Exemple #1
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 def __init__(self):
     """
         Инициализация новой игровой сессии
     """
     self.players: Player = []
     self.players_count = 0
     self.map = Map(20, 20)
Exemple #2
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def game():
    pygame.init()
    clock = pygame.time.Clock()
    canvas = pygame.display.set_mode((WIDTH, HEIGHT))
    pygame.display.set_caption('Traffic Simulation')
    FONT = pygame.font.SysFont("Bizarre-Ass Font Sans Serif", 20)

    renderEngine = RenderEngine(canvas, pygame, BLOCK_SIZE, WIDTH, HEIGHT, FONT)

    game_map = Map(renderEngine, ROAD_MAP, BLOCK_SIZE, DEBUG)

    while True:
        for ev in pygame.event.get():
            if ev.type == pygame.QUIT:
                pygame.quit()

        if not config['USE_TEXTURES']:     
            canvas.fill(BACKGROUND_COLOR)

        Veichle.dt = clock.get_time() / 1000

        game_map.update()

        message = 'Time: ' + str(int(pygame.time.get_ticks() / 1000))
        renderEngine.drawText(message, 20, 20)
        renderEngine.drawText('Fps: ' + str(int(clock.get_fps())), 20, 40)

        pygame.display.update()
        pygame.display.flip()
        clock.tick(180)
Exemple #3
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def create_new_world(game_state):
    map_1 = Map("Swindon", (60, 50), (game_state.screen_width, game_state.screen_height))
    map_1.map_generation()

    Avatar(5, 5, map_1)
    game_state.maps[map_1.name] = map_1
    game_state.active_map = game_state.maps["Swindon"]
    game_state.player = game_state.active_map.entity_group["Avatar"][0]

    game_state.player.fight_frame = 0

    debug_stats = debug.DebugStatus(game_state.active_map, game_state)
    debug_stats.tile_selector_graphic = ui.TileSelectorGraphic(0, 0, game_state.active_map)
    game_state.debug_status = debug_stats

    # Sets player's inventory at start to basic starting equipment
    initial_equipment = [weapon.weapon_functions[0](1, game_state.player.level, "Iron "),
                         armor.armor_functions[3](1, game_state.player.level, "Iron "),
                         armor.clothing_functions[0](1, game_state.player.level),
                         armor.clothing_functions[1](1, game_state.player.level),
                         armor.clothing_functions[3](1, game_state.player.level)]

    for each in initial_equipment:
        game_state.player.inventory.add_item(each)

    for category in game_state.player.inventory.items:
        for each in game_state.player.inventory.items[category]:
            game_state.player.equip(each)
    map_1.update_object_layer()
Exemple #4
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 def __init__(self, canvas):
     self.canvas = canvas
     self.game_map = Map()
     self.hero = Hero(0, 1)
     self.boss = Boss(0, 5)
     self.skeleton = Skeleton(6, 8)
     self.skeleton2 = Skeleton(0, 7)
     self.skeleton3 = Skeleton(4, 5)
     self.stat = Stat(self.hero, self.boss)
     self.monster_position()
    def __init__(self):
        """
        Initializes player, game map.
        """
        mapSquareSize = random.randint(10, 20)
        mapSize = Position(mapSquareSize, mapSquareSize)
        startPos = \
            Position(random.randint(0, mapSquareSize - 1),
                     random.randint(0, mapSquareSize - 1))

        self.player = Player(position=startPos, hp=3, bag_counter=0)
        self.enemy = Enemy(3, 1, Position(1, 1), Position(0, 0),
                           Position(mapSize.x, mapSize.y))

        self.level = Map(size=mapSize, treasures=6, traps=6)

        self.actions = {
            "Up": "w",
            "Down": "s",
            "Left": "a",
            "Right": "d",
            "Save": "save",
            "Load": "load",
            "Help": "help",
            "Exit": "exit"
        }

        self.game_status = GameState.INGAME

        self.__ready_to_end = False

        self.mrlock = threading.RLock()

        def enemy_update(enemy, player):
            while not self.ready_to_end:
                time.sleep(3)
                enemy.update(player)

        self.enemyThread = threading.Thread(target=enemy_update,
                                            args=(self.enemy, self.player))
        self.enemyThread.start()
Exemple #6
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def main():
    map1 = Map(x_size=10, y_size=10)
    map1.generate_map()

    # x_min = map1.map_start_coordinates[0] - 2
    # y_min = map1.map_start_coordinates[1] - 2
    # x_max = map1.map_start_coordinates[0] + 2
    # y_max = map1.map_start_coordinates[1] + 2
    x_min = 0
    y_min = 0
    x_max = map1.x_size - 1
    y_max = map1.y_size - 1
    map1.print_map(x_min, y_min, x_max, y_max)

    player = Player(name='Brian', coordinates=map1.map_start_coordinates)

    # game loop
    while True:
        current_room = map1.rooms[player.coordinates]
        print(f'player.coordinates = {player.coordinates}')
        print(f'room.description = "{current_room.description}"')
        print(f'room.doors = "{current_room.doors}"')

        command = input('> ').upper()
        print(f"'{command}'")
        break
Exemple #7
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def init():
    window                                          = pyglet.window.Window(width=800,height=600, resizable=True, visible=False)
    window.clear()
    window.resize                                   = resize
    window.set_visible(True)
    window.resize(window.width, window.height)
    current_dir                                     = os.path.abspath(os.path.dirname(__file__))
    load_files_from_dir                             = 'data'
    data_dir                                        = os.path.normpath(os.path.join(current_dir, '..', load_files_from_dir))
    game_data                                       = {}
    scanDirectory(data_dir, game_data)
    loadImages(game_data['data']['agents']['Monster01']['animations'])
    loadImages(game_data['data']['map']['elements']['House01'])

    game_data["window"]                             = window
    state                                           = GameState(game_data)
    game_data["game"]                               = state
    map                                             = Map(32, 32, game_data, 32)
    spawner                                         = Spawn(game_data)
    map.populate()
    render                                          = Render(game_data)
    print game_data
    def test_init(self):
        size = 100
        treasures = 10
        traps = 11
        mgame_map = Map(Position(size, size), treasures, traps)

        mmap = mgame_map.game_map
        treasuresCount = 0
        trapsCount = 0
        for line in mmap:
            treasuresCount += line.count("!")
            trapsCount += line.count("x")

        self.assertEqual(treasuresCount, treasures)
        self.assertEqual(traps, trapsCount)
Exemple #9
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    def moveGoodForPlayer(self, player_id, move):
        if not self.moveValidForPlayer(player_id, move):
            return False

        player = self.players[player_id]
        playerGrid = list(util.coordToGrid(player.x, player.y))

        distance = Direction.distances[move]
        playerGrid[0] += distance[0]
        playerGrid[1] += distance[1]

        if not Map.gridInMap(*playerGrid):
            return False

        grid = self.game_map.grids[util.gridToPos(*playerGrid)]
        return grid.canPass()
Exemple #10
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def find_successors(game_map, gridX, gridY):
    successors = []
    for direction in Direction.ALL:
        if direction == Direction.STOP:
            continue
        distance = Direction.distances[direction]
        newX = gridX + distance[0]
        newY = gridY + distance[1]
        if not Map.gridInMap(newX, newY):
            continue

        newPos = util.gridToPos(newX, newY)
        if game_map.grids[newPos].isWall():
            continue

        successors.append((direction, newPos))
    return successors
Exemple #11
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def start_game(config):
    # Loads game data, setups first map of the game then runs the main game loop.

    # Load all game data.
    tiles_data, generation_data, actor_data, item_data, animation_data = load_data(
    )

    # Initialize map then generate a new map.
    current_map = Map(100, 100)
    start_x, start_y = generate_cave_map(current_map, generation_data,
                                         tiles_data, actor_data, item_data)

    # Initialize camera.
    camera = Camera(0, 0, config['camera_width'], config['camera_height'], 0,
                    0)

    # Spawn player.
    player_stats = {
        "hp": 100,
        "mp": 100,
        "starting_ap": 2,
        "max_ap": 10,
        "ap_recovery": 2,
        "base_damage": "1d4",
        "ac": 10,
        "hit": 4
    }
    player = Actor(start_x, start_y, 'Player', '@', [255, 255, 255, 255])
    player_inventory = Inventory(player)
    player.alive = Alive(player, player_stats, inventory=player_inventory)

    # Initialize FOV.
    fov = FOV(player, 5, current_map)

    under_mouse = None
    debug = False
    game_state = GameState.players_turn
    previous_state = None

    # Setup presets/containers for the game loop.
    actor_queue = PriorityQueue()
    actor_turns_left = False
    animations = []
    no_block_animations = []
    widgets = []
    targeting_action = None

    terminal.refresh()

    while True:
        terminal.clear()
        if not debug:
            if current_map.tiles[player.x][player.y].is_stairs:
                player.x, player.y = generate_cave_map(current_map,
                                                       generation_data,
                                                       tiles_data, actor_data,
                                                       item_data)
                current_map.depth += 1

            render_all(player, current_map, fov, camera, under_mouse,
                       animations, no_block_animations, widgets,
                       targeting_action, game_state, config, animation_data)

            # Parse player input.
            action = handle_input(player, current_map, camera, fov,
                                  under_mouse, widgets, targeting_action,
                                  animations, no_block_animations,
                                  animation_data, game_state)
            under_mouse = get_under_mouse(player, current_map.tiles,
                                          current_map.actors,
                                          current_map.items, widgets, camera,
                                          game_state)

            # If an action was returned, complete that action.
            if isinstance(action, str):
                if action == 'restart':
                    start_game(config)
                elif action == 'end-turn':
                    if player.alive.check_in_combat(current_map.actors, fov):
                        game_state = GameState.actors_turn
                elif action == 'toggle-inventory':
                    if game_state == GameState.show_inventory:
                        game_state = previous_state
                        widgets = []
                    else:
                        previous_state = game_state
                        game_state = GameState.show_inventory
                        fill_widgets(player, widgets, config, game_state)
                elif action == 'toggle-targeting':
                    game_state = previous_state
                    targeting_action = None
                elif action == 'toggle-map':
                    if game_state == GameState.show_full_map:
                        game_state = previous_state
                    else:
                        previous_state = game_state
                        game_state = GameState.show_full_map

            elif action:
                if len(animations) == 0:
                    if game_state == GameState.show_inventory:
                        game_state = previous_state
                        widgets = []
                        if action.item.targeting:
                            previous_state = game_state
                            game_state = GameState.targeting
                            targeting_action = action
                    elif game_state == GameState.targeting:
                        game_state = previous_state
                        targeting_action = None

                    if game_state == GameState.players_turn:
                        action.perform(animations, no_block_animations,
                                       animation_data)

            # Check if camera was moved, if it was, recalculate FOV.
            camera_moved = camera.move_camera(player.x, player.y, current_map)
            if camera_moved:
                fov.fov_recompute()

            # If player is in combat and out of ap, end the players turn.
            if player.alive.check_in_combat(current_map.actors, fov):
                if player.alive.get_ap(False) <= 0:
                    game_state = GameState.actors_turn

            # Only continue if all animations have finished.
            if len(animations) == 0:
                # Go through all actors and let them take turns until
                # they are out of ap or decide not to take any actions.
                if game_state == GameState.actors_turn:

                    # Fill the queue with actors that still need to take turns.
                    if actor_queue.empty():
                        for actor in current_map.actors:
                            if actor.alive and not actor.alive.turn_over and fov.in_fov(
                                    actor):
                                actor_queue.put(actor,
                                                actor.alive.get_ap(False))
                    else:
                        actor = actor_queue.get()
                        if actor.alive:
                            action = actor.alive.get_action(
                                player, current_map, fov)
                            if action:
                                action.perform(animations, no_block_animations,
                                               animation_data)
                                actor_turns_left = True
                            else:
                                actor.alive.turn_over = True

                    # Player recovers ap at the end of the actors turn.
                    if actor_queue.empty():
                        if not actor_turns_left:
                            player.alive.recover_ap()
                            game_state = GameState.players_turn
                            for actor in current_map.actors:
                                if actor.alive:
                                    actor.alive.turn_over = False
                        actor_turns_left = False
        else:
            debug_render(player, current_map)

            # Parse player input.
            action = handle_input(player, current_map, camera)
            if action == 'restart':
                start_game(config)
            if action == 'debug':
                debug = not debug
                terminal.set("window: size='40x20', cellsize='24x24'")

        terminal.refresh()
Exemple #12
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class Game():
    def __init__(self, canvas):
        self.canvas = canvas
        self.game_map = Map()
        self.hero = Hero(0, 1)
        self.boss = Boss(0, 5)
        self.skeleton = Skeleton(6, 8)
        self.skeleton2 = Skeleton(0, 7)
        self.skeleton3 = Skeleton(4, 5)
        self.stat = Stat(self.hero, self.boss)
        self.monster_position()

    def monster_position(self):
        self.monster_position = [(self.boss.x, self.boss.y),
                                 (self.skeleton.x, self.skeleton.y),
                                 (self.skeleton2.x, self.skeleton2.y),
                                 (self.skeleton3.x, self.skeleton3.y)]

    def keyPressed(self, event):
        if event.keysym == 'Down':
            if self.game_map.can_move(self.hero.x, self.hero.y + 1,
                                      self.hero.x, self.hero.y,
                                      self.monster_position):
                # if self.game_map.check_edge(self.hero.x, self.hero.y+1) and self.game_map.check_tile(self.hero.x, self.hero.y+1):
                self.hero.move_down()
            else:
                self.hero.turn_down()
            self.hero.draw_char(self.canvas)
        if event.keysym == 'Right':
            if self.game_map.check_edge(
                    self.hero.x + 1, self.hero.y) and self.game_map.check_tile(
                        self.hero.x + 1, self.hero.y):
                self.hero.move_right()
            else:
                self.hero.turn_right()
            self.hero.draw_char(self.canvas)
        if event.keysym == 'Left':
            if self.game_map.check_edge(
                    self.hero.x - 1, self.hero.y) and self.game_map.check_tile(
                        self.hero.x - 1, self.hero.y):
                self.hero.move_left()
            else:
                self.hero.turn_left()
            self.hero.draw_char(self.canvas)
        if event.keysym == 'Up':
            if self.game_map.check_edge(
                    self.hero.x, self.hero.y - 1) and self.game_map.check_tile(
                        self.hero.x, self.hero.y - 1):
                self.hero.move_up()
            else:
                self.hero.turn_up()
            self.hero.draw_char(self.canvas)
        if event.keysym == 'Space':
            self.battle()
        #
        # def start_the_battle(self):
        #     if self.game_map.is_this_tile_occupied(self.hero.x, self.hero.y, self.monster_position):
        #         self.strike(self.game_map.get_the_enemy(self.hero.x, self.hero.y, self.monster_position))
        #
        # def strike(self,attacker):
        #     if attacker == 'self.boss':
        #         # self.stat.draw_skeleton_boss
        #         self.strike_1 = self.hero.sp + self.d6 + self.d6
        #         self.strike_2 = self.boss.sp + self.d6 + self.d6
        #         if self.strike_1 > self.boss.dp:
        #             self.boss.damage(self.strike_1)
        #         if self.strike_2 + self.d6 + self.d6 > self.hero.dp:
        #             self.hero.damage(self.strike_2)
        #
        #
        #     elif attacker == 'self.skeleton':
        #         # self.stat.draw_skeleton_stat_1()
        #         self.strike_1 = self.hero.sp + self.d6 + self.d6
        #         self.strike_2 = self.skeleton.sp + self.dice + self.d6
        #         if self.strike_1 > self.skeleton.dp:
        #             self.skeleton.damage(self.strike_1)
        #         if self.strike_2 + self.d6+self.d6 > self.hero.dp:
        #             self.hero.damage(self.strike_2)
        #
        #
        #     elif attacker == 'self.skeleton2':
        #         # self.stat.draw_skeleton_stat_2()
        #         self.strike_1 = self.hero.sp+self.d6 + self.d6
        #         self.strike_2 = self.skeleton2.sp + self.dice + self.dice
        #         if self.strike_1 > self.skeleton2.self.dp:
        #             self.skeleton2.damage(self.strike_1)
        #         if self.strike_2 + self.d6 + self.d6 > self.hero.dp:
        #             self.hero.damage(self.strike_2)
        #
        #     elif attacker == 'self.skeleton3':
        #         # self.stat.draw_skeleton_stat_3()
        #         self.strike_1 = self.hero.sp + self.d6 + self.d6
        #         self.strike_2 = self.skeleton_3.sp + self.dice + self.d6
        #         if self.strike_1 > self.skeleton3.dp:
        #             self.skeleton3.damage(self.strike_1)
        #         if self.strike_2 + self.d6 + self.d6 > self.hero.dp:
        #             self.hero.damage(self.strike_2)

    def draw_all(self):
        self.game_map.draw_tile(self.canvas)
        self.hero.draw_char(self.canvas)
        self.boss.draw_char(self.canvas)
        self.skeleton.draw_char(self.canvas)
        self.skeleton2.draw_char(self.canvas)
        self.skeleton3.draw_char(self.canvas)
        self.stat.draw_hero_text(self.canvas)
        self.stat.draw_boss_text(self.canvas)
Exemple #13
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 def __init__(self):
     self.game_started = False
     self.game_map = Map()
     self.players = {}
Exemple #14
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class Room:
    def __init__(self):
        """
            Инициализация новой игровой сессии
        """
        self.players: Player = []
        self.players_count = 0
        self.map = Map(20, 20)

    def search_free_spawn(self):
        """
            Метод выполняет поиск свободного пространства для спавна игрока.
        """

        return [Coord(18, 18)]

    def del_player(self, event):
        """
            Удаление игрока
        """
        print('Удаление игрока')
        del_player = event.get('player')

        if not del_player:
            return

        self.players.remove(del_player)

    def add_player(self, event):
        """
            Добавление нового игрока в комнату
        """
        print('Игрока добавили')

        self.players_count += 1

        # Имя игрока
        name = f'Player{self.players_count}'
        new_player = Player(name, self.search_free_spawn())
        source = event.get('source')

        # Подписываем игрока на событие нажатия клавиши
        source.on('KEY_PRESSED', Handler(new_player.key_pressed))

        # Подписываем игрока на событие отключения
        source.on_close(Handler(self.del_player, player=new_player))

        self.players.append(new_player)

    def send_positions(self, event):
        """
            Итерация ходов.
        """
        source = event.get('source')

        for player in self.players:
            if player.dead:
                continue

            head = player.get_step()
            print('Head: ', head)
            ceil = self.map.ceil(head)

            if ceil in (Ceil.WALL, Ceil.PLAYER):
                print('Игрок умер')
                player.dead = True
            elif ceil == Ceil.EMPTY:
                tail = player.snake.move_tail()
                self.map.map[tail.y][tail.x] = Ceil.EMPTY
                self.map.map[head.y][head.x] = Ceil.PLAYER
Exemple #15
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from itertools import cycle

map_data = None


def is_valid_pos(cur_pos):
    x, y = cur_pos.x, cur_pos.y
    return 0 <= x < 100 and 0 <= y < 100 and map_data[y][x]


if __name__ == "__main__":
    map_data = map_generator.generate_map(100,
                                          100,
                                          seed=25,
                                          obstacle_density=0.35)
    game_map = Map(map_data)
    start = Point(2, 2)
    end = Point(25, 65)
    rel_pos = [
        Point(-1, 1),
        Point(1, 1),
        Point(0, 0),
        Point(-1, -1),
        Point(1, -1),
    ]

    units_pos = [start + pos for pos in rel_pos]
    units = []
    for i, unit_pos in enumerate(units_pos):
        unit = FORMATION.copy(start + rel_pos[i])
        unit.add_to_formation(
Exemple #16
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class Game(object):

    nonword_characters = re.compile('[\W_]+')

    def __init__(self, name, gender):
        self.player = Player(name, gender)
        self.map = Map('farm_map.txt', 'farm_descriptions.txt',
                       'farm_items.txt', 'farm_items_map.txt')
        self.item_fns = ItemFns(self.map, self.player)

    def move_to(self, location):
        if not location:
            return False
        self.player.location = location
        print(self.map.get_atmosphere(self.player.location))
        return True

    def describe(self, target):
        if not target:  # Describe the current location.
            print(self.map.get_atmosphere(self.player.location))
            return True
        print(self.get_description(target))
        return True

    def take(self, key):
        print("Items: {0}".format(self.map.get_items(self.player.location)))
        if not key in [
                item.key for item in self.map.get_items(self.player.location)
        ]:
            return False
        item = self.map.get_item(key)
        print("You pick up the {0}.".format(item.name))
        self.player.inventory[key] = item
        return True

    known_actions = {
        'move': move_to,
        'go': move_to,
        'approach': move_to,
        'look': describe,
        'investigate': describe,
        'describe': describe,
        'pick up': take,
        'grab': take,
        'take': take,
    }

    def print_intro(self):
        text = """A long time ago, a $MAN named {0} lived in the wilderness with $HIS aging parents. 
           $HE lived a poor life, farming just enough for them to get by, eking out a living 
           in the rocky soil. Eventually, $HIS mother died, and $HIS father did not survive 
          long after that. Now all alone, the $MAN must decide what to do with $HIS life."""\
              .format(self.player.name)
        text = self.process_text(text)
        print(text)
        self.prompt()

    def process_input(self, text):
        words = text.split()
        words = map(lambda w: self.nonword_characters.sub('', w), words)

        seen_locations = self.get_visible_locations()
        seen_items = self.get_visible_items()
        permanent_actions = list(self.known_actions.keys())
        item_actions = self.item_fns.available(self.player)

        targets = seen_locations + seen_items
        actions = permanent_actions + item_actions

        # print(seen_locations)
        # print(seen_items)

        action = next((action for action in actions if action in text), None)
        target = next((target for target in targets if target.name in text),
                      None)

        if target:
            target = target.key

        print("Action: {0}\nTarget: {1}".format(action, target))

        succeeded = False
        if action in self.known_actions:
            succeeded = self.known_actions[action](self, target)
        elif action:
            succeeded = self.item_fns.process_input(action, target)
        if not succeeded:
            print(
                "I'm sorry, I didn't understand. Try again, or /help for help."
            )

        self.prompt()

    def prompt(self):
        setting = "You are standing by {0}. You can see "\
                  .format(self.map.get_printable_name(self.player.location))
        for i, loc in enumerate(self.get_visible_locations_names()):
            if i < len(self.get_visible_locations_names()) - 1:
                setting += "{0}, ".format(loc)
            else:
                setting += "and {0}".format(loc)
        if len(self.get_visible_locations_names()) == 0:
            setting += "nothing"
        setting += " nearby."
        print(setting)
        print("What do you do?")

    # Fixes pronouns and extra spaces.
    def process_text(self, text):
        text = text.replace("$HE", "he" if self.is_male() else "she")
        text = text.replace("$HIS", "his" if self.is_male() else "her")
        text = text.replace("$MAN", "man" if self.is_male() else "woman")
        return ' '.join(text.split())

    def is_male(self):
        return self.player.gender == 'm'

    def is_female(self):
        return not is_male()

    def get_visible_locations(self):
        return self.map.get_visible(self.player.location)

    def get_visible_items(self):
        return self.map.get_items(self.player.location)

    def get_visible_locations_names(self):
        return [loc.printable_name for loc in self.get_visible_locations()]

    def get_description(self, target):
        if target in [
                location.key for location in self.get_visible_locations()
        ]:
            return self.map.describe(target)
        elif target in [item.key for item in self.get_visible_items()]:
            return self.map.get_item(target).description
Exemple #17
0
 def __init__(self, name, gender):
     self.player = Player(name, gender)
     self.map = Map('farm_map.txt', 'farm_descriptions.txt',
                    'farm_items.txt', 'farm_items_map.txt')
     self.item_fns = ItemFns(self.map, self.player)
class GameWorld:
    """
    Game world.
    """
    def __init__(self):
        """
        Initializes player, game map.
        """
        mapSquareSize = random.randint(10, 20)
        mapSize = Position(mapSquareSize, mapSquareSize)
        startPos = \
            Position(random.randint(0, mapSquareSize - 1),
                     random.randint(0, mapSquareSize - 1))

        self.player = Player(position=startPos, hp=3, bag_counter=0)
        self.enemy = Enemy(3, 1, Position(1, 1), Position(0, 0),
                           Position(mapSize.x, mapSize.y))

        self.level = Map(size=mapSize, treasures=6, traps=6)

        self.actions = {
            "Up": "w",
            "Down": "s",
            "Left": "a",
            "Right": "d",
            "Save": "save",
            "Load": "load",
            "Help": "help",
            "Exit": "exit"
        }

        self.game_status = GameState.INGAME

        self.__ready_to_end = False

        self.mrlock = threading.RLock()

        def enemy_update(enemy, player):
            while not self.ready_to_end:
                time.sleep(3)
                enemy.update(player)

        self.enemyThread = threading.Thread(target=enemy_update,
                                            args=(self.enemy, self.player))
        self.enemyThread.start()

    #  threading._start_new_thread(Enemy.update, (self.enemy, self.player)

    @property
    def ready_to_end(self):
        self.mrlock.acquire()
        res = self.__ready_to_end
        self.mrlock.release()
        return res

    @ready_to_end.setter
    def ready_to_end(self, value):
        self.mrlock.acquire()
        self.__ready_to_end = value
        self.mrlock.release()

    @logging_debug_decorator
    @logging_info_decorator
    def save(self):
        """
        Wrapper for savegame_utility save call.
        """
        savegame_utility.save(self.level.game_map, self.player.position)

    @logging_debug_decorator
    @logging_info_decorator
    def load(self):
        """
        Wrapper for savegame_utility load call.
        """
        mmap, player_pos = None, None
        try:
            mmap, player_pos = savegame_utility.load()
        except FileNotFoundError:
            return
        self.level.game_map, self.player.position = mmap, player_pos

        try:
            self.level.check()
        except Exception as identifier:
            print(identifier.__str__)
            raise

        self.player.bag_counter = 0
        self.player.hp = 3

    @logging_debug_decorator
    @logging_info_decorator
    def update_actions(self):
        """
        Returns:
            [str...] - actions performed.
        """
        input_str = input("Your turn\n")
        input_list = input_str.split(" ")

        actions = []
        for mstr in input_list:
            for name, key in self.actions.items():
                if key.casefold() == mstr.casefold():
                    actions.append(name)

        return actions

    @logging_debug_decorator
    @logging_info_decorator
    def print_hint(self):
        """
        If there is at least 1 treasure || trap in
        player's view - prints hint.
        """

        positions = [
            Position(self.player.position.x + self.level.view.x,
                     self.player.position.y),
            Position(self.player.position.x - self.level.view.x,
                     self.player.position.y),
            Position(self.player.position.x,
                     self.player.position.y + self.level.view.y),
            Position(self.player.position.x,
                     self.player.position.y - self.level.view.y)
        ]

        for position in positions:
            # check position
            position.clamp(min=Position(0, 0), max=self.level.size)
            # check cell
            if self.level.map_wrapper(position) == \
               self.level.reprs["treasure"]:
                print("There is a treasure near you.")

            if self.level.map_wrapper(position) == \
               self.level.reprs["trap"]:
                print("Careful! Trap is near you.")

    @logging_debug_decorator
    @logging_info_decorator
    def on_move_action(self, action):
        """
        Args:
            action (str): Up/Down/Left/Right move action.
        """
        if action != "Up" and \
                action != "Down" and \
                action != "Left" and \
                action != "Right":
            raise ActionError(f'{action} unsupported in this context',
                              ["Up", "Down", "Left", "Right"])

        self.player.move_with_restr(action, self.level.size)

        # on treasure || trap
        if self.level.map_wrapper(self.player.position) == \
                self.level.reprs["treasure"]:
            self.player.bag_counter += 1

            position = self.player.position
            self.level.game_map[position.y][position.x] = \
                self.level.reprs["nothing"]

            print("Good job, you found a treasure!")
        elif self.level.map_wrapper(self.player.position) == \
                self.level.reprs["trap"]:
            self.player.hp -= 1

            position = self.player.position
            self.level.game_map[position.y][position.x] = \
                self.level.reprs["nothing"]

            if self.player.hp > 0:
                print(f'Careful, you\'ve got {self.player.hp} hp left')

        # perform win/loss check
        if self.player.hp <= 0:
            print("You lost, try again.")
            self.game_status = GameState.ENDING
        elif self.player.bag_counter >= 3:
            print("Congrats, winner!")
            self.game_status = GameState.ENDING

    @logging_debug_decorator
    @logging_info_decorator
    def on_action(self, action):
        """
        Changes game state on action.

        Args:
            action (str): name of the action from self.actions.
        """

        if action == "Up" or \
                action == "Down" or \
                action == "Left" or \
                action == "Right":
            self.on_move_action(action)
            print(f'{self.player.position.x} {self.player.position.y}')
        elif action == "Save":
            self.save()
            print("GAME SAVED")
        elif action == "Load":
            self.load()
            print("GAME LOADED")
        elif action == "Help":
            print(self.actions)
        elif action == "Exit":
            self.game_status = GameState.ENDING
        else:
            raise ActionError(f'{action} is not supported in this context.',
                              self.actions)

    @logging_debug_decorator
    @logging_info_decorator
    def on_ingame(self):
        """
        Performs ingame step:
            1) Show lvl.
            2) Print hints if any.
            3) Get Actions input.
            4) Change state depending on actions.
        """
        self.level.show(player_pos=Position(self.player.position.x,
                                            self.player.position.y),
                        enemies_pos=[
                            Position(self.enemy.position.x,
                                     self.enemy.position.y)
                        ])

        self.print_hint()

        actions_performed = self.update_actions()

        for action in actions_performed:
            try:
                self.on_action(action)
            except ActionError as identifier:
                print(identifier.__str__)

    @logging_debug_decorator
    @logging_info_decorator
    def on_ending(self):
        print("This world will miss you, goodbye!")
        self.ready_to_end = True

    @logging_debug_decorator
    @logging_info_decorator
    def update(self):
        """
        Game step.
        """
        # update actions
        if (self.game_status == GameState.INGAME):
            self.on_ingame()
        elif (self.game_status == GameState.ENDING):
            self.on_ending()
        else:
            raise ValueError(f'{self.game_status} is unsupported!')

    @logging_debug_decorator
    @logging_info_decorator
    def update_loop(self):
        """
        Wrapper around update.
        Exits when self.game_status == GameState.ENDING.
        """
        while not self.ready_to_end:
            try:
                self.update()
            except ValueError as identifier:
                print(identifier.__str__)
                self.ready_to_end = True
Exemple #19
0
class GameState(object):
    # Static
    current = None

    def __init__(self):
        self.game_started = False
        self.game_map = Map()
        self.players = {}

    def start_game(self, already_started):
        def __internal_preparing(state):
            print('Game started')
            state.game_started = True
            for player_id, player in self.players.items():
                player.setPreparing()

        if already_started:
            print('Game started immediately')
            __internal_preparing(self)
        else:
            print('Game will start in 3 seconds')
            util.loop.add_timed_task(3, __internal_preparing, self)

    def set_players(self, player_list):
        print('Receive players')

        for playerObj in player_list:
            player_id = playerObj['playerid']

            # Create the player if not exist
            if player_id not in self.players:
                self.add_player(player_id, playerObj['name'])

            # Update info
            player = self.players[player_id]
            player.setCoord(playerObj['x'], playerObj['y'])
            player.updateStatus(playerObj['dead'], playerObj['disconnected'])

        self.dump_players()

    def dump_players(self):
        for player_id, player in self.players.items():
            print(player)

    def add_player(self, player_id, name):
        self.players[player_id] = Player(player_id, name)

    def me(self):
        return self.players[Player.thisPlayer_id]

    def checkLeave(self, pos):
        # Only myself requires checking. Each client handles himself/herself
        player = self.me()
        if self.game_map.grids[pos].grid_type != Grid.BOMB:
            # XXX I don't know why bombs vanished
            print('Bomb at %s vanished' % util.gridStr(pos))
            return

        if self.game_map.nearPos(player.x, player.y, pos):
            print("I am on a bomb")
            print((player.x, player.y))
            print(util.posToGrid(pos))
            player.onBomb = True
            util.loop.add_timed_task(util.BASE_INTERVAL, self.checkLeave, pos)
        else:
            print("I exit a bomb")
            player.onBomb = False

    def checkLeaveWall(self):
        player = self.me()
        if self.game_map.near(player.x, player.y, passBomb=player.onBomb):
            print("Still in some wall")
            util.loop.add_timed_task(util.BASE_INTERVAL, self.checkLeaveWall)
        else:
            print("Dropping UFO")
            player.penetrate = False
            util.packet_queue.put({
                'event': 'ufo_removal',
                'playerid': Player.thisPlayer_id
            })

    def moveValidForPlayer(self, player_id, move):
        p = self.players[player_id]
        move_distance = Direction.distances[move]
        newX = p.x + move_distance[0] * p.speed
        newY = p.y + move_distance[1] * p.speed
        return not self.game_map.near(newX, newY, p.onBomb, p.penetrate)

    def moveValidForMe(self, move):
        return self.moveValidForPlayer(Player.thisPlayer_id, move)

    def validMovesForPlayer(self, player_id):
        ret = []
        for move in Direction.ALL:
            if self.moveValidForPlayer(player_id, move):
                ret.append(move)

        return ret

    def validMovesForMe(self):
        return self.validMovesForPlayer(Player.thisPlayer_id)

    def moveGoodForPlayer(self, player_id, move):
        if not self.moveValidForPlayer(player_id, move):
            return False

        player = self.players[player_id]
        playerGrid = list(util.coordToGrid(player.x, player.y))

        distance = Direction.distances[move]
        playerGrid[0] += distance[0]
        playerGrid[1] += distance[1]

        if not Map.gridInMap(*playerGrid):
            return False

        grid = self.game_map.grids[util.gridToPos(*playerGrid)]
        return grid.canPass()

    def moveGoodForMe(self, move):
        return self.moveGoodForPlayer(Player.thisPlayer_id, move)

    def goodMovesForPlayer(self, player_id):
        ret = []
        for move in Direction.ALL:
            if self.moveGoodForPlayer(player_id, move):
                ret.append(move)
        return ret

    def goodMovesForMe(self):
        return self.goodMovesForPlayer(Player.thisPlayer_id)
Exemple #20
0
room["outside"].add_item(Lightsource("torch", "Should be enough to see..."))
room["foyer"].add_item(
    Item("sword", "Not the sharpest..."),
    Treasure("spoon", "I think it's worth something.", 10, False))
room["overlook"].add_item(Treasure("ruby", "Shines bright...", 20, False))
room["treasure"].add_item(
    Treasure("coin", "At least it's something.", 15, False))
# Nothin in narrow and treasure

#
# Main
#

# Make a new player object that is currently in the 'outside' room.
player = Player(room["outside"])
map = Map()
print(player.current_room.items[0].name)

print(
    f"\n\nWelcome adventurer, you are currently in {player.current_room.name}. {player.current_room.descr}\n"
)
print("""              XXXXXXXX XXX XXXXX
            XXXX XX XXXXXXXX XX XXXXXX
           XXXX XXXXXXXXXX XXXX   XXXX
           XX          XXXXX         X
              +----------------+
              |  Overlook      |
              +------+ +-------+
                     | |
                     | |           +------------+
                     | |           |  Treasure  |