Ejemplo n.º 1
0
    def __init__(self, dungeon):
        """
    """
        print "Initializing DM"

        self.dungeon = dungeon
        self.battlemaster = BattleMaster()
        #=============================================================================================
        self._characters = list()
        for each in dungeon.characters.values():
            self._characters.append(each)
        self._current = 0
        self._effects = []
Ejemplo n.º 2
0
  def __init__(self,dungeon):
    """
    """
    print "Initializing DM"

    self.dungeon = dungeon
    self.battlemaster = BattleMaster( )
    #=============================================================================================
    self._characters = list( )
    for each in dungeon.characters.values( ):
      self._characters.append( each )
    self._current = 0
    self._effects = []
Ejemplo n.º 3
0
class DungeonMaster(object):
  """
  """
  def __init__(self,dungeon):
    """
    """
    print "Initializing DM"

    self.dungeon = dungeon
    self.battlemaster = BattleMaster( )
    #=============================================================================================
    self._characters = list( )
    for each in dungeon.characters.values( ):
      self._characters.append( each )
    self._current = 0
    self._effects = []
    #=============================================================================================
  #===============================================================================================
  def resolve_action( self, action ):
    """ """
    if action.type == 'attack':
      self.battlemaster.resolve_combat( action )
#      self.update()
      return action.skill.effect
    elif action.type == 'move':
      self.resolvemove( action )
  #===============================================================================================
  def resolvemove( self, moveaction ):
    """
    """
    moveaction.stage.movecharacter( moveaction.actor, moveaction.target )
  #===============================================================================================
  def resume( self ):
    """
    """
    self._hold = False
  #===============================================================================================
  def turn( self ):
    """
      calculate a full game turn
    """
    effects = []
    while True:

      if self._current >= len(self._characters): #circular increment
        self._current = 0

      char = self._characters[self._current] 

      #EMIT EVENT TURN START
      #EVENT System
      char.listen()
      if not char._alive: 
        self.update()
        return

      action = char.mind.getaction() #request an action from the current character
      if action: #npc's will always return an action, might have to wait on pc's
        effect = self.resolve_action( action )
        if effect:
          self._effects.append( effect )
      else: #pc's will return false if no action is in the queue
        break
       # return effects#in this case, we return, waiting for character to perform an action
      self._current += 1 #move to the next character




#ugly hackishness, placing each effect at the coordinates of the current characters target
    print self._effects
    for e in self._effects:
      if char.mind._target:
        loc = self.dungeon.loc( char.mind._target )
      else:
        loc = self.dungeon.loc( char )
        loc = (loc[0],loc[1]+1)
      self.dungeon.place( e, loc )
  #===============================================================================================
  def update( self ):
    """
      update the internal state

      handles checks for dead characters/objects
    """
    for character in self._characters:
      if character.health <= 0:
        character._alive = False
    self.prune()
    for i,e in enumerate(self._effects):
      if not e.alive:
        self.dungeon.remove(e)  #remove the effect from the dungeon
        self._effects.pop(i)    #we no longer need to track this effect
        e.reset()   #reset the effect, so it's ready for it's next use
  #===============================================================================================
  def prune( self ):
    """
      Remove (prune) all dead objects from the internal lists
    """
    prune = [character for character in self._characters if not character._alive]
    self._characters = [character for character in self._characters if character not in prune]
    for character in prune:
      self.dungeon.remove( character )
  #===============================================================================================
  def foo( self ):
    """
      
    """
    for effect,pos in effects:
      self.dungeon.place( effect, pos )
Ejemplo n.º 4
0
class DungeonMaster(object):
    """
  """
    def __init__(self, dungeon):
        """
    """
        print "Initializing DM"

        self.dungeon = dungeon
        self.battlemaster = BattleMaster()
        #=============================================================================================
        self._characters = list()
        for each in dungeon.characters.values():
            self._characters.append(each)
        self._current = 0
        self._effects = []
        #=============================================================================================

    #===============================================================================================
    def resolve_action(self, action):
        """ """
        if action.type == 'attack':
            self.battlemaster.resolve_combat(action)
            #      self.update()
            return action.skill.effect
        elif action.type == 'move':
            self.resolvemove(action)

    #===============================================================================================
    def resolvemove(self, moveaction):
        """
    """
        moveaction.stage.movecharacter(moveaction.actor, moveaction.target)

    #===============================================================================================
    def resume(self):
        """
    """
        self._hold = False

    #===============================================================================================
    def turn(self):
        """
      calculate a full game turn
    """
        effects = []
        while True:

            if self._current >= len(self._characters):  #circular increment
                self._current = 0

            char = self._characters[self._current]

            #EMIT EVENT TURN START
            #EVENT System
            char.listen()
            if not char._alive:
                self.update()
                return

            action = char.mind.getaction(
            )  #request an action from the current character
            if action:  #npc's will always return an action, might have to wait on pc's
                effect = self.resolve_action(action)
                if effect:
                    self._effects.append(effect)
            else:  #pc's will return false if no action is in the queue
                break
            # return effects#in this case, we return, waiting for character to perform an action
            self._current += 1  #move to the next character

#ugly hackishness, placing each effect at the coordinates of the current characters target
        print self._effects
        for e in self._effects:
            if char.mind._target:
                loc = self.dungeon.loc(char.mind._target)
            else:
                loc = self.dungeon.loc(char)
                loc = (loc[0], loc[1] + 1)
            self.dungeon.place(e, loc)

    #===============================================================================================
    def update(self):
        """
      update the internal state

      handles checks for dead characters/objects
    """
        for character in self._characters:
            if character.health <= 0:
                character._alive = False
        self.prune()
        for i, e in enumerate(self._effects):
            if not e.alive:
                self.dungeon.remove(e)  #remove the effect from the dungeon
                self._effects.pop(i)  #we no longer need to track this effect
                e.reset()  #reset the effect, so it's ready for it's next use

    #===============================================================================================
    def prune(self):
        """
      Remove (prune) all dead objects from the internal lists
    """
        prune = [
            character for character in self._characters if not character._alive
        ]
        self._characters = [
            character for character in self._characters
            if character not in prune
        ]
        for character in prune:
            self.dungeon.remove(character)

    #===============================================================================================
    def foo(self):
        """
      
    """
        for effect, pos in effects:
            self.dungeon.place(effect, pos)