Example #1
0
 def __init__(self, map_dir):
     super(WorldLoader, self).__init__()
     self.map_dir = map_dir
     self.world = World()
Example #2
0
class WorldLoader(object):
    """docstring for WorldLoader"""
    MAP_DATA_EXTENSION = 'map'
    MAP_CONFIG_EXTENSION= 'yml'
    SYMBOL_ROOM = '*'
    SYMBOL_WE = '-'
    SYMBOL_NS = '|'
    SYMBOL_VOID = ' '
    SYMBOL_PATHS = [SYMBOL_WE, SYMBOL_NS]
    SYMBOLS = [SYMBOL_WE, SYMBOL_NS, SYMBOL_VOID, SYMBOL_ROOM]

    def __init__(self, map_dir):
        super(WorldLoader, self).__init__()
        self.map_dir = map_dir
        self.world = World()

    def list(self):
        """return list of *.map"""
        maps = os.listdir(self.map_dir)
        leggle_maps = []
        for map_ in maps:
            if map_.split('.')[1] == self.MAP_DATA_EXTENSION:
                leggle_maps.append(map_.split('.')[0])
        return leggle_maps

    def load(self, map_name):
        """load map by name"""
        config_path = os.path.join(self.map_dir, "%s.%s" % (map_name, self.MAP_CONFIG_EXTENSION))
        data_path = os.path.join(self.map_dir, "%s.%s" % (map_name, self.MAP_DATA_EXTENSION))
        #print config_path, data_path
        if all([os.path.exists(config_path), os.path.exists(data_path)]):
            #. load data
            with open(data_path, 'r') as f:
                map_data = f.readlines()
                rooms, coordinates = self.make_rooms(map_data)
                #print ''.join(map_data)
            #. load config
            with open(config_path, 'r') as f:
                map_config = yaml.load(f, Loader=yaml.Loader)
            if rooms:
                #. init room data
                self.inject_texts_to_rooms(rooms, map_config)
                self.inject_mobs_to_rooms(rooms, map_config)
                self.inject_links_to_rooms(rooms, map_config)
                #. create Map() object
                self.world.add_map(Map(
                    name=map_config['name'], desc=map_config['desc'],
                    rooms=rooms, coordinates=coordinates))
            else:
                print "!! Map %s process error! " % (map_name)

    def load_all(self):
        """docstring for load_all"""
        print ">> Loading all maps .."
        maps = self.list()
        #print maps
        for map_ in maps:
            self.load(map_)

    def get(self):
        """docstring for get"""
        return self.world

    def make_symbol_grid(self, map_data, replace_room_with_id=False):
        """docstring for make_symbol_grid"""
        grid = []
        id_ = 0
        #. grid
        for line in map_data:
            row = []
            for symbol in line:
                if symbol == self.SYMBOL_ROOM:
                    block = {}
                    block['id'] = id_
                    id_ += 1
                    row.append(block) if replace_room_with_id else row.append(symbol)
                else:
                    if symbol in self.SYMBOLS:
                        row.append(symbol)
            if len(row) != 0:
                grid.append(row)
        #. debug
        #for row in grid:
        #    print row
        return grid

    def make_id_grid(self, map_data):
        """docstring for make_id_grid"""
        grid = []
        id_ = 0
        #. grid
        y = 0
        for line in map_data:
            if y % 2 == 0:
                row = []
                for symbol in line:
                    block = {}
                    if symbol == self.SYMBOL_ROOM:
                        block['id'] = id_
                        id_ += 1
                        row.append(block)
                    else:
                        if symbol in self.SYMBOLS:
                            row.append(None)
                #. check row not empty
                if len(row) > 0:
                    grid.append(row)
            y += 1
        #. debug
        #for row in grid:
        #    print row
        return grid

    def make_coordinates(self, grid):
        """
        create coordinates from grid, gird can't contain symbol of paths
        """
        y = 0
        coordinates = []
        for row in grid:
            x = 0
            for block in row:
                if block:
                    grid[y][x]['xy'] = (x,y)
                    coordinates.append((x,y))
                x += 1
            y += 1
        return grid, coordinates

    def find_room_in_row(self, row, room_id):
        """return x in symbol_grid"""
        i = 0
        for block in row:
            if block not in self.SYMBOL_PATHS and block != self.SYMBOL_VOID:
                if block['id'] == room_id:
                    return i
            i += 1

    def make_exits(self, grid, symbol_grid):
        """
        create exits from grid contain symbol of paths
        """
        y = 0
        for row in grid:
            x = 0
            for block in [block for block in row if block]:
                index = self.find_room_in_row(symbol_grid[y], block['id'])
                symbol_grid[y][index]['exits'] = []
                try:
                    # process x ..
                    if index == 0:
                        #. leftmost block
                        if symbol_grid[y][index+1] in self.SYMBOL_PATHS:
                            symbol_grid[y][index]['exits'].append(EAST)
                    elif index == len(symbol_grid[y]) - 1:
                        #. rightmost block
                        if symbol_grid[y][index-1] in self.SYMBOL_PATHS:
                            symbol_grid[y][index]['exits'].append(WEST)
                    else:
                        if symbol_grid[y][index-1] in self.SYMBOL_PATHS:
                            symbol_grid[y][index]['exits'].append(WEST)
                        if symbol_grid[y][index+1] in self.SYMBOL_PATHS:
                            symbol_grid[y][index]['exits'].append(EAST)
                    #. process y ..
                    if y == 0:
                        #. highest block
                        if symbol_grid[y+1][index] in self.SYMBOL_PATHS:
                            symbol_grid[y][index]['exits'].append(SOUTH)
                    elif y == len(symbol_grid) - 1:
                        #. lowest block
                        if symbol_grid[y-1][index] in self.SYMBOL_PATHS:
                            symbol_grid[y][index]['exits'].append(NORTH)
                    else:
                        if symbol_grid[y+1][index] in self.SYMBOL_PATHS:
                            symbol_grid[y][index]['exits'].append(SOUTH)
                        if symbol_grid[y-1][index] in self.SYMBOL_PATHS:
                            symbol_grid[y][index]['exits'].append(NORTH)
                except Exception:
                    pass
                x += 1
            y += 2 #. line 1,3,5,7 ... is self.SYMBOL_PATHS
        return symbol_grid

    def purge_symbol_from_grid(self, symbol_grid):
        """purse symbols in grid"""
        grid = []
        y = 0
        for row in symbol_grid:
            #. room only at 0 2 4 6 .. in y
            if y % 2 == 0:
                row_ = []
                x = 0
                for block in row:
                    if block not in self.SYMBOLS:
                        row_.append(block)
                    #. room must be 0 2 4 6 .. in x
                    if block == self.SYMBOL_VOID and x % 2 == 0:
                        #print x
                        row_.append(None)
                    x += 1
                if len(row_) > 0:
                    grid.append(row_)
            y += 1
        return grid

    def make_paths(self, grid):
        """create paths in grid"""
        paths = []
        for row in grid:
            for block in [block for block in row if block]:
                block['paths'] = []
                x, y = block['xy']
                for exit in block['exits']:
                    if exit == EAST:
                        block['paths'].append(east_xy(x,y))
                        paths.append(east_xy(x,y))
                    if exit == WEST:
                        block['paths'].append(west_xy(x,y))
                        paths.append(west_xy(x,y))
                    if exit == NORTH:
                        block['paths'].append(north_xy(x,y))
                        paths.append(north_xy(x,y))
                    if exit == SOUTH:
                        block['paths'].append(south_xy(x,y))
                        paths.append(south_xy(x,y))
        return grid, paths

    def _grid_okay(self, grid):
        """check symbol gird okay"""
        y = 0
        while y < len(grid):
            #. check we
            if grid[y][0] in self.SYMBOL_PATHS or grid[y][len(grid[y])-1] in self.SYMBOL_PATHS:
                #print grid[y][0], grid[y][len(grid[y])-1]
                print '!! Invalid grid, path not connect to room.'
                return False
            if y == 0 and y == len(grid)-1: 
                for block in grid[y]:
                    if block == self.SYMBOL_NS:
                        print '!! Invalid grid, path(%s) not connect to room.' % (self.SYMBOL_NS)
                        return False
            y += 2
        return True

    def symbol_must_be_room(self, symbol, xy, allow_void=False, notice=True):
        """docstring for symbol_must_be_room"""
        x, y = xy
        if symbol != self.SYMBOL_ROOM and not allow_void:
            if notice:
                print "!! Invalid grid, block(%s, %s) '%s' must be '%s'." % (
                    x, y, symbol, self.SYMBOL_ROOM
                )
            return False
        if symbol != self.SYMBOL_ROOM and symbol != self.SYMBOL_VOID and allow_void:
            if notice:
                print "!! Invalid grid, block(%s, %s) '%s' must be '%s' or '%s'." % (
                    x, y, symbol, self.SYMBOL_ROOM, self.SYMBOL_VOID
                )
            return False
        return True

    def symbol_must_be_path(self, symbol, xy):
        """docstring for symbol_must_be_path"""
        x, y = xy
        if symbol not in self.SYMBOL_PATHS and symbol != self.SYMBOL_VOID: 
            print "!! Invalid grid, block(%s, %s) '%s' must be '%s' or follow one: '%s'." % (
                x, y, symbol, self.SYMBOL_VOID, "' '".join(self.SYMBOL_PATHS)
            )
            return False
        return True

    def symbol_rule_x(self, symbol, xy):
        """docstring for symbol_rule_x"""
        x, y = xy
        if x % 2 == 0:
            #. 0, 2, 4, 6 ... must be room or void in x
            return self.symbol_must_be_room(symbol, xy, allow_void=True)
        else:
            #. 1, 3, 5, 7 ... must be path in x
            return self.symbol_must_be_path(symbol, xy)

    def symbol_row_rule_x(self, row, y):
        """docstring for symbol_row_rule_x"""
        row = [symbol for symbol in row if symbol != self.SYMBOL_VOID]
        #print 'row:', row
        if not self.symbol_must_be_room(row[0], (0,y), notice=False) or \
           not self.symbol_must_be_room(row[len(row)-1], (len(row)-1,y), notice=False):
            print "!! Invalid grid, first/last symbol of row%s must be '%s'" % (
                y, self.SYMBOL_ROOM
            )
            return False
        return True

    def grid_okay(self, symbol_grid):
        """docstring for grid_okay"""
        y=0
        for row in symbol_grid:
            x = 0
            #. check row
            if y % 2 ==0:
                if not self.symbol_row_rule_x(row, y):
                    return False
            #. check symbol
            for block in row:
                #. 0, 2, 4, 6 ... must be room or path in y
                if y % 2 == 0:
                    if not self.symbol_rule_x(block, (x,y)):
                        return False
                # 1, 3, 5, 7 ... must be path in y
                else:
                    if not self.symbol_must_be_path(block, (x,y)):
                        return False
                x += 1
            y += 1
        return True


    def paths_okay(self, paths, coordinates):
        """docstring for paths_okay"""
        for xy in paths:
            if xy not in coordinates:
                # need log here..
                print "!! invalid path %s, please check your map data." % (str(xy))
                return False
        return True

    def make_rooms(self, map_data):
        """create map from map file"""
        #, create gird with coordinates and exits
        if self.grid_okay(self.make_symbol_grid(map_data)):
            symbol_grid = self.make_symbol_grid(map_data, replace_room_with_id=True)
            id_grid = self.make_id_grid(map_data)
            symbol_grid = self.make_exits(id_grid, symbol_grid)
            grid = self.purge_symbol_from_grid(symbol_grid)
            grid, coordinates = self.make_coordinates(grid)
            grid, paths = self.make_paths(grid)
            #. check all data is okay
            if self.paths_okay(paths, coordinates):
                #. create objects Room() from grid
                rooms = []
                for row in grid:
                    for block in [block for block in row if block]:
                        rooms.append(Room(block['id'], block['xy'], block['exits'], block['paths']))
                return rooms, coordinates
        return None, None

    def inject_texts_to_rooms(self, rooms, map_config):
        """docstring for inject_texts_to_rooms"""
        texts = [room['texts'] for room in map_config['rooms']]
        i = 0
        for room in rooms:
            room.texts = texts[i]
            i += 1

    def inject_mobs_to_rooms(self, rooms, map_config):
        """docstring for inject_mobs_to_rooms"""
        i = 0
        for room in rooms:
            mobs = map_config['rooms'][i]['mobs']
            if mobs:
                for mob in mobs:
                    mob_ = status.MOB_LOADER.get(mob.get('skeleton'))
                    mob_.name = mob.get('name') if mob.has_key('name') else mob_.name
                    mob_.nickname = mob.get('nickname') if mob.has_key('nickname') else mob_.nickname
                    mob_.desc = mob.get('desc') if mob.has_key('desc') else mob_.desc
                    mob_.gossip = mob.get('gossip') if mob.has_key('gossip') else mob_.gossip
                    mob_.xy = room.xy
                    mob_.map_name = map_config['name']
                    room.add_mob(mob_)
            i += 1

    def inject_links_to_rooms(self, rooms, map_config):
        """docstring for inject_links_to_rooms"""
        i = 0
        for room in rooms:
            try:
                links = map_config['rooms'][i]['links']
            except Exception:
                links = None
            if links:
                for link in links:
                    try:
                        map_ = link['map']
                        xy = link['xy']
                        exit = link['exit']
                    except Exception:
                        print "!! Link error, missing values 'map' or 'xy' or 'exit'."
                        continue
                    #. TODO: check map or xy exist
                    room.add_link(map_, xy, exit)
            i += 1