home · contact · privacy
Decouple awakeness/sleep stats from Map to MapChunk.
[plomrogue2-experiments] / new / plomrogue / game.py
index 6b2c74b62f7427e9ae4daa9e705e0f740f16745e..d20713cd61fa219d387808ef3c2e9bdbd8ac4fff 100755 (executable)
@@ -8,11 +8,12 @@ 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 MapGeometryHex, Map, YX
+from plomrogue.mapping import MapGeometryHex, MapChunk, YX
 from plomrogue.parser import Parser
 from plomrogue.io import GameIO
 from plomrogue.misc import quote
-from plomrogue.things import Thing, ThingMonster, ThingHuman, ThingFood
+from plomrogue.things import (Thing, ThingMonster, ThingHuman, ThingFood,
+                              ThingAnimate)
 import random
 
 
@@ -93,6 +94,7 @@ class Game(GameBase):
         self.player_id = 0
         self.player_is_alive = True
         self.maps = {}
+        self.max_map_awakeness = 100
         self.rand = PRNGod(0)
 
     def get_string_options(self, string_option_type):
@@ -105,22 +107,23 @@ class Game(GameBase):
     def send_gamestate(self, connection_id=None):
         """Send out game state data relevant to clients."""
 
-        def send_thing(offset, thing):
-            offset_pos = self.map_geometry.pos_in_projection(thing.position,
-                                                             offset,
-                                                             self.map_size)
+        def send_thing(thing):
+            view_pos = self.map_geometry.pos_in_view(thing.position,
+                                                     self.player.view_offset,
+                                                     self.map_size)
             self.io.send('THING_TYPE %s %s' % (thing.id_, thing.type_))
-            self.io.send('THING_POS %s %s' % (thing.id_, offset_pos))
+            self.io.send('THING_POS %s %s' % (thing.id_, view_pos))
 
+        self.io.send('PLAYER_ID ' + str(self.player_id))
         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))
+        self.io.send('VISIBLE_MAP %s %s' % (visible_map.size,
+                                            visible_map.start_indented))
         for y, line in visible_map.lines():
             self.io.send('VISIBLE_MAP_LINE %5s %s' % (y, quote(line)))
         visible_things = self.player.get_visible_things()
         for thing in visible_things:
-            send_thing(offset, thing)
+            send_thing(thing)
             if hasattr(thing, 'health'):
                 self.io.send('THING_HEALTH %s %s' % (thing.id_,
                                                      thing.health))
@@ -131,7 +134,7 @@ class Game(GameBase):
             self.io.send('PLAYER_INVENTORY ,')
         for id_ in self.player.inventory:
             thing = self.get_thing(id_)
-            send_thing(offset, thing)
+            send_thing(thing)
         self.io.send('GAME_STATE_COMPLETE')
 
     def proceed(self):
@@ -203,44 +206,109 @@ class Game(GameBase):
             return 0
         return self.things[-1].id_ + 1
 
-    def get_map(self, map_pos, create_unfound=True):
+    def get_map(self, map_pos):
         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
+            self.maps[map_pos] = MapChunk(self.map_size)
+            self.maps[map_pos].awake = self.max_map_awakeness
+            for pos in self.maps[map_pos]:
+                self.maps[map_pos][pos] = '.'
         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.
+        All things and processes inside the player's reality bubble
+        are worked through. Things are furthered in their tasks and,
+        if finished, decide new ones. 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.
+
+        Next, parts of the game world are put to sleep or woken up
+        based on how close they are to the player's position, or how
+        short ago the player visited them.
+
+        If the player's last task is finished at the end of the loop,
+        it breaks; otherwise it starts again.
 
         """
-        while True:
-            player_i = self.things.index(self.player)
+
+        def proceed_world():
             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 map_pos in self.maps:
+                if self.maps[map_pos].awake:
+                    for pos in self.maps[map_pos]:
+                        if self.rand.random() > 0.999 and \
+                           self.maps[map_pos][pos] == '.' and \
+                           len(self.things_at_pos((map_pos, pos))) == 0:
+                            self.add_thing_at('food', (map_pos, pos))
             for thing in self.things[:player_i]:
                 thing.proceed()
             self.player.proceed(is_AI=False)
+
+        def reality_bubble():
+
+            def regenerate_chunk_from_map_stats(map_):
+                import math
+                max_stat = self.max_map_awakeness
+                for t_type in map_.stats:
+                    stat = map_.stats[t_type]
+                    to_create = stat['population'] // max_stat
+                    mod_created = int(self.rand.randint(0, max_stat - 1) <
+                                      (stat['population'] % max_stat))
+                    to_create = (stat['population'] // max_stat) + mod_created
+                    if to_create == 0:
+                        continue
+                    average_health = None
+                    if stat['health'] > 0:
+                        average_health = math.ceil(stat['health'] /
+                                                   stat['population'])
+                    for i in range(to_create):
+                        t = self.add_thing_at_random(map_pos, t_type)
+                        if average_health:
+                            t.health = average_health
+                        #if hasattr(t, 'health'):
+                        #    print('DEBUG create', t.type_, t.health)
+
+            for map_pos in self.maps:
+                m = self.maps[map_pos]
+                if map_pos in self.player.close_maps:
+
+                    # Newly inside chunks are regenerated from .stats.
+                    if not m.awake:
+                        #print('DEBUG regen stats', map_pos, m.stats)
+                        regenerate_chunk_from_map_stats(m)
+
+                    # Inside chunks are set to max .awake and don't collect
+                    # stats.
+                    m.awake = self.max_map_awakeness
+                    m.stats = {}
+
+                # Outside chunks grow distant through .awake decremention.
+                # They collect .stats until they fall asleep – then any things
+                # inside are disappeared.
+                elif m.awake > 0:
+                    m.awake -= 1
+                    for t in self.things:
+                        if t.position[0] == map_pos:
+                            if not t.type_ in m.stats:
+                                m.stats[t.type_] = {'population': 0,
+                                                    'health': 0}
+                            m.stats[t.type_]['population'] += 1
+                            if isinstance(t, ThingAnimate):
+                                m.stats[t.type_]['health'] += t.health
+                            if not m.awake:
+                                del self.things[self.things.index(t)]
+                    #if not m.awake:
+                    #    print('DEBUG sleep stats', map_pos, m.stats)
+
+        while True:
+            player_i = self.things.index(self.player)
+            proceed_world()
+            reality_bubble()
             if self.player.task is None or not self.player_is_alive:
                 break
 
@@ -250,34 +318,43 @@ class Game(GameBase):
         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)
-
+    def add_thing_at_random(self, big_yx, type_):
+        while True:
+            new_pos = (big_yx,
+                       YX(self.rand.randint(0, self.map_size.y - 1),
+                          self.rand.randint(0, self.map_size.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)
+
+    def make_map_chunk(self, big_yx):
+        map_ = self.get_map(big_yx)
+        for pos in map_:
+            map_[pos] = self.rand.choice(('.', '.', '.', '~', 'x'))
+        self.add_thing_at_random(big_yx, 'monster')
+        self.add_thing_at_random(big_yx, 'monster')
+        self.add_thing_at_random(big_yx, 'monster')
+        self.add_thing_at_random(big_yx, 'monster')
+        self.add_thing_at_random(big_yx, 'monster')
+        self.add_thing_at_random(big_yx, 'monster')
+        self.add_thing_at_random(big_yx, 'monster')
+        self.add_thing_at_random(big_yx, 'monster')
+        self.add_thing_at_random(big_yx, 'food')
+        self.add_thing_at_random(big_yx, 'food')
+        self.add_thing_at_random(big_yx, 'food')
+        self.add_thing_at_random(big_yx, 'food')
+
+    def make_new_world(self, size, seed):
         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.map_size = size
+        self.make_map_chunk(YX(0,0))
+        player = self.add_thing_at_random(YX(0,0), 'human')
+        player.surroundings  # To help initializing reality bubble, see
+                             # comment on ThingAnimate._position_set
         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'
-