from plomrogue.errors import GameError, PlayError
from plomrogue.io import GameIO
from plomrogue.misc import quote
-from plomrogue.things import Thing, ThingPlayer
from plomrogue.mapping import YX, MapGeometrySquare, Map
+import string
self.map_geometry = MapGeometrySquare(YX(24, 40))
self.commands = {}
- def get_thing(self, id_, create_unfound):
- # No default for create_unfound because every call to get_thing
- # should be accompanied by serious consideration whether to use it.
+ def get_thing(self, id_):
for thing in self.things:
if id_ == thing.id_:
return thing
- if create_unfound:
- t = self.thing_type(self, id_)
- self.things += [t]
- return t
return None
+ def _register_object(self, obj, obj_type_desc, prefix):
+ if not obj.__name__.startswith(prefix):
+ raise GameError('illegal %s object name: %s' % (obj_type_desc, obj.__name__))
+ obj_name = obj.__name__[len(prefix):]
+ d = getattr(self, obj_type_desc + 's')
+ d[obj_name] = obj
+
def register_command(self, command):
- prefix = 'cmd_'
- if not command.__name__.startswith(prefix):
- raise GameError('illegal command object name: %s' % command.__name__)
- command_name = command.__name__[len(prefix):]
- self.commands[command_name] = command
+ self._register_object(command, 'command', 'cmd_')
self.changed = True
self.io = GameIO(self, save_file)
self.tasks = {}
- self.thing_type = Thing
- self.thing_types = {'player': ThingPlayer}
+ self.thing_types = {}
self.sessions = {}
self.map = Map(self.map_geometry.size)
self.map_control = Map(self.map_geometry.size)
self.map_control_passwords = {}
self.annotations = {}
self.portals = {}
+ self.player_chars = string.digits + string.ascii_letters
+ self.player_char_i = -1
+ self.terrains = {
+ 'X': 'wall',
+ 'O': 'toilet'
+ }
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')
+ def register_thing_type(self, thing_type):
+ self._register_object(thing_type, 'thing_type', 'Thing_')
+
def register_task(self, task):
- prefix = 'Task_'
- if not task.__name__.startswith(prefix):
- raise GameError('illegal task object name: %s' % task.__name__)
- task_name = task.__name__[len(prefix):]
- self.tasks[task_name] = task
+ self._register_object(task, 'task', 'Task_')
def read_savefile(self):
if os.path.exists(self.io.save_file):
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]
+ if tile_class in self.map_control_passwords:
+ tile_pw = self.map_control_passwords[tile_class]
+ if pw != tile_pw:
+ return False
+ return True
+
def get_string_options(self, string_option_type):
- import string
if string_option_type == 'direction':
return self.map_geometry.get_directions()
elif string_option_type == 'char':
string.digits + string.ascii_letters + string.punctuation + ' ']
elif string_option_type == 'map_geometry':
return ['Hex', 'Square']
+ elif string_option_type == 'thing_type':
+ return self.thing_types.keys()
return None
def get_map_geometry_shape(self):
def send_gamestate(self, connection_id=None):
"""Send out game state data relevant to clients."""
- def send_thing(thing):
- self.io.send('THING_POS %s %s' % (thing.id_, t.position))
- if hasattr(thing, 'nickname'):
- self.io.send('THING_NAME %s %s' % (thing.id_, quote(t.nickname)))
-
self.io.send('TURN ' + str(self.turn))
- for t in self.things:
- send_thing(t)
- self.io.send('MAP %s %s %s' % (self.get_map_geometry_shape(),
- self.map_geometry.size, quote(self.map.terrain)))
- self.io.send('MAP_CONTROL %s' % quote(self.map_control.terrain))
- for yx in self.portals:
- self.io.send('PORTAL %s %s' % (yx, quote(self.portals[yx])))
+ for c_id in self.sessions:
+ player = self.get_thing(self.sessions[c_id])
+ visible_terrain = player.fov_stencil_map(self.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,
+ quote(visible_terrain)), c_id)
+ visible_control = player.fov_stencil_map(self.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)
+ 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)
self.io.send('GAME_STATE_COMPLETE')
def run_tick(self):
connection_id_found = True
break
if not connection_id_found:
- t = self.get_thing(self.sessions[connection_id], create_unfound=False)
- if hasattr(t, 'nickname'):
- self.io.send('CHAT ' + quote(t.nickname + ' left the map.'))
+ t = self.get_thing(self.sessions[connection_id])
+ if hasattr(t, 'name'):
+ self.io.send('CHAT ' + quote(t.name + ' left the map.'))
self.things.remove(t)
to_delete += [connection_id]
for connection_id in to_delete:
def cmd_TASK_colon(task_name, game, *args, connection_id):
if connection_id not in game.sessions:
raise GameError('Not registered as player.')
- t = game.get_thing(game.sessions[connection_id], create_unfound=False)
+ t = game.get_thing(game.sessions[connection_id])
t.set_next_task(task_name, args)
def task_prefixed(command_name, task_prefix, task_command):
def new_thing_id(self):
if len(self.things) == 0:
- return 0
- # DANGEROUS – if anywhere we append a thing to the list of lower
- # ID than the highest-value ID, this might lead to re-using an
- # already active ID. This condition /should/ not be fulfilled
- # anywhere in the code, but if it does, trouble here is one of
- # the more obvious indicators that it does – that's why there's
- # no safeguard here against this.
- return self.things[-1].id_ + 1
+ return 1
+ return max([t.id_ for t in self.things]) + 1
+
+ def get_next_player_char(self):
+ self.player_char_i += 1
+ if self.player_char_i >= len(self.player_chars):
+ self.player_char_i = 0
+ return self.player_chars[self.player_char_i]
def save(self):
for y, line in self.map.lines():
write(f, 'MAP_LINE %5s %s' % (y, quote(line)))
for yx in self.annotations:
- write(f, 'ANNOTATE %s %s' % (yx, quote(self.annotations[yx])))
+ write(f, 'GOD_ANNOTATE %s %s' % (yx, quote(self.annotations[yx])))
for yx in self.portals:
- write(f, 'PORTAL %s %s' % (yx, quote(self.portals[yx])))
+ 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 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_))
+ if hasattr(t, 'name'):
+ write(f, 'THING_NAME %s %s' % (t.id_, quote(t.name)))
def new_world(self, map_geometry):
self.map_geometry = map_geometry