-class GameError(Exception):
- pass
-
-
-def move_pos(direction, pos_yx):
- if direction == 'UP':
- pos_yx[0] -= 1
- elif direction == 'DOWN':
- pos_yx[0] += 1
- elif direction == 'RIGHT':
- pos_yx[1] += 1
- elif direction == 'LEFT':
- pos_yx[1] -= 1
-
-
-class World:
-
- def __init__(self):
- self.turn = 0
- self.map_size = (0, 0)
- self.map_ = ''
- self.things = []
-# Thing(self, 'human', [3, 3]),
-# Thing(self, 'monster', [1, 1])
-# ]
- self.player_id = 0
-# self.player = self.things[self.player_i]
-
- def proceed_to_next_player_turn(self):
- """Run game world turns until player can decide their next step.
-
- Iterates through all non-player things, on each step
- furthering them in their tasks (and letting them decide new
- ones if they finish). The iteration order is: first all things
- that come after the player in the world things list, then
- (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.
- """
- while True:
- for thing in self.things[self.player_id+1:]:
- thing.proceed()
- self.turn += 1
- for thing in self.things[:self.player_id]:
- thing.proceed()
- player = self.get_thing(self.player_id)
- player.proceed(is_AI=False)
- if player.task is None:
- break
-
- def set_map_size(self, yx):
- y, x = yx
- self.map_size = (y, x)
- self.map_ = ''
- for y in range(self.map_size[0]):
- self.map_ += '?' * self.map_size[1]
-
- def set_map_line(self, y, line):
- width_map = self.map_size[1]
- if y >= self.map_size[0]:
- raise ArgError('too large row number %s' % y)
- width_line = len(line)
- if width_line > width_map:
- raise ArgError('too large map line width %s' % width_line)
- self.map_ = self.map_[:y * width_map] + line + \
- self.map_[(y + 1) * width_map:]
-
- def get_thing(self, i):
- for thing in self.things:
- if i == thing.id_:
- return thing
- t = Thing(self, i, '?', [0,0])
- self.things += [t]
- return t
-
-
-class Task:
-
- def __init__(self, thing, name, args=(), kwargs={}):
- self.name = name
- self.thing = thing
- self.args = args
- self.kwargs = kwargs
- self.todo = 1
-
- def check(self):
- if self.name == 'move':
- if len(self.args) > 0:
- direction = self.args[0]
- else:
- direction = self.kwargs['direction']
- test_pos = self.thing.position[:]
- move_pos(direction, test_pos)
- if test_pos[0] < 0 or test_pos[1] < 0 or \
- test_pos[0] >= self.thing.world.map_size[0] or \
- test_pos[1] >= self.thing.world.map_size[1]:
- raise GameError('would move outside map bounds')
- pos_i = test_pos[0] * self.thing.world.map_size[1] + test_pos[1]
- map_tile = self.thing.world.map_[pos_i]
- if map_tile != '.':
- raise GameError('would move into illegal terrain')
-
-
-class Thing:
-
- def __init__(self, world, id_, type_, position):
- self.world = world
- self.id_ = id_
- self.type_ = type_
- self.position = position
- self.task = Task(self, 'wait')
-
- def task_wait(self):
- pass
-
- def task_move(self, direction):
- move_pos(direction, self.position)
-
- def decide_task(self):
- if self.position[1] > 1:
- self.set_task('move', 'LEFT')
- elif self.position[1] < 3:
- self.set_task('move', 'RIGHT')
- else:
- self.set_task('wait')
-
- def set_task(self, task_name, *args, **kwargs):
- self.task = Task(self, task_name, args, kwargs)
- self.task.check()
-
- 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.
- """
- self.task.todo -= 1
- if self.task.todo <= 0:
- task = getattr(self, 'task_' + self.task.name)
- task(*self.task.args, **self.task.kwargs)
- self.task = None
- if is_AI and self.task is None:
- self.decide_task()