-from plomrogue.tasks import Task_WAIT, Task_MOVE, Task_PICKUP, Task_DROP
-from plomrogue.errors import 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.mapping import MapHex
+from plomrogue.tasks import (Task_WAIT, Task_MOVE, Task_PICKUP,
+ Task_DROP, Task_EAT)
+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_SEED,
+ 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, MapChunk, YX
from plomrogue.parser import Parser
from plomrogue.io import GameIO
-from plomrogue.misc import quote, stringify_yx
-from plomrogue.things import Thing, ThingMonster, ThingHuman, ThingItem
+from plomrogue.misc import quote
+from plomrogue.things import (Thing, ThingMonster, ThingHuman, ThingFood,
+ ThingAnimate)
+import random
-class WorldBase:
+class PRNGod(random.Random):
- def __init__(self, game):
+ def seed(self, seed):
+ self.prngod_seed = seed
+
+ def getstate(self):
+ return self.prngod_seed
+
+ def setstate(seed):
+ self.seed(seed)
+
+ def random(self):
+ self.prngod_seed = ((self.prngod_seed * 1103515245) + 12345) % 2**32
+ return (self.prngod_seed >> 16) / (2**16 - 1)
+
+
+
+class GameBase:
+
+ 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
+ def things_at_pos(self, pos):
+ things = []
+ for t in self.things:
+ if t.position == pos:
+ things += [t]
+ return things
-class World(WorldBase):
-
- def __init__(self, *args, **kwargs):
- super().__init__(*args, **kwargs)
- self.player_id = 0
-
- 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)
-
- 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, the loop breaks.
- """
- while True:
- player = self.get_player()
- player_i = self.things.index(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:
- 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)
- for pos in self.map_:
- if 0 in pos or (yx[0] - 1) == pos[0] or (yx[1] - 1) == pos[1]:
- self.map_[pos] = '#'
- continue
- self.map_[pos] = random.choice(('.', '.', '.', '.', 'x'))
-
- player = add_thing('human')
- self.player_id = player.id_
- add_thing('monster')
- add_thing('monster')
- add_thing('item')
- add_thing('item')
- return 'success'
-
+class Game(GameBase):
-class Game:
-
- def __init__(self, game_file_name):
+ def __init__(self, game_file_name, *args, **kwargs):
+ super().__init__(*args, **kwargs)
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,
+ 'EAT': Task_EAT,
'DROP': Task_DROP}
self.commands = {'GEN_WORLD': cmd_GEN_WORLD,
'GET_GAMESTATE': cmd_GET_GAMESTATE,
+ 'SEED': cmd_SEED,
+ 'MAP_SIZE': cmd_MAP_SIZE,
'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,
'SAVE': cmd_SAVE}
- self.world_type = World
- self.world = self.world_type(self)
self.thing_type = Thing
self.thing_types = {'human': ThingHuman,
'monster': ThingMonster,
- 'item': ThingItem}
+ 'food': ThingFood}
+ 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):
if string_option_type == 'direction':
- return self.world.map_.get_directions()
+ return self.map_geometry.get_directions()
elif string_option_type == 'thingtype':
return list(self.thing_types.keys())
return None
def send_gamestate(self, connection_id=None):
"""Send out game state data relevant to clients."""
- 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()
+ 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_, 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()
+ 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.world.get_player().get_visible_things()
+ visible_things = self.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 len(player.inventory) > 0:
- self.io.send('PLAYER_INVENTORY %s' % ','.join([str(i) for i in
- player.inventory]))
+ send_thing(thing)
+ if hasattr(thing, 'health'):
+ self.io.send('THING_HEALTH %s %s' % (thing.id_,
+ thing.health))
+ if len(self.player.inventory) > 0:
+ self.io.send('PLAYER_INVENTORY %s' %
+ ','.join([str(i) for i in self.player.inventory]))
else:
self.io.send('PLAYER_INVENTORY ,')
- for id_ in 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)))
+ for id_ in self.player.inventory:
+ thing = self.get_thing(id_)
+ send_thing(thing)
self.io.send('GAME_STATE_COMPLETE')
def proceed(self):
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.get_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()
return p
def cmd_TASK_colon(task_name, game, *args):
- game.world.get_player().set_task(task_name, args)
+ if not game.player_is_alive:
+ raise GameError('You are dead.')
+ 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]
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):
+ if not (map_pos in self.maps and
+ self.maps[map_pos].size == self.map_size):
+ 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.
+
+ 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.
+
+ """
+
+ def proceed_world():
+ for thing in self.things[player_i+1:]:
+ thing.proceed()
+ self.turn += 1
+ 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
+
+ def add_thing_at(self, type_, pos):
+ t = self.thing_types[type_](self)
+ t.position = pos
+ self.things += [t]
+ return t
+
+ 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 = 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_
+ return 'success'