not None:
+ # self.set_task('MOVE', (target_dir,))
+ # return True
+ # except GameError:
+ # pass
+ # return False
+
+ def hunt_food_satisfaction(self):
+ for id_ in self.inventory:
+ t = self.game.get_thing(id_, create_unfound=False)
+ if t.type_ == 'food':
+ self.set_task('EAT', (id_,))
+ return True
+ for id_ in self.get_pickable_items():
+ t = self.game.get_thing(id_, create_unfound=False)
+ if t.type_ == 'food':
+ self.set_task('PICKUP', (id_,))
+ return True
visible_things = self.get_visible_things()
- target = None
+ food_targets = []
for t in visible_things:
- if t.type_ == 'human':
- target = t.position
- break
- if target is not None:
+ if t.type_ == 'food':
+ food_targets += [self.game.map_geometry.pos_in_view(t.position,
+ self.view_offset,
+ self.game.map_size)]
+ offset_self_pos = self.game.map_geometry.pos_in_view(self.position,
+ self.view_offset,
+ self.game.map_size)
+ target_dir = self.move_on_dijkstra_map(offset_self_pos,
+ food_targets)
+ if target_dir:
try:
- self.move_towards_target(target)
- return
+ self.set_task('MOVE', (target_dir,))
+ return True
except GameError:
pass
- self.set_task('WAIT')
+ return False
+
+ def decide_task(self):
+ #if not self.hunt_player():
+ if not self.hunt_food_satisfaction():
+ 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
def proceed(self, is_AI=True):
- """Further the thing in its tasks.
-
- Decrements .task.todo; if it thus falls to <= 0, enacts method
- whose name is 'task_' + self.task.name and sets .task =
- None. If is_AI, calls .decide_task to decide a self.task.
+ """Further the thing in its tasks, decrease its health.
- Before doing anything, ensures an empty map visibility stencil
- and checks that task is still possible, and aborts it
+ First, ensures an empty map, decrements .health and kills
+ 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).
+ Then decrements .task.todo; if it thus falls to <= 0, enacts
+ method whose name is 'task_' + self.task.name and sets .task =
+ None. If is_AI, calls .decide_task to decide a self.task.
+
"""
- self._stencil = None
+ self.unset_surroundings()
+ self.health -= 1
+ if self.health <= 0:
+ if self is self.game.player:
+ self.game.player_is_alive = False
+ else:
+ # TODO: Handle inventory.
+ del self.game.things[self.game.things.index(self)]
+ return
try:
self.task.check()
except GameError as e:
except GameError:
self.set_task('WAIT')
+ def unset_surroundings(self):
+ self._stencil = None
+ self._surroundings = None
+
+ @property
+ def view_offset(self):
+ return self.game.map_geometry.get_view_offset(self.game.map_size,
+ self.position,
+ self._radius)
+
+ @property
+ def surroundings(self):
+ if self._surroundings is not None:
+ return self._surroundings
+ s, close_maps = self.\
+ game.map_geometry.get_view_and_seen_maps(self.game.map_size,
+ self.game.get_map,
+ self._radius,
+ self.view_offset)
+ self.close_maps = close_maps
+ self._surroundings = s
+ return self._surroundings
+
def get_stencil(self):
if self._stencil is not None:
return self._stencil
- self._stencil = self.world.map_.get_fov_map(self.position)
+ m = Map(self.surroundings.size, ' ', self.surroundings.start_indented)
+ for pos in self.surroundings:
+ if self.surroundings[pos] in {'.', '~'}:
+ m[pos] = '.'
+ fov_center = YX((m.size.y) // 2, m.size.x // 2)
+ self._stencil = FovMapHex(m, fov_center)
return self._stencil
def get_visible_map(self):
stencil = self.get_stencil()
- m = self.world.map_.new_from_shape(' ')
+ m = Map(self.surroundings.size, ' ', self.surroundings.start_indented)
for pos in m:
if stencil[pos] == '.':
- m[pos] = self.world.map_[pos]
+ m[pos] = self.surroundings[pos]
return m
def get_visible_things(self):
stencil = self.get_stencil()
visible_things = []
- for thing in self.world.things:
- if stencil[thing.position] == '.':
+ for thing in self.game.things:
+ pos = self.game.map_geometry.pos_in_view(thing.position,
+ self.view_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
+ if (not thing.in_inventory) and stencil[pos] == '.':
visible_things += [thing]
return visible_things
+ def get_pickable_items(self):
+ pickable_ids = []
+ visible_things = self.get_visible_things()
+ 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
+ t.position in neighbor_fields.values())]:
+ pickable_ids += [t.id_]
+ return pickable_ids
+
class ThingHuman(ThingAnimate):
type_ = 'human'
+ health = 100
class ThingMonster(ThingAnimate):
type_ = 'monster'
+ health = 50