from plomrogue.errors import GameError
+from plomrogue.mapping import YX, Map, FovMapHex
class ThingBase:
+ type_ = '?'
- def __init__(self, world, id_, type_='?', position=[0,0]):
+ def __init__(self, world, id_=None, position=(YX(0,0), YX(0,0))):
self.world = world
- self.id_ = id_
- self.type_ = type_
+ if id_ is None:
+ self.id_ = self.world.new_thing_id()
+ else:
+ self.id_ = id_
self.position = position
+ @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):
+ blocking = False
+ in_inventory = False
+
+ def __init__(self, *args, **kwargs):
+ self.inventory = []
+ self._radius = 8
+ 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
+ if not self.id_ == self.world.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))
+ 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))
+
+
+
+class ThingItem(Thing):
+ pass
+
+
+
+class ThingFood(ThingItem):
+ type_ = 'food'
+
+
+
+class ThingAnimate(Thing):
+ blocking = True
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
self.set_task('WAIT')
self._last_task_result = None
- self._stencil = None
+ 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 = Map(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 visible_map[pos] != '.':
continue
- neighbors = dijkstra_map.get_neighbors(tuple(pos))
+ neighbors = self.world.game.map_geometry.get_neighbors((YX(0,0), pos),
+ dijkstra_map.size)
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
+ 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 = dijkstra_map.get_neighbors(tuple(self.position))
+ neighbors = self.world.game.map_geometry.get_neighbors((YX(0,0), own_pos),
+ dijkstra_map.size)
n = n_max
target_direction = None
- for direction in neighbors:
- yx = neighbors[direction]
- if yx is not None:
- n_new = dijkstra_map[yx]
+ for direction in sorted(neighbors.keys()):
+ big_yx, small_yx = neighbors[direction]
+ if big_yx == (0,0):
+ n_new = dijkstra_map[small_yx]
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] - offset
break
if target is not None:
try:
- self.move_towards_target(target)
- return
+ 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
- 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] - offset]
+ offset_self_pos = self.position[1] - offset
+ 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.
+ """Further the thing in its tasks, decrease its health.
- 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
+ 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].y % 2
+
+ def get_surroundings_offset(self):
+ if self._surroundings_offset is not None:
+ return self._surroundings_offset
+ add_line = self.must_fix_indentation()
+ offset = YX(self.position[0].y * self.world.game.map_size.y + self.position[1].y - self._radius - int(add_line),
+ 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
+ add_line = self.must_fix_indentation()
+ self._surrounding_map = Map(size=YX(self._radius*2+1+int(add_line),
+ 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
+
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 = Map(surrounding_map.size, ' ')
+ for pos in surrounding_map:
+ if surrounding_map[pos] in {'.', '~'}:
+ m[pos] = '.'
+ add_line = self.must_fix_indentation()
+ fov_center = YX((add_line + m.size.y) // 2, m.size.x // 2)
+ self._stencil = FovMapHex(m, fov_center)
return self._stencil
def get_visible_map(self):
stencil = self.get_stencil()
- m = self.world.map_.new_from_shape(' ')
+ m = Map(self.get_surrounding_map().size, ' ')
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):
stencil = self.get_stencil()
+ offset = self.get_surroundings_offset()
visible_things = []
for thing in self.world.things:
- if stencil[thing.position] == '.':
+ pos = self.world.game.map_geometry.pos_in_projection(thing.position,
+ offset,
+ self.world.game.map_size)
+ if pos.y < 0 or pos.x < 0 or\
+ pos.y >= stencil.size.y or pos.x >= stencil.size.x:
+ continue
+ if (not thing.in_inventory) and stencil[pos] == '.':
visible_things += [thing]
return visible_things
+
+ 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)
+ for t in [t for t in visible_things
+ if isinstance(t, ThingItem) and
+ (t.position == self.position or
+ t.position in neighbor_fields.values())]:
+ pickable_ids += [t.id_]
+ return pickable_ids
+
+
+
+class ThingHuman(ThingAnimate):
+ type_ = 'human'
+ health = 100
+
+
+
+class ThingMonster(ThingAnimate):
+ type_ = 'monster'
+ health = 50