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Flatten game->world hierarchy.
[plomrogue2-experiments] / new / plomrogue / game.py
index cd8f314be8d6fe12c0dff2a0ceeb08460bf2fdef..6b2c74b62f7427e9ae4daa9e705e0f740f16745e 100755 (executable)
@@ -8,10 +8,10 @@ from plomrogue.commands import (cmd_GEN_WORLD, cmd_GET_GAMESTATE,
                                 cmd_GET_PICKABLE_ITEMS, cmd_MAP_SIZE,
                                 cmd_TERRAIN_LINE, cmd_PLAYER_ID,
                                 cmd_TURN, cmd_SWITCH_PLAYER, cmd_SAVE)
-from plomrogue.mapping import MapHex
+from plomrogue.mapping import MapGeometryHex, Map, YX
 from plomrogue.parser import Parser
 from plomrogue.io import GameIO
-from plomrogue.misc import quote, stringify_yx
+from plomrogue.misc import quote
 from plomrogue.things import Thing, ThingMonster, ThingHuman, ThingFood
 import random
 
@@ -34,19 +34,18 @@ class PRNGod(random.Random):
 
 
 
-class WorldBase:
+class GameBase:
 
-    def __init__(self, game):
+    def __init__(self):
         self.turn = 0
         self.things = []
-        self.game = game
 
     def get_thing(self, id_, create_unfound=True):
         for thing in self.things:
             if id_ == thing.id_:
                 return thing
         if create_unfound:
-            t = self.game.thing_type(self, id_)
+            t = self.thing_type(self, id_)
             self.things += [t]
             return t
         return None
@@ -60,116 +59,13 @@ class WorldBase:
 
 
 
-class World(WorldBase):
+class Game(GameBase):
 
-    def __init__(self, *args, **kwargs):
+    def __init__(self, game_file_name, *args, **kwargs):
         super().__init__(*args, **kwargs)
-        self.player_id = 0
-        self.player_is_alive = True
-        self.maps = {}
-        self.map_size = (1,1)
-        self.rand = PRNGod(0)
-
-    @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, map_pos):
-        self.maps[map_pos] = self.game.map_type(self.map_size)
-
-    def proceed_to_next_player_turn(self):
-        """Run game world turns until player can decide their next step.
-
-        Iterates through all non-player things, on each step
-        furthering them in their tasks (and letting them decide new
-        ones if they finish). The iteration order is: first all things
-        that come after the player in the world things list, then
-        (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, or the player is dead, the loop
-        breaks.
-
-        """
-        while True:
-            player_i = self.things.index(self.player)
-            for thing in self.things[player_i+1:]:
-                thing.proceed()
-            self.turn += 1
-            for pos in self.maps[(0,0)]:
-                if self.maps[(0,0)][pos] == '.' and \
-                   len(self.things_at_pos(((0,0), pos))) == 0 and \
-                   self.rand.random() > 0.999:
-                    self.add_thing_at('food', ((0,0), pos))
-            for thing in self.things[:player_i]:
-                thing.proceed()
-            self.player.proceed(is_AI=False)
-            if self.player.task is None or not self.player_is_alive:
-                break
-
-    def add_thing_at(self, type_, pos):
-        t = self.game.thing_types[type_](self)
-        t.position = pos
-        self.things += [t]
-        return t
-
-    def make_new(self, yx, seed):
-
-        def add_thing_at_random(type_):
-            while True:
-                new_pos = ((0,0),
-                           (self.rand.randint(0, yx[0] -1),
-                            self.rand.randint(0, yx[1] -1)))
-                if self.maps[new_pos[0]][new_pos[1]] != '.':
-                    continue
-                if len(self.things_at_pos(new_pos)) > 0:
-                    continue
-                return self.add_thing_at(type_, new_pos)
-
-        self.things = []
-        self.rand.seed(seed)
-        self.turn = 0
-        self.maps = {}
-        self.map_size = yx
-        self.new_map((0,0))
-        self.new_map((0,1))
-        self.new_map((1,1))
-        self.new_map((1,0))
-        self.new_map((1,-1))
-        self.new_map((0,-1))
-        self.new_map((-1,-1))
-        self.new_map((-1,0))
-        self.new_map((-1,1))
-        for map_pos in self.maps:
-            map_ = self.maps[map_pos]
-            if (0,0) == map_pos:
-                for pos in map_:
-                    map_[pos] = self.rand.choice(('.', '.', '.', '.', 'x'))
-            else:
-                for pos in map_:
-                    map_[pos] = '~'
-        player = add_thing_at_random('human')
-        self.player_id = player.id_
-        add_thing_at_random('monster')
-        add_thing_at_random('monster')
-        add_thing_at_random('food')
-        add_thing_at_random('food')
-        add_thing_at_random('food')
-        add_thing_at_random('food')
-        return 'success'
-
-
-
-class Game:
-
-    def __init__(self, game_file_name):
         self.io = GameIO(game_file_name, self)
-        self.map_type = MapHex
+        self.map_size = None
+        self.map_geometry = MapGeometryHex()
         self.tasks = {'WAIT': Task_WAIT,
                       'MOVE': Task_MOVE,
                       'PICKUP': Task_PICKUP,
@@ -190,16 +86,18 @@ class Game:
                          'TURN': cmd_TURN,
                          'SWITCH_PLAYER': cmd_SWITCH_PLAYER,
                          'SAVE': cmd_SAVE}
-        self.world_type = World
-        self.world = self.world_type(self)
         self.thing_type = Thing
         self.thing_types = {'human': ThingHuman,
                             'monster': ThingMonster,
                             'food': ThingFood}
+        self.player_id = 0
+        self.player_is_alive = True
+        self.maps = {}
+        self.rand = PRNGod(0)
 
     def get_string_options(self, string_option_type):
         if string_option_type == 'direction':
-            return self.world.maps[(0,0)].get_directions()
+            return self.map_geometry.get_directions()
         elif string_option_type == 'thingtype':
             return list(self.thing_types.keys())
         return None
@@ -208,32 +106,31 @@ class Game:
         """Send out game state data relevant to clients."""
 
         def send_thing(offset, thing):
-            offset_pos = (thing.position[1][0] - offset[0],
-                          thing.position[1][1] - offset[1])
+            offset_pos = self.map_geometry.pos_in_projection(thing.position,
+                                                             offset,
+                                                             self.map_size)
             self.io.send('THING_TYPE %s %s' % (thing.id_, thing.type_))
-            self.io.send('THING_POS %s %s' % (thing.id_,
-                                              stringify_yx(offset_pos)))
-
-        self.io.send('TURN ' + str(self.world.turn))
-        visible_map = self.world.player.get_visible_map()
-        offset = self.world.player.get_surroundings_offset()
-        self.io.send('VISIBLE_MAP ' + stringify_yx(offset) + ' '
-                     + stringify_yx(visible_map.size))
+            self.io.send('THING_POS %s %s' % (thing.id_, offset_pos))
+
+        self.io.send('TURN ' + str(self.turn))
+        visible_map = self.player.get_visible_map()
+        offset = self.player.get_surroundings_offset()
+        self.io.send('VISIBLE_MAP %s %s' % (offset, visible_map.size))
         for y, line in visible_map.lines():
             self.io.send('VISIBLE_MAP_LINE %5s %s' % (y, quote(line)))
-        visible_things = self.world.player.get_visible_things()
+        visible_things = self.player.get_visible_things()
         for thing in visible_things:
             send_thing(offset, thing)
             if hasattr(thing, 'health'):
                 self.io.send('THING_HEALTH %s %s' % (thing.id_,
                                                      thing.health))
-        if len(self.world.player.inventory) > 0:
+        if len(self.player.inventory) > 0:
             self.io.send('PLAYER_INVENTORY %s' %
-                         ','.join([str(i) for i in self.world.player.inventory]))
+                         ','.join([str(i) for i in self.player.inventory]))
         else:
             self.io.send('PLAYER_INVENTORY ,')
-        for id_ in self.world.player.inventory:
-            thing = self.world.get_thing(id_)
+        for id_ in self.player.inventory:
+            thing = self.get_thing(id_)
             send_thing(offset, thing)
         self.io.send('GAME_STATE_COMPLETE')
 
@@ -243,9 +140,9 @@ class Game:
         First sends 'TURN_FINISHED' message, then runs game world
         until new player input is needed, then sends game state.
         """
-        self.io.send('TURN_FINISHED ' + str(self.world.turn))
-        self.world.proceed_to_next_player_turn()
-        msg = str(self.world.player._last_task_result)
+        self.io.send('TURN_FINISHED ' + str(self.turn))
+        self.proceed_to_next_player_turn()
+        msg = str(self.player._last_task_result)
         self.io.send('LAST_PLAYER_TASK_RESULT ' + quote(msg))
         self.send_gamestate()
 
@@ -258,13 +155,13 @@ class Game:
             return p
 
         def cmd_TASK_colon(task_name, game, *args):
-            if not game.world.player_is_alive:
+            if not game.player_is_alive:
                 raise GameError('You are dead.')
-            game.world.player.set_task(task_name, args)
+            game.player.set_task(task_name, args)
             game.proceed()
 
         def cmd_SET_TASK_colon(task_name, game, thing_id, todo, *args):
-            t = game.world.get_thing(thing_id, False)
+            t = game.get_thing(thing_id, False)
             if t is None:
                 raise ArgError('No such Thing.')
             task_class = game.tasks[task_name]
@@ -296,3 +193,91 @@ class Game:
             f = partial_with_attrs(self.commands[command_name], self)
             return f
         return None
+
+    @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 get_map(self, map_pos, create_unfound=True):
+        if not (map_pos in self.maps and
+                self.maps[map_pos].size == self.map_size):
+            if create_unfound:
+                self.maps[map_pos] = Map(self.map_size)
+                for pos in self.maps[map_pos]:
+                    self.maps[map_pos][pos] = '.'
+            else:
+                return None
+        return self.maps[map_pos]
+
+    def proceed_to_next_player_turn(self):
+        """Run game world turns until player can decide their next step.
+
+        Iterates through all non-player things, on each step
+        furthering them in their tasks (and letting them decide new
+        ones if they finish). The iteration order is: first all things
+        that come after the player in the world things list, then
+        (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, or the player is dead, the loop
+        breaks.
+
+        """
+        while True:
+            player_i = self.things.index(self.player)
+            for thing in self.things[player_i+1:]:
+                thing.proceed()
+            self.turn += 1
+            for pos in self.maps[YX(0,0)]:
+                if self.maps[YX(0,0)][pos] == '.' and \
+                   len(self.things_at_pos((YX(0,0), pos))) == 0 and \
+                   self.rand.random() > 0.999:
+                    self.add_thing_at('food', (YX(0,0), pos))
+            for thing in self.things[:player_i]:
+                thing.proceed()
+            self.player.proceed(is_AI=False)
+            if self.player.task is None or not self.player_is_alive:
+                break
+
+    def add_thing_at(self, type_, pos):
+        t = self.thing_types[type_](self)
+        t.position = pos
+        self.things += [t]
+        return t
+
+    def make_new_world(self, yx, seed):
+
+        def add_thing_at_random(type_):
+            while True:
+                new_pos = (YX(0,0),
+                           YX(self.rand.randint(0, yx.y - 1),
+                              self.rand.randint(0, yx.x - 1)))
+                if self.maps[new_pos[0]][new_pos[1]] != '.':
+                    continue
+                if len(self.things_at_pos(new_pos)) > 0:
+                    continue
+                return self.add_thing_at(type_, new_pos)
+
+        self.things = []
+        self.rand.seed(seed)
+        self.turn = 0
+        self.maps = {}
+        self.map_size = yx
+        map_ = self.get_map(YX(0,0))
+        for pos in map_:
+            map_[pos] = self.rand.choice(('.', '.', '.', '~', 'x'))
+        player = add_thing_at_random('human')
+        self.player_id = player.id_
+        add_thing_at_random('monster')
+        add_thing_at_random('monster')
+        add_thing_at_random('food')
+        add_thing_at_random('food')
+        add_thing_at_random('food')
+        add_thing_at_random('food')
+        return 'success'
+