Added loci, and made dialog processing internal to the engine.

This commit is contained in:
Patrick Marsee 2019-10-11 14:35:39 -04:00
parent 5010042430
commit 9cda61a895
11 changed files with 1860 additions and 1269 deletions

File diff suppressed because it is too large Load diff

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@ -63,30 +63,41 @@ class NoOpEvent(GameEvent):
class GoEvent(GameEvent):
def __init__(self, actor, x, y):
def __init__(self, actor, path, speed, action = None, locus = None, timeTaken = 0):
super(GoEvent, self).__init__('go')
self.actor = actor
self.x = x
self.y = y
self.path = path
self.speed = speed
self.action = action
self.locus = locus
self.timeTaken = timeTaken
@property
def pos(self):
return self.path[0]
class ArriveEvent(GameEvent):
def __init__(self, actor, x, y, t):
def __init__(self, actor, pos, speed, action = None, locus = None, timeTaken = 0):
super(ArriveEvent, self).__init__('arrive')
self.actor = actor
self.x = x
self.y = y
self.t = t
self.pos = pos
self.speed = speed
self.action = action
self.locus = locus
self.timeTaken = timeTaken
class UseEvent(GameEvent):
def __init__(self, thing, args):
def __init__(self, actor, thing, args):
super(UseEvent, self).__init__('use')
self.actor = actor
self.thing = thing
self.args = args
class UseOnEvent(GameEvent):
def __init__(self, item, thing, args):
def __init__(self, actor, item, thing, args):
super(UseOnEvent, self).__init__('useon')
self.actor = actor
self.thing = thing # thing can be a coordinate pair?
self.item = item
self.args = args

336
gamelocus.py Normal file
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@ -0,0 +1,336 @@
# gamelocus.py
import math as _mt
class Locus(object):
"""Abstract base class for locus objects."""
def __init__(self, **kwargs):
"""Base locus constructor."""
pass
def __contains__(self, item):
"""Is this point within the locus?"""
return False
def __iter__(self):
return iter(())
def __repr__(self):
return "Locus()"
class PointLocus(Locus):
"""A locus that defines a single tile."""
def __init__(self, x, y, **kwargs):
"""Take the coordinates for a point."""
self.x = x
self.y = y
def __contains__(self, item):
if not isinstance(item, tuple) and not isinstance(item, list):
raise ValueError("Item must be a tuple or a list.")
return item[0] == self.x and item[1] == self.y
def __iter__(self):
return iter(((self.x, self.y),)) # just an iterator of the one tile
def __repr__(self):
return "PointLocus({}, {})".format(self.x, self.y)
class LineLocus(Locus):
"""A locus that defines all square tiles that intersect a given line segment."""
def __init__(self, x1, y1, x2, y2, thick = False, **kwargs):
"""Take the coordinates for the two endpoints."""
self.x1 = x1
self.y1 = y1
self.x2 = x2
self.y2 = y2
self.thick = thick
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
# Is it outside the bounding box for this line?
if x > max(self.x1, self.x2) or x < min(self.x1, self.x2) or y > max(self.y1, self.y2) or y < min(self.y1, self.y2):
return False
# Is this line straight up and down, or left and right?
elif self.x1 == self.x2 or self.y1 == self.y2:
# In this case, the line takes up the whole bounding box, so it must
# be true since it passed the first step to get here.
return True
else:
slope = (self.y2 - self.y1) / (self.x2 - self.x1)
intercept = (self.y1 + 0.5) - (self.x1 + 0.5) * slope
f = lambda z: z * slope + intercept
if self.thick:
if slope > 0:
return _mt.ceil(f(x)-1) <= y and _mt.floor(f(x+1)+1) > y
else:
return _mt.floor(f(x)+1) > y and _mt.ceil(f(x+1)-1) <= y
else:
if slope > 0:
return _mt.floor(f(x)) <= y and _mt.ceil(f(x+1)) > y
else:
return _mt.ceil(f(x)) > y and _mt.floor(f(x+1)) <= y
def __iter__(self):
# avoid infinite slope case
if self.x1 == self.x2:
miny, maxy = min(self.y1, self.y2), max(self.y1, self.y2) + 1
ret = [(self.x1, y) for y in range(miny, maxy)]
return iter(ret)
# for convenience: it's easy to calculate if it's horizontal too.
elif self.y1 == self.y2:
minx, maxx = min(self.x1, self.x2), max(self.x1, self.x2) + 1
ret = [(x, self.y1) for x in range(minx, maxx)]
return iter(ret)
else:
slope = (self.y2 - self.y1) / (self.x2 - self.x1)
intercept = (self.y1 + 0.5) - (self.x1 + 0.5) * slope
f = lambda x: x * slope + intercept
lx, ly = min((self.x1, self.y1), (self.x2, self.y2))
rx, ry = max((self.x1, self.y1), (self.x2, self.y2))
ret = []
# edge case 1: the first half column
if slope > 0:
maxy = _mt.ceil(f(lx+1))
if self.thick:
maxy = _mt.floor(f(lx+1)+1)
for y in range(ly, maxy):
ret.append((lx, y))
else:
maxy = _mt.floor(f(lx+1))-1
if self.thick:
maxy = _mt.ceil(f(lx+1)-2)
for y in range(ly, maxy, -1):
ret.append((lx, y))
# Usual case: the line between the end points
for x in range(lx+1, rx):
if slope > 0:
miny = _mt.floor(f(x))
maxy = _mt.ceil(f(x+1))
if self.thick:
miny = _mt.ceil(f(x)-1)
maxy = _mt.floor(f(x+1)+1)
for y in range(miny, maxy):
ret.append((x, y))
else:
miny = _mt.ceil(f(x)-1)
maxy = _mt.floor(f(x+1))-1
if self.thick:
miny = _mt.floor(f(x))
maxy = _mt.ceil(f(x+1)-2)
for y in range(miny, maxy, -1):
ret.append((x, y))
# edge case 2: the last half column
if slope > 0:
miny = _mt.floor(f(rx))
if self.thick:
miny = _mt.ceil(f(rx)-1)
for y in range(miny, ry+1):
ret.append((rx, y))
else:
miny = _mt.ceil(f(rx)-1)
if self.thick:
miny = _mt.floor(f(rx))
for y in range(miny, ry-1, -1):
ret.append((rx, y))
return iter(ret)
def __repr__(self):
return "LineLocus({}, {}, {}, {}, thick={})".format(self.x1, self.y1, self.x2, self.y2, self.thick)
class RectLocus(Locus):
"""A locus that defines the outline of a rectangle."""
def __init__(self, x1, y1, x2, y2, **kwargs):
self.lx = min(x1, x2)
self.rx = max(x1, x2)
self.ly = min(y1, y2)
self.ry = max(y1, y2)
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
if x < self.lx or x > self.rx or y < self.ly or y > self.ry:
return False
elif x == self.lx or x == self.rx or y == self.ry or y == self.ly:
return True
else:
return False
def __iter__(self):
ret = [(x, self.ly) for x in range(self.lx, self.rx)]
ret.extend([(self.rx, y) for y in range(self.ly, self.ry)])
ret.extend([(x, self.ry) for x in range(self.rx, self.lx, -1)])
ret.extend([(self.lx, y) for y in range(self.ry, self.ly, -1)])
return iter(ret)
def __repr__(self):
return "RectLocus({}, {}, {}, {})".format(self.lx, self.ly, self.rx, self.ry)
class FilledRectLocus(Locus):
"""A locus that defines all points within a rectangle."""
def __init__(self, x1, y1, x2, y2, **kwargs):
self.lx = min(x1, x2)
self.rx = max(x1, x2)
self.ly = min(y1, y2)
self.ry = max(y1, y2)
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 x >= self.lx and x <= self.rx and y >= self.ly and y <= self.ry
def __iter__(self):
return iter([(x, y) for y in range(self.ly, self.ry+1) for x in range(self.lx, self.rx+1)])
def __repr__(self):
return "FilledRectLocus({}, {}, {}, {})".format(self.lx, self.ly, self.rx, self.ry)
class CircleLocus(Locus):
"""A locus that defines the outline of a circle."""
def __init__(self, x, y, radius, **kwargs):
self.x = x + 0.5
self.y = y + 0.5
self.r = radius
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
if self.x == x + 0.5 and (y == _mt.floor(self.y + self.r) or y == _mt.floor(self.y - self.r)):
return True
elif self.y == y + 0.5 and (x == _mt.floor(self.x + self.r) or x == _mt.floor(self.x - self.r)):
return True
else:
# Edge case: very small circle
if self.r <= _mt.sqrt(2) * 0.5:
# In this case, the circle is small enough that the previous
# checks would have cought every possible tile other than the center.
return x == _mt.floor(self.x) and y == _mt.floor(self.y)
if y + 0.5 > self.y:
if x + 0.5 > self.x:
return _mt.sqrt((x - self.x)**2 + (y - self.y)**2) < self.r and _mt.sqrt((x+1 - self.x)**2 + (y+1 - self.y)**2) > self.r
else:
return _mt.sqrt((x+1 - self.x)**2 + (y - self.y)**2) < self.r and _mt.sqrt((x - self.x)**2 + (y+1 - self.y)**2) > self.r
else:
if x + 0.5 > self.x:
return _mt.sqrt((x - self.x)**2 + (y+1 - self.y)**2) < self.r and _mt.sqrt((x+1 - self.x)**2 + (y - self.y)**2) > self.r
else:
return _mt.sqrt((x+1 - self.x)**2 + (y+1 - self.y)**2) < self.r and _mt.sqrt((x - self.x)**2 + (y - self.y)**2) > self.r
def __iter__(self):
# Edge case: very small circle
if self.r <= _mt.sqrt(2) * 0.5:
if self.r > 0.5:
ret = ((_mt.floor(self.x), _mt.floor(self.y)),
(_mt.floor(self.x) + 1, _mt.floor(self.y)),
(_mt.floor(self.x), _mt.floor(self.y) + 1),
(_mt.floor(self.x) - 1, _mt.floor(self.y)),
(_mt.floor(self.x), _mt.floor(self.y) - 1))
return iter(ret)
else:
return iter(((_mt.floor(self.x), _mt.floor(self.y)),))
else:
f = lambda z: _mt.sqrt(self.r * self.r - (z - self.x)**2) + self.y
# The topmost square: the 'keystone' if you will.
ret = [(_mt.floor(self.x), _mt.floor(self.y + self.r))]
# All squares between the keystone and the rightmost column.
for x in range(_mt.ceil(self.x), _mt.floor(self.x + self.r)):
ly = _mt.floor(f(x))
ry = _mt.floor(f(x+1)) - 1
for y in range(ly, ry, -1):
ret.append((x, y))
# The last column, minus the bottom square
x = _mt.floor(self.x + self.r)
for y in range(_mt.floor(f(x)), _mt.floor(self.y), -1):
ret.append((x, y))
# Finish the circle by copying the coordinates we already have.
ret = ret + [(_mt.floor(self.x) + (y - _mt.floor(self.y)), _mt.floor(self.y) - (x - _mt.floor(self.x))) for x, y in ret]
return iter(ret + [(_mt.floor(self.x) - (x - _mt.floor(self.x)), _mt.floor(self.y) - (y - _mt.floor(self.y))) for x, y in ret])
def __repr__(self):
return "CircleLocus({}, {}, {})".format(_mt.floor(self.x), _mt.floor(self.y), self.r)
class FilledCircleLocus(Locus):
"""A locus that defines all points within a circle."""
def __init__(self, x, y, radius, **kwargs):
self.x = x + 0.5
self.y = y + 0.5
self.r = radius
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
if self.x == x + 0.5 and (y <= _mt.floor(self.y + self.r) and y >= _mt.floor(self.y - self.r)):
return True
elif self.y == y + 0.5 and (x <= _mt.floor(self.x + self.r) and x >= _mt.floor(self.x - self.r)):
return True
else:
# Edge case: very small circle
if self.r <= _mt.sqrt(2) * 0.5:
# In this case, the circle is small enough that the previous
# checks would have cought every possible tile other than the center.
return x == _mt.floor(self.x) and y == _mt.floor(self.y)
if y + 0.5 > self.y:
if x + 0.5 > self.x:
return _mt.sqrt((x - self.x)**2 + (y - self.y)**2) < self.r
else:
return _mt.sqrt((x+1 - self.x)**2 + (y - self.y)**2) < self.r
else:
if x + 0.5 > self.x:
return _mt.sqrt((x - self.x)**2 + (y+1 - self.y)**2) < self.r
else:
return _mt.sqrt((x+1 - self.x)**2 + (y+1 - self.y)**2) < self.r
def __iter__(self):
# Edge case: very small circle
if self.r <= _mt.sqrt(2) * 0.5:
if self.r > 0.5:
ret = ((_mt.floor(self.x), _mt.floor(self.y)),
(_mt.floor(self.x) + 1, _mt.floor(self.y)),
(_mt.floor(self.x), _mt.floor(self.y) + 1),
(_mt.floor(self.x) - 1, _mt.floor(self.y)),
(_mt.floor(self.x), _mt.floor(self.y) - 1))
return iter(ret)
else:
return iter(((_mt.floor(self.x), _mt.floor(self.y)),))
else:
f = lambda z: _mt.sqrt(self.r * self.r - (z - self.x)**2) + self.y
# The topmost square: the 'keystone' if you will.
ret = [(_mt.floor(self.x), y) for y in range(_mt.floor(self.y + self.r), _mt.floor(self.y), -1)]
# All squares between the keystone and the rightmost column.
ry = _mt.floor(self.y)
for x in range(_mt.ceil(self.x), _mt.floor(self.x + self.r)):
ly = _mt.floor(f(x))
for y in range(ly, ry, -1):
ret.append((x, y))
# The last column, minus the bottom square
x = _mt.floor(self.x + self.r)
for y in range(_mt.floor(f(x)), _mt.floor(self.y), -1):
ret.append((x, y))
# Finish the circle by copying the coordinates we already have.
ret = ret + [(_mt.floor(self.x) + (y - _mt.floor(self.y)), _mt.floor(self.y) - (x - _mt.floor(self.x))) for x, y in ret]
return iter(ret + [(_mt.floor(self.x) - (x - _mt.floor(self.x)), _mt.floor(self.y) - (y - _mt.floor(self.y))) for x, y in ret] + [(_mt.floor(self.x), _mt.floor(self.y))])
def __repr__(self):
return "FilledCircleLocus({}, {}, {})".format(_mt.floor(self.x), _mt.floor(self.y), self.r)
class SetLocus(set, Locus):
"""A locus that defines a set of given arbitrary points."""
def __init__(self, *args, **kwargs):
super(SetLocus, self).__init__(*args, **kwargs)
def __repr__(self):
return "SetLocus({})".format(tuple(self))

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@ -1,511 +1,10 @@
#gamemap.py
import re
import heapq
import xml.etree.ElementTree as ET
import ruamel.yaml
import math as _mt
from ruamel.yaml.comments import CommentedMap # for loading classes
class Thing(object):
def __init__(self, thingType: str, name: str, x: int, y: int, description: str, flags: int, playerx = None, playery = None):
self.thingType = thingType
self.name = name
self.description = description
self.x = x
self.y = y
self.playerx = x
self.playery = y
self.prevx = x # if an area gets double-occupied, a thing can get pushed back.
self.prevy = y
if playerx:
self.playerx = playerx
if playery:
self.playery = playery
self.passable = bool(flags & 1)
self.talkable = bool(flags & 2)
self.lookable = bool(flags & 4)
self.takeable = bool(flags & 8)
self.useable = bool(flags & 16)
self.graphic = ('clear', '#7F7F7F', ' ')
self.thingID = -1 # ID not assigned
def __str__(self):
"""__str__ is used for look."""
return self.description
def __eq__(self, other):
if not isinstance(other, Thing):
return False
return self.name == other.name
class Item(Thing):
yaml_flag = u'!Item'
defaultGraphic = ('clear', '#00BF00', '^')
def __init__(self, name, x: int, y: int, description: str, useFunc: str, useOnFunc: str, customValues: dict, ranged: bool, graphic = defaultGraphic):
super(Item, self).__init__('i', name, x, y, description, 13)
self.useFunc = useFunc
self.useOnFunc = useOnFunc
self.customValues = customValues
self.ranged = ranged
self.graphic = graphic
def use(self):
pass
@classmethod
def to_yaml(cls, representer, node):
# save usual things
ret = {'name': node.name, 'location': (node.x, node.y), 'description': node.description}
# save graphic
graphic = {}
if node.graphic[0] != Item.defaultGraphic[0]:
graphic['bgc'] = node.graphic[0]
if node.graphic[1] != Item.defaultGraphic[1]:
graphic['fgc'] = node.graphic[1]
if node.graphic[2] != Item.defaultGraphic[2]:
graphic['shape'] = node.graphic[2]
if len(graphic) > 0:
ret['graphic'] = graphic
# save use functions
if node.useFunc != '':
ret['useFunc'] = node.useFunc
if node.useOnFunc != '':
ret['useOnFunc'] = node.useOnFunc
if len(node.customValues) > 0:
ret['customValues'] = node.customValues
if node.ranged:
ret['ranged'] = node.ranged
return representer.represent_mapping(cls.yaml_flag, ret)
@classmethod
def from_yaml(cls, constructor, node):
parts = CommentedMap()
constructor.construct_mapping(node, parts, True)
# set default values for optional arguments
useFunc = ''
useOnFunc = ''
customValues = {}
ranged = False
bgc = Item.defaultGraphic[0]
fgc = Item.defaultGraphic[1]
shape = Item.defaultGraphic[2]
# load graphic
if 'graphic' in parts:
if 'bgc' in parts['graphic']:
bgc = parts['graphic']['bgc']
if 'fgc' in parts['graphic']:
fgc = parts['graphic']['fgc']
if 'shape' in parts['graphic']:
shape = parts['graphic']['shape']
graphic = (bgc, fgc, shape)
# load use functions
if 'useFunc' in parts:
useFunc = parts['useFunc']
if 'useOnFunc' in parts:
useOnFunc = parts['useOnFunc']
if 'customValues' in parts:
customValues = dict(parts['customValues'])
for v in customValues:
if isinstance(customValues[v], tuple):
customValues[v] = list(customValues[v])
if 'ranged' in parts:
useOnFunc = parts['ranged']
return cls(parts['name'], parts['location'][0], parts['location'][1],
parts['description'], useFunc, useOnFunc, customValues, ranged, graphic)
class Useable(Thing):
yaml_flag = u'!Useable'
defaultGraphic = ('clear', '#0000FF', '#')
def __init__(self, name, x: int, y: int, description: str, useFunc: str, customValues: dict, playerx = None, playery = None, graphic = defaultGraphic):
super(Useable, self).__init__('u', name, x, y, description, 16, playerx, playery)
self.useFunc = useFunc
self.customValues = customValues
self.graphic = graphic
@classmethod
def to_yaml(cls, representer, node):
# save usual things
ret = {'name': node.name, 'location': (node.x, node.y), 'description': node.description}
# save graphic
graphic = {}
if node.graphic[0] != Useable.defaultGraphic[0]:
graphic['bgc'] = node.graphic[0]
if node.graphic[1] != Useable.defaultGraphic[1]:
graphic['fgc'] = node.graphic[1]
if node.graphic[2] != Useable.defaultGraphic[2]:
graphic['shape'] = node.graphic[2]
if len(graphic) > 0:
ret['graphic'] = graphic
# save use functions
if node.useFunc != '':
ret['useFunc'] = node.useFunc
if len(node.customValues) > 0:
ret['customValues'] = node.customValues
if node.x != node.playerx or node.y != node.playery:
ret['useLocation'] = (node.playerx, node.playery)
return representer.represent_mapping(cls.yaml_flag, ret)
@classmethod
def from_yaml(cls, constructor, node):
parts = CommentedMap()
constructor.construct_mapping(node, parts, True)
# set default values for optional arguments
useFunc = ''
customValues = {}
playerx, playery = parts['location']
bgc = Useable.defaultGraphic[0]
fgc = Useable.defaultGraphic[1]
shape = Useable.defaultGraphic[2]
# load graphic
if 'graphic' in parts:
if 'bgc' in parts['graphic']:
bgc = parts['graphic']['bgc']
if 'fgc' in parts['graphic']:
fgc = parts['graphic']['fgc']
if 'shape' in parts['graphic']:
shape = parts['graphic']['shape']
graphic = (bgc, fgc, shape)
# load use functions
if 'useFunc' in parts:
useFunc = parts['useFunc']
if 'customValues' in parts:
customValues = dict(parts['customValues'])
for v in customValues:
if isinstance(customValues[v], tuple):
customValues[v] = list(customValues[v])
if 'useLocation' in parts:
playerx, playery = parts['useLocation']
return cls(parts['name'], parts['location'][0], parts['location'][1],
parts['description'], useFunc, customValues, playerx, playery, graphic)
class Character(Thing):
defaultGraphic = ('clear', '#000000', 'o')
def __init__(self, thingType: str, name: str, x: int, y: int,
description: str, inventory: dict, customValues: dict,
flags: int, playerx = None, playery = None, graphic = defaultGraphic):
super(Character, self).__init__(thingType, name, x, y, description, flags)
if inventory == None:
inventory = {} # create a new dict for the inventory.
# This couldn't be in the NPC constructor because
# then all characters would share a reference to
# the same empty inventory.
self.__inventory = inventory
self.customValues = customValues
self.graphic = graphic
self.thingNames = {}
# set up inventory shtuff
for i in self.__inventory:
if self.__inventory[i].name in self.thingNames:
self.thingNames[self.__inventory[i].name].append(i)
else:
self.thingNames[self.__inventory[i].name] = [i]
def addThing(self, thing):
if not isinstance(thing, Item):
raise TypeError("Only items can be added to a character's inventory.")
self.__inventory[thing.thingID] = thing
if thing.name in self.thingNames:
self.thingNames[thing.name].append(thing.thingID)
else:
self.thingNames[thing.name] = [thing.thingID]
def getThingByID(self, thingID):
return self.__inventory[thingID]
def getThingByName(self, name):
if name in self.thingNames:
return self.__inventory[self.thingNames[name][0]]
else:
return None
def removeThingByID(self, thingID):
ret = self.__inventory[thingID]
self.thingNames[ret.name].remove(thingID)
if len(self.thingNames[ret.name]) == 0:
del self.thingNames[ret.name]
del self.__inventory[thingID]
return ret
def removeThingByName(self, name):
ret = self.getThingByName(name)
self.thingNames[ret.name].remove(thingID)
if len(self.thingNames[ret.name]) == 0:
del self.thingNames[ret.name]
del self.__inventory[thingID]
return ret
def removeThing(self, ret):
self.thingNames[ret.name].remove(ret.thingID)
if len(self.thingNames[ret.name]) == 0:
del self.thingNames[ret.name]
del self.__inventory[ret.thingID]
return ret
@property
def inventory(self):
"""Get the inventory as a list."""
return list(self.__inventory.values())
class NPC(Character):
yaml_flag = u'!NPC'
defaultGraphic = ('clear', '#000000', 'o')
def __init__(self, name, x: int, y: int, description: str, behavior: str, inventory: list, customValues: dict, playerx = None, playery = None, graphic = defaultGraphic):
super(NPC, self).__init__('n', name, x, y, description, None, customValues, 6, playerx, playery, graphic)
self.behavior = behavior
self.behaveEvent = None
self.tempInventory = inventory # should be deleted once NPC is loaded
@classmethod
def to_yaml(cls, representer, node):
# save usual things
ret = {'name': node.name, 'location': (node.x, node.y),
'description': node.description, 'behavior': node.behavior}
# save graphic
graphic = {}
if node.graphic[0] != NPC.defaultGraphic[0]:
graphic['bgc'] = node.graphic[0]
if node.graphic[1] != NPC.defaultGraphic[1]:
graphic['fgc'] = node.graphic[1]
if node.graphic[2] != NPC.defaultGraphic[2]:
graphic['shape'] = node.graphic[2]
if len(graphic) > 0:
ret['graphic'] = graphic
# save use functions
if len(node.inventory) > 0:
ret['inventory'] = node.inventory
if len(node.customValues) > 0:
ret['customValues'] = node.customValues
if node.x != node.playerx or node.y != node.playery:
ret['useLocation'] = (node.playerx, node.playery)
return representer.represent_mapping(cls.yaml_flag, ret)
@classmethod
def from_yaml(cls, constructor, node):
parts = CommentedMap()
constructor.construct_mapping(node, parts, True)
# set default values for optional arguments
following = False
inventory = []
customValues = {}
playerx, playery = parts['location']
bgc = NPC.defaultGraphic[0]
fgc = NPC.defaultGraphic[1]
shape = NPC.defaultGraphic[2]
# load graphic
if 'graphic' in parts:
if 'bgc' in parts['graphic']:
bgc = parts['graphic']['bgc']
if 'fgc' in parts['graphic']:
fgc = parts['graphic']['fgc']
if 'shape' in parts['graphic']:
shape = parts['graphic']['shape']
graphic = (bgc, fgc, shape)
# load use functions
if 'inventory' in parts:
inventory = parts['inventory']
if 'customValues' in parts:
customValues = dict(parts['customValues'])
for v in customValues:
if isinstance(customValues[v], tuple):
customValues[v] = list(customValues[v])
if 'useLocation' in parts:
playerx, playery = parts['useLocation']
return cls(parts['name'], parts['location'][0], parts['location'][1],
parts['description'], parts['behavior'], inventory, customValues,
playerx, playery, graphic)
class Door(Thing):
yaml_flag = u'!Door'
defaultGraphic = ('clear', '#7F3F00', '#')
def __init__(self, name, x: int, y: int, locked: bool, description = None, key = None, graphic = defaultGraphic):
self.descBase = description
if description == None:
if locked:
description = "The {0} is locked.".format(name)
else:
description = "The {0} is unlocked.".format(name)
else:
if locked:
description += " It is locked.".format(name)
else:
description += " It is unlocked.".format(name)
super(Door, self).__init__('d', name, x, y, description, 1)
self.passable = not locked
self.key = key
self.graphic = graphic
def lock(self, key = None):
if key == self.key:
self.passable = not self.passable
if self.descBase == None:
if self.passable:
self.description = "The {0} is unlocked.".format(self.name)
else:
self.description = "The {0} is locked.".format(self.name)
else:
if self.passable:
self.description += " It is unlocked.".format(self.name)
else:
self.description += " It is locked.".format(self.name)
return True
return False
@classmethod
def to_yaml(cls, representer, node):
# save usual things
ret = {'name': node.name, 'location': (node.x, node.y)}
# save graphic
graphic = {}
if node.graphic[0] != Door.defaultGraphic[0]:
graphic['bgc'] = node.graphic[0]
if node.graphic[1] != Door.defaultGraphic[1]:
graphic['fgc'] = node.graphic[1]
if node.graphic[2] != Door.defaultGraphic[2]:
graphic['shape'] = node.graphic[2]
if len(graphic) > 0:
ret['graphic'] = graphic
# save door state
if node.passable:
ret['locked'] = not node.passable
if node.descBase != None:
ret['description'] = node.descBase
if node.key != None:
ret['key'] = node.key
return representer.represent_mapping(cls.yaml_flag, ret)
@classmethod
def from_yaml(cls, constructor, node):
parts = CommentedMap()
constructor.construct_mapping(node, parts, True)
# set default values for optional arguments
description = None
locked = False
key = None
bgc = Door.defaultGraphic[0]
fgc = Door.defaultGraphic[1]
shape = Door.defaultGraphic[2]
# load graphic
if 'graphic' in parts:
if 'bgc' in parts['graphic']:
bgc = parts['graphic']['bgc']
if 'fgc' in parts['graphic']:
fgc = parts['graphic']['fgc']
if 'shape' in parts['graphic']:
shape = parts['graphic']['shape']
graphic = (bgc, fgc, shape)
# load door state
if 'description' in parts:
description = parts['description']
if 'locked' in parts:
locked = parts['locked']
if 'key' in parts:
key = parts['key']
return cls(parts['name'], parts['location'][0], parts['location'][1],
locked, description, key, graphic)
class MapExit(Thing):
yaml_flag = u'!MapExit'
defaultGraphic = ('clear', '#FF0000', 'x')
def __init__(self, name, x: int, y: int, exitid: int, destination: str, prefix = None, onUse = '', key = True, graphic = defaultGraphic):
description = name
if prefix:
description = "{0} {1}".format(prefix, name)
super(MapExit, self).__init__('x', name, x, y, description, 5)
self.exitid = exitid
self.destination = destination
self.prefix = prefix
self.onUse = onUse
self.key = key
self.graphic = graphic
@classmethod
def to_yaml(cls, representer, node):
# save usual things
ret = {'name': node.name, 'location': (node.x, node.y), 'id': node.exitid, 'destination': node.destination}
# save graphic
graphic = {}
if node.graphic[0] != MapExit.defaultGraphic[0]:
graphic['bgc'] = node.graphic[0]
if node.graphic[1] != MapExit.defaultGraphic[1]:
graphic['fgc'] = node.graphic[1]
if node.graphic[2] != MapExit.defaultGraphic[2]:
graphic['shape'] = node.graphic[2]
if len(graphic) > 0:
ret['graphic'] = graphic
if node.prefix != None:
ret['prefix'] = node.prefix
if node.onUse != '':
ret['onUse'] = node.onUse
if node.key != True:
ret['key'] = node.key
return representer.represent_mapping(cls.yaml_flag, ret)
@classmethod
def from_yaml(cls, constructor, node):
parts = CommentedMap()
constructor.construct_mapping(node, parts, True)
# set default values for optional arguments
prefix = None
onUse = ''
key = True
bgc = MapExit.defaultGraphic[0]
fgc = MapExit.defaultGraphic[1]
shape = MapExit.defaultGraphic[2]
# load graphic
if 'graphic' in parts:
if 'bgc' in parts['graphic']:
bgc = parts['graphic']['bgc']
if 'fgc' in parts['graphic']:
fgc = parts['graphic']['fgc']
if 'shape' in parts['graphic']:
shape = parts['graphic']['shape']
graphic = (bgc, fgc, shape)
if 'prefix' in parts:
prefix = parts['prefix']
if 'onUse' in parts:
onUse = parts['onUse']
if 'key' in parts:
key = parts['key']
return cls(parts['name'], parts['location'][0], parts['location'][1],
parts['id'], parts['destination'], prefix, onUse, key, graphic)
class MapEntrance(Thing):
yaml_flag = u'!MapEntrance'
defaultGraphic = ('clear', 'clear', 'x')
# no graphic - should not be drawn
def __init__(self, x: int, y: int, exitid: int, name = None):
if name == None:
name = 'entrance {}'.format(exitid)
super(MapEntrance, self).__init__('a', name, x, y, '', 1)
self.exitid = exitid
@classmethod
def to_yaml(cls, representer, node):
# save usual things
ret = {'location': (node.x, node.y), 'id': node.exitid}
return representer.represent_mapping(cls.yaml_flag, ret)
@classmethod
def from_yaml(cls, constructor, node):
parts = CommentedMap()
constructor.construct_mapping(node, parts, True)
# set default values for optional arguments
return cls(parts['location'][0], parts['location'][1], parts['id'])
class PlayerCharacter(Character):
"""Player object. Cannot be created with yaml."""
defaultGraphic = ('clear', '#0000FF', 'o')
def __init__(self, x: int, y: int, description: str, inventory: dict, customValues: dict, name = 'You', graphic = defaultGraphic):
super(PlayerCharacter, self).__init__('p', name, x, y, description, inventory, customValues, 5, graphic=graphic)
import gamethings as _gt
import gamelocus as _gl
class MapError(RuntimeError):
pass
@ -518,6 +17,13 @@ class GameMap(object):
# 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)
def __init__(self, name, graph, matrix, dimensions):
self.name = name
@ -534,6 +40,7 @@ class GameMap(object):
self.wallColors = []
self.persistent = []
self.enterScript = ''
self.version = 'square 1'
@staticmethod
def __cleanStr(text: str, end = '\n'):
@ -562,22 +69,23 @@ 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
yaml = ruamel.yaml.YAML()
yaml.register_class(Item)
yaml.register_class(Useable)
yaml.register_class(NPC)
yaml.register_class(Door)
yaml.register_class(MapExit)
yaml.register_class(MapEntrance)
if infile != None:
try:
with open(infile, 'r') as f:
info = yaml.load(f)
info = GameMap.yaml.load(f)
except OSError as e:
print("The file could not be read.")
return None, nextThing
else:
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
@ -735,7 +243,7 @@ list of lists of tuples."""
return nextThing
def addThingRecursive(self, container, nextThing = 0):
if isinstance(container, Thing):
if isinstance(container, _gt.Thing):
if container.thingID == -1:
container.thingID = nextThing
nextThing = self.addThingRecursive(container.customValues, nextThing)
@ -777,42 +285,55 @@ list of lists of tuples."""
else:
raise ValueError('Thing cannot be found by {}.'.format(str(kwargs)))
def path(self, x1, y1, x2, y2, closeEnough = True):
def path(self, x1, y1, loc, closeEnough = True):
startThing = self.getThingAtCoords(x1, y1)
if not closeEnough:
if startThing and not startThing.passable:
return -1, [] # meaning you can't get there
dist, prev = self.dijkstra(x1, y1, closeEnough)
endPoint = self.coordsToInt(x2, y2)
#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)
#endPoint = self.coordsToInt(x2, y2)
numVertex = self.dimensions[0] * self.dimensions[1]
if dist[endPoint] < numVertex + 1:
return dist[endPoint], prev
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, [] # meaning you can't get there
return -1, [], -1 # meaning you can't get there
def dijkstra(self, x1, y1, closeEnough = True):
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 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."""
# first test to see that the start point is passable
startThing = self.getThingAtCoords(x1, y1)
startPoint = self.coordsToInt(x1, y1)
#endPoint = self.coordsToInt(x2, y2)
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)]
dist[startPoint] = 0
if closeEnough:
if startThing and not startThing.passable:
dist[startPoint] = -1
#if closeEnough:
# if startThing and not startThing.passable:
# dist[startPoint] = -1 # This is so it doesn't path into a non-passable end point.
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:
return dist, prev, u
for v in self.mapGraph[u]:
thing = self.getThingAtPos(v)
if thing and not thing.passable:
continue
if closeEnough and self.intToCoords(v) in loc:
return dist, prev, u
else:
continue
tempDist = dist[u] + 1
if tempDist < dist[v]:
dist[v] = tempDist
@ -820,7 +341,7 @@ The closeEnough parameter will create a path that lands beside the source if nec
prev[v] = u
heapq.heappush(queue, (dist[v], v))
return dist, prev
return dist, prev, endPoint
#if dist[endPoint] < numVertex + 1:
# return dist[endPoint], prev
#else:
@ -831,37 +352,13 @@ The closeEnough parameter will create a path that lands beside the source if nec
# Trivial case first:
if abs(x1 - x2) <= 1 and abs(y1 - y2) <= 1:
return True
Dx = x2 - x1
Dy = y2 - y1
y = y1 + 0.5
x = x1 + 0.5
lst = []
if abs(Dx) >= abs(Dy):
if Dx < 0:
x = x2 + 0.5
y = y2 + 0.5
dy = Dy / Dx
while(x < max(x2, x1) - 0.5):
x += 1
lst.append(self.coordsToInt(_mt.floor(x), _mt.floor(y)))
if _mt.floor(y) != _mt.floor(y + dy):
lst.append(self.coordsToInt(_mt.floor(x), _mt.floor(y + dy)))
y += dy
elif abs(Dx) < abs(Dy):
if Dy < 0:
x = x2 + 0.5
y = y2 + 0.5
dx = Dx / Dy
while(y < max(y2, y1) - 0.5):
y += 1
lst.append(self.coordsToInt(_mt.floor(x), _mt.floor(y)))
if _mt.floor(x) != _mt.floor(x + dx):
lst.append(self.coordsToInt(_mt.floor(x + dx), _mt.floor(y)))
x += dx
# 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(space):
if not self.isPassable(self.coordsToInt(*space)):
return False
return True
@ -999,6 +496,8 @@ The closeEnough parameter will create a path that lands beside the source if nec
else:
x, y = self.intToCoords(x)
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:
self.thingPos[oldPos].remove(thing.thingID)
@ -1015,3 +514,75 @@ The closeEnough parameter will create a path that lands beside the source if nec
else:
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)

315
gamesequence.py Normal file
View file

@ -0,0 +1,315 @@
# gamesequence.py
import re as _re
class SequenceError(RuntimeError):
pass
class ScriptBreak(object):
def __init__(self, value):
self.value = value
def getValueFromString(arg: str, env: dict):
#if env == None:
#env = self.customValues
val = None
validIdent = _re.match(r'[_A-Za-z][_0-9A-Za-z]*', arg)
if arg[0] in '"\'' and arg[-1] == arg[0]: # assume it's a string
val = arg[1:-1]
elif _re.match(r'[+-]?(?:[0-9]*[.])?[0-9]+', arg) != None:
if '.' in arg:
val = float(arg)
else:
val = int(arg)
elif arg.casefold() == 'true':
val = True
elif arg.casefold() == 'false':
val = False
#elif arg.casefold() == 'playerx' and self.player != None:
# val = self.player.x
#elif arg.casefold() == 'playery' and self.player != None:
# val = self.player.y
#elif arg.casefold() == 'playername' and self.player != None:
# val = self.player.name
#elif arg.casefold() == 'playerinv' and self.player != None:
# val = self.player.inventory
#elif arg.casefold() == 'playerdesc' and self.player != None:
# val = self.player.description
elif validIdent != None and env != None:
group = validIdent.group()
if 'scriptLocal' in env and group in env['scriptLocal']:
val = env['scriptLocal'][group]
elif group in env['global']:
val = env['global'][group]
else:
return False # for if statements; if a variable doesn't exist, should evaluate to False
# evaluate all values of all indecies
openBracket = validIdent.end()
if openBracket < len(arg):
if arg[openBracket] == '[':
ptr = openBracket
depth = 0
while ptr < len(arg):
if depth == 0 and arg[ptr] != '[':
raise SequenceError('Invalid value syntax: {}'.format(arg))
if arg[ptr] == '[':
depth += 1
elif arg[ptr] == ']':
depth -= 1
if depth == 0:
index = getValueFromString(arg[openBracket+1:ptr], env)
if index in val:
val = val[index]
else:
return False
openBracket = ptr + 1
ptr += 1
else:
raise SequenceError('Invalid value syntax: {}'.format(arg))
else:
raise SequenceError('Invalid argument to getValueFromString: {}'.format(arg))
return val
def compareValues(args: list, env: dict):
"""Generalized comparisons, may eventually be extended to other operators"""
if len(args) == 1:
return bool(getValueFromString(args[0]), env)
elif len(args) == 3 and args[1] in ('==', '!=', '<=', '>=', '<', '>', 'in'):
lval = getValueFromString(args[0], env)
operator = args[1]
rval = getValueFromString(args[2], env)
if operator == '==':
return lval == rval
elif operator == '!=':
return lval != rval
elif operator == '<=':
return lval <= rval
elif operator == '>=':
return lval >= rval
elif operator == '<':
return lval < rval
elif operator == '>':
return lval > rval
elif operator == 'in':
#if args[2].casefold() == 'playerinv':
# return lval in self.player.thingNames
#else:
return lval in rval
else:
raise SequenceError("Condition cannot be evaluated: {}".format(' '.join(args)))
def ifScript(args, env: dict, externalScripts: dict):
"""If statement: if [not] value [op value] script"""
if len(args) < 2:
raise GameError('Incomplete If statement: if {}'.format(' '.join(args)))
inverse = False
ret = False
if args[0] == 'not':
inverse = True
args.pop(0)
if len(args) < 2:
raise GameError('Incomplete If statement: if {}'.format(' '.join(args)))
# evaluate condition
if len(args) > 1 and args[1] in ('==', '!=', '<=', '>=', '<', '>', 'in'):
if len(args) < 4:
raise SequenceError('Incomplete If statement: if {}'.format(' '.join(args)))
ret = compareValues(args[:3], env)
args = args[3:]
else:
ret = bool(getValueFromString(args[0]), env)
args = args[1:]
if inverse:
ret = not ret
# if condition is true, evaluate further
if ret:
if isinstance(args[-1], list):
return runScript(args[-1], env, externalScripts)
else:
return runScript([args], env, externalScripts)
def getCustomValue(args, env: dict):
if env == None:
raise SequenceError("Cannot get a value from an empty environment.")
return getValueFromString(args[0], env)
def setCustomValue(args, env: dict):
"""takes [customValue, op, value]"""
if env == None:
raise SequenceError("Cannot set a value from an empty environment.")
scope = env['scriptLocal']
if len(args) > 0 and args[0] == 'global':
scope = env['global']
args.pop(0)
if len(args) < 3 or args[1] not in ('=', '+=', '-=', '*=', '/=', '%=', '//=', '**=', 'b=', '!=', '|=', '&=', '^='):
raise SequenceError('Arguments are not fit for the setCustomValue script.')
# This next line allows cvmod to use values in the thing's customValues dict,
# but doing this means that accessing a game CV requires setting it to a local var.
val = getValueFromString(args[2], env)
# set the value to a default value (0, 0.0, '', etc.) if not yet assigned
if args[0] not in scope and args[1] != '=':
if isinstance(val, int):
scope[args[0]] = 0
elif isinstance(val, float):
scope[args[0]] = 0.0
elif isinstance(val, str):
scope[args[0]] = ''
elif isinstance(val, bool):
scope[args[0]] = False
# Beyond this point are types that can only be found from other customValues
elif isinstance(val, tuple):
scope[args[0]] = ()
elif isinstance(val, list):
scope[args[0]] = []
elif isinstance(val, dict):
scope[args[0]] = {}
else:
raise SequenceError("Operation not supported for unassigned custom values of type {}: {}"
.format(type(val), args[1]))
# done parsing, evaluate
if args[1] == '=':
scope[args[0]] = val
elif args[1] == '+=':
scope[args[0]] += val
elif args[1] == '-=':
scope[args[0]] -= val
elif args[1] == '*=':
scope[args[0]] *= val
elif args[1] == '/=':
scope[args[0]] /= val
elif args[1] == '%=':
scope[args[0]] %= val
elif args[1] == '//=':
scope[args[0]] //= val
elif args[1] == '**=':
scope[args[0]] **= val
elif args[1] == 'b=':
scope[args[0]] = bool(val)
elif args[1] == '!=':
scope[args[0]] = not bool(val)
elif args[1] == '|=':
scope[args[0]] |= val
elif args[1] == '&=':
scope[args[0]] &= val
elif args[1] == '^=':
scope[args[0]] ^= val
return scope[args[0]]
def delCustomValue(args, env: dict):
"""To clean up after a map."""
if env == None:
raise SequenceError("Cannot delete a value from an empty environment.")
for i in args:
if i in env['global']:
del(env['global'][i])
_requireEnv = {'get' : getCustomValue, 'set' : setCustomValue, 'del' : delCustomValue}
_requireScripts = {'if' : ifScript}
def runScript(script: list, env: dict, externalScripts: dict):
"""run a script"""
ret = False
for line in script:
if len(line) == 0:
# empty line
continue
elif line[0].casefold() == 'playercmd':
# run a player command
self.getIO('playercmd')(line[1:])
elif line[0].casefold() in _requireScripts:
ret = _requireScripts[line[0]](line[1:], env, externalScripts)
elif line[0].casefold() in _requireEnv:
ret = _requireEnv[line[0]](line[1:], env)
elif line[0].casefold() == 'break':
# exit early
return _ScriptBreak(ret)
elif line[0] in externalScripts:
# run a script
ret = externalScripts[line[0]](line[1:])
else:
# conditional evaluation
compareValues(line, env)
if isinstance(ret, ScriptBreak):
return ret
# We specifically want the return value of the last line executed.
return ret
def parseScript(instr: str, envGlobal: dict, externalScripts: dict):
"""parses then runs a script."""
#print('parseScript called with {}.'.format(instr))
if instr == '':
return # nothing to be done.
literalStr = list(instr)
inQuotes = False
script = []
stack = []
ret = []
argStart = 0
c = 0
l = 0
while c < len(instr):
if inQuotes:
if instr[c] == '"':
if instr[c-1] == '\\':
del literalStr[l-1]
l -= 1
else:
inQuotes = False
del literalStr[l]
l -= 1
else:
if instr[c] == '"': # quoted string
if l > 0 and instr[c-1] == '\\':
del literalStr[l-1]
l -= 1
else:
inQuotes = True
del literalStr[l]
l -= 1
elif instr[c] in ' \t\n;}{':
if l > 0 and instr[c-1] == '\\':
del literalStr[l-1]
l -= 1
else:
if argStart != l:
ret.append(''.join(literalStr[argStart:l]))
if instr[c] == ';':
if len(ret) > 0:
script.append(ret)
ret = []
elif instr[c] == '{': # block
stack.append(script)
script.append(ret)
script = []
ret.append(script)
ret = []
del literalStr[l]
l -= 1
elif instr[c] == '}': # close block
if len(ret) > 0:
script.append(ret)
ret = []
script = stack.pop()
del literalStr[l]
l -= 1
argStart = l + 1
c += 1
l += 1
if argStart != l:
ret.append(''.join(literalStr[argStart:l]))
if len(ret) > 0:
script.append(ret)
#print('After parsing: {}'.format(script))
env = {'global' : envGlobal, 'scriptLocal' : {}}
#self.customValues['scriptLocal'] = {}
ret = runScript(script, env, externalScripts)
if isinstance(ret, ScriptBreak):
ret = ret.value
return ret

View file

@ -9,6 +9,7 @@ import heapq
import gameevents
import textwrap as _tw
from shutil import get_terminal_size as _gts
import gameutil as _gu
#import random
TERM_SIZE = _gts()[0]
@ -27,9 +28,16 @@ class GameShell(Shell):
self.outstream = _sys.stdout
self.gameBase = gameBase
self.colorMode = 0
data = self.gameBase.loadGameData('testing/testdata.yml')
self.gameTitle = 'Game Shell' # should be changed for actual games
if 'title' in data:
self.gameTitle = data['title']
self.startLevel = 'testing/test1.yml' # should be changed for actual games
if 'startLevel' in data:
self.gameTitle = data['startLevel']
self.openingText = '{}\nIn Development'
if 'openingText' in data:
self.gameTitle = data['openingText']
self.ps2 = '?> '
self.__inGame = False
@ -43,7 +51,10 @@ class GameShell(Shell):
self.registerCommand('help', self.man)
self.registerCommand('new', self.newGame)
self.gameBase.registerIO('container', self.container)
self.gameBase.registerIO('dialog', self.dialog)
self.gameBase.registerIO('startDialog', self.startDialog)
self.gameBase.registerIO('openDialog', self.openDialog)
self.gameBase.registerIO('respondDialog', self.respondDialog)
self.gameBase.registerIO('endDialog', self.endDialog)
self.gameBase.registerIO('info', self.info)
self.gameBase.registerIO('playercmd', self.playercmd)
@ -136,7 +147,7 @@ class GameShell(Shell):
See a map of the local area. "ls" is an alias of map.
"l" and "legend" are aliases of -l.
If -l is given, a map legend will be printed under the map."""
xAxis = ' ' + ''.join([self.gameBase.numberToLetter(i).ljust(2) for i in range(self.gameBase.level.dimensions[0])]) + '\n'
xAxis = ' ' + ''.join([_gu.numberToLetter(i).ljust(2) for i in range(self.gameBase.level.dimensions[0])]) + '\n'
rows = []
index = 0
exits = {}
@ -154,11 +165,6 @@ If -l is given, a map legend will be printed under the map."""
for x in range(level.dimensions[0]):
pos = level.mapMatrix[y][x]
things = level.getThingsAtPos(index)
#if x == self.gameBase.playerx and y == self.gameBase.playery:
# if self.gameBase.player != textColor:
# textColor = '#0000FF'
# rows[-1].append(self.color(textColor[1:]))
# rows[-1].append('()')
if len(things) > 0:
# Prioritize types: p, n, i, u, d, x, a
thing = things[0]
@ -253,8 +259,8 @@ If -l is given, a map legend will be printed under the map."""
for i in self.gameBase.customValues:
ret.append("{0:<22}: {1}".format(i, self.gameBase.customValues[i]))
ret.append("Player name:{0:.>68}".format(self.gameBase.player.name))
ret.append("Player position:{0:.>64}".format("{0}{1}".format(self.gameBase.numberToLetter(self.gameBase.player.x), self.gameBase.player.y)))
ret.append("Prev. position:{0:.>65}".format("{0}{1}".format(self.gameBase.numberToLetter(self.gameBase.player.prevx), self.gameBase.player.prevy)))
ret.append("Player position:{0:.>64}".format("{0}{1}".format(_gu.numberToLetter(self.gameBase.player.x), self.gameBase.player.y)))
ret.append("Prev. position:{0:.>65}".format("{0}{1}".format(_gu.numberToLetter(self.gameBase.player.prevx), self.gameBase.player.prevy)))
ret.append("Inventory:")
for i in self.gameBase.player.inventory:
ret.append("{0:<8}: {1}".format(i.thingID, i.name))
@ -303,6 +309,7 @@ If -l is given, a map legend will be printed under the map."""
"""Mode for in-game."""
if not self.__inGame:
self.registerCommand('map', self.showMap)
self.registerCommand('wait', self.gameBase.wait)
self.registerCommand('ls', self.showMap)
self.registerCommand('go', self.gameBase.go)
self.registerCommand('move', self.gameBase.go)
@ -324,6 +331,7 @@ If -l is given, a map legend will be printed under the map."""
"""Mode for main menus and the like."""
if self.__inGame:
self.registerCommand('map', self.showMap)
self.unregisterCommand('wait', self.gameBase.wait)
self.unRegisterCommand('ls', self.showMap)
self.unRegisterCommand('go', self.gameBase.go)
self.unRegisterCommand('move', self.gameBase.go)
@ -435,78 +443,24 @@ Player is modified through side-effect."""
instr = input("Choose an item to view, or exit: ")
return charsRead / 27 # based on average 250 words per minute, and word length of 5.5 + 1 for space.
def dialog(self, dialogObj):
if 'script' in dialogObj:
self.gameBase.parseScript(dialogObj['script'])
if 'cond' in dialogObj:
cases = dialogObj['cond']
ret = 0
for case in cases:
cond = case['case'].split() # should be list like ["value", "==", 1]
if len(cond) == 1 and (cond[0] == 'else' or self.gameBase.getValueFromString(cond[0])):
ret = self.dialog(case)
break
elif len(cond) == 3 and self.gameBase.compareValues(cond[1], cond[0], cond[2]):
ret = self.dialog(case)
break
else:
raise RuntimeError("All routes are false: {}".format(testValue))
if ret > 1:
return ret - 1
else:
return ret
# if ret == 1 or ret == 0, go back again.
elif 'opener' in dialogObj:
toPrint = dialogObj['opener'].split('\n') # split by lines so that fill doesn't erase newlines
for line in toPrint:
print(_tw.fill(line, width = TERM_SIZE))
input('<ENTER>')
while isinstance(dialogObj, dict):
if 'action' in dialogObj:
action = dialogObj['action']
if action == 'answer':
answer = 0
skips = []
j = 0 # follower to i
if 'answers' in dialogObj and isinstance(dialogObj['answers'], list):
for i in range(len(dialogObj['answers'])):
ans = dialogObj['answers'][i]
if ans[0] == '?':
condEnd = ans.index(':')
cond = ans[1:condEnd].strip().split()
if self.gameBase.compareValues(cond):
print(_tw.fill('{}: {}'.format(j+1, ans[condEnd+1:].strip()), width = TERM_SIZE))
j += 1
else:
skips.append(i)
else:
print(_tw.fill('{}: {}'.format(j+1, ans), width = TERM_SIZE))
j += 1
answer = int(input(self.ps2)) - 1
# account for offset if there were answer options that didn't meet conditions
for i in skips:
if i <= answer:
answer += 1
else:
break
if 'replies' in dialogObj and isinstance(dialogObj['replies'], list):
ret = self.dialog(dialogObj['replies'][answer])
if ret > 1:
return ret - 1
elif ret == 0:
return 0
# if ret == 1, then do this dialog again
elif len(action) >= 4 and action[:4] == 'back':
if len(action) == 4:
return 1
return int(action[4:])
elif action == 'exit':
return 0
else:
raise RuntimeError('Malformed action: {}'.format(action))
else:
raise RuntimeError("Dialog branch with neither switch nor openner.")
def startDialog(self):
pass
def openDialog(self, opener):
for line in opener:
print(_tw.fill(line, width = TERM_SIZE))
input("...")
def respondDialog(self, options):
for lineNo in range(len(options)):
print(_tw.fill('{}: {}'.format(lineNo+1, options[lineNo]), width = TERM_SIZE))
answer = -1
while answer < 0 or answer >= len(options):
answer = int(input(self.ps2)) - 1
return answer
def endDialog(self):
pass
def playercmd(self, args):
self.handleCommand(args)

529
gamethings.py Normal file
View file

@ -0,0 +1,529 @@
#gamethings.py
import ruamel.yaml
from ruamel.yaml.comments import CommentedMap
class Thing(object):
def __init__(self, thingType: str, name: str, x: int, y: int, description: str, flags: int, playerx = None, playery = None, **kwargs):
self.thingType = thingType
self.name = name
self.description = description
self.x = x
self.y = y
self.playerx = x
self.playery = y
self.prevx = x # if an area gets double-occupied, a thing can get pushed back.
self.prevy = y
if playerx:
self.playerx = playerx
if playery:
self.playery = playery
self.passable = bool(flags & 1)
self.talkable = bool(flags & 2)
self.lookable = bool(flags & 4)
self.takeable = bool(flags & 8)
self.useable = bool(flags & 16)
self.graphic = ('clear', '#7F7F7F', ' ')
self.thingID = -1 # ID not assigned
def __str__(self):
"""__str__ is used for look."""
return self.description
def __eq__(self, other):
if not isinstance(other, Thing):
return False
return self.name == other.name
class Observer(Thing):
"""ABC for things that have a dict of events that they should listen to."""
def __init__(self, **kwargs):
super().__init__(**kwargs)
self.behaviors = {} # {the name of the event : (behaviorQueue priority, the name of the behavior)}
self.busy = False # Prevents a new behavior until the current one is finished
self.behaviorQueue = [] # If you can't make it perfect, then make it adjustable.
# The behavior queue is for behaviors that need to execute once the current action is finished.
# If it's not considered important enough (behaviors[event][0] < 0), it's dropped.
class Item(Thing):
yaml_flag = u'!Item'
defaultGraphic = ('clear', '#00BF00', '^')
def __init__(self, name, x: int, y: int, description: str, useFunc: str, useOnFunc: str, customValues: dict, ranged: bool, graphic = defaultGraphic):
super(Item, self).__init__('i', name, x, y, description, 13)
self.useFunc = useFunc
self.useOnFunc = useOnFunc
self.customValues = customValues
self.ranged = ranged
self.graphic = graphic
def use(self):
pass
@classmethod
def to_yaml(cls, representer, node):
# save usual things
ret = {'name': node.name, 'location': (node.x, node.y), 'description': node.description}
# save graphic
graphic = {}
if node.graphic[0] != Item.defaultGraphic[0]:
graphic['bgc'] = node.graphic[0]
if node.graphic[1] != Item.defaultGraphic[1]:
graphic['fgc'] = node.graphic[1]
if node.graphic[2] != Item.defaultGraphic[2]:
graphic['shape'] = node.graphic[2]
if len(graphic) > 0:
ret['graphic'] = graphic
# save use functions
if node.useFunc != '':
ret['useFunc'] = node.useFunc
if node.useOnFunc != '':
ret['useOnFunc'] = node.useOnFunc
if len(node.customValues) > 0:
ret['customValues'] = node.customValues
if node.ranged:
ret['ranged'] = node.ranged
return representer.represent_mapping(cls.yaml_flag, ret)
@classmethod
def from_yaml(cls, constructor, node):
parts = CommentedMap()
constructor.construct_mapping(node, parts, True)
# set default values for optional arguments
useFunc = ''
useOnFunc = ''
customValues = {}
ranged = False
bgc = Item.defaultGraphic[0]
fgc = Item.defaultGraphic[1]
shape = Item.defaultGraphic[2]
# load graphic
if 'graphic' in parts:
if 'bgc' in parts['graphic']:
bgc = parts['graphic']['bgc']
if 'fgc' in parts['graphic']:
fgc = parts['graphic']['fgc']
if 'shape' in parts['graphic']:
shape = parts['graphic']['shape']
graphic = (bgc, fgc, shape)
# load use functions
if 'useFunc' in parts:
useFunc = parts['useFunc']
if 'useOnFunc' in parts:
useOnFunc = parts['useOnFunc']
if 'customValues' in parts:
customValues = dict(parts['customValues'])
for v in customValues:
if isinstance(customValues[v], tuple):
customValues[v] = list(customValues[v])
if 'ranged' in parts:
useOnFunc = parts['ranged']
return cls(parts['name'], parts['location'][0], parts['location'][1],
parts['description'], useFunc, useOnFunc, customValues, ranged, graphic)
def use(self, user, gameBase, args) -> float:
pass
def useOn(self, user, gameBase, thing, args) -> float:
pass
class Useable(Thing):
yaml_flag = u'!Useable'
defaultGraphic = ('clear', '#0000FF', '#')
def __init__(self, name, x: int, y: int, description: str, useFunc: str, customValues: dict, playerx = None, playery = None, graphic = defaultGraphic):
super(Useable, self).__init__('u', name, x, y, description, 16, playerx, playery)
self.useFunc = useFunc
self.customValues = customValues
self.graphic = graphic
@classmethod
def to_yaml(cls, representer, node):
# save usual things
ret = {'name': node.name, 'location': (node.x, node.y), 'description': node.description}
# save graphic
graphic = {}
if node.graphic[0] != Useable.defaultGraphic[0]:
graphic['bgc'] = node.graphic[0]
if node.graphic[1] != Useable.defaultGraphic[1]:
graphic['fgc'] = node.graphic[1]
if node.graphic[2] != Useable.defaultGraphic[2]:
graphic['shape'] = node.graphic[2]
if len(graphic) > 0:
ret['graphic'] = graphic
# save use functions
if node.useFunc != '':
ret['useFunc'] = node.useFunc
if len(node.customValues) > 0:
ret['customValues'] = node.customValues
if node.x != node.playerx or node.y != node.playery:
ret['useLocation'] = (node.playerx, node.playery)
return representer.represent_mapping(cls.yaml_flag, ret)
@classmethod
def from_yaml(cls, constructor, node):
parts = CommentedMap()
constructor.construct_mapping(node, parts, True)
# set default values for optional arguments
useFunc = ''
customValues = {}
playerx, playery = parts['location']
bgc = Useable.defaultGraphic[0]
fgc = Useable.defaultGraphic[1]
shape = Useable.defaultGraphic[2]
# load graphic
if 'graphic' in parts:
if 'bgc' in parts['graphic']:
bgc = parts['graphic']['bgc']
if 'fgc' in parts['graphic']:
fgc = parts['graphic']['fgc']
if 'shape' in parts['graphic']:
shape = parts['graphic']['shape']
graphic = (bgc, fgc, shape)
# load use functions
if 'useFunc' in parts:
useFunc = parts['useFunc']
if 'customValues' in parts:
customValues = dict(parts['customValues'])
for v in customValues:
if isinstance(customValues[v], tuple):
customValues[v] = list(customValues[v])
if 'useLocation' in parts:
playerx, playery = parts['useLocation']
return cls(parts['name'], parts['location'][0], parts['location'][1],
parts['description'], useFunc, customValues, playerx, playery, graphic)
def use(self, user, gameBase, args) -> float:
pass
class Character(Thing):
defaultGraphic = ('clear', '#000000', 'o')
def __init__(self, inventory: dict, customValues: dict, graphic = defaultGraphic, **kwargs):
super(Character, self).__init__(**kwargs)
if inventory == None:
inventory = {} # create a new dict for the inventory.
# This couldn't be in the NPC constructor because
# then all characters would share a reference to
# the same empty inventory.
self.__inventory = inventory
self.customValues = customValues
self.graphic = graphic
self.thingNames = {}
# set up inventory shtuff
for i in self.__inventory:
if self.__inventory[i].name in self.thingNames:
self.thingNames[self.__inventory[i].name].append(i)
else:
self.thingNames[self.__inventory[i].name] = [i]
def addThing(self, thing):
if not isinstance(thing, Item):
raise TypeError("Only items can be added to a character's inventory.")
self.__inventory[thing.thingID] = thing
if thing.name in self.thingNames:
self.thingNames[thing.name].append(thing.thingID)
else:
self.thingNames[thing.name] = [thing.thingID]
def getThingByID(self, thingID):
return self.__inventory[thingID]
def getThingByName(self, name):
if name in self.thingNames:
return self.__inventory[self.thingNames[name][0]]
else:
return None
def removeThingByID(self, thingID):
ret = self.__inventory[thingID]
self.thingNames[ret.name].remove(thingID)
if len(self.thingNames[ret.name]) == 0:
del self.thingNames[ret.name]
del self.__inventory[thingID]
return ret
def removeThingByName(self, name):
ret = self.getThingByName(name)
self.thingNames[ret.name].remove(thingID)
if len(self.thingNames[ret.name]) == 0:
del self.thingNames[ret.name]
del self.__inventory[thingID]
return ret
def removeThing(self, ret):
self.thingNames[ret.name].remove(ret.thingID)
if len(self.thingNames[ret.name]) == 0:
del self.thingNames[ret.name]
del self.__inventory[ret.thingID]
return ret
@property
def inventory(self):
"""Get the inventory as a list."""
return list(self.__inventory.values())
class NPC(Character, Observer):
yaml_flag = u'!NPC'
defaultGraphic = ('clear', '#000000', 'o')
def __init__(self, behaviors: dict, tempInventory: list, **kwargs):
if 'graphic' not in kwargs:
kwargs['graphic'] = PlayerCharacter.defaultGraphic
super(NPC, self).__init__(thingType = 'n', inventory = {}, flags = 6, **kwargs)
self.behaviors = behaviors
self.behaveEvent = None
self.tempInventory = tempInventory # should be deleted once NPC is loaded
@classmethod
def to_yaml(cls, representer, node):
# save usual things
ret = {'name': node.name, 'location': (node.x, node.y),
'description': node.description, 'behaviors': node.behaviors}
# save graphic
graphic = {}
if node.graphic[0] != NPC.defaultGraphic[0]:
graphic['bgc'] = node.graphic[0]
if node.graphic[1] != NPC.defaultGraphic[1]:
graphic['fgc'] = node.graphic[1]
if node.graphic[2] != NPC.defaultGraphic[2]:
graphic['shape'] = node.graphic[2]
if len(graphic) > 0:
ret['graphic'] = graphic
# save use functions
if len(node.inventory) > 0:
ret['inventory'] = node.inventory
if len(node.customValues) > 0:
ret['customValues'] = node.customValues
if node.x != node.playerx or node.y != node.playery:
ret['useLocation'] = (node.playerx, node.playery)
return representer.represent_mapping(cls.yaml_flag, ret)
@classmethod
def from_yaml(cls, constructor, node):
parts = CommentedMap()
constructor.construct_mapping(node, parts, True)
# set default values for optional arguments
following = False
minventory = []
mcustomValues = {}
mplayerx, mplayery = parts['location']
bgc = NPC.defaultGraphic[0]
fgc = NPC.defaultGraphic[1]
shape = NPC.defaultGraphic[2]
# load graphic
if 'graphic' in parts:
if 'bgc' in parts['graphic']:
bgc = parts['graphic']['bgc']
if 'fgc' in parts['graphic']:
fgc = parts['graphic']['fgc']
if 'shape' in parts['graphic']:
shape = parts['graphic']['shape']
mgraphic = (bgc, fgc, shape)
# load use functions
if 'inventory' in parts:
inventory = parts['inventory']
if 'customValues' in parts:
mcustomValues = dict(parts['customValues'])
for v in mcustomValues:
if isinstance(mcustomValues[v], tuple):
mcustomValues[v] = list(mcustomValues[v])
if 'useLocation' in parts:
playerx, playery = parts['useLocation']
return cls(name = parts['name'], x = parts['location'][0], y = parts['location'][1],
description = parts['description'], behaviors = parts['behaviors'], tempInventory = minventory, customValues = mcustomValues,
playerx = mplayerx, plyery = mplayery, graphic = mgraphic)
class Door(Thing):
yaml_flag = u'!Door'
defaultGraphic = ('clear', '#7F3F00', '#')
def __init__(self, name, x: int, y: int, locked: bool, description = None, key = None, graphic = defaultGraphic):
self.descBase = description
if description == None:
if locked:
description = "The {0} is locked.".format(name)
else:
description = "The {0} is unlocked.".format(name)
else:
if locked:
description += " It is locked.".format(name)
else:
description += " It is unlocked.".format(name)
super(Door, self).__init__('d', name, x, y, description, 1)
self.passable = not locked
self.key = key
self.graphic = graphic
def lock(self, key = None):
if key == self.key:
self.passable = not self.passable
if self.descBase == None:
if self.passable:
self.description = "The {0} is unlocked.".format(self.name)
else:
self.description = "The {0} is locked.".format(self.name)
else:
if self.passable:
self.description += " It is unlocked.".format(self.name)
else:
self.description += " It is locked.".format(self.name)
return True
return False
@classmethod
def to_yaml(cls, representer, node):
# save usual things
ret = {'name': node.name, 'location': (node.x, node.y)}
# save graphic
graphic = {}
if node.graphic[0] != Door.defaultGraphic[0]:
graphic['bgc'] = node.graphic[0]
if node.graphic[1] != Door.defaultGraphic[1]:
graphic['fgc'] = node.graphic[1]
if node.graphic[2] != Door.defaultGraphic[2]:
graphic['shape'] = node.graphic[2]
if len(graphic) > 0:
ret['graphic'] = graphic
# save door state
if node.passable:
ret['locked'] = not node.passable
if node.descBase != None:
ret['description'] = node.descBase
if node.key != None:
ret['key'] = node.key
return representer.represent_mapping(cls.yaml_flag, ret)
@classmethod
def from_yaml(cls, constructor, node):
parts = CommentedMap()
constructor.construct_mapping(node, parts, True)
# set default values for optional arguments
description = None
locked = False
key = None
bgc = Door.defaultGraphic[0]
fgc = Door.defaultGraphic[1]
shape = Door.defaultGraphic[2]
# load graphic
if 'graphic' in parts:
if 'bgc' in parts['graphic']:
bgc = parts['graphic']['bgc']
if 'fgc' in parts['graphic']:
fgc = parts['graphic']['fgc']
if 'shape' in parts['graphic']:
shape = parts['graphic']['shape']
graphic = (bgc, fgc, shape)
# load door state
if 'description' in parts:
description = parts['description']
if 'locked' in parts:
locked = parts['locked']
if 'key' in parts:
key = parts['key']
return cls(parts['name'], parts['location'][0], parts['location'][1],
locked, description, key, graphic)
class MapExit(Thing):
yaml_flag = u'!MapExit'
defaultGraphic = ('clear', '#FF0000', 'x')
def __init__(self, name, x: int, y: int, exitid: int, destination: str, prefix = None, onUse = '', key = True, graphic = defaultGraphic):
description = name
if prefix:
description = "{0} {1}".format(prefix, name)
super(MapExit, self).__init__('x', name, x, y, description, 5)
self.exitid = exitid
self.destination = destination
self.prefix = prefix
self.onUse = onUse
self.key = key
self.graphic = graphic
@classmethod
def to_yaml(cls, representer, node):
# save usual things
ret = {'name': node.name, 'location': (node.x, node.y), 'id': node.exitid, 'destination': node.destination}
# save graphic
graphic = {}
if node.graphic[0] != MapExit.defaultGraphic[0]:
graphic['bgc'] = node.graphic[0]
if node.graphic[1] != MapExit.defaultGraphic[1]:
graphic['fgc'] = node.graphic[1]
if node.graphic[2] != MapExit.defaultGraphic[2]:
graphic['shape'] = node.graphic[2]
if len(graphic) > 0:
ret['graphic'] = graphic
if node.prefix != None:
ret['prefix'] = node.prefix
if node.onUse != '':
ret['onUse'] = node.onUse
if node.key != True:
ret['key'] = node.key
return representer.represent_mapping(cls.yaml_flag, ret)
@classmethod
def from_yaml(cls, constructor, node):
parts = CommentedMap()
constructor.construct_mapping(node, parts, True)
# set default values for optional arguments
prefix = None
onUse = ''
key = True
bgc = MapExit.defaultGraphic[0]
fgc = MapExit.defaultGraphic[1]
shape = MapExit.defaultGraphic[2]
# load graphic
if 'graphic' in parts:
if 'bgc' in parts['graphic']:
bgc = parts['graphic']['bgc']
if 'fgc' in parts['graphic']:
fgc = parts['graphic']['fgc']
if 'shape' in parts['graphic']:
shape = parts['graphic']['shape']
graphic = (bgc, fgc, shape)
if 'prefix' in parts:
prefix = parts['prefix']
if 'onUse' in parts:
onUse = parts['onUse']
if 'key' in parts:
key = parts['key']
return cls(parts['name'], parts['location'][0], parts['location'][1],
parts['id'], parts['destination'], prefix, onUse, key, graphic)
class MapEntrance(Thing):
yaml_flag = u'!MapEntrance'
defaultGraphic = ('clear', 'clear', 'x')
# no graphic - should not be drawn
def __init__(self, x: int, y: int, exitid: int, name = None):
if name == None:
name = 'entrance {}'.format(exitid)
super(MapEntrance, self).__init__('a', name, x, y, '', 1)
self.exitid = exitid
@classmethod
def to_yaml(cls, representer, node):
# save usual things
ret = {'location': (node.x, node.y), 'id': node.exitid}
return representer.represent_mapping(cls.yaml_flag, ret)
@classmethod
def from_yaml(cls, constructor, node):
parts = CommentedMap()
constructor.construct_mapping(node, parts, True)
# set default values for optional arguments
return cls(parts['location'][0], parts['location'][1], parts['id'])
class PlayerCharacter(Character):
"""Player object. Cannot be created with yaml."""
defaultGraphic = ('clear', '#0000FF', 'o')
def __init__(self, **kwargs):
if 'name' not in kwargs:
kwargs['name'] == 'You'
if 'graphic' not in kwargs:
kwargs['graphic'] = PlayerCharacter.defaultGraphic
super(PlayerCharacter, self).__init__(thingType = 'p', flags = 5, **kwargs)

102
gameutil.py Normal file
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@ -0,0 +1,102 @@
# gameutil.py
# This is a home for nice helper functions that were useful, but also cluttered
# the GameBase class.
import re as _re
coordRegex = _re.compile(r'(?:(-?[a-zA-Z]+) ?(-?[0-9]+))|(?:(-?[0-9]+),? (-?[0-9]+))|(?:\(([0-9]+), ([0-9]+)\))')
def letterToNumber(letter):
if letter.isdecimal():
return int(letter)
ret = 0
sign = 1
start = 0
for i in range(len(letter)):
if letter[i] == '-':
sign = -sign
start -= 1
elif letter[i].isalpha():
if letter[i].isupper():
ret += (ord(letter[i]) - ord('A')) * (26**(i+start))
else:
ret += (ord(letter[i]) - ord('a')) * (26**(i+start))
else:
return ret * sign
return ret * sign
def numberToLetter(number):
if isinstance(number, str):
return number
ret = ''
sign = ''
if number == 0:
return 'A'
elif number < 0:
sign = '-'
number = -number
while number > 0:
ret += chr(ord('A') + number % 26)
number = int(number / 26)
return sign + ret
def parseCoords(level, args, usePlayerCoords = True, player = None):
"""Takes an argument list, and figures out what it's talking about.
Returns (thing, x, y). "Thing" can be None."""
if level == None:
raise ValueError('Coordinates cannot be parsed because there is no map.')
x = -1
y = -1
# first, try by name for objects in the map
name = ' '.join(args)
thing = level.getThingByName(name)
if thing != None:
if usePlayerCoords:
return thing, thing.playerx, thing.playery
else:
return thing, thing.x, thing.y
# Second, try by name for objects in the inventory
if player != None:
if name in player.thingNames:
return player.getThingByName(name), -1, -1
# Third, try by location
coordStr = args[0]
if len(args) > 1:
coordStr += ' ' + args[1]
match = coordRegex.match(coordStr)
if match != None: # if coordinates were given
groups = match.groups()
ind = 0
for i in range(len(groups)):
if groups[i] == None or groups[i] == match.group():
continue
else:
ind = i
break
x = letterToNumber(groups[ind])
y = letterToNumber(groups[ind+1])
thing = level.getThingAtCoords(x, y)
if thing != None and usePlayerCoords:
return thing, thing.playerx, thing.playery
else:
return thing, x, y
else: # if a name was given
return None, -1, -1
def startDialog(thing, outstream, dialog):
if 'dialogs' in thing.customValues:
if isinstance(thing.customValues['dialogs'], list):
if 'dialogPtr' in thing.customValues and isinstance(thing.customValues['dialogPtr'], int):
dialog(thing.customValues['dialogs'][thing.customValues['dialogPtr']], thing)
else:
dialog(thing.customValues['dialogs'][0], thing)
elif isinstance(thing.customValues['dialogs'], str):
dialog(thing.customValues['dialogs'], thing)
else:
raise GameError("Character '{}' has dialog of an unexpected type.".format(thing.name))
else:
print("{} has nothing to say to you.".format(thing.name), file = outstream)

44
locusdemo.py Normal file
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@ -0,0 +1,44 @@
from gamelocus import *
def demo(loc):
print(loc)
allpoints = [i for i in loc]
print("Contains: Iter: ")
for row in range(10):
for col in range(10):
if (col, 9 - row) in loc:
print("##", end = "")
else:
print("..", end = "")
for col in range(10):
if (col, 9 - row) in allpoints:
print("##", end = "")
else:
print("..", end = "")
print()
demo(LineLocus(1, 1, 8, 8))
demo(LineLocus(1, 1, 8, 8, True))
demo(LineLocus(1, 8, 8, 1))
demo(LineLocus(1, 8, 8, 1, True))
demo(LineLocus(1, 3, 8, 6))
demo(LineLocus(1, 3, 8, 6, True))
demo(LineLocus(1, 6, 8, 3))
demo(LineLocus(1, 6, 8, 3, True))
demo(LineLocus(3, 1, 6, 8))
demo(LineLocus(3, 1, 6, 8, True))
demo(LineLocus(1, 5, 8, 5))
demo(LineLocus(1, 5, 8, 5, True))
demo(RectLocus(1, 1, 8, 8))
demo(FilledRectLocus(1, 1, 8, 8))
demo(RectLocus(1, 3, 8, 6))
demo(FilledRectLocus(1, 3, 8, 6))
demo(CircleLocus(4, 4, 4))
demo(CircleLocus(4, 4, 1))
demo(CircleLocus(4, 4, 0.6))
demo(CircleLocus(4, 4, 0.4))
demo(FilledCircleLocus(4, 4, 4))
demo(FilledCircleLocus(4, 4, 1))
demo(FilledCircleLocus(4, 4, 0.6))
demo(FilledCircleLocus(4, 4, 0.4))
demo(SetLocus(((1, 1), (1, 8), (8, 8), (8, 1))))

View file

@ -47,7 +47,19 @@ loadAlways:
name: guy
description: a guy
location: [4, 20]
behavior: wander
behaviors:
none: none # might this work to prevent this character from doing anything?
customValues:
dialogs: testing/testDialog.yml
- !NPC
name: follower
description: a follower
location: [6, 26]
behaviors:
go: [-1, follow]
arrive: [-1, follow]
customValues:
follow:
distance: 2
isFollowing: True
target: You # yes, YOU!

View file

@ -15,7 +15,7 @@ replies:
opener: I would, but there's still a bunch of foreshadowing and stuff we
have to get through first.
action: back
script: set tellmore += 1
script: set global tellmore += 1
- case: else
opener: You really want to know more, don't you?
action: back