X-Git-Url: https://plomlompom.com/repos/?a=blobdiff_plain;f=new%2Fplomrogue%2Fthings.py;h=b64584182f31e3b322a3cd2b1c0e7f6c5a144fde;hb=298e8d0b4c7529ee4ad35005ad9bb9295def1086;hp=386dbc4522071e059cb80b73647c80d289053ee3;hpb=d33b918833cc762029abf5ca0b6930e16f91e8da;p=plomrogue2-experiments diff --git a/new/plomrogue/things.py b/new/plomrogue/things.py index 386dbc4..b645841 100644 --- a/new/plomrogue/things.py +++ b/new/plomrogue/things.py @@ -5,15 +5,23 @@ from plomrogue.errors import GameError class ThingBase: type_ = '?' - def __init__(self, world, id_, position=[0,0]): + def __init__(self, world, id_=None, position=((0,0), (0,0))): self.world = world - self.id_ = id_ self.position = position + if id_ is None: + self.id_ = self.world.new_thing_id() + else: + self.id_ = id_ class Thing(ThingBase): blocking = False + in_inventory = False + + def __init__(self, *args, **kwargs): + super().__init__(*args, **kwargs) + self.inventory = [] def proceed(self): pass @@ -21,7 +29,12 @@ class Thing(ThingBase): class ThingItem(Thing): - type_ = 'item' + pass + + + +class ThingFood(ThingItem): + type_ = 'food' @@ -32,15 +45,17 @@ class ThingAnimate(Thing): super().__init__(*args, **kwargs) self.set_task('WAIT') self._last_task_result = None - self._stencil = None + self._radius = 8 + self.unset_surroundings() - def move_towards_target(self, target): - dijkstra_map = type(self.world.map_)(self.world.map_.size) + 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) 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() while shrunk: shrunk = False for pos in dijkstra_map: @@ -52,33 +67,72 @@ class ThingAnimate(Thing): if yx is not None and dijkstra_map[yx] < dijkstra_map[pos] - 1: dijkstra_map[pos] = dijkstra_map[yx] + 1 shrunk = True - neighbors = dijkstra_map.get_neighbors(tuple(self.position)) + neighbors = dijkstra_map.get_neighbors(own_pos) n = n_max target_direction = None - for direction in neighbors: + for direction in sorted(neighbors.keys()): yx = neighbors[direction] if yx is not None: n_new = dijkstra_map[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): - visible_things = self.get_visible_things() + def hunt_player(self): + visible_things, offset = self.get_visible_things() target = None for t in visible_things: if t.type_ == 'human': - target = t.position + target = (t.position[1][0] - offset[0], + t.position[1][1] - offset[1]) break if target is not None: try: - self.move_towards_target(target) - return + offset_self_pos = (self.position[1][0] - offset[0], + self.position[1][1] - offset[1]) + 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 - self.set_task('WAIT') + return False + + def hunt_food_satisfaction(self): + for id_ in self.inventory: + t = self.world.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_) + if t.type_ == 'food': + self.set_task('PICKUP', (id_,)) + return True + visible_things, offset = self.get_visible_things() + 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]) + target_dir = self.move_on_dijkstra_map(offset_self_pos, + food_targets) + if target_dir: + try: + self.set_task('MOVE', (target_dir,)) + return True + except GameError: + pass + 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] @@ -86,18 +140,27 @@ class ThingAnimate(Thing): 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.world.things for AI + thing, or unsets self.world.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.world.player: + self.world.player_is_alive = False + else: + del self.world.things[self.world.things.index(self)] + return try: self.task.check() except GameError as e: @@ -119,34 +182,119 @@ class ThingAnimate(Thing): except GameError: self.set_task('WAIT') + def unset_surroundings(self): + self._stencil = None + 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) + 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.maps[(0,0)].size + 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] + return self._surrounding_map + def get_stencil(self): if self._stencil is not None: return self._stencil - self._stencil = self.world.map_.get_fov_map(self.position) + surrounding_map = self.get_surrounding_map() + m = surrounding_map.new_from_shape(' ') + 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) return self._stencil def get_visible_map(self): stencil = self.get_stencil() - m = self.world.map_.new_from_shape(' ') + m = self.get_surrounding_map().new_from_shape(' ') for pos in m: if stencil[pos] == '.': - m[pos] = self.world.map_[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.maps[(0,0)].size + fov_size = self.get_surrounding_map().size for thing in self.world.things: - if stencil[thing.position] == '.': + 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]: + continue + if (not thing.in_inventory) and stencil[(pos_y, pos_x)] == '.': visible_things += [thing] - return visible_things + return visible_things, offset + + 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 + (t.position == self.position or + t.position[1] in + self.world.maps[(0,0)].get_neighbors(self.position[1]).values())]: + pickable_ids += [t.id_] + return pickable_ids class ThingHuman(ThingAnimate): type_ = 'human' + health = 100 class ThingMonster(ThingAnimate): type_ = 'monster' + health = 50