-from plomrogue.tasks import Task_WAIT, Task_MOVE
-from plomrogue.errors import GameError, ArgError
-from plomrogue.commands import (cmd_GEN_WORLD, cmd_GET_GAMESTATE, cmd_MAP,
- cmd_MAP, cmd_THING_TYPE, cmd_THING_POS,
- cmd_TERRAIN_LINE, cmd_PLAYER_ID, cmd_TURN,
- cmd_SWITCH_PLAYER, cmd_SAVE)
+from plomrogue.tasks import (Task_WAIT, Task_MOVE, Task_PICKUP,
+ Task_DROP, Task_EAT)
+from plomrogue.errors import ArgError, GameError
+from plomrogue.commands import (cmd_GEN_WORLD, cmd_GET_GAMESTATE,
+ cmd_MAP, cmd_MAP, cmd_THING_TYPE,
+ cmd_THING_POS, cmd_THING_INVENTORY,
+ cmd_THING_HEALTH,
+ cmd_GET_PICKABLE_ITEMS,
+ cmd_TERRAIN_LINE, cmd_PLAYER_ID,
+ cmd_TURN, cmd_SWITCH_PLAYER, cmd_SAVE)
from plomrogue.mapping import MapHex
from plomrogue.parser import Parser
from plomrogue.io import GameIO
from plomrogue.misc import quote, stringify_yx
-
-
-
-class ThingBase:
-
- def __init__(self, world, id_, type_='?', position=[0,0]):
- self.world = world
- self.id_ = id_
- self.type_ = type_
- self.position = position
-
-
-class Thing(ThingBase):
-
- def __init__(self, *args, **kwargs):
- super().__init__(*args, **kwargs)
- self.set_task('WAIT')
- self._last_task_result = None
- self._stencil = None
-
- def move_towards_target(self, target):
- dijkstra_map = type(self.world.map_)(self.world.map_.size)
- n_max = 256
- dijkstra_map.terrain = [n_max for i in range(dijkstra_map.size_i)]
- 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))
- 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
- shrunk = True
- #with open('log', 'a') as f:
- # f.write('---------------------------------\n')
- # for y, line in dijkstra_map.lines():
- # for val in line:
- # if val < 10:
- # f.write(str(val))
- # elif val == 256:
- # f.write('x')
- # else:
- # f.write('~')
- # f.write('\n')
- neighbors = dijkstra_map.get_neighbors(tuple(self.position))
- n = n_max
- #print('DEBUG', self.position, neighbors)
- #dirs = dijkstra_map.get_directions()
- #print('DEBUG dirs', dirs)
- #print('DEBUG neighbors', neighbors)
- #debug_scores = []
- #for pos in neighbors:
- # if pos is None:
- # debug_scores += [9000]
- # else:
- # debug_scores += [dijkstra_map[pos]]
- #print('DEBUG debug_scores', debug_scores)
- target_direction = None
- for direction in neighbors:
- yx = neighbors[direction]
- if yx is not None:
- n_new = dijkstra_map[yx]
- if n_new < n:
- n = n_new
- target_direction = direction
- #print('DEBUG result', direction)
- if target_direction:
- self.set_task('MOVE', (target_direction,))
-
- def decide_task(self):
- # TODO: Check if monster can follow player too well (even when they should lose them)
- visible_things = self.get_visible_things()
- target = None
- for t in visible_things:
- if t.type_ == 'human':
- target = t.position
- break
- if target is not None:
- try:
- self.move_towards_target(target)
- return
- except GameError:
- pass
- self.set_task('WAIT')
-
- def set_task(self, task_name, args=()):
- task_class = self.world.game.tasks[task_name]
- self.task = task_class(self, args)
- 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.
-
- Before doing anything, ensures an empty map visibility stencil
- and checks that task is still possible, and aborts it
- otherwise (for AI things, decides a new task).
-
- """
- self._stencil = None
- try:
- self.task.check()
- except GameError as e:
- self.task = None
- self._last_task_result = e
- if is_AI:
- try:
- self.decide_task()
- except GameError:
- self.set_task('WAIT')
- return
- self.task.todo -= 1
- if self.task.todo <= 0:
- self._last_task_result = self.task.do()
- self.task = None
- if is_AI and self.task is None:
- try:
- self.decide_task()
- except GameError:
- self.set_task('WAIT')
-
- def get_stencil(self):
- if self._stencil is not None:
- return self._stencil
- self._stencil = self.world.map_.get_fov_map(self.position)
- return self._stencil
-
- def get_visible_map(self):
- stencil = self.get_stencil()
- m = self.world.map_.new_from_shape(' ')
- for pos in m:
- if stencil[pos] == '.':
- m[pos] = self.world.map_[pos]
- return m
-
- def get_visible_things(self):
- stencil = self.get_stencil()
- visible_things = []
- for thing in self.world.things:
- if stencil[thing.position] == '.':
- visible_things += [thing]
- return visible_things
+from plomrogue.things import Thing, ThingMonster, ThingHuman, ThingFood
+import random
return t
return None
+ def things_at_pos(self, pos):
+ things = []
+ for t in self.things:
+ if t.position == pos:
+ things += [t]
+ return things
+
class World(WorldBase):
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
self.player_id = 0
+ self.player_is_alive = True
+ self.maps = {}
+
+ @property
+ def player(self):
+ return self.get_thing(self.player_id)
- def new_map(self, yx):
- self.map_ = self.game.map_type(yx)
+ def new_thing_id(self):
+ if len(self.things) == 0:
+ return 0
+ return self.things[-1].id_ + 1
+
+ def new_map(self, map_pos, size):
+ self.maps[map_pos] = self.game.map_type(size)
def proceed_to_next_player_turn(self):
"""Run game world turns until player can decide their next step.
(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, the loop breaks.
+ the player's task is finished, or the player is dead, the loop
+ breaks.
+
"""
while True:
- player = self.get_player()
- player_i = self.things.index(player)
+ player_i = self.things.index(self.player)
for thing in self.things[player_i+1:]:
thing.proceed()
self.turn += 1
+ for pos in self.maps[(0,0)]:
+ if self.maps[(0,0)][pos] == '.' and \
+ len(self.things_at_pos(((0,0), pos))) == 0 and \
+ random.random() > 0.999:
+ self.add_thing_at('food', ((0,0), pos))
for thing in self.things[:player_i]:
thing.proceed()
- player.proceed(is_AI=False)
- if player.task is None:
+ self.player.proceed(is_AI=False)
+ if self.player.task is None or not self.player_is_alive:
break
- def get_player(self):
- return self.get_thing(self.player_id)
+ def add_thing_at(self, type_, pos):
+ t = self.game.thing_types[type_](self)
+ t.position = pos
+ self.things += [t]
+ return t
def make_new(self, yx, seed):
- import random
+
+ def add_thing_at_random(type_):
+ while True:
+ new_pos = ((0,0),
+ (random.randint(0, yx[0] -1),
+ random.randint(0, yx[1] -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)
+
+ self.things = []
random.seed(seed)
self.turn = 0
- self.new_map(yx)
- for pos in self.map_:
+ self.maps = {}
+ self.new_map((0,0), yx)
+ #self.new_map((0,1), yx)
+ #self.new_map((1,1), yx)
+ #self.new_map((1,0), yx)
+ #self.new_map((1,-1), yx)
+ #self.new_map((0,-1), yx)
+ #self.new_map((-1,-1), yx)
+ #self.new_map((-1,0), yx)
+ #self.new_map((-1,1), yx)
+ for pos in self.maps[(0,0)]:
if 0 in pos or (yx[0] - 1) == pos[0] or (yx[1] - 1) == pos[1]:
- self.map_[pos] = '#'
+ self.maps[(0,0)][pos] = '#'
continue
- self.map_[pos] = random.choice(('.', '.', '.', '.', 'x'))
- player = self.game.thing_type(self, 0)
- player.type_ = 'human'
- player.position = [random.randint(0, yx[0] -1),
- random.randint(0, yx[1] - 1)]
- npc = self.game.thing_type(self, 1)
- npc.type_ = 'monster'
- npc.position = [random.randint(0, yx[0] -1),
- random.randint(0, yx[1] -1)]
- self.things = [player, npc]
+ self.maps[(0,0)][pos] = random.choice(('.', '.', '.', '.', 'x'))
+
+ player = add_thing_at_random('human')
+ 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'
def __init__(self, game_file_name):
self.io = GameIO(game_file_name, self)
self.map_type = MapHex
- self.tasks = {'WAIT': Task_WAIT, 'MOVE': Task_MOVE}
+ self.tasks = {'WAIT': Task_WAIT,
+ 'MOVE': Task_MOVE,
+ 'PICKUP': Task_PICKUP,
+ 'EAT': Task_EAT,
+ 'DROP': Task_DROP}
self.commands = {'GEN_WORLD': cmd_GEN_WORLD,
'GET_GAMESTATE': cmd_GET_GAMESTATE,
'MAP': cmd_MAP,
'THING_TYPE': cmd_THING_TYPE,
'THING_POS': cmd_THING_POS,
+ 'THING_HEALTH': cmd_THING_HEALTH,
+ 'THING_INVENTORY': cmd_THING_INVENTORY,
'TERRAIN_LINE': cmd_TERRAIN_LINE,
+ 'GET_PICKABLE_ITEMS': cmd_GET_PICKABLE_ITEMS,
'PLAYER_ID': cmd_PLAYER_ID,
'TURN': cmd_TURN,
'SWITCH_PLAYER': cmd_SWITCH_PLAYER,
self.world_type = World
self.world = self.world_type(self)
self.thing_type = Thing
+ self.thing_types = {'human': ThingHuman,
+ 'monster': ThingMonster,
+ 'food': ThingFood}
def get_string_options(self, string_option_type):
if string_option_type == 'direction':
- return self.world.map_.get_directions()
+ return self.world.maps[(0,0)].get_directions()
+ elif string_option_type == 'thingtype':
+ return list(self.thing_types.keys())
return None
def send_gamestate(self, connection_id=None):
"""Send out game state data relevant to clients."""
self.io.send('TURN ' + str(self.world.turn))
- self.io.send('MAP ' + stringify_yx(self.world.map_.size))
- visible_map = self.world.get_player().get_visible_map()
+ self.io.send('MAP ' + stringify_yx(visible_map.size))
+ visible_map = self.world.player.get_visible_map()
for y, line in visible_map.lines():
self.io.send('VISIBLE_MAP_LINE %5s %s' % (y, quote(line)))
- visible_things = self.world.get_player().get_visible_things()
+ visible_things, offset = self.world.player.get_visible_things()
for thing in visible_things:
+ offset_pos = (thing.position[1][0] - offset[0],
+ thing.position[1][1] - offset[1])
+ self.io.send('THING_TYPE %s %s' % (thing.id_, thing.type_))
+ self.io.send('THING_POS %s %s %s' % (thing.id_,
+ stringify_yx(thing.position[0]),
+ stringify_yx(offset_pos)))
+ if hasattr(thing, 'health'):
+ self.io.send('THING_HEALTH %s %s' % (thing.id_,
+ thing.health))
+ if len(self.world.player.inventory) > 0:
+ self.io.send('PLAYER_INVENTORY %s' %
+ ','.join([str(i) for i in self.world.player.inventory]))
+ else:
+ self.io.send('PLAYER_INVENTORY ,')
+ for id_ in self.world.player.inventory:
+ thing = self.world.get_thing(id_)
self.io.send('THING_TYPE %s %s' % (thing.id_, thing.type_))
- self.io.send('THING_POS %s %s' % (thing.id_,
- stringify_yx(thing.position)))
- player = self.world.get_player()
- self.io.send('PLAYER_POS %s' % (stringify_yx(player.position)))
+ self.io.send('THING_POS %s %s %s' % (thing.id_,
+ stringify_yx(thing.position[0]),
+ stringify_yx(thing.position[1])))
self.io.send('GAME_STATE_COMPLETE')
def proceed(self):
"""
self.io.send('TURN_FINISHED ' + str(self.world.turn))
self.world.proceed_to_next_player_turn()
- msg = str(self.world.get_player()._last_task_result)
+ msg = str(self.world.player._last_task_result)
self.io.send('LAST_PLAYER_TASK_RESULT ' + quote(msg))
self.send_gamestate()
return p
def cmd_TASK_colon(task_name, game, *args):
- game.world.get_player().set_task(task_name, args)
+ if not game.world.player_is_alive:
+ raise GameError('You are dead.')
+ game.world.player.set_task(task_name, args)
game.proceed()
def cmd_SET_TASK_colon(task_name, game, thing_id, todo, *args):