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map.py
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map.py
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import random
from threading import Lock, Timer
from kivy.logger import Logger
from kivy.uix.gridlayout import GridLayout
from kivy.uix.relativelayout import RelativeLayout
from ai import AIMap
from components import game_objects
from constants import *
from effects import *
flame_lock = Lock()
class GameGrid(GridLayout):
def __init__(self, **kwargs):
GridLayout.__init__(self, cols=kwargs['grid_size'][0], **kwargs)
self.layout = kwargs['layout']
self.grid_size = kwargs['grid_size']
self.effects_propability = kwargs['effects_propability']
self.tiles = []
self.changes = []
self.frozen = False
self.tile_resized = 0
self.tiles_amount = self.grid_size[0] * self.grid_size[1]
for i, tile_type in enumerate(self.layout):
ix = i % self.grid_size[0]
iy = i // self.grid_size[0]
tile = GameTile(type=tile_type, ix=ix, iy=iy)
self.add_widget(tile)
self.tiles.append(tile)
self.aimap = AIMap(self)
def restart(self):
self.aimap.reset()
self.frozen = False
for i, tile_type in enumerate(self.layout):
self.tiles[i].type = tile_type
self.tiles[i].restart()
def on_tile_size(self):
self.tile_resized += 1
if self.tile_resized == self.tiles_amount:
self.on_load()
def on_load(self):
pass
def freeze(self):
self.frozen = True
def add_change(self, tile):
self.changes.append(tile)
def get_tile(self, ix, iy):
index = (self.grid_size[0]*iy + ix)
if index >= len(self.tiles) or index < 0:
Logger.debug(
'GameGrid: get_tile(%d,%d) index is %d (min: 0, max: %d)'
% (ix, iy, index, len(self.tiles) - 1)
)
return None
return self.tiles[index]
def get_tile_indexes(self, x, y):
width, height = self.parent.tile_size
return (int(x/width), int(self.grid_size[1] - (y/height)))
def find_path(self, from_tuple, to_tuple):
#print 'from:', from_tuple
#print 'to: ', to_tuple
start = self.get_tile(*from_tuple)
destination = self.get_tile(*to_tuple)
if destination is None or destination.is_obstacle():
return []
open_set = [start]
path_map = [[None for x in range(self.grid_size[0])] for y in range(self.grid_size[1])]
path_map[start.iy][start.ix] = 0
end = False
while open_set and not end:
tile = open_set.pop()
steps = path_map[tile.iy][tile.ix]
for neighbor in tile.tiles_around():
if neighbor is None:
continue
if not neighbor.is_obstacle():
current_steps = path_map[neighbor.iy][neighbor.ix]
if current_steps is None or current_steps > steps + 1:
path_map[neighbor.iy][neighbor.ix] = steps + 1
if neighbor == destination:
end = True
break
open_set.insert(0, neighbor)
if not end:
return []
path = [destination]
tile = destination
if tile is None:
return []
steps = path_map[tile.iy][tile.ix]
while steps and steps != 1:
for item in tile.tiles_around():
if path_map[item.iy][item.ix] == steps - 1:
path.append(item)
tile = item
steps = steps - 1
break
return path
class Bomb:
def __init__(self, tile, player):
self.tile = tile
self.tile.canvas.add(game_objects.bomb)
self.player = player
self.timer = Timer(self.player.bomb_timeout, self.explode)
self.timer.start()
def explode(self):
self.timer.cancel()
self.tile.bomb = None
Flame(self.tile, self.player)
def stop(self):
self.timer.cancel()
class Flame:
def __init__(self, epicentrum, player):
self.player = player
self.tiles = [epicentrum]
epicentrum.destroy()
epicentrum.canvas.add(game_objects.flame_center)
epicentrum.flame.append(FLAME_CENTER)
flame_type = {}
flame_type['top'] = FLAME_VERTICAL
flame_type['bottom'] = FLAME_VERTICAL
flame_type['left'] = FLAME_HOTIZONTAL
flame_type['right'] = FLAME_HOTIZONTAL
bombs = []
self.changes = []
for direction in ('top', 'bottom', 'left', 'right'):
tile = epicentrum
penetration = self.player.flame_penetration
end = False
for i in range(player.bomb_power):
tile = tile.next_tile(direction)
if not tile.is_destroyable():
break
if tile.is_block():
if penetration == 0:
break
penetration -= 1
self.changes.append(tile)
if tile.bomb is not None:
bombs.append(tile.bomb)
tile.destroy()
if not tile.flame:
if not penetration or i == player.bomb_power - 1:
# end of flame
tile.canvas.add(game_objects.flame_end[direction])
else:
# arm of flame
tile.canvas.add(game_objects.flame_arm[direction])
tile.flame = [flame_type[direction]]
else:
if tile.flame[0] == flame_type[direction]:
# flames have same direction
tile.flame.append(flame_type[direction])
tile.canvas.add(game_objects.flame_arm[direction])
else:
# flames are crossing
tile.flame.append(flame_type[direction])
tile.canvas.add(game_objects.flame_center)
self.tiles.append(tile)
if not penetration:
break
characters = []
characters += epicentrum.parent.parent.players
characters += epicentrum.parent.parent.monsters
for each in characters:
if each.get_tile() in self.tiles:
each.die()
for bomb in bombs:
bomb.explode()
self.timer = Timer(self.player.flame_timeout, self.expire)
self.timer.start()
def expire(self):
for tile in self.tiles:
flame_lock.acquire()
if tile.flame == []:
continue # probably after restart
tile.flame.pop(0)
tile.destroy()
if not tile.flame:
pass
else:
if tile.flame[0] == FLAME_VERTICAL:
tile.canvas.add(game_objects.flame_v)
elif tile.flame[0] == FLAME_HOTIZONTAL:
tile.canvas.add(game_objects.flame_h)
flame_lock.release()
self.player.grid.changes += self.changes
class GameTile(RelativeLayout):
def __init__(self, **kwargs):
self.ix = None
self.iy = None
RelativeLayout.__init__(self, **kwargs)
self.type = kwargs['type']
self.ix = kwargs['ix']
self.iy = kwargs['iy']
self.rectangle = None
self.bomb = None
self.effect = None
def __repr__(self):
if self.ix is None:
return 'GameTile'
return 'GameTile(ix: %d, iy: %d)' % (self.ix, self.iy)
def on_size(self, tile, size):
if not game_objects.resize(size):
return
if self.rectangle is not None:
self.rectangle.size = size
self.init()
self.parent.on_tile_size()
def init(self):
self.rectangle = None
self.bomb = None
self.flame = []
self.item = None
self.effect = None
self.canvas.clear()
if self.type == BLOCK:
self.canvas.add(game_objects.block)
elif self.type == MAZE:
self.canvas.add(game_objects.maze)
elif self.type == EMPTY:
pass
else:
self.type = SPACE
self.canvas.add(game_objects.space)
def restart(self):
if self.bomb is not None:
self.bomb.stop()
self.init()
def get_index_tuple(self):
return (self.ix, self.iy)
def is_crossable(self):
if self.type == SPACE and self.bomb is None:
return True
return False
def is_space(self):
return self.type == SPACE
def is_obstacle(self):
if self.type != SPACE:
return True
if self.bomb:
return True
return False
def is_destroyable(self):
if self.type == MAZE:
return False
return True
def is_block(self):
if self.type == BLOCK:
return True
return False
def destroy(self):
self.effect = None
self.canvas.clear()
self.canvas.add(game_objects.space)
if self.item is not None:
self.canvas.add(self.item.image)
self.effect = self.item
self.item = None
if self.is_block():
random_num = random.random()
propabilities = self.parent.effects_propability
# sort effects by their propability
effects = sorted(propabilities, key=propabilities.get)
for effect in effects:
propability = propabilities[effect]
if propability <= random_num:
cls = eval(effect)
self.item = cls()
break
self.type = SPACE
def get_effect(self):
effect = self.effect
if effect is not None:
self.destroy()
return effect
def add_bomb(self, player):
# if game is restarting
if self.parent.frozen:
return False
if self.bomb:
return False
print 'bomb has been planted'
self.parent.aimap.plant_bomb(player, self)
self.bomb = Bomb(self, player)
return True
def next_tile(self, direction):
if direction == 'top':
return self.top_tile()
elif direction == 'bottom':
return self.bottom_tile()
elif direction == 'left':
return self.left_tile()
elif direction == 'right':
return self.right_tile()
else:
raise Exception('next_tile - direction %s' % direction)
def top_tile(self):
return self.parent.get_tile(self.ix, self.iy - 1)
def bottom_tile(self):
return self.parent.get_tile(self.ix, self.iy + 1)
def left_tile(self):
return self.parent.get_tile(self.ix - 1, self.iy)
def right_tile(self):
return self.parent.get_tile(self.ix + 1, self.iy)
def tiles_around(self, space=False, dictionary=False):
tiles = {
'top': self.top_tile(),
'bottom': self.bottom_tile(),
'left': self.left_tile(),
'right': self.right_tile()
}
if space:
for direction, tile in tiles.items():
if tile is None or not tile.is_crossable():
del tiles[direction]
if dictionary:
return tiles
return tiles.values()
def eight_tiles_around(self):
"""
X X X
X O X
X X X
"""
tiles = []
left_tile = self.left_tile()
right_tile = self.right_tile()
tiles.append(left_tile)
tiles.append(left_tile.top_tile())
tiles.append(left_tile.bottom_tile())
tiles.append(right_tile)
tiles.append(right_tile.top_tile())
tiles.append(right_tile.bottom_tile())
tiles.append(self.top_tile())
tiles.append(self.bottom_tile())
return tiles