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Re-write mapping system to accomodate infinite map growth.
[plomrogue2] / plomrogue / game.py
index 483dd346e2a837a1c61f65fa265f1f3b592faabb..3a33660da10dcae09b6a82fe95c24ba252e1668e 100755 (executable)
@@ -44,13 +44,25 @@ class Game(GameBase):
         self.tasks = {}
         self.thing_types = {}
         self.sessions = {}
-        self.map = Map(self.map_geometry.size)
-        self.map_control = Map(self.map_geometry.size)
+        self.maps = {}
+        self.map_controls = {}
         self.map_control_passwords = {}
         self.annotations = {}
         self.portals = {}
         self.player_chars = string.digits + string.ascii_letters
         self.player_char_i = -1
+        self.terrains = {
+            '.': 'floor',
+            'X': 'wall',
+            '=': 'window',
+            '#': 'bed',
+            'T': 'desk',
+            '8': 'cupboard',
+            '[': 'glass door',
+            'o': 'sink',
+            'O': 'toilet'
+        }
+        self.new_world(self.map_geometry)
         if os.path.exists(self.io.save_file):
             if not os.path.isfile(self.io.save_file):
                 raise GameError('save file path refers to non-file')
@@ -70,8 +82,9 @@ class Game(GameBase):
                 print("FILE INPUT LINE %5s: %s" % (i, line), end='')
                 self.io.handle_input(line, god_mode=True)
 
-    def can_do_tile_with_pw(self, yx, pw):
-        tile_class = self.map_control[yx]
+    def can_do_tile_with_pw(self, big_yx, little_yx, pw):
+        map_control = self.get_map(big_yx)
+        tile_class = map_control[little_yx]
         if tile_class in self.map_control_passwords:
             tile_pw = self.map_control_passwords[tile_class]
             if pw != tile_pw:
@@ -99,24 +112,27 @@ class Game(GameBase):
         self.io.send('TURN ' + str(self.turn))
         for c_id in self.sessions:
             player = self.get_thing(self.sessions[c_id])
-            visible_terrain = player.fov_stencil_map(self.map)
+            visible_terrain = player.fov_stencil_map()
             self.io.send('FOV %s' % quote(player.fov_stencil.terrain), c_id)
             self.io.send('MAP %s %s %s' % (self.get_map_geometry_shape(),
-                                           self.map_geometry.size,
+                                           player.fov_stencil.geometry.size,
                                            quote(visible_terrain)), c_id)
-            visible_control = player.fov_stencil_map(self.map_control)
+            visible_control = player.fov_stencil_map('control')
             self.io.send('MAP_CONTROL %s' % quote(visible_control), c_id)
-            for t in [t for t in self.things
-                      if player.fov_stencil[t.position] == '.']:
-                self.io.send('THING %s %s %s' % (t.position, t.type_, t.id_), c_id)
+            for t in [t for t in self.things if player.fov_test(*t.position)]:
+                target_yx = player.fov_stencil.target_yx(*t.position)
+                self.io.send('THING %s %s %s' % (target_yx, t.type_, t.id_), c_id)
                 if hasattr(t, 'name'):
                     self.io.send('THING_NAME %s %s' % (t.id_, quote(t.name)), c_id)
                 if hasattr(t, 'player_char'):
                     self.io.send('THING_CHAR %s %s' % (t.id_,
                                                        quote(t.player_char)), c_id)
-            for yx in [yx for yx in self.portals
-                       if player.fov_stencil[yx] == '.']:
-                self.io.send('PORTAL %s %s' % (yx, quote(self.portals[yx])), c_id)
+            for big_yx in self.portals:
+                for little_yx in [little_yx for little_yx in self.portals[big_yx]
+                                  if player.fov_test(big_yx, little_yx)]:
+                    target_yx = player.fov_stencil.target_yx(big_yx, little_yx)
+                    portal = self.portals[big_yx][little_yx]
+                    self.io.send('PORTAL %s %s' % (target_yx, quote(portal)), c_id)
         self.io.send('GAME_STATE_COMPLETE')
 
     def run_tick(self):
@@ -207,22 +223,40 @@ class Game(GameBase):
           write(f, 'TURN %s' % self.turn)
           map_geometry_shape = self.get_map_geometry_shape()
           write(f, 'MAP %s %s' % (map_geometry_shape, self.map_geometry.size,))
-          for y, line in self.map.lines():
-              write(f, 'MAP_LINE %5s %s' % (y, quote(line)))
-          for yx in self.annotations:
-              write(f, 'GOD_ANNOTATE %s %s' % (yx, quote(self.annotations[yx])))
-          for yx in self.portals:
-              write(f, 'GOD_PORTAL %s %s' % (yx, quote(self.portals[yx])))
-          for y, line in self.map_control.lines():
-              write(f, 'MAP_CONTROL_LINE %5s %s' % (y, quote(line)))
+          for yx in self.maps:
+              for y, line in self.maps[yx].lines():
+                  write(f, 'MAP_LINE %s %5s %s' % (yx, y, quote(line)))
+          for big_yx in self.annotations:
+              for little_yx in self.annotations[big_yx]:
+                  write(f, 'GOD_ANNOTATE %s %s %s' %
+                        (big_yx, little_yx, quote(self.annotations[big_yx][little_yx])))
+          for big_yx in self.portals:
+              for little_yx in self.portals[big_yx]:
+                  write(f, 'GOD_PORTAL %s %s %s' % (big_yx, little_yx,
+                                                    quote(self.portals[big_yx][little_yx])))
+          for yx in self.map_controls:
+              for y, line in self.map_controls[yx].lines():
+                  write(f, 'MAP_CONTROL_LINE %s %5s %s' % (yx, y, quote(line)))
           for tile_class in self.map_control_passwords:
               write(f, 'MAP_CONTROL_PW %s %s' % (tile_class,
                                                  self.map_control_passwords[tile_class]))
           for t in [t for t in self.things if not t.type_ == 'Player']:
-              write(f, 'THING %s %s %s' % (t.position, t.type_, t.id_))
+              write(f, 'THING %s %s %s %s' % (t.position[0],
+                                              t.position[1], t.type_, t.id_))
+              if hasattr(t, 'name'):
+                  write(f, 'THING_NAME %s %s' % (t.id_, quote(t.name)))
+
+    def get_map(self, big_yx, type_='normal'):
+        if type_ == 'normal':
+            maps = self.maps
+        elif type_ == 'control':
+            maps = self.map_controls
+        if not big_yx in maps:
+            maps[big_yx] = Map(self.map_geometry)
+        return maps[big_yx]
 
     def new_world(self, map_geometry):
         self.map_geometry = map_geometry
-        self.map = Map(self.map_geometry.size)
-        self.map_control = Map(self.map_geometry.size)
+        self.maps[YX(0,0)] = Map(self.map_geometry)
+        self.map_controls[YX(0,0)] = Map(self.map_geometry)
         self.annotations = {}