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Add ever-decreasing health to animate things, and death.
[plomrogue2-experiments] / new / plomrogue / game.py
index 78ff6bd1904913486961447f31995d9844e610ae..2e780928cd073d6e23d2248ff30307abfcc2b40e 100755 (executable)
-from plomrogue.tasks import Task_WAIT, Task_MOVE
-from plomrogue.errors import GameError, ArgError
-from plomrogue.commands import (cmd_GEN_WORLD, cmd_GET_GAMESTATE, cmd_MAP,
-                                cmd_MAP, cmd_THING_TYPE, cmd_THING_POS,
-                                cmd_TERRAIN_LINE, cmd_PLAYER_ID, cmd_TURN,
-                                cmd_SWITCH_PLAYER, cmd_SAVE)
+from plomrogue.tasks import Task_WAIT, Task_MOVE, Task_PICKUP, Task_DROP
+from plomrogue.errors import ArgError, GameError
+from plomrogue.commands import (cmd_GEN_WORLD, cmd_GET_GAMESTATE,
+                                cmd_MAP, cmd_MAP, cmd_THING_TYPE,
+                                cmd_THING_POS, cmd_THING_INVENTORY,
+                                cmd_THING_HEALTH,
+                                cmd_GET_PICKABLE_ITEMS,
+                                cmd_TERRAIN_LINE, cmd_PLAYER_ID,
+                                cmd_TURN, cmd_SWITCH_PLAYER, cmd_SAVE)
 from plomrogue.mapping import MapHex
 from plomrogue.parser import Parser
 from plomrogue.io import GameIO
 from plomrogue.misc import quote, stringify_yx
-
-
-
-class ThingBase:
-
-    def __init__(self, world, id_, type_='?', position=[0,0]):
-        self.world = world
-        self.id_ = id_
-        self.type_ = type_
-        self.position = position
-
-
-class Thing(ThingBase):
-
-    def __init__(self, *args, **kwargs):
-        super().__init__(*args, **kwargs)
-        self.set_task('WAIT')
-        self._last_task_result = None
-        self._stencil = None
-
-    def move_towards_target(self, target):
-        dijkstra_map = type(self.world.map_)(self.world.map_.size)
-        n_max = 256
-        dijkstra_map.terrain = [n_max for i in range(dijkstra_map.size_i)]
-        dijkstra_map[target] = 0
-        shrunk = True
-        visible_map = self.get_visible_map()
-        while shrunk:
-            shrunk = False
-            for pos in dijkstra_map:
-                if visible_map[pos] != '.':
-                    continue
-                neighbors = dijkstra_map.get_neighbors(tuple(pos))
-                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
-                        shrunk = True
-        #with open('log', 'a') as f:
-        #    f.write('---------------------------------\n')
-        #    for y, line in dijkstra_map.lines():
-        #        for val in line:
-        #            if val < 10:
-        #                f.write(str(val))
-        #            elif val == 256:
-        #                f.write('x')
-        #            else:
-        #                f.write('~')
-        #        f.write('\n')
-        neighbors = dijkstra_map.get_neighbors(tuple(self.position))
-        n = n_max
-        #print('DEBUG', self.position, neighbors)
-        #dirs = dijkstra_map.get_directions()
-        #print('DEBUG dirs', dirs)
-        #print('DEBUG neighbors', neighbors)
-        #debug_scores = []
-        #for pos in neighbors:
-        #    if pos is None:
-        #        debug_scores += [9000]
-        #    else:
-        #        debug_scores += [dijkstra_map[pos]]
-        #print('DEBUG debug_scores', debug_scores)
-        target_direction = None
-        for direction in neighbors:
-            yx = neighbors[direction]
-            if yx is not None:
-                n_new = dijkstra_map[yx]
-                if n_new < n:
-                    n = n_new
-                    target_direction = direction
-        #print('DEBUG result', direction)
-        if target_direction:
-            self.set_task('MOVE', (target_direction,))
-
-    def decide_task(self):
-        # TODO: Check if monster can follow player too well (even when they should lose them)
-        visible_things = self.get_visible_things()
-        target = None
-        for t in visible_things:
-            if t.type_ == 'human':
-                target = t.position
-                break
-        if target is not None:
-            try:
-                self.move_towards_target(target)
-                return
-            except GameError:
-                pass
-        self.set_task('WAIT')
-
-    def set_task(self, task_name, args=()):
-        task_class = self.world.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.
-
-        Before doing anything, ensures an empty map visibility stencil
-        and checks that task is still possible, and aborts it
-        otherwise (for AI things, decides a new task).
-
-        """
-        self._stencil = None
-        try:
-            self.task.check()
-        except GameError as e:
-            self.task = None
-            self._last_task_result = e
-            if is_AI:
-                try:
-                    self.decide_task()
-                except GameError:
-                    self.set_task('WAIT')
-            return
-        self.task.todo -= 1
-        if self.task.todo <= 0:
-            self._last_task_result = self.task.do()
-            self.task = None
-        if is_AI and self.task is None:
-            try:
-                self.decide_task()
-            except GameError:
-                self.set_task('WAIT')
-
-    def get_stencil(self):
-        if self._stencil is not None:
-            return self._stencil
-        self._stencil = self.world.map_.get_fov_map(self.position)
-        return self._stencil
-
-    def get_visible_map(self):
-        stencil = self.get_stencil()
-        m = self.world.map_.new_from_shape(' ')
-        for pos in m:
-            if stencil[pos] == '.':
-                m[pos] = self.world.map_[pos]
-        return m
-
-    def get_visible_things(self):
-        stencil = self.get_stencil()
-        visible_things = []
-        for thing in self.world.things:
-            if stencil[thing.position] == '.':
-                visible_things += [thing]
-        return visible_things
+from plomrogue.things import Thing, ThingMonster, ThingHuman, ThingItem
 
 
 
@@ -185,6 +39,16 @@ class World(WorldBase):
     def __init__(self, *args, **kwargs):
         super().__init__(*args, **kwargs)
         self.player_id = 0
+        self.player_is_alive = True
+
+    @property
+    def player(self):
+        return self.get_thing(self.player_id)
+
+    def new_thing_id(self):
+        if len(self.things) == 0:
+            return 0
+        return self.things[-1].id_ + 1
 
     def new_map(self, yx):
         self.map_ = self.game.map_type(yx)
@@ -199,25 +63,32 @@ class World(WorldBase):
         (after incrementing the world turn) all that come before the
         player; then the player's .proceed() is run, and if it does
         not finish his task, the loop starts at the beginning. Once
-        the player's task is finished, the loop breaks.
+        the player's task is finished, or the player is dead, the loop
+        breaks.
+
         """
         while True:
-            player = self.get_player()
-            player_i = self.things.index(player)
+            player_i = self.things.index(self.player)
             for thing in self.things[player_i+1:]:
                 thing.proceed()
             self.turn += 1
             for thing in self.things[:player_i]:
                 thing.proceed()
-            player.proceed(is_AI=False)
-            if player.task is None:
+            self.player.proceed(is_AI=False)
+            if self.player.task is None or not self.player_is_alive:
                 break
 
-    def get_player(self):
-        return self.get_thing(self.player_id)
-
     def make_new(self, yx, seed):
         import random
+
+        def add_thing(type_):
+            t = self.game.thing_types[type_](self)
+            t.position = (random.randint(0, yx[0] -1),
+                          random.randint(0, yx[1] - 1))
+            self.things += [t]
+            return t
+
+        self.things = []
         random.seed(seed)
         self.turn = 0
         self.new_map(yx)
@@ -226,15 +97,13 @@ class World(WorldBase):
                 self.map_[pos] = '#'
                 continue
             self.map_[pos] = random.choice(('.', '.', '.', '.', 'x'))
-        player = self.game.thing_type(self, 0)
-        player.type_ = 'human'
-        player.position = [random.randint(0, yx[0] -1),
-                           random.randint(0, yx[1] - 1)]
-        npc = self.game.thing_type(self, 1)
-        npc.type_ = 'monster'
-        npc.position = [random.randint(0, yx[0] -1),
-                        random.randint(0, yx[1] -1)]
-        self.things = [player, npc]
+
+        player = add_thing('human')
+        self.player_id = player.id_
+        add_thing('monster')
+        add_thing('monster')
+        add_thing('item')
+        add_thing('item')
         return 'success'
 
 
@@ -244,13 +113,19 @@ class Game:
     def __init__(self, game_file_name):
         self.io = GameIO(game_file_name, self)
         self.map_type = MapHex
-        self.tasks = {'WAIT': Task_WAIT, 'MOVE': Task_MOVE}
+        self.tasks = {'WAIT': Task_WAIT,
+                      'MOVE': Task_MOVE,
+                      'PICKUP': Task_PICKUP,
+                      'DROP': Task_DROP}
         self.commands = {'GEN_WORLD': cmd_GEN_WORLD,
                          'GET_GAMESTATE': cmd_GET_GAMESTATE,
                          'MAP': cmd_MAP,
                          'THING_TYPE': cmd_THING_TYPE,
                          'THING_POS': cmd_THING_POS,
+                         'THING_HEALTH': cmd_THING_HEALTH,
+                         'THING_INVENTORY': cmd_THING_INVENTORY,
                          'TERRAIN_LINE': cmd_TERRAIN_LINE,
+                         'GET_PICKABLE_ITEMS': cmd_GET_PICKABLE_ITEMS,
                          'PLAYER_ID': cmd_PLAYER_ID,
                          'TURN': cmd_TURN,
                          'SWITCH_PLAYER': cmd_SWITCH_PLAYER,
@@ -258,10 +133,15 @@ class Game:
         self.world_type = World
         self.world = self.world_type(self)
         self.thing_type = Thing
+        self.thing_types = {'human': ThingHuman,
+                            'monster': ThingMonster,
+                            'item': ThingItem}
 
     def get_string_options(self, string_option_type):
         if string_option_type == 'direction':
             return self.world.map_.get_directions()
+        elif string_option_type == 'thingtype':
+            return list(self.thing_types.keys())
         return None
 
     def send_gamestate(self, connection_id=None):
@@ -269,16 +149,27 @@ class Game:
 
         self.io.send('TURN ' + str(self.world.turn))
         self.io.send('MAP ' + stringify_yx(self.world.map_.size))
-        visible_map = self.world.get_player().get_visible_map()
+        visible_map = self.world.player.get_visible_map()
         for y, line in visible_map.lines():
             self.io.send('VISIBLE_MAP_LINE %5s %s' % (y, quote(line)))
-        visible_things = self.world.get_player().get_visible_things()
+        visible_things = self.world.player.get_visible_things()
         for thing in visible_things:
             self.io.send('THING_TYPE %s %s' % (thing.id_, thing.type_))
             self.io.send('THING_POS %s %s' % (thing.id_,
                                               stringify_yx(thing.position)))
-        player = self.world.get_player()
-        self.io.send('PLAYER_POS %s' % (stringify_yx(player.position)))
+            if hasattr(thing, 'health'):
+                self.io.send('THING_HEALTH %s %s' % (thing.id_,
+                                                     thing.health))
+        if len(self.world.player.inventory) > 0:
+            self.io.send('PLAYER_INVENTORY %s' %
+                         ','.join([str(i) for i in self.world.player.inventory]))
+        else:
+            self.io.send('PLAYER_INVENTORY ,')
+        for id_ in self.world.player.inventory:
+            thing = self.world.get_thing(id_)
+            self.io.send('THING_TYPE %s %s' % (thing.id_, thing.type_))
+            self.io.send('THING_POS %s %s' % (thing.id_,
+                                              stringify_yx(thing.position)))
         self.io.send('GAME_STATE_COMPLETE')
 
     def proceed(self):
@@ -289,7 +180,7 @@ class Game:
         """
         self.io.send('TURN_FINISHED ' + str(self.world.turn))
         self.world.proceed_to_next_player_turn()
-        msg = str(self.world.get_player()._last_task_result)
+        msg = str(self.world.player._last_task_result)
         self.io.send('LAST_PLAYER_TASK_RESULT ' + quote(msg))
         self.send_gamestate()
 
@@ -302,7 +193,9 @@ class Game:
             return p
 
         def cmd_TASK_colon(task_name, game, *args):
-            game.world.get_player().set_task(task_name, args)
+            if not game.world.player_is_alive:
+                raise GameError('You are dead.')
+            game.world.player.set_task(task_name, args)
             game.proceed()
 
         def cmd_SET_TASK_colon(task_name, game, thing_id, todo, *args):