X-Git-Url: https://plomlompom.com/repos/?a=blobdiff_plain;f=new%2Fplomrogue%2Fthings.py;h=8900d9a983d751490b7b0d84f0802d9b2efae1ec;hb=ecf3799b03f0a9098956d529f26be54f37c6534b;hp=20ce4867c2211882b506de309d8881eb16842379;hpb=729e72408fa1c3180275ad3c0e6689143a0f2f38;p=plomrogue2-experiments diff --git a/new/plomrogue/things.py b/new/plomrogue/things.py index 20ce486..8900d9a 100644 --- a/new/plomrogue/things.py +++ b/new/plomrogue/things.py @@ -1,17 +1,38 @@ from plomrogue.errors import GameError +from plomrogue.mapping import YX, Map, FovMapHex class ThingBase: type_ = '?' - def __init__(self, world, id_=None, position=(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): + 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 . 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) @@ -20,16 +41,64 @@ class Thing(ThingBase): in_inventory = False def __init__(self, *args, **kwargs): - super().__init__(*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' @@ -40,72 +109,146 @@ class ThingAnimate(Thing): 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 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 - if target_direction: - self.set_task('MOVE', (target_direction,)) - - def decide_task(self): + return target_direction + + #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. + """Further the thing in its tasks, decrease its health. - 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. - - 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: @@ -127,35 +270,71 @@ class ThingAnimate(Thing): 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 (not thing.in_inventory) and 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 = [] - for t in [t for t in self.get_visible_things() if - isinstance(t, ThingItem) and + 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 - self.world.map_.get_neighbors(self.position).values())]: + t.position in neighbor_fields.values())]: pickable_ids += [t.id_] return pickable_ids @@ -163,8 +342,10 @@ class ThingAnimate(Thing): class ThingHuman(ThingAnimate): type_ = 'human' + health = 100 class ThingMonster(ThingAnimate): type_ = 'monster' + health = 50