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Add surrounding maps of new terrain type ~.
[plomrogue2-experiments] / new / plomrogue / game.py
index 9b20cb2e48e78036c6495849d12a3541ebab0843..eda54ae6db68a2ace43c7def87bea8b1f73a09f7 100755 (executable)
@@ -1,14 +1,19 @@
-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.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_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
-from plomrogue.things import Thing, ThingMonster, ThingHuman, ThingItem
+from plomrogue.things import Thing, ThingMonster, ThingHuman, ThingFood
+import random
 
 
 
@@ -29,6 +34,13 @@ class WorldBase:
             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):
@@ -36,14 +48,20 @@ class World(WorldBase):
     def __init__(self, *args, **kwargs):
         super().__init__(*args, **kwargs)
         self.player_id = 0
+        self.player_is_alive = True
+        self.maps = {}
+
+    @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 new_map(self, map_pos, size):
+        self.maps[map_pos] = self.game.map_type(size)
 
     def proceed_to_next_player_turn(self):
         """Run game world turns until player can decide their next step.
@@ -55,49 +73,74 @@ 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 pos in self.maps[(0,0)]:
+                if self.maps[(0,0)][pos] == '.' and \
+                   len(self.things_at_pos(((0,0), pos))) == 0 and \
+                   random.random() > 0.999:
+                    self.add_thing_at('food', ((0,0), pos))
             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 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):
-        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
+        def add_thing_at_random(type_):
+            while True:
+                new_pos = ((0,0),
+                           (random.randint(0, yx[0] -1),
+                            random.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 = []
         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.maps = {}
+        self.new_map((0,0), yx)
+        self.new_map((0,1), yx)
+        self.new_map((1,1), yx)
+        self.new_map((1,0), yx)
+        self.new_map((1,-1), yx)
+        self.new_map((0,-1), yx)
+        self.new_map((-1,-1), yx)
+        self.new_map((-1,0), yx)
+        self.new_map((-1,1), yx)
+        for map_pos in self.maps:
+            map_ = self.maps[map_pos]
+            if (0,0) == map_pos:
+                for pos in map_:
+                    map_[pos] = random.choice(('.', '.', '.', '.', 'x'))
+            else:
+                for pos in map_:
+                    map_[pos] = '~'
+        player = add_thing_at_random('human')
         self.player_id = player.id_
-        add_thing('monster')
-        add_thing('monster')
-        add_thing('item')
-        add_thing('item')
+        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'
 
 
@@ -110,13 +153,17 @@ class Game:
         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,
                          '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,
@@ -126,11 +173,11 @@ class Game:
         self.thing_type = Thing
         self.thing_types = {'human': ThingHuman,
                             'monster': ThingMonster,
-                            'item': ThingItem}
+                            'food': ThingFood}
 
     def get_string_options(self, string_option_type):
         if string_option_type == 'direction':
-            return self.world.map_.get_directions()
+            return self.world.maps[(0,0)].get_directions()
         elif string_option_type == 'thingtype':
             return list(self.thing_types.keys())
         return None
@@ -139,27 +186,32 @@ class Game:
         """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()
+        visible_map = self.world.player.get_visible_map()
+        self.io.send('MAP ' + stringify_yx([0,0]) + ' ' + stringify_yx(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.get_player().get_visible_things()
+        visible_things, offset = self.world.player.get_visible_things()
         for thing in visible_things:
+            offset_pos = (thing.position[1][0] - offset[0],
+                          thing.position[1][1] - offset[1])
             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]))
+            self.io.send('THING_POS %s %s %s' % (thing.id_,
+                                                 stringify_yx(thing.position[0]),
+                                                 stringify_yx(offset_pos)))
+            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 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('THING_POS %s %s %s' % (thing.id_,
+                                                 stringify_yx(thing.position[0]),
+                                                 stringify_yx(thing.position[1])))
         self.io.send('GAME_STATE_COMPLETE')
 
     def proceed(self):
@@ -170,7 +222,7 @@ 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()
 
@@ -183,7 +235,9 @@ 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):