X-Git-Url: https://plomlompom.com/repos/?p=plomrogue2-experiments;a=blobdiff_plain;f=new%2Fplomrogue%2Fgame.py;h=2e780928cd073d6e23d2248ff30307abfcc2b40e;hp=071290019a4c2f58f552bdbf51f28b66887cb1da;hb=6c37a16df7e55754ca89a9de0aaf49c3c778155e;hpb=d84b39d4b7265d1ce6597023aedf6dca89836eea diff --git a/new/plomrogue/game.py b/new/plomrogue/game.py index 0712900..2e78092 100755 --- a/new/plomrogue/game.py +++ b/new/plomrogue/game.py @@ -1,164 +1,17 @@ -from plomrogue.tasks import Task_WAIT, Task_MOVE -from plomrogue.errors import GameError, 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 +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 - - - -class ThingBase: - - def __init__(self, world, id_, type_='?', position=[0,0]): - self.world = world - self.id_ = id_ - self.type_ = type_ - self.position = position - - - -class Thing(ThingBase): - - def __init__(self, *args, **kwargs): - super().__init__(*args, **kwargs) - self.set_task('WAIT') - self._last_task_result = None - self._stencil = None - - def move_towards_target(self, target): - dijkstra_map = type(self.world.map_)(self.world.map_.size) - n_max = 256 - dijkstra_map.terrain = [n_max for i in range(dijkstra_map.size_i)] - dijkstra_map[target] = 0 - shrunk = True - visible_map = self.get_visible_map() - while shrunk: - shrunk = False - for pos in dijkstra_map: - if visible_map[pos] != '.': - continue - neighbors = dijkstra_map.get_neighbors(tuple(pos)) - for direction in neighbors: - yx = neighbors[direction] - if yx is not None and dijkstra_map[yx] < dijkstra_map[pos] - 1: - dijkstra_map[pos] = dijkstra_map[yx] + 1 - shrunk = True - #with open('log', 'a') as f: - # f.write('---------------------------------\n') - # for y, line in dijkstra_map.lines(): - # for val in line: - # if val < 10: - # f.write(str(val)) - # elif val == 256: - # f.write('x') - # else: - # f.write('~') - # f.write('\n') - neighbors = dijkstra_map.get_neighbors(tuple(self.position)) - n = n_max - #print('DEBUG', self.position, neighbors) - #dirs = dijkstra_map.get_directions() - #print('DEBUG dirs', dirs) - #print('DEBUG neighbors', neighbors) - #debug_scores = [] - #for pos in neighbors: - # if pos is None: - # debug_scores += [9000] - # else: - # debug_scores += [dijkstra_map[pos]] - #print('DEBUG debug_scores', debug_scores) - target_direction = None - for direction in neighbors: - yx = neighbors[direction] - if yx is not None: - n_new = dijkstra_map[yx] - if n_new < n: - n = n_new - target_direction = direction - #print('DEBUG result', direction) - if target_direction: - self.set_task('MOVE', (target_direction,)) - - def decide_task(self): - # TODO: Check if monster can follow player too well (even when they should lose them) - visible_things = self.get_visible_things() - target = None - for t in visible_things: - if t.type_ == 'human': - target = t.position - break - if target is not None: - try: - self.move_towards_target(target) - return - except GameError: - pass - self.set_task('WAIT') - - def set_task(self, task_name, args=()): - task_class = self.world.game.tasks[task_name] - self.task = task_class(self, args) - self.task.check() # will throw GameError if necessary - - def proceed(self, is_AI=True): - """Further the thing in its tasks. - - Decrements .task.todo; if it thus falls to <= 0, enacts method - whose name is 'task_' + self.task.name and sets .task = - None. If is_AI, calls .decide_task to decide a self.task. - - Before doing anything, ensures an empty map visibility stencil - and checks that task is still possible, and aborts it - otherwise (for AI things, decides a new task). - - """ - self._stencil = None - try: - self.task.check() - except GameError as e: - self.task = None - self._last_task_result = e - if is_AI: - try: - self.decide_task() - except GameError: - self.set_task('WAIT') - return - self.task.todo -= 1 - if self.task.todo <= 0: - self._last_task_result = self.task.do() - self.task = None - if is_AI and self.task is None: - try: - self.decide_task() - except GameError: - self.set_task('WAIT') - - def get_stencil(self): - if self._stencil is not None: - return self._stencil - self._stencil = self.world.map_.get_fov_map(self.position) - return self._stencil - - def get_visible_map(self): - stencil = self.get_stencil() - m = self.world.map_.new_from_shape(' ') - for pos in m: - if stencil[pos] == '.': - m[pos] = self.world.map_[pos] - return m - - def get_visible_things(self): - stencil = self.get_stencil() - visible_things = [] - for thing in self.world.things: - if stencil[thing.position] == '.': - visible_things += [thing] - return visible_things +from plomrogue.things import Thing, ThingMonster, ThingHuman, ThingItem @@ -186,6 +39,16 @@ class World(WorldBase): def __init__(self, *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) @@ -200,25 +63,32 @@ 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 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 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) @@ -227,15 +97,13 @@ class World(WorldBase): self.map_[pos] = '#' continue self.map_[pos] = random.choice(('.', '.', '.', '.', 'x')) - player = self.game.thing_type(self, 0) - player.type_ = 'human' - player.position = [random.randint(0, yx[0] -1), - random.randint(0, yx[1] - 1)] - npc = self.game.thing_type(self, 1) - npc.type_ = 'monster' - npc.position = [random.randint(0, yx[0] -1), - random.randint(0, yx[1] -1)] - self.things = [player, npc] + + player = add_thing('human') + self.player_id = player.id_ + add_thing('monster') + add_thing('monster') + add_thing('item') + add_thing('item') return 'success' @@ -245,13 +113,19 @@ class Game: def __init__(self, game_file_name): self.io = GameIO(game_file_name, self) self.map_type = MapHex - self.tasks = {'WAIT': Task_WAIT, 'MOVE': Task_MOVE} + self.tasks = {'WAIT': Task_WAIT, + 'MOVE': Task_MOVE, + 'PICKUP': Task_PICKUP, + '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, @@ -259,10 +133,15 @@ class Game: self.world_type = World self.world = self.world_type(self) self.thing_type = Thing + self.thing_types = {'human': ThingHuman, + 'monster': ThingMonster, + 'item': ThingItem} def get_string_options(self, string_option_type): if string_option_type == 'direction': return self.world.map_.get_directions() + elif string_option_type == 'thingtype': + return list(self.thing_types.keys()) return None def send_gamestate(self, connection_id=None): @@ -270,16 +149,27 @@ class Game: 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() 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.world.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 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 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('GAME_STATE_COMPLETE') def proceed(self): @@ -290,7 +180,7 @@ 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() @@ -303,7 +193,9 @@ 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):