cmd_GET_PICKABLE_ITEMS, cmd_MAP_SIZE,
cmd_TERRAIN_LINE, cmd_PLAYER_ID,
cmd_TURN, cmd_SWITCH_PLAYER, cmd_SAVE)
-from plomrogue.mapping import MapGeometryHex, Map, YX
+from plomrogue.mapping import MapGeometryHex, MapChunk, YX
from plomrogue.parser import Parser
from plomrogue.io import GameIO
from plomrogue.misc import quote
-from plomrogue.things import Thing, ThingMonster, ThingHuman, ThingFood
+from plomrogue.things import (Thing, ThingMonster, ThingHuman, ThingFood,
+ ThingAnimate)
import random
self.turn = 0
self.things = []
- def get_thing(self, id_, create_unfound=True):
+ 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.
for thing in self.things:
if id_ == thing.id_:
return thing
self.player_id = 0
self.player_is_alive = True
self.maps = {}
+ self.max_map_awakeness = 100
self.rand = PRNGod(0)
def get_string_options(self, string_option_type):
self.io.send('THING_TYPE %s %s' % (thing.id_, thing.type_))
self.io.send('THING_POS %s %s' % (thing.id_, view_pos))
+ self.io.send('PLAYER_ID ' + str(self.player_id))
self.io.send('TURN ' + str(self.turn))
visible_map = self.player.get_visible_map()
self.io.send('VISIBLE_MAP %s %s' % (visible_map.size,
else:
self.io.send('PLAYER_INVENTORY ,')
for id_ in self.player.inventory:
- thing = self.get_thing(id_)
+ thing = self.get_thing(id_, create_unfound=False)
send_thing(thing)
self.io.send('GAME_STATE_COMPLETE')
def task_prefixed(command_name, task_prefix, task_command,
argtypes_prefix=None):
- if command_name[:len(task_prefix)] == task_prefix:
+ if command_name.startswith(task_prefix):
task_name = command_name[len(task_prefix):]
if task_name in self.tasks:
f = partial_with_attrs(task_command, task_name, self)
@property
def player(self):
- return self.get_thing(self.player_id)
+ return self.get_thing(self.player_id, create_unfound=False)
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
- def get_map(self, map_pos, create_unfound=True):
+ def get_map(self, map_pos):
if not (map_pos in self.maps and
self.maps[map_pos].size == self.map_size):
- if create_unfound:
- self.maps[map_pos] = Map(self.map_size)
- for pos in self.maps[map_pos]:
- self.maps[map_pos][pos] = '.'
- else:
- return None
+ self.maps[map_pos] = MapChunk(self.map_size)
+ self.maps[map_pos].awake = self.max_map_awakeness
+ for pos in self.maps[map_pos]:
+ self.maps[map_pos][pos] = '.'
return self.maps[map_pos]
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, or the player is dead, the loop
- breaks.
+ All things and processes inside the player's reality bubble
+ are worked through. Things are furthered in their tasks and,
+ if finished, decide new ones. 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.
+
+ Next, parts of the game world are put to sleep or woken up
+ based on how close they are to the player's position, or how
+ short ago the player visited them.
+
+ If the player's last task is finished at the end of the loop,
+ it breaks; otherwise it starts again.
"""
- while True:
- player_i = self.things.index(self.player)
+
+ def proceed_world():
for thing in self.things[player_i+1:]:
thing.proceed()
self.turn += 1
- for pos in self.maps[YX(0,0)]:
- if self.maps[YX(0,0)][pos] == '.' and \
- len(self.things_at_pos((YX(0,0), pos))) == 0 and \
- self.rand.random() > 0.999:
- self.add_thing_at('food', (YX(0,0), pos))
+ for map_pos in self.maps:
+ if self.maps[map_pos].awake:
+ for pos in self.maps[map_pos]:
+ if self.rand.random() > 0.999 and \
+ self.maps[map_pos][pos] == '.' and \
+ len(self.things_at_pos((map_pos, pos))) == 0:
+ self.add_thing_at('food', (map_pos, pos))
for thing in self.things[:player_i]:
thing.proceed()
self.player.proceed(is_AI=False)
+
+ def reality_bubble():
+
+ def regenerate_chunk_from_map_stats(map_):
+ import math
+ max_stat = self.max_map_awakeness
+ for t_type in map_.stats:
+ stat = map_.stats[t_type]
+ to_create = stat['population'] // max_stat
+ mod_created = int(self.rand.randint(0, max_stat - 1) <
+ (stat['population'] % max_stat))
+ to_create = (stat['population'] // max_stat) + mod_created
+ if to_create == 0:
+ continue
+ average_health = None
+ if stat['health'] > 0:
+ average_health = math.ceil(stat['health'] /
+ stat['population'])
+ for i in range(to_create):
+ t = self.add_thing_at_random(map_pos, t_type)
+ if average_health:
+ t.health = average_health
+ #if hasattr(t, 'health'):
+ # print('DEBUG create', t.type_, t.health)
+
+ for map_pos in self.maps:
+ m = self.maps[map_pos]
+ if map_pos in self.player.close_maps:
+
+ # Newly inside chunks are regenerated from .stats.
+ if not m.awake:
+ #print('DEBUG regen stats', map_pos, m.stats)
+ regenerate_chunk_from_map_stats(m)
+
+ # Inside chunks are set to max .awake and don't collect
+ # stats.
+ m.awake = self.max_map_awakeness
+ m.stats = {}
+
+ # Outside chunks grow distant through .awake decremention.
+ # They collect .stats until they fall asleep – then any things
+ # inside are disappeared.
+ elif m.awake > 0:
+ m.awake -= 1
+ # We iterate over a list comprehension of self.things,
+ # since we might delete elements of self.things.
+ for t in [t for t in self.things]:
+ if t.position[0] == map_pos:
+ if not t.type_ in m.stats:
+ m.stats[t.type_] = {'population': 0,
+ 'health': 0}
+ m.stats[t.type_]['population'] += 1
+ if isinstance(t, ThingAnimate):
+ m.stats[t.type_]['health'] += t.health
+ if not m.awake:
+ # TODO: Handle inventory.
+ del self.things[self.things.index(t)]
+ #if not m.awake:
+ # print('DEBUG sleep stats', map_pos, m.stats)
+
+ while True:
+ player_i = self.things.index(self.player)
+ proceed_world()
+ reality_bubble()
if self.player.task is None or not self.player_is_alive:
break
self.things += [t]
return t
- def make_new_world(self, yx, seed):
-
- def add_thing_at_random(type_):
- while True:
- new_pos = (YX(0,0),
- YX(self.rand.randint(0, yx.y - 1),
- self.rand.randint(0, yx.x - 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)
-
+ def add_thing_at_random(self, big_yx, type_):
+ while True:
+ new_pos = (big_yx,
+ YX(self.rand.randint(0, self.map_size.y - 1),
+ self.rand.randint(0, self.map_size.x - 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)
+
+ def make_map_chunk(self, big_yx):
+ map_ = self.get_map(big_yx)
+ for pos in map_:
+ map_[pos] = self.rand.choice(('.', '.', '.', '~', 'x'))
+ self.add_thing_at_random(big_yx, 'monster')
+ self.add_thing_at_random(big_yx, 'monster')
+ self.add_thing_at_random(big_yx, 'monster')
+ self.add_thing_at_random(big_yx, 'monster')
+ self.add_thing_at_random(big_yx, 'monster')
+ self.add_thing_at_random(big_yx, 'monster')
+ self.add_thing_at_random(big_yx, 'monster')
+ self.add_thing_at_random(big_yx, 'monster')
+ self.add_thing_at_random(big_yx, 'food')
+ self.add_thing_at_random(big_yx, 'food')
+ self.add_thing_at_random(big_yx, 'food')
+ self.add_thing_at_random(big_yx, 'food')
+
+ def make_new_world(self, size, seed):
self.things = []
self.rand.seed(seed)
self.turn = 0
self.maps = {}
- self.map_size = yx
- map_ = self.get_map(YX(0,0))
- for pos in map_:
- map_[pos] = self.rand.choice(('.', '.', '.', '~', 'x'))
- player = add_thing_at_random('human')
+ self.map_size = size
+ self.make_map_chunk(YX(0,0))
+ player = self.add_thing_at_random(YX(0,0), 'human')
+ player.surroundings # To help initializing reality bubble, see
+ # comment on ThingAnimate._position_set
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'
-