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Decouple awakeness/sleep stats from Map to MapChunk.
[plomrogue2-experiments] / new / plomrogue / game.py
index da8fe1a49962928d10fec5424baab8669db8a2ba..d20713cd61fa219d387808ef3c2e9bdbd8ac4fff 100755 (executable)
@@ -4,132 +4,69 @@ 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_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 MapHex
+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, ThingFood
+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, yx):
+    def things_at_pos(self, pos):
         things = []
         for t in self.things:
-            if t.position == yx:
+            if t.position == pos:
                 things += [t]
         return things
 
 
 
-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
-
-    @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)
-
-    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 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 make_new(self, yx, seed):
-        import random
-
-        def add_thing(type_):
-            t = self.game.thing_types[type_](self)
-            while True:
-                new_pos = (random.randint(0, yx[0] -1),
-                           random.randint(0, yx[1] - 1))
-                if self.map_[new_pos] != '.':
-                    continue
-                if len(self.things_at_pos(new_pos)) > 0:
-                    continue
-                break
-            t.position = new_pos
-            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('food')
-        add_thing('food')
-        add_thing('food')
-        add_thing('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,
@@ -137,6 +74,8 @@ class Game:
                       '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,
@@ -148,16 +87,19 @@ 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.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
@@ -165,29 +107,34 @@ class Game:
     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.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.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)))
+            send_thing(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_)
-            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):
@@ -196,9 +143,9 @@ 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()
 
@@ -211,13 +158,13 @@ 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]
@@ -249,3 +196,165 @@ 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):
+        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'