X-Git-Url: https://plomlompom.com/repos/?a=blobdiff_plain;f=new%2Fplomrogue%2Fthings.py;h=8900d9a983d751490b7b0d84f0802d9b2efae1ec;hb=ecf3799b03f0a9098956d529f26be54f37c6534b;hp=2e97541a8cb2416eaa3ead7bad023c4b9d75ce3d;hpb=b7587718cee2308bd2a27462e0996dc279bd3038;p=plomrogue2-experiments diff --git a/new/plomrogue/things.py b/new/plomrogue/things.py index 2e97541..8900d9a 100644 --- a/new/plomrogue/things.py +++ b/new/plomrogue/things.py @@ -51,7 +51,7 @@ class Thing(ThingBase): def _position_set(self, pos): super()._position_set(pos) for t_id in self.inventory: - t = self.game.get_thing(t_id) + t = self.game.get_thing(t_id, create_unfound=False) t.position = self.position if not self.id_ == self.game.player_id: return @@ -110,30 +110,51 @@ class ThingAnimate(Thing): self.set_task('WAIT') self._last_task_result = None self.unset_surroundings() + self.close_maps = () + + 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) + 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)] for target in targets: dijkstra_map[target] = 0 shrunk = True + get_neighbors = self.game.map_geometry.get_neighbors while shrunk: shrunk = False for pos in dijkstra_map: if visible_map[pos] != '.': continue - neighbors = self.game.map_geometry.get_neighbors((YX(0,0), pos), - dijkstra_map.size) + neighbors = get_neighbors((YX(0,0), pos), dijkstra_map.size, + dijkstra_map.start_indented) for direction in neighbors: 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 = self.game.map_geometry.get_neighbors((YX(0,0), own_pos), - dijkstra_map.size) + #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()): @@ -145,44 +166,46 @@ class ThingAnimate(Thing): target_direction = direction return target_direction - def hunt_player(self): - visible_things = self.get_visible_things() - offset = self.get_surroundings_offset() - target = None - for t in visible_things: - if t.type_ == 'human': - target = t.position[1] - offset - break - if target is not None: - try: - offset_self_pos = self.position[1] - 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_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_) + 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_) + 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() - offset = self.get_surroundings_offset() food_targets = [] for t in visible_things: if t.type_ == 'food': - food_targets += [t.position[1] - offset] - offset_self_pos = self.position[1] - offset + 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: @@ -223,6 +246,7 @@ class ThingAnimate(Thing): 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: @@ -248,41 +272,33 @@ class ThingAnimate(Thing): def unset_surroundings(self): self._stencil = None - self._surrounding_map = None - self._surroundings_offset = None - - def get_surroundings_offset(self): - if self._surroundings_offset is not None: - return self._surroundings_offset - 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 - 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: - 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 + 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 - surrounding_map = self.get_surrounding_map() - m = Map(surrounding_map.size, ' ') - for pos in surrounding_map: - if surrounding_map[pos] in {'.', '~'}: + 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) @@ -290,20 +306,19 @@ class ThingAnimate(Thing): def get_visible_map(self): stencil = self.get_stencil() - m = Map(self.get_surrounding_map().size, ' ') + m = Map(self.surroundings.size, ' ', self.surroundings.start_indented) for pos in m: if stencil[pos] == '.': - m[pos] = self._surrounding_map[pos] + m[pos] = self.surroundings[pos] return m def get_visible_things(self): stencil = self.get_stencil() - offset = self.get_surroundings_offset() visible_things = [] for thing in self.game.things: - pos = self.game.map_geometry.pos_in_projection(thing.position, - offset, - self.game.map_size) + 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