class ThingBase:
type_ = '?'
- def __init__(self, world, id_=None, position=(YX(0,0), YX(0,0))):
- self.world = world
+ def __init__(self, game, id_=None, position=(YX(0,0), YX(0,0))):
+ self.game = game
if id_ is None:
- self.id_ = self.world.new_thing_id()
+ self.id_ = self.game.new_thing_id()
else:
self.id_ = id_
self.position = position
def _position_set(self, pos):
super()._position_set(pos)
for t_id in self.inventory:
- t = self.world.get_thing(t_id)
+ t = self.game.get_thing(t_id, create_unfound=False)
t.position = self.position
- if not self.id_ == self.world.player_id:
+ if not self.id_ == self.game.player_id:
return
edge_left = self.position[1].x - self._radius
edge_right = self.position[1].x + self._radius
edge_up = self.position[1].y - self._radius
edge_down = self.position[1].y + self._radius
if edge_left < 0:
- self.world.get_map(self.position[0] + YX(1,-1))
- self.world.get_map(self.position[0] + YX(0,-1))
- self.world.get_map(self.position[0] + YX(-1,-1))
- if edge_right >= self.world.game.map_size.x:
- self.world.get_map(self.position[0] + YX(1,1))
- self.world.get_map(self.position[0] + YX(0,1))
- self.world.get_map(self.position[0] + YX(-1,1))
+ self.game.get_map(self.position[0] + YX(1,-1))
+ self.game.get_map(self.position[0] + YX(0,-1))
+ self.game.get_map(self.position[0] + YX(-1,-1))
+ if edge_right >= self.game.map_size.x:
+ self.game.get_map(self.position[0] + YX(1,1))
+ self.game.get_map(self.position[0] + YX(0,1))
+ self.game.get_map(self.position[0] + YX(-1,1))
if edge_up < 0:
- self.world.get_map(self.position[0] + YX(-1,1))
- self.world.get_map(self.position[0] + YX(-1,0))
- self.world.get_map(self.position[0] + YX(-1,-1))
- if edge_down >= self.world.game.map_size.y:
- self.world.get_map(self.position[0] + YX(1,1))
- self.world.get_map(self.position[0] + YX(1,0))
- self.world.get_map(self.position[0] + YX(1,-1))
+ self.game.get_map(self.position[0] + YX(-1,1))
+ self.game.get_map(self.position[0] + YX(-1,0))
+ self.game.get_map(self.position[0] + YX(-1,-1))
+ if edge_down >= self.game.map_size.y:
+ self.game.get_map(self.position[0] + YX(1,1))
+ self.game.get_map(self.position[0] + YX(1,0))
+ self.game.get_map(self.position[0] + YX(1,-1))
+ #alternative
+ #if self.position[1].x < self._radius:
+ # self.game.get_map(self.position[0] - YX(0,1))
+ #if self.position[1].y < self._radius:
+ # self.game.get_map(self.position[0] - YX(1,0))
+ #if self.position[1].x > self.game.map_size.x - self._radius:
+ # self.game.get_map(self.position[0] + YX(0,1))
+ #if self.position[1].y > self.game.map_size.y - self._radius:
+ # self.game.get_map(self.position[0] + YX(1,0))
+ #if self.position[1].y < self._radius and \
+ # self.position[1].x <= [pos for pos in
+ # diagonal_distance_edge
+ # if pos.y == self.position[1].y][0].x:
+ # self.game.get_map(self.position[0] - YX(1,1))
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()
- dijkstra_map = Map(visible_map.size)
+ dijkstra_map = Map(visible_map.size,
+ start_indented=visible_map.start_indented)
n_max = 256
dijkstra_map.terrain = [n_max for i in range(dijkstra_map.size_i)]
for target in targets:
dijkstra_map[target] = 0
shrunk = True
+ get_neighbors = self.game.map_geometry.get_neighbors
while shrunk:
shrunk = False
for pos in dijkstra_map:
if visible_map[pos] != '.':
continue
- neighbors = self.world.game.map_geometry.get_neighbors((YX(0,0), pos),
- dijkstra_map.size)
+ neighbors = get_neighbors((YX(0,0), pos), dijkstra_map.size,
+ dijkstra_map.start_indented)
for direction in neighbors:
big_yx, small_yx = neighbors[direction]
if big_yx == YX(0,0) and \
dijkstra_map[small_yx] < dijkstra_map[pos] - 1:
dijkstra_map[pos] = dijkstra_map[small_yx] + 1
shrunk = True
- neighbors = self.world.game.map_geometry.get_neighbors((YX(0,0), own_pos),
- dijkstra_map.size)
+ #print('DEBUG DIJKSTRA ---------------------', self.id_, self.position)
+ #for y, line in dijkstra_map.lines():
+ # line_to_print = []
+ # for x in line:
+ # line_to_print += ['%3s' % x]
+ # print(' '.join(line_to_print))
+ neighbors = get_neighbors((YX(0,0), own_pos), dijkstra_map.size,
+ dijkstra_map.start_indented)
n = n_max
target_direction = None
for direction in sorted(neighbors.keys()):
target_direction = direction
return target_direction
- 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[1] - offset
- break
- if target is not None:
- try:
- offset_self_pos = self.position[1] - offset
- 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
- return False
+ #def hunt_player(self):
+ # visible_things = self.get_visible_things()
+ # target = None
+ # for t in visible_things:
+ # if t.type_ == 'human':
+ # target = t.position[1] - self.view_offset
+ # break
+ # if target is not None:
+ # try:
+ # offset_self_pos = self.position[1] - self.view_offset
+ # 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
+ # return False
def hunt_food_satisfaction(self):
for id_ in self.inventory:
- t = self.world.get_thing(id_)
+ t = self.game.get_thing(id_, create_unfound=False)
if t.type_ == 'food':
self.set_task('EAT', (id_,))
return True
for id_ in self.get_pickable_items():
- t = self.world.get_thing(id_)
+ t = self.game.get_thing(id_, create_unfound=False)
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] - offset]
- offset_self_pos = self.position[1] - offset
+ food_targets += [self.game.map_geometry.pos_in_view(t.position,
+ self.view_offset,
+ self.game.map_size)]
+ offset_self_pos = self.game.map_geometry.pos_in_view(self.position,
+ self.view_offset,
+ self.game.map_size)
target_dir = self.move_on_dijkstra_map(offset_self_pos,
food_targets)
if target_dir:
self.set_task('WAIT')
def set_task(self, task_name, args=()):
- task_class = self.world.game.tasks[task_name]
+ task_class = self.game.tasks[task_name]
self.task = task_class(self, args)
self.task.check() # will throw GameError if necessary
"""Further the thing in its tasks, decrease its health.
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);
+ thing if crossing zero (removes from self.game.things for AI
+ thing, or unsets self.game.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).
self.unset_surroundings()
self.health -= 1
if self.health <= 0:
- if self is self.world.player:
- self.world.player_is_alive = False
+ if self is self.game.player:
+ self.game.player_is_alive = False
else:
- del self.world.things[self.world.things.index(self)]
+ # TODO: Handle inventory.
+ del self.game.things[self.game.things.index(self)]
return
try:
self.task.check()
def unset_surroundings(self):
self._stencil = None
- self._surrounding_map = None
- self._surroundings_offset = None
-
- def get_surroundings_offset(self):
- if self._surroundings_offset is not None:
- return self._surroundings_offset
- offset = YX(self.position[0].y * self.world.game.map_size.y +
- self.position[1].y - self._radius,
- self.position[0].x * self.world.game.map_size.x +
- self.position[1].x - self._radius)
- self._surroundings_offset = offset
- return self._surroundings_offset
-
- def get_surrounding_map(self):
- if self._surrounding_map is not None:
- return self._surrounding_map
- self._surrounding_map = Map(size=YX(self._radius*2+1, self._radius*2+1))
- offset = self.get_surroundings_offset()
- for pos in self._surrounding_map:
- offset_pos = pos + offset
- big_yx, small_yx = self.world.game.map_geometry.absolutize_coordinate(self.world.game.map_size, (0,0), offset_pos)
- map_ = self.world.get_map(big_yx, False)
- if map_ is None:
- map_ = Map(size=self.world.game.map_size)
- self._surrounding_map[pos] = map_[small_yx]
- return self._surrounding_map
+ self._surroundings = None
+
+ @property
+ def view_offset(self):
+ return self.game.map_geometry.get_view_offset(self.game.map_size,
+ self.position,
+ self._radius)
+
+ @property
+ def surroundings(self):
+ if self._surroundings is not None:
+ return self._surroundings
+ 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
def get_stencil(self):
if self._stencil is not None:
return self._stencil
- surrounding_map = self.get_surrounding_map()
- m = Map(surrounding_map.size, ' ')
- for pos in surrounding_map:
- if surrounding_map[pos] in {'.', '~'}:
+ m = Map(self.surroundings.size, ' ', self.surroundings.start_indented)
+ for pos in self.surroundings:
+ if self.surroundings[pos] in {'.', '~'}:
m[pos] = '.'
fov_center = YX((m.size.y) // 2, m.size.x // 2)
self._stencil = FovMapHex(m, fov_center)
def get_visible_map(self):
stencil = self.get_stencil()
- m = Map(self.get_surrounding_map().size, ' ')
+ m = Map(self.surroundings.size, ' ', self.surroundings.start_indented)
for pos in m:
if stencil[pos] == '.':
- m[pos] = self._surrounding_map[pos]
+ m[pos] = self.surroundings[pos]
return m
def get_visible_things(self):
stencil = self.get_stencil()
- offset = self.get_surroundings_offset()
visible_things = []
- for thing in self.world.things:
- pos = self.world.game.map_geometry.pos_in_projection(thing.position,
- offset,
- self.world.game.map_size)
+ for thing in self.game.things:
+ pos = self.game.map_geometry.pos_in_view(thing.position,
+ self.view_offset,
+ self.game.map_size)
if pos.y < 0 or pos.x < 0 or\
pos.y >= stencil.size.y or pos.x >= stencil.size.x:
continue
def get_pickable_items(self):
pickable_ids = []
visible_things = self.get_visible_things()
- neighbor_fields = self.world.game.map_geometry.get_neighbors(self.position,
- self.world.game.map_size)
+ neighbor_fields = self.game.map_geometry.get_neighbors(self.position,
+ self.game.map_size)
for t in [t for t in visible_things
if isinstance(t, ThingItem) and
(t.position == self.position or