gameshell/gamemap.py

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#gamemap.py
import re
import heapq
import ruamel.yaml
import math as _mt
import gamethings as _gt
import gamelocus as _gl
from ruamel.yaml.comments import CommentedMap
class Singleton(object):
"""This is a super basic class (would be a struct in other languages)
that represents where a singleton Thing should be in a map."""
yaml_flag = u'!Singleton'
def __init__(self, name: str, x: int, y: int):
self.name = name
self.x = x
self.y = y
@classmethod
def to_yaml(cls, representer, node):
representer.represent_mapping({
'name': self.name,
'location': (self.x, self.y)
})
@classmethod
def from_yaml(cls, constructor, node):
parts = CommentedMap()
constructor.construct_mapping(node, parts, True)
# since all parts are necessary, I won't bother with if statements
# and let it crash.
if not isinstance(parts['name'], str):
raise RuntimeError("Name must be a string.")
if not isinstance(parts['location'], list):
raise RuntimeError("Location must be a list.")
if not (isinstance(parts['location'][0], int) and isinstance(parts['location'][1], int)):
raise RuntimeError("Coordinates must be integers.")
return cls(parts['name'], parts['location'][0], parts['location'][1])
class MapError(RuntimeError):
pass
class GameMap(object):
# Matrix tile codes:
# e: empty (0)
# w: wall (0)
# regular expressions
tileRegex = re.compile(r'([a-z ])([0-9]+|[ ])')
matrixRegex = re.compile(r'(?:[ \t]*(?:[a-z ](?:[0-9]+|[ ]))+(\n))+')
yaml = ruamel.yaml.YAML()
yaml.register_class(_gt.Item)
yaml.register_class(_gt.Useable)
yaml.register_class(_gt.NPC)
yaml.register_class(_gt.Door)
yaml.register_class(_gt.MapExit)
yaml.register_class(_gt.MapEntrance)
yaml.register_class(Singleton)
def __init__(self, name, graph, matrix, dimensions):
self.name = name
self.openingText = ""
self.mapGraph = graph
self.mapMatrix = matrix
self.dimensions = dimensions
self.things = {} # int thingID : thing
self.thingPos = {} # int location : list of int thingIDs
self.thingNames = {} # str name: list of int thingIDs
self.playerStart = (1, 1)
self.description = "The area is completely blank."
self.floorColors = []
self.wallColors = []
self.persistent = []
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self.enterScript = ''
self.version = 'square 1'
@staticmethod
def __cleanStr(text: str, end = '\n'):
if text == None:
return text
text = text.strip()
i = 0
while True:
i = text.find('\n', i)
if i == -1:
break
j = i+1
if len(text) > j:
while text[j] in ' \t':
j += 1 # just find the first non-space chartacter
text = text[:i+1] + text[j:]
i += 1
else:
break
return text.replace('\n', end)
@staticmethod
def read(infile = None, prevMap = None, singletons = None, preLoaded = False, nextThing = 0):
"""Read map data and return a Map object. If infile is not provided, then
it will read from stdin. Otherwise, it should be a valid file name.
Entering a map through stdin will be obsolete once testing is over."""
info = None
tryToRead = True
if infile != None:
try:
with open(infile, 'r') as f:
info = GameMap.yaml.load(f)
except OSError as e:
print("The file could not be read.")
return None, nextThing
else:
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raise MapError("No file was specified for loading.")
# Future feature: different map standards, with cool special features
# like hex tiles, or walls in-between tiles.
# For now just 'square 1': square tiles, version 1.
version = 'square 1'
if 'version' in info:
if info['version'] in ('square 1'):
version = info['version']
# Now what we do with the data
mat = None
if 'layout' not in info:
raise MapError('No layout in {0}.'.format(infile))
layout = info['layout']
if layout != None:
#print(layout.text)
match = GameMap.matrixRegex.match(layout.lstrip())
if match == None:
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raise MapError('Map read a file without a map matrix.')
mat = match.group()
else:
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raise MapError('Map read a file without a map matrix.')
# generate matrix and graph first
mapMatrix, mapGraph, dimensions = GameMap.parseMatrix(mat)
level = GameMap(infile, mapGraph, mapMatrix, dimensions)
# Now, load other info
nextThing = GameMap.loadThings(level, info, prevMap, singletons, preLoaded, nextThing)
return level, nextThing
@staticmethod
def parseMatrix(matrixStr):
"""Returns a map graph as an adjacency list, as well as the matrix as a
list of lists of tuples."""
# Make the matrix first
mat = [[]]
x = 0
y = 0
l = 0
while len(matrixStr) > 0:
tile = GameMap.tileRegex.match(matrixStr)
if tile != None:
tileType = tile.group(1)
tileNum = tile.group(2)
if tileType == ' ':
tileType = 'e'
if tileNum == ' ':
tileNum = '0'
mat[l].append((tileType, int(tileNum)))
#x += 1
matrixStr = matrixStr[len(tile.group()):]
elif matrixStr[0] == '\n':
if x == 0:
x = len(mat[l])
elif x != len(mat[l]):
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raise MapError("Map matrix has jagged edges.")
l += 1
#x = 0
mat.append([])
i = 1
while i < len(matrixStr) and matrixStr[i] in ' \t\n':
i += 1
if i == len(matrixStr):
matrixStr = ''
else:
matrixStr = matrixStr[i:]
else: # This should happen when it finishes?
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raise MapError("Unexpected token in map matrix: '{0}'".format(matrixStr))
y = len(mat) - 1
# Now for the graph
numTiles = x * y
dim = (x, y)
graph = [[] for j in range(numTiles)]
passable = ('e', 'd', 'x', 'p', 'i')
for j in range(y):
for i in range(x):
if mat[j][i][0] in passable:
here = GameMap.__coordsToInt(i, j, x)
if i > 0 and mat[j][i-1][0] in passable:
there = GameMap.__coordsToInt(i-1, j, x)
graph[here].append(there)
graph[there].append(here)
if j > 0 and mat[j-1][i][0] in passable:
there = GameMap.__coordsToInt(i, j-1, x)
graph[here].append(there)
graph[there].append(here)
return mat, graph, dim
@staticmethod
def loadThings(level, info, prevMap = None, singletons = None, preLoaded = False, nextThing = 0):
"""load the things from the xml part of the map file."""
if 'openingText' in info:
level.openingText = info['openingText']
if 'playerStart' in info:
level.playerStart = info['playerStart']
if 'description' in info:
level.description = info['description']
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if 'enterScript' in info:
level.enterScript = info['enterScript']
# get map colors
if 'floorColors' in info:
level.floorColors = info['floorColors']
if 'wallColors' in info:
level.wallColors = info['wallColors']
if len(level.floorColors) == 0:
level.floorColors.append('#9F7F5F')
if len(level.wallColors) == 0:
level.wallColors.append('#7F3F0F')
# get things
hasKnownEntrance = False
if 'loadOnce' in info and not preLoaded:
for thing in info['loadOnce']:
#print(type(thing))
if isinstance(thing, _gt.Thing):
nextThing = level.addThing(thing, nextThing, True)
else:
raise MapError("Non-thing loaded as a thing:\n{}".format(thing))
if 'loadAlways' in info:
for thing in info['loadAlways']:
#print(type(thing))
if isinstance(thing, _gt.Thing):
nextThing = level.addThing(thing, nextThing)
if ((thing.thingType == 'x' and not hasKnownEntrance) or thing.thingType == 'a') and prevMap == thing.exitid:
level.playerStart = (thing.x, thing.y)
hasKnownEntrance = True
elif isinstance(thing, Singleton):
if singletons != None:
single = singletons[thing.name]
single.x, single.y = thing.x, thing.y
single.prevx, single.prevy = thing.x, thing.y
nextThing = level.addThing(single, nextThing)
else:
raise MapError("Non-thing loaded as a thing:\n{}".format(thing))
return nextThing
# stuff the gameshell itself might use
def addThing(self, thing, nextThing = 0, persist = False):
if thing == None: # it must be a singleton
return nextThing
#if thing.name in self.thingNames: # resolved
# raise ValueError("Cannot have two objects named {0}.".format(thing.name))
if thing.thingID == -1: # This is to ensure that we don't double up IDs.
thing.thingID = nextThing
nextThing += 1
# Some things, like containers, have other things as custom values,
# so they need IDs as well.
# Let's only add them if they weren't already loaded.
if thing.thingType in 'iun':
nextThing = GameMap.addThingRecursive(thing.customValues, nextThing)
if thing.thingType == 'n':
for i in thing.tempInventory:
if i.thingID == -1:
i.thingID = nextThing
nextThing = GameMap.addThingRecursive(i.customValues, nextThing + 1)
thing.addThing(i)
del thing.tempInventory
pos = self.coordsToInt(thing.x, thing.y)
if pos not in self.thingPos:
self.thingPos[pos] = [thing.thingID]
else:
self.thingPos[pos].append(thing.thingID)
if thing.name not in self.thingNames:
self.thingNames[thing.name] = [thing.thingID]
else:
self.thingNames[thing.name].append(thing.thingID)
self.things[thing.thingID] = thing
if persist:
self.persistent.append(thing.thingID)
return nextThing
@staticmethod
def addThingRecursive(container, nextThing = 0):
if isinstance(container, _gt.Thing):
if container.thingID == -1:
container.thingID = nextThing
nextThing = GameMap.addThingRecursive(container.customValues, nextThing)
return nextThing + 1
else:
return nextThing
elif isinstance(container, dict):
for i in container:
nextThing = GameMap.addThingRecursive(container[i], nextThing)
return nextThing
elif isinstance(container, list):
for i in container:
nextThing = GameMap.addThingRecursive(i, nextThing)
return nextThing
else:
return nextThing
def getThing(self, **kwargs):
if 'name' in kwargs:
return self.getThingByName(kwargs['name'])
elif 'thingID' in kwargs:
return self.getThingByID(kwargs['thingID'])
elif 'pos' in kwargs:
return self.getThingAtPos(kwargs['pos'])
elif 'coords' in kwargs:
return self.getThingAtCoords(kwargs['coords'][0], kwargs['coords'][1])
else:
raise ValueError('Thing cannot be found by {}.'.format(str(kwargs)))
def removeThing(self, **kwargs):
if 'name' in kwargs:
return self.removeThingByName(kwargs['name'])
elif 'thingID' in kwargs:
return self.removeThingByID(kwargs['thingID'])
elif 'pos' in kwargs:
return self.removeThingAtPos(kwargs['pos'])
elif 'coords' in kwargs:
return self.removeThingAtCoords(kwargs['coords'][0], kwargs['coords'][1])
else:
raise ValueError('Thing cannot be found by {}.'.format(str(kwargs)))
def path(self, x1, y1, loc, closeEnough = True):
startThing = self.getThingAtCoords(x1, y1)
#if not closeEnough:
# if startThing and not startThing.passable:
# return -1, [], -1 # meaning you can't get there
dist, prev, endPoint = self.dijkstra(x1, y1, loc, closeEnough)
numVertex = self.dimensions[0] * self.dimensions[1]
if endPoint > -1 and dist[endPoint] < numVertex + 1:
pathList = [endPoint]
nextPoint = prev[endPoint]
while nextPoint != -1:
pathList.append(nextPoint)
nextPoint = prev[nextPoint]
pathList.reverse()
return dist[endPoint], pathList[1:], endPoint
else:
return -1, [], -1 # meaning you can't get there
def dijkstra(self, x1, y1, loc = None, closeEnough = True):
"""Uses Dijkstra's Algorithm to find the shortest path from (x1, y1) to (x2, y2)
The closeEnough parameter will create a path that lands beside the source if
necessary. The loc parameter is an optional locus which will cause the function
to return once it finds a point that's in the locus."""
endPoint = -1 # until one matches the locus, which it might not.
numVertex = self.dimensions[0] * self.dimensions[1]
dist = [numVertex + 1 for i in range(numVertex)]
prev = [-1 for i in range(numVertex)]
# validation
if loc == None or not self.__validateCoords(x1, y1):
# start point is out-of-bounds or there is no destination
return dist, prev, endPoint
# first test to see that the start point is passable
startThing = self.getThingAtCoords(x1, y1)
startPoint = self.coordsToInt(x1, y1)
dist[startPoint] = 0
queue = []
heapq.heappush(queue, (dist[startPoint], startPoint))
while len(queue) > 0:
u = heapq.heappop(queue)[1]
if loc != None and self.intToCoords(u) in loc:
if endPoint == -1 or dist[u] < dist[endPoint]:
endPoint = u
#print(f"endPoint: {endPoint}; Reason: in locus")
for v in self.mapGraph[u]:
thing = self.getThingAtPos(v)
if thing and not thing.passable:
if closeEnough and self.intToCoords(v) in loc and (endPoint == -1 or dist[u] < dist[endPoint]):
endPoint = u
#print(f"endPoint: {endPoint}; Reason: good enough")
else:
continue
tempDist = dist[u] + 1
if tempDist < dist[v]:
dist[v] = tempDist
if dist[u] != numVertex + 1:
prev[v] = u
heapq.heappush(queue, (dist[v], v))
return dist, prev, endPoint
#if dist[endPoint] < numVertex + 1:
# return dist[endPoint], prev
#else:
# return -1, [] # meaning you can't get there
def lineOfSight(self, x1, y1, x2, y2):
"""Test for line of signt from one tile to another."""
if not (self.__validateCoords(x1, y1) and self.__validateCoords(x2, y2)):
return False
# Trivial case first:
if abs(x1 - x2) <= 1 and abs(y1 - y2) <= 1:
return True
# Common case second:
lst = list(_gl.LineLocus(x1, y1, x2, y2, False))[1:-1]
# Here is where we actually check:
for space in lst:
if not self.isPassable(self.coordsToInt(*space)):
return False
return True
def isPassable(self, x, y = -1):
if y == -1:
if not self.__validatePos(x):
return False
pos = x
x, y = self.intToCoords(x)
else:
if not self.__validateCoords(x, y):
return False
pos = self.coordsToInt(x, y)
if self.mapMatrix[y][x][0] == 'w':
return False
thingsInSpace = self.getThingsAtPos(pos)
for thing in thingsInSpace:
if not thing.passable:
return False
return True
def __validateCoords(self, x: int, y: int) -> bool:
return x >= 0 and x < self.dimensions[0] and y >= 0 and y < self.dimensions[1]
def __validatePos(self, pos: int) -> bool:
return pos >= 0 and pos < self.dimensions[0] * self.dimensions[1]
@staticmethod
def __coordsToInt(x, y, width):
return x + y * width
def coordsToInt(self, x: int, y: int, width = -1):
if width < 0:
return x + y * self.dimensions[0]
else:
return x + y * width
def intToCoords(self, pos: int):
return pos % self.dimensions[0], int(pos / self.dimensions[0])
def getThingAtCoords(self, x, y):
return self.getThingAtPos(self.coordsToInt(x, y))
def getThingsAtCoords(self, x, y):
return self.getThingsAtPos(self.coordsToInt(x, y))
def getThingAtPos(self, pos):
if pos in self.thingPos:
return self.things[self.thingPos[pos][0]]
else:
return None
def getThingsAtPos(self, pos):
if pos in self.thingPos:
return [self.things[i] for i in self.thingPos[pos]]
else:
return []
def getThingByName(self, name):
if name in self.thingNames:
return self.things[self.thingNames[name][0]]
else:
return None
def getThingsByName(self, name):
if name in self.thingNames:
ret = []
for i in self.thingNames[name]:
ret.append(self.things[i])
return ret
else:
return []
def getThingByID(self, thingID):
if thingID in self.things:
return self.things[thingID]
else:
return None
def removeThingByThing(self, thing):
if thing != None:
oldPos = self.coordsToInt(thing.x, thing.y)
if oldPos in self.thingPos:
self.thingPos[oldPos].remove(thing.thingID)
if len(self.thingPos[oldPos]) == 0:
del self.thingPos[oldPos]
oldName = thing.name
if oldName in self.thingNames:
self.thingNames[oldName].remove(thing.thingID)
if len(self.thingNames[oldName]) == 0:
del self.thingNames[oldName]
if thing.thingID in self.persistent:
self.persistent.remove(thing.thingID)
del self.things[thing.thingID]
return thing
else:
return None
def removeThingAtCoords(self, x, y):
return self.removeThingAtPos(self.coordsToInt(x, y))
def removeThingsAtCoords(self, x, y):
return self.removeThingsAtPos(self.coordsToInt(x, y))
def removeThingAtPos(self, pos):
if pos in self.thingPos:
return self.removeThingByThing(self.getThingAtPos(pos))
else:
return None
def removeThingsAtPos(self, pos):
if pos in self.thingPos:
ret = []
for i in self.thingPos[pos]:
ret.append(self.removeThingByThing(self.things[i]))
return ret
else:
return []
def removeThingByName(self, name):
if name in self.thingNames:
return self.removeThingByThing(self.getThingByName(name))
else:
return None
def removeThingsByName(self, name):
if name in self.thingNames:
ret = []
for i in self.thingNames[name]:
ret.append(self.removeThingByThing(self.things[i]))
return ret
else:
return []
def removeThingByID(self, thingID):
if thingID in self.things:
return self.removeThingByThing(self.things[thingID])
else:
return None
def moveThing(self, thing, x, y = -1):
newPos = x
if y != -1:
newPos = self.coordsToInt(x, y)
else:
x, y = self.intToCoords(x)
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if thing != None:
if thing.x == x and thing.y == y:
return # it's already there, so don't do anything.
oldPos = self.coordsToInt(thing.x, thing.y)
if oldPos in self.thingPos:
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self.thingPos[oldPos].remove(thing.thingID)
if len(self.thingPos[oldPos]) == 0:
del self.thingPos[oldPos]
if newPos not in self.thingPos:
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self.thingPos[newPos] = [thing.thingID]
else:
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self.thingPos[newPos].append(thing.thingID)
relPlayerx, relPlayery = thing.playerx - thing.x, thing.playery - thing.y
thing.prevx, thing.prevy = thing.x, thing.y
thing.x, thing.y = x, y
thing.playerx, thing.playery = thing.x + relPlayerx, thing.y + relPlayery
else:
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raise MapError("There is nothing to move.")
class LoSLocus(_gl.Locus):
"""A locus that defines all points within line-of-sight of a given points."""
def __init__(self, x, y, level):
self.x = x
self.y = y
self.level = level
def __contains__(self, item):
if not isinstance(item, tuple) and not isinstance(item, list):
raise ValueError("Item must be a tuple or a list.")
x, y = item
return self.level.lineOfSight(x, y, self.x, self.y)
def __iter__(self):
ret = [(self.x, self.y)]
mat = [[False for i in range(self.level.y)] for j in range(self.level.x)]
mat[self.x][self.y] = True
fringe = [(self.x, self.y + 1), (self.x + 1, self.y), (self.x, self.y - 1), (self.x - 1, self.y),
(self.x + 1, self.y + 1), (self.x + 1, self.y - 1), (self.x - 1, self.y - 1), (self.x - 1, self.y + 1)]
while len(fringe) > 0:
point = fringe.pop(0)
check = []
if abs(point[0] - self.x) > abs(point[1] - self.y):
if point[0] > self.x:
check.append((point[0] - 1, point[1]))
if point[1] > self.y:
check.append((point[0] - 1, point[1] - 1))
elif point[1] < self.y:
check.append((point[0] - 1, point[1] + 1))
else:
check.append((point[0] + 1, point[1]))
if point[1] > self.y:
check.append((point[0] + 1, point[1] - 1))
elif point[1] < self.y:
check.append((point[0] + 1, point[1] + 1))
elif abs(point[0] - self.x) < abs(point[1] - self.y):
if point[1] > self.y:
check.append((point[0], point[1] - 1))
if point[0] > self.x:
check.append((point[0] - 1, point[1] - 1))
elif point[0] < self.x:
check.append((point[0] + 1, point[1] - 1))
else:
check.append((point[0], point[1] + 1))
if point[0] > self.x:
check.append((point[0] - 1, point[1] + 1))
elif point[0] < self.x:
check.append((point[0] + 1, point[1] + 1))
else:
if point[0] > self.x:
if point[1] > self.y:
check.append((point[0] - 1, point[1] - 1))
else:
check.append((point[0] - 1, point[1] - 1))
else:
if point[1] > self.y:
check.append((point[0] + 1, point[1] - 1))
else:
check.append((point[0] + 1, point[1] - 1))
status = [mat[i[0]][i[1]] for i in check]
addIf = False
if True in status:
if False in status:
addIf = self.level.lineOfSight(point[0], point[1], self.x, self.y)
else:
addIf = True
if addIf:
mat[point[0]][point[1]] = self.level.isPassable(*point)
ret.append(point)
return iter(ret)
# |\_/|
# /0 0\
# \o/