class ThingBase:
type_ = '?'
- def __init__(self, world, id_=None, position=(0,0)):
+ def __init__(self, world, id_=None, position=((0,0), (0,0))):
self.world = world
self.position = position
if id_ is None:
else:
self.id_ = id_
+ @property
+ def position(self):
+ return self._position
+
+ def _position_set(self, pos):
+ """Set self._position to pos.
+
+ We use this setter as core to the @position.setter property
+ method due to property setter subclassing not yet working
+ properly, see <https://bugs.python.org/issue14965>. We will
+ therefore super() _position_set instead of @position.setter in
+ subclasses.
+
+ """
+ self._position = pos
+
+ @position.setter
+ def position(self, pos):
+ self._position_set(pos)
+
class Thing(ThingBase):
in_inventory = False
def __init__(self, *args, **kwargs):
- super().__init__(*args, **kwargs)
self.inventory = []
+ super().__init__(*args, **kwargs)
def proceed(self):
pass
+ def _position_set(self, pos):
+ super()._position_set(pos)
+ for t_id in self.inventory:
+ t = self.world.get_thing(t_id)
+ t.position = self.position
+
class ThingItem(Thing):
- type_ = 'item'
+ pass
+
+
+
+class ThingFood(ThingItem):
+ type_ = 'food'
super().__init__(*args, **kwargs)
self.set_task('WAIT')
self._last_task_result = None
- self._stencil = None
+ self._radius = 8
+ self.unset_surroundings()
- def move_towards_target(self, target):
- dijkstra_map = type(self.world.map_)(self.world.map_.size)
+ def move_on_dijkstra_map(self, own_pos, targets):
+ visible_map = self.get_visible_map()
+ dijkstra_map = self.world.game.map_type(visible_map.size)
n_max = 256
dijkstra_map.terrain = [n_max for i in range(dijkstra_map.size_i)]
- dijkstra_map[target] = 0
+ for target in targets:
+ dijkstra_map[target] = 0
shrunk = True
- visible_map = self.get_visible_map()
while shrunk:
shrunk = False
for pos in dijkstra_map:
if yx is not None and dijkstra_map[yx] < dijkstra_map[pos] - 1:
dijkstra_map[pos] = dijkstra_map[yx] + 1
shrunk = True
- neighbors = dijkstra_map.get_neighbors(tuple(self.position))
+ neighbors = dijkstra_map.get_neighbors(own_pos)
n = n_max
target_direction = None
for direction in sorted(neighbors.keys()):
if n_new < n:
n = n_new
target_direction = direction
- if target_direction:
- self.set_task('MOVE', (target_direction,))
+ return target_direction
- def decide_task(self):
+ def hunt_player(self):
visible_things = self.get_visible_things()
+ offset = self.get_surroundings_offset()
target = None
for t in visible_things:
if t.type_ == 'human':
- target = t.position
+ target = (t.position[1][0] - offset[0],
+ t.position[1][1] - offset[1])
break
if target is not None:
try:
- self.move_towards_target(target)
- return
+ offset_self_pos = (self.position[1][0] - offset[0],
+ self.position[1][1] - offset[1])
+ target_dir = self.move_on_dijkstra_map(offset_self_pos,
+ [target])
+ if target_dir is not None:
+ self.set_task('MOVE', (target_dir,))
+ return True
except GameError:
pass
- self.set_task('WAIT')
+ return False
+
+ def hunt_food_satisfaction(self):
+ for id_ in self.inventory:
+ t = self.world.get_thing(id_)
+ if t.type_ == 'food':
+ self.set_task('EAT', (id_,))
+ return True
+ for id_ in self.get_pickable_items():
+ t = self.world.get_thing(id_)
+ if t.type_ == 'food':
+ self.set_task('PICKUP', (id_,))
+ return True
+ visible_things = self.get_visible_things()
+ offset = self.get_surroundings_offset()
+ food_targets = []
+ for t in visible_things:
+ if t.type_ == 'food':
+ food_targets += [(t.position[1][0] - offset[0],
+ t.position[1][1] - offset[1])]
+ offset_self_pos = (self.position[1][0] - offset[0],
+ self.position[1][1] - offset[1])
+ target_dir = self.move_on_dijkstra_map(offset_self_pos,
+ food_targets)
+ if target_dir:
+ try:
+ self.set_task('MOVE', (target_dir,))
+ return True
+ except GameError:
+ pass
+ return False
+
+ def decide_task(self):
+ #if not self.hunt_player():
+ if not self.hunt_food_satisfaction():
+ self.set_task('WAIT')
def set_task(self, task_name, args=()):
task_class = self.world.game.tasks[task_name]
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.
+ """Further the thing in its tasks, decrease its health.
- Before doing anything, ensures an empty map visibility stencil
- and checks that task is still possible, and aborts it
+ First, ensures an empty map, decrements .health and kills
+ thing if crossing zero (removes from self.world.things for AI
+ thing, or unsets self.world.player_is_alive for player thing);
+ then checks that self.task is still possible and aborts if
otherwise (for AI things, decides a new task).
+ Then 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.
+
"""
- self._stencil = None
+ self.unset_surroundings()
+ self.health -= 1
+ if self.health <= 0:
+ if self is self.world.player:
+ self.world.player_is_alive = False
+ else:
+ del self.world.things[self.world.things.index(self)]
+ return
try:
self.task.check()
except GameError as e:
except GameError:
self.set_task('WAIT')
+ def unset_surroundings(self):
+ self._stencil = None
+ self._surrounding_map = None
+ self._surroundings_offset = None
+
+ def must_fix_indentation(self):
+ return self._radius % 2 != self.position[1][0] % 2
+
+ def get_surroundings_offset(self):
+ if self._surroundings_offset is not None:
+ return self._surroundings_offset
+ add_line = self.must_fix_indentation()
+ offset_y = self.position[1][0] - self._radius - int(add_line)
+ offset_x = self.position[1][1] - self._radius
+ self._surroundings_offset = (offset_y, offset_x)
+ return self._surroundings_offset
+
+ def get_surrounding_map(self):
+ if self._surrounding_map is not None:
+ return self._surrounding_map
+
+ def pan_and_scan(size_of_axis, pos, offset):
+ big_pos = 0
+ small_pos = pos + offset
+ if small_pos < 0:
+ big_pos = -1
+ small_pos = size_of_axis + small_pos
+ elif small_pos >= size_of_axis:
+ big_pos = 1
+ small_pos = small_pos - size_of_axis
+ return big_pos, small_pos
+
+ add_line = self.must_fix_indentation()
+ self._surrounding_map = self.world.game.\
+ map_type(size=(self._radius*2+1+int(add_line),
+ self._radius*2+1))
+ size = self.world.map_size
+ offset = self.get_surroundings_offset()
+ for pos in self._surrounding_map:
+ big_y, small_y = pan_and_scan(size[0], pos[0], offset[0])
+ big_x, small_x = pan_and_scan(size[1], pos[1], offset[1])
+ big_yx = (big_y, big_x)
+ small_yx = (small_y, small_x)
+ self._surrounding_map[pos] = self.world.maps[big_yx][small_yx]
+ return self._surrounding_map
+
def get_stencil(self):
if self._stencil is not None:
return self._stencil
- self._stencil = self.world.map_.get_fov_map(self.position)
+ surrounding_map = self.get_surrounding_map()
+ m = surrounding_map.new_from_shape(' ')
+ for pos in surrounding_map:
+ if surrounding_map[pos] in {'.', '~'}:
+ m[pos] = '.'
+ offset = self.get_surroundings_offset()
+ fov_center = (self.position[1][0] - offset[0],
+ self.position[1][1] - offset[1])
+ self._stencil = m.get_fov_map(fov_center)
return self._stencil
def get_visible_map(self):
stencil = self.get_stencil()
- m = self.world.map_.new_from_shape(' ')
+ m = self.get_surrounding_map().new_from_shape(' ')
for pos in m:
if stencil[pos] == '.':
- m[pos] = self.world.map_[pos]
+ m[pos] = self._surrounding_map[pos]
return m
def get_visible_things(self):
+
+ def calc_pos_in_fov(big_pos, small_pos, offset, size_of_axis):
+ pos = small_pos - offset
+ if big_pos == -1:
+ pos = small_pos - size_of_axis - offset
+ elif big_pos == 1:
+ pos = small_pos + size_of_axis - offset
+ return pos
+
stencil = self.get_stencil()
+ offset = self.get_surroundings_offset()
visible_things = []
+ size = self.world.map_size
+ fov_size = self.get_surrounding_map().size
for thing in self.world.things:
- if (not thing.in_inventory) and stencil[thing.position] == '.':
+ big_pos = thing.position[0]
+ small_pos = thing.position[1]
+ pos_y = calc_pos_in_fov(big_pos[0], small_pos[0], offset[0], size[0])
+ pos_x = calc_pos_in_fov(big_pos[1], small_pos[1], offset[1], size[1])
+ if pos_y < 0 or pos_x < 0 or\
+ pos_y >= fov_size[0] or pos_x >= fov_size[1]:
+ continue
+ if (not thing.in_inventory) and stencil[(pos_y, pos_x)] == '.':
visible_things += [thing]
return visible_things
+ def get_pickable_items(self):
+ pickable_ids = []
+ visible_things = self.get_visible_things()
+ for t in [t for t in visible_things if
+ isinstance(t, ThingItem) and
+ (t.position == self.position or
+ t.position[1] in
+ self.world.maps[(0,0)].get_neighbors(self.position[1]).values())]:
+ pickable_ids += [t.id_]
+ return pickable_ids
+
class ThingHuman(ThingAnimate):
type_ = 'human'
+ health = 100
class ThingMonster(ThingAnimate):
type_ = 'monster'
+ health = 50