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Add basic reality bubble mechanism.
authorChristian Heller <c.heller@plomlompom.de>
Fri, 20 Dec 2019 04:24:56 +0000 (05:24 +0100)
committerChristian Heller <c.heller@plomlompom.de>
Fri, 20 Dec 2019 04:24:56 +0000 (05:24 +0100)
new/plomrogue/commands.py
new/plomrogue/game.py
new/plomrogue/mapping.py
new/plomrogue/things.py

index 744d471fac100bc5e326813899d93466a353566e..c09bc4e177ff145bdcf17510d0aaf13c89bc40eb 100644 (file)
@@ -18,10 +18,20 @@ def cmd_MAP_SIZE(game, size):
     game.map_size = size
 cmd_MAP_SIZE.argtypes = 'yx_tuple:pos'
 
-def cmd_MAP(game, map_pos):
-    """Ensure (possibly empty/'?'-filled) map at position map_pos."""
-    game.get_map(map_pos)
-cmd_MAP.argtypes = 'yx_tuple'
+def cmd_MAP(game, map_pos, awakeness):
+    """Ensure (possibly empty/'?'-filled) map at position map_pos.
+
+    Awakeness > 0 puts the map into the player's reality bubble.
+
+    """
+    m = game.get_map(map_pos)
+    m.awake = awakeness
+cmd_MAP.argtypes = 'yx_tuple int:nonneg'
+
+def cmd_MAP_STATS(game, map_pos, type_, population, health):
+    m = game.get_map(map_pos)
+    m.stats[type_] = {'population': population, 'health': health}
+cmd_MAP_STATS = 'yx_tuple string:thingtype int:nonneg int:nonneg'
 
 def cmd_THING_TYPE(game, i, type_):
     t_old = game.get_thing(i)
@@ -106,7 +116,12 @@ def cmd_SAVE(game):
         write(f, 'SEED %s' % game.rand.prngod_seed)
         write(f, 'MAP_SIZE %s' % (game.map_size,))
         for map_pos in game.maps:
-            write(f, 'MAP %s' % (map_pos,))
+            m = game.maps[map_pos]
+            write(f, 'MAP %s %s' % (map_pos, m.awake))
+            for t_type in m.stats:
+                write(f, 'MAP_STATS %s %s %s %s' %
+                      (map_pos, t_type, m.stats[t_type]['population'],
+                       m.stats[t_type]['health']))
         for map_pos in game.maps:
             for y, line in game.maps[map_pos].lines():
                  write(f, 'TERRAIN_LINE %s %5s %s' % (map_pos, y, quote(line)))
index 13b40024cf3909eda619367af5b034aaf9b2c046..0e1ff9aecc6b22acfc0eafc230a0b6d3a19f2ca8 100755 (executable)
@@ -12,7 +12,8 @@ from plomrogue.mapping import MapGeometryHex, Map, 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
 
 
@@ -112,6 +113,7 @@ class Game(GameBase):
             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,
@@ -203,44 +205,98 @@ 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] = Map(self.map_size)
+            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():
+            import math
+            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:
+                        for t_type in m.stats:
+                            stat = m.stats[t_type]
+                            to_create = stat['population'] // 100
+                            to_create = stat['population'] // 100 +\
+                                int(self.rand.randint(0, 99) < (stat['population'] % 100))
+                            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
+
+                    # Inside chunks are set to max .awake and don't collect
+                    # stats.
+                    m.awake = 100
+                    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:
+                            if not m.awake:
+                                del self.things[self.things.index(t)]
+
+        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 +306,43 @@ 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'
-
index 4c7658de4af83168481d24f3d16edd23a67f1813..3cfe022a6bf51f3fa6b46252d058f27e969df74e 100644 (file)
@@ -22,6 +22,8 @@ class Map:
         self.size = size
         self.terrain = init_char*self.size_i
         self.start_indented = start_indented
+        self.awake = 100  # asleep if zero
+        self.stats = {}
 
     def __getitem__(self, yx):
         return self.terrain[self.get_position_index(yx)]
@@ -101,17 +103,20 @@ class MapGeometry():
     def pos_in_view(self, pos, offset, maps_size):
         return self.undouble_coordinate(maps_size, pos) - offset
 
-    def get_view(self, maps_size, get_map, radius, view_offset):
+    def get_view_and_seen_maps(self, maps_size, get_map, radius, view_offset):
         m = Map(size=YX(radius*2+1, radius*2+1),
                 start_indented=(view_offset.y % 2 == 0))
+        seen_maps = []
         for pos in m:
             seen_pos = self.correct_double_coordinate(maps_size, (0,0),
                                                       pos + view_offset)
-            seen_map = get_map(seen_pos[0], False)
+            if seen_pos[0] not in seen_maps:
+                seen_maps += [seen_pos[0]]
+            seen_map = get_map(seen_pos[0])
             if seen_map is None:
                 seen_map = Map(size=maps_size)
             m[pos] = seen_map[seen_pos[1]]
-        return m
+        return m, seen_maps
 
     def correct_double_coordinate(self, map_size, big_yx, little_yx):
 
index f300148a7ad5397c6a3b610d6cd818c1edeef477..797fd6bce2ea347e13502670d5ab0bcad654bcfd 100644 (file)
@@ -110,6 +110,19 @@ class ThingAnimate(Thing):
         self.set_task('WAIT')
         self._last_task_result = None
         self.unset_surroundings()
+        self.close_maps = ()
+
+    def _position_set(self, pos):
+        """For player we need to update .close_maps on every move via the
+           self.surroundings property method, to keep their reality
+           bubble in sync with their movement.
+
+        """
+        super()._position_set(pos)
+        if self.id_ == self.game.player_id:
+            if not hasattr(self, '_surroundings'):
+                self._surroundings = None
+            self.surroundings
 
     def move_on_dijkstra_map(self, own_pos, targets):
         visible_map = self.get_visible_map()
@@ -270,9 +283,12 @@ class ThingAnimate(Thing):
     def surroundings(self):
         if self._surroundings is not None:
             return self._surroundings
-        s = self.game.map_geometry.get_view(self.game.map_size,
-                                            self.game.get_map,
-                                            self._radius, self.view_offset)
+        s, close_maps = self.\
+            game.map_geometry.get_view_and_seen_maps(self.game.map_size,
+                                                     self.game.get_map,
+                                                     self._radius,
+                                                     self.view_offset)
+        self.close_maps = close_maps
         self._surroundings = s
         return self._surroundings