X-Git-Url: https://plomlompom.com/repos/?a=blobdiff_plain;f=new%2Fplomrogue%2Fthings.py;h=2e97541a8cb2416eaa3ead7bad023c4b9d75ce3d;hb=b7587718cee2308bd2a27462e0996dc279bd3038;hp=13384fc76935d14e328287a34a0716805b75fe6d;hpb=52cf6eee2b83be0fedd0df716395eb715ffddebb;p=plomrogue2-experiments diff --git a/new/plomrogue/things.py b/new/plomrogue/things.py index 13384fc..2e97541 100644 --- a/new/plomrogue/things.py +++ b/new/plomrogue/things.py @@ -1,17 +1,18 @@ from plomrogue.errors import GameError +from plomrogue.mapping import YX, Map, FovMapHex class ThingBase: type_ = '?' - def __init__(self, world, id_=None, position=((0,0), (0,0))): - self.world = world - self.position = position + 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 @property def position(self): @@ -41,6 +42,7 @@ class Thing(ThingBase): def __init__(self, *args, **kwargs): self.inventory = [] + self._radius = 8 super().__init__(*args, **kwargs) def proceed(self): @@ -49,8 +51,44 @@ class Thing(ThingBase): 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.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)) @@ -71,12 +109,11 @@ class ThingAnimate(Thing): super().__init__(*args, **kwargs) self.set_task('WAIT') self._last_task_result = None - self._radius = 8 self.unset_surroundings() def move_on_dijkstra_map(self, own_pos, targets): visible_map = self.get_visible_map() - dijkstra_map = self.world.game.map_type(visible_map.size) + dijkstra_map = Map(visible_map.size) n_max = 256 dijkstra_map.terrain = [n_max for i in range(dijkstra_map.size_i)] for target in targets: @@ -87,19 +124,22 @@ class ThingAnimate(Thing): for pos in dijkstra_map: if visible_map[pos] != '.': continue - neighbors = dijkstra_map.get_neighbors(tuple(pos)) + neighbors = self.game.map_geometry.get_neighbors((YX(0,0), pos), + dijkstra_map.size) 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(own_pos) + 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()): - yx = neighbors[direction] - if yx is not None: - n_new = dijkstra_map[yx] + 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 @@ -111,13 +151,11 @@ class ThingAnimate(Thing): target = None for t in visible_things: if t.type_ == 'human': - target = (t.position[1][0] - offset[0], - t.position[1][1] - offset[1]) + target = t.position[1] - offset break if target is not None: try: - offset_self_pos = (self.position[1][0] - offset[0], - self.position[1][1] - offset[1]) + offset_self_pos = self.position[1] - offset target_dir = self.move_on_dijkstra_map(offset_self_pos, [target]) if target_dir is not None: @@ -129,12 +167,12 @@ class ThingAnimate(Thing): 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 @@ -143,10 +181,8 @@ class ThingAnimate(Thing): food_targets = [] for t in visible_things: if t.type_ == 'food': - food_targets += [(t.position[1][0] - offset[0], - t.position[1][1] - offset[1])] - offset_self_pos = (self.position[1][0] - offset[0], - self.position[1][1] - offset[1]) + food_targets += [t.position[1] - offset] + offset_self_pos = self.position[1] - offset target_dir = self.move_on_dijkstra_map(offset_self_pos, food_targets) if target_dir: @@ -163,7 +199,7 @@ class ThingAnimate(Thing): 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 @@ -171,8 +207,8 @@ class ThingAnimate(Thing): """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). @@ -184,10 +220,10 @@ class ThingAnimate(Thing): 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() @@ -215,104 +251,75 @@ class ThingAnimate(Thing): self._surrounding_map = None self._surroundings_offset = None - def must_fix_indentation(self): - return self._radius % 2 != self.position[1][0] % 2 - def get_surroundings_offset(self): if self._surroundings_offset is not None: return self._surroundings_offset - add_line = self.must_fix_indentation() - offset_y = self.position[1][0] - self._radius - int(add_line) - offset_x = self.position[1][1] - self._radius - self._surroundings_offset = (offset_y, offset_x) + offset = YX(self.position[0].y * self.game.map_size.y + + self.position[1].y - self._radius, + self.position[0].x * self.game.map_size.x + + self.position[1].x - self._radius) + self._surroundings_offset = offset return self._surroundings_offset def get_surrounding_map(self): if self._surrounding_map is not None: return self._surrounding_map - - def pan_and_scan(size_of_axis, pos, offset): - big_pos = 0 - small_pos = pos + offset - if small_pos < 0: - big_pos = -1 - small_pos = size_of_axis + small_pos - elif small_pos >= size_of_axis: - big_pos = 1 - small_pos = small_pos - size_of_axis - return big_pos, small_pos - - add_line = self.must_fix_indentation() - self._surrounding_map = self.world.game.\ - map_type(size=(self._radius*2+1+int(add_line), - self._radius*2+1)) - size = self.world.map_size + self._surrounding_map = Map(size=YX(self._radius*2+1, self._radius*2+1)) offset = self.get_surroundings_offset() for pos in self._surrounding_map: - big_y, small_y = pan_and_scan(size[0], pos[0], offset[0]) - big_x, small_x = pan_and_scan(size[1], pos[1], offset[1]) - big_yx = (big_y, big_x) - small_yx = (small_y, small_x) - self._surrounding_map[pos] = self.world.maps[big_yx][small_yx] + offset_pos = pos + offset + 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.game.map_size) + self._surrounding_map[pos] = map_[small_yx] return self._surrounding_map def get_stencil(self): if self._stencil is not None: return self._stencil surrounding_map = self.get_surrounding_map() - m = surrounding_map.new_from_shape(' ') + m = Map(surrounding_map.size, ' ') for pos in surrounding_map: if surrounding_map[pos] in {'.', '~'}: m[pos] = '.' - offset = self.get_surroundings_offset() - fov_center = (self.position[1][0] - offset[0], - self.position[1][1] - offset[1]) - self._stencil = m.get_fov_map(fov_center) + 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.get_surrounding_map().new_from_shape(' ') + m = Map(self.get_surrounding_map().size, ' ') for pos in m: if stencil[pos] == '.': m[pos] = self._surrounding_map[pos] return m def get_visible_things(self): - - def calc_pos_in_fov(big_pos, small_pos, offset, size_of_axis): - pos = small_pos - offset - if big_pos == -1: - pos = small_pos - size_of_axis - offset - elif big_pos == 1: - pos = small_pos + size_of_axis - offset - return pos - stencil = self.get_stencil() offset = self.get_surroundings_offset() visible_things = [] - size = self.world.map_size - fov_size = self.get_surrounding_map().size - for thing in self.world.things: - big_pos = thing.position[0] - small_pos = thing.position[1] - pos_y = calc_pos_in_fov(big_pos[0], small_pos[0], offset[0], size[0]) - pos_x = calc_pos_in_fov(big_pos[1], small_pos[1], offset[1], size[1]) - if pos_y < 0 or pos_x < 0 or\ - pos_y >= fov_size[0] or pos_x >= fov_size[1]: + 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 - if (not thing.in_inventory) and stencil[(pos_y, pos_x)] == '.': + 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() - for t in [t for t in visible_things if - isinstance(t, ThingItem) and + 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[1] in - self.world.maps[(0,0)].get_neighbors(self.position[1]).values())]: + t.position in neighbor_fields.values())]: pickable_ids += [t.id_] return pickable_ids