Beispiel #1
0
def run_genlevel():

    generator = LevelGenerator()
    tries = 1

    for i in range(tries):
        tiles, grid = generator.generate()
Beispiel #2
0
    def __init__(self, controller, settings):
        super(Game, self).__init__()

        # check to make sure that the controller
        # can handle all of the registered spells
        # so it does not pop randomly in the middle
        # of game ;)
        for spell in AttrReader.items_from_klass(Spell):
            controller.get_spell_handler(spell)

        controller.set_game(self)
        self.controller = controller
        self.settings = settings
        self.ai = AI(self.controller._send_msg)
        self.levels = None
        self.player = None

        for event in self.controller.events.values():
            self.events[event.name] = event

        self._turn_num = None
        self._level_count = None
        self._current_level = None

        self._level_generator = LevelGenerator()
        self._object_generator = ObjectGenerator()
        self._species_generator = SpeciesGenerator()
Beispiel #3
0
class Game(Messenger):

    __signals__ = [
        Signal("game_started", ("level",)),
        Signal("game_ended", ()),
        Signal("turn_finished", ("turn_number", "player_can_move")),
        Signal("redraw", ("level",)),
    ]

    class View(object):
        _settings_group = "model"

        def __init__(self, dungeon):

            self.commands = registered_commands
            self.events = dungeon.events
            self.__dungeon = dungeon

        @property
        def player(self):
            if not self.__dungeon.player:
                return None
            return PlayerView(self.__dungeon.player)

        @property
        def level(self):
            return self.__dungeon.level.view()

        @register_command("game", "New", "ctrl+n")
        def new(self):
            self.__dungeon.new()
            self.events["game_started"].emit(self.level)

        @register_command("game", "Redraw Screen", "Ctrl+R")
        def redraw_screen(self):
            self.events["redraw"].emit(self.level)

        def get_setting(self, setting, value):
            return self.__dungeon.settings[self._settings_group, setting]

        def set_setting(self, setting, value):

            if setting == "wizard":
                if self.player:
                    self.__dungeon.player.wizard = value
                    self.events["level_changed"].emit(self.level)
            else:
                raise KeyError(setting)

            self.__dungeon.settings[self._settings_group, setting] = value

    def __init__(self, controller, settings):
        super(Game, self).__init__()

        # check to make sure that the controller
        # can handle all of the registered spells
        # so it does not pop randomly in the middle
        # of game ;)
        for spell in AttrReader.items_from_klass(Spell):
            controller.get_spell_handler(spell)

        controller.set_game(self)
        self.controller = controller
        self.settings = settings
        self.ai = AI(self.controller._send_msg)
        self.levels = None
        self.player = None

        for event in self.controller.events.values():
            self.events[event.name] = event

        self._turn_num = None
        self._level_count = None
        self._current_level = None

        self._level_generator = LevelGenerator()
        self._object_generator = ObjectGenerator()
        self._species_generator = SpeciesGenerator()

    @property
    def turns(self):
        return self._turn_num

    @property
    def level(self):
        return self._current_level

    def new(self):
        init_appearance()
        self.levels = []
        self.player = self._create_player()
        self._level_count = 0
        self._turn_num = 0
        self._current_level = self.generate_level()

    def view(self):
        return Game.View(self)

    def die(self):
        self.events["game_ended"].emit()

    def generate_level(self):
        self._level_count += 1
        min_rooms = 5
        size = 20, 20

        # generate the tile types
        tiletypes, rooms = self._level_generator.generate(size, min_rooms)
        level = Level(self.player, tiletypes, self._level_count)

        # generate the objects
        objects = self._object_generator.generate(min_rooms, self._level_count)
        self._object_generator.place_objects(objects, level)

        # generate monsters
        species = self._species_generator.generate_level(self._level_count)
        beings = [Being(self.controller, s) for s in species]
        self._species_generator.place_beings(beings, level)

        # set the player on a up staircase
        tile = level.staircases_up[0]
        level.add_being(tile, self.player)

        self.levels.append(level)
        self._current_level = level

        # housekeeping
        # FIXME this will need to move to change_level
        for being in [b for b in level.beings]:
            being.new_level(level._size)
        self.turn_done(move_monsters=False)

        for being in [t.being for t in level.values() if t.being and self.player.vision.can_see(t)]:
            being.has_been_seen = True

        return level

    def turn_done(self, move_monsters=True):

        if self.player.is_dead:
            return

        level = self._current_level
        # housekeeping
        level._set_torch_map()
        level.set_fov(self.player)

        # ai
        if move_monsters:
            monsters = [b for b in level.beings if b is not self.player]
            self.ai.move_monsters(level, self.player, monsters)

        self.events["turn_finished"].emit(self._turn_num, self.player.can_move)
        for being in level.beings:
            being.new_turn()

        # FIXME add custom logger class for this
        # logger.turn_number = self._turn_num

        self._turn_num += 1

        if not self.player.can_move:
            self.turn_done()

    def _create_player(self):
        player = Being(self.controller, Species("player"), is_player=True)

        # get everything!
        for klass in equipment_classes:
            for item in AttrReader.items_from_klass(klass):
                item = EquipmentStack.from_cls(klass, item.name)
                player.inventory.append(item)

        player.wizard = self.settings["model", "wizard"]

        return player

    def create_being_by(self, being, species_name):

        tile = self.level.tile_for(being)
        species = Species(species_name)
        being = Being(self.controller, species)

        for other in self.level.adjacent_tiles(tile):
            # FIXME is_open wont work for ghost types
            if not other.being and other.tiletype.is_open:
                self.level.add_being(other, being)
                return being
        return None

    def create_being(self):
        species = self._species_generator.generate(self._level_count)
        being = Being(self.controller, species)
        return being

    def create_item_by(self, being, name):
        first = name.strip().split(" ")[0]
        klass = Equipment.klass_by_name(first)
        third = name.strip().split(" of ")[1]
        stack = EquipmentStack.from_cls(klass, third)

        tile = self.tile_for(being)
        tile.inventory.append(stack)
        return stack

    def _move_level(self, being):
        if self.player is not being:
            raise ValueError("monster {} should not being changing levels.".format(being))

        old = being.tile.level
        old_tile = being.tile

        # if we are going back to a previous level
        if being.tile.portal:
            new = being.tile.portal
            new.visited.move_to(being)
        # else make a new level
        else:
            new = self.generate_level()

        being.tile.portal = old
        old_tile.portal = new

        self._current_level = new

        return new