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system.py
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system.py
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import logging
from collections import OrderedDict
from cocos import draw
import cocos
from component import *
from entity import Entity, PathNode
from util import rgba
log = logging.getLogger('compy')
class System(object):
def __init__(self, manager):
self.manager = manager
def update(self, dt):
pass
class MovementSystem(System):
def __init__(self, entity, manager):
super(MovementSystem, self).__init__(manager)
self.entity = entity
self.movement = None
self.collisions = None
self.gravity = None
components = self.entity.components
for c in components.values(): # TODO: Fix later
if isinstance(c, Movement):
self.movement = c
elif isinstance(c, Collisions):
self.collisions = c
elif isinstance(c, Gravity):
self.gravity = c
if not self.movement:
raise Exception('MovementSystem must be initialized'
+ ' with at least a'
+ ' components.Movement component.')
self.collision_system = None
if self.collisions:
self.collision_system = self.manager.get_system(
self.entity, CollisionSystem)
self.collision_system.is_child = True
#self.collision_system = CollisionSystem(self.collisions, manager)
def _move_horizontal(self, entity, movement, dt):
vx = movement.velocity[0]
entity.component(Spatial).x += vx * dt
if self.collisions:
self.collision_system.handle_collisions(axis='x')
def _move_vertical(self, entity, movement, dt):
try:
movement.velocity[1] -= self.gravity.amount
except:
pass
vy = movement.velocity[1]
entity.component(Spatial).y += vy * dt
if self.collisions:
self.collision_system.handle_collisions(axis='y')
def move(self, dt):
entity = self.movement.entity
movement = self.movement
self._move_vertical(entity, movement, dt)
self._move_horizontal(entity, movement, dt)
def update(self, dt):
self.move(dt)
class CollisionSystem(System):
def __init__(self, collision_component, manager):
super(CollisionSystem, self).__init__(manager)
self.manager.collidables.add(collision_component)
self.entity = collision_component.entity
entity = self.entity
self.component = collision_component
if self.component.no_handlers:
self.handlers = []
else:
handlers = []
if Hurt in entity.components:
handlers.append(self.deal_damage)
if Push in entity.components:
handlers.append(self.push)
if (Movement in entity.components
and (Push not in entity.components
and Hurt not in entity.components)):
handlers.append(self.correct_position)
self.handlers = handlers
# Is child and therefor controlled by external system
self.is_child = False
# Set of usable Components
# Will contain any Usable components colliding with entity
# if entity has a Use component
self.usable = set()
def handle_collisions(self, axis='x'):
"""
Check and handle all collisions.
"""
if not self.handlers:
# No collision handlers, move along
return
cobs = self.manager.collidables.known_objs()
self.manager.collidables.clear()
for e in self.manager.systems:
try:
self.manager.collidables.add(
e.component(Collisions))
except KeyError:
pass
#self.manager.collidables.add(c)
self.usable.clear()
for ob in self.manager.collidables.objs_colliding(self.entity):
if Use in self.entity.components:
# Update the set of usables in range of entity
try:
usable = ob.entity.component(Usable)
self.usable.add(usable)
except KeyError:
pass
self.handle_collision(ob, axis=axis)
def handle_collision(self, colliding_object, axis='x'):
# log.info('%s, %s',
# self.entity.component(Spatial).right,
# self.entity.component(Spatial).left)
for h in self.handlers:
h(self.entity, colliding_object, axis=axis)
def correct_position(self, entity, colliding_object, axis='x'):
if axis == 'x':
self._correct_position_x(entity, colliding_object)
elif axis == 'y':
self._correct_position_y(entity, colliding_object)
def _correct_position_x(self, entity, colliding_object):
solid_edges = colliding_object.solid_edges
movement = entity.component(Movement)
cobrect = colliding_object.entity.component(Spatial)
erect = entity.component(Spatial)
goingleft = erect.x < erect.old.x
goingright = erect.x > erect.old.x
cobgoingleft = cobrect.x < cobrect.old.x
cobgoingright = cobrect.x > cobrect.old.x
if goingright or cobgoingleft:
if 'left' in solid_edges:
if erect.old.right <= cobrect.old.left:
erect.right = erect.old.right = cobrect.left
movement.stop('x')
elif goingleft or cobgoingright:
if 'right' in solid_edges:
if erect.old.left >= cobrect.old.right:
erect.left = cobrect.right
movement.stop('x')
def _correct_position_y(self, entity, colliding_object):
solid_edges = colliding_object.solid_edges
movement = entity.component(Movement)
cobrect = colliding_object.entity.component(Spatial)
erect = entity.component(Spatial)
goingup = erect.y > erect.old.y
goingdown = erect.y < erect.old.y
cobgoingleft = cobrect.x < cobrect.old.x
cobgoingright = cobrect.x > cobrect.old.x
if goingup:
if 'bottom' in solid_edges:
if erect.old.top <= cobrect.old.bottom:
erect.top = cobrect.bottom
movement.stop('y')
elif goingdown:
if 'top' in solid_edges:
if erect.old.bottom >= cobrect.old.top:
erect.bottom = cobrect.top
movement.stop('y')
if cobgoingleft or cobgoingright:
# so we don't slide off moving platforms
erect.x += cobrect.x - cobrect.old.x
def deal_damage(self, entity, colliding_object, axis=None):
"""
This handler deals damage to colliding object.
This is for entities with a Hurt component (e.g. a bullet)
"""
base_damage = entity.components[Hurt].damage
try:
coe = colliding_object.entity
if (entity.component(Team) != coe.component(Team)
or config.TEAMKILL):
coe.component(Health).take_damage(base_damage)
except KeyError:
return
def push(self, entity, colliding_object, axis=None):
"""
This handler pushes colliding objects.
A moving platform for instance, will move any players
it collides with accordingly.
"""
# Axis doesn't matter here
if not Movement in colliding_object.components:
return
dx = entity.rect.x - entity.rect.old.x
dy = entity.rect.y - entity.rect.old.y
m = colliding_object.component(Movement)
colliding_object.rect.x += dx
colliding_object.rect.y += dy
def update(self, dt):
if not self.is_child:
self.handle_collisions()
class AttackSystem(System):
def __init__(self, entity, collidables, manager):
super(AttackSystem, self).__init__(manager)
# Weapon entity
self.entity = entity
self.collidables = collidables
def attack(self, weapon):
log.info('ATTACKING')
components = []
if Team in self.entity.components:
components.append(Team(
self.entity.component(Team).name))
display = None
for klass, kwargs in weapon.components:
log.info(klass)
log.info(kwargs)
if klass == Display:
c = klass(**kwargs)
display = c
elif klass == Spatial:
c = klass(sprite=display.sprite, **kwargs)
else:
c = klass(**kwargs)
components.append(c)
e = Entity(*components)
e.component(Spatial).center = self.entity.component(Spatial).center
self.manager.add_entities(e)
weapon.fire(e)
def update(self, dt):
weapon = self.entity.component(Inventory).equipped
if not isinstance(weapon, Weapon):
return
if weapon and weapon.attacking:
self.attack(weapon)
class UseSystem(System):
def __init__(self, entity, manager):
super(UseSystem, self).__init__(manager)
self.entity = entity
def do_use(self):
cs = self.manager.get_system(self.entity, CollisionSystem)
for u in cs.usable:
u.use(self.entity)
def update(self, dt):
if self.entity.component(Use).is_using:
self.do_use()
class PathSystem(System):
"""
Generally use only one instance per level.
Differs from other systems in a way that it
manages multiple entities.
Should be created after all entities have
been added to the manager.
"""
def __init__(self, manager):
super(PathSystem, self).__init__(manager)
self.collidables = manager.collidables
"""
{ node: {
(player.max_jump_x, player.max_jump_y): set([edges])
}
}
"""
self.nodes = {}
self.reverse_edges = {}
def _player_stats(self, player):
"""
Turn player into max_jump_x, max_jump_y tuple.
"""
if isinstance(player, tuple):
return player
else:
m = player.component(Movement)
return (m.max_jump_x, m.max_jump_y)
def generate_nodes(self, entity):
"""
Create pathnodes on top of given entity.
"""
spatial = entity.component(Spatial)
if (Collisions not in entity.components
or 'top' not in entity.component(Collisions).solid_edges):
self.nodes = []
return
nodes = []
width = spatial.width
xpos = spatial.left
for i in range(width/config.NODE_SPACING+1):
node = PathNode((xpos, spatial.top), attach_to=entity)
nodes.append(node)
self.manager.add_entities(node)
xpos += config.NODE_SPACING
if ElevatorController in entity.components:
# TODO: needs fixing, cause edgefinding can't check for
# collisions given all possible elevator positions
ec = entity.component(ElevatorController)
nodes2 = [PathNode((n[0]+ec.move_by[0], n[1]+ec.move_by[1]),
attach_to=entity)
for n in nodes]
nodes += nodes2
return nodes
def generate_graph(self):
for entity in self.manager.systems:
if Walkable not in entity.components:
continue
for node in self.generate_nodes(entity):
self.nodes[node] = {}
self.reverse_edges[node] = set()
for player in self.manager.systems:
if PathFinding in player.components:
for node in self.nodes:
log.info('graphing')
edges = self.get_edges(node, player)
self.set_edges(node, player, edges)
def set_edges(self, start, player, edges):
player = self._player_stats(player)
self.nodes[start][player] = edges
for edge in edges:
self.reverse_edges[edge].add(start)
def get_edges(self, start, player, refresh=False):
"""
Get edges for given start using given player's
max jump attributes.
Checks for collisions between the two nodes
to make sure there's a clear path.
Return a set() of path nodes.
"""
log.info('getting edges from: %s, for player: %s',
start, player)
all_nodes = self.nodes
m = player.component(Movement)
max_jump_x = m.max_jump_x
max_jump_y = m.max_jump_y
if (start in all_nodes
and (max_jump_x, max_jump_y) in all_nodes[start]
and not refresh):
# Return the previously existing nodes
return _edges(start, player)
reachable = set()
for n in all_nodes:
if n == start:
continue
if abs(n[0]-start[0]) > max_jump_x:
continue
if n[1]-start[1] > max_jump_y:
continue
reachable.add(n)
edges = set()
for r in reachable:
testity = Entity(
Spatial(width=abs(r[0]-start[0]), height=abs(r[1]-start[1])),
Collisions(no_handlers=True))
s = testity.component(Spatial)
log.info('width: %s, height: %s', s.width, s.height)
tcol = testity.component(Collisions)
if r[0] > start[0]:
# Edge is right of start
s.left = start[0]
elif r[0] < start[0]:
# Edge is left of start
s.left = r[0]
else:
# vertical line, what do?
s.left = start[0]
if r[1] > start[1]:
# Edge is above start
s.bottom = start[1]
elif r[1] < start[1]:
# Edge is below start
s.bottom = r[1]
else:
# Edge is level with start
s.bottom = start[1]
blocked = False
for cop in self.collidables.objs_colliding(testity):
if r[0] > start[0] and 'left' in cop.solid_edges:
blocked = True
break
if r[0] < start[0] and 'right' in cop.solid_edges:
blocked = True
break
if r[1] > start[1] and 'bottom' in cop.solid_edges:
blocked = True
break
if r[1] < start[1] and 'top' in cop.solid_edges:
blocked = True
break
if blocked:
continue
else:
edges.add(r)
return edges
def get_path(self, goal):
current_node = self.current_node
if not current_node or not goal:
return []
elif current_node == goal:
return [goal]
if not self.last_target_node:
self.last_target_node = goal
if goal.unreachable:
log.info('Goal unreachable: %s', goal)
return [current_node]
elif self.last_target_node == goal:
if self.destination not in self.current_node.get_edges(self):
pass
else:
log.info('Reusing last path: %s', self.path)
return self.path
else:
self.last_target_node = goal
start = current_node
frontier = PriorityQueue()
frontier.put(start, 0)
came_from = {}
cost_so_far = {}
came_from[start] = None
cost_so_far[start] = 0
while not frontier.empty():
current = frontier.get()
if current is goal:
break
# Get current node edges
for next in current.get_edges(self):
new_cost = cost_so_far[current] + current.cost(next)
if next not in cost_so_far or new_cost < cost_so_far[next]:
cost_so_far[next] = new_cost
priority = new_cost + self._heuristic(goal, next)
frontier.put(next, priority)
came_from[next] = current
path = []
path.append(goal)
current = goal
while True:
try:
current = came_from[current]
except KeyError:
log.warning('No available path to %s', current)
current.unreachable = True
break
if not current:
break
path.append(current)
# Pop current node from path
path.pop()
return path
def draw_graph(self):
b = cocos.batch.BatchableNode()
for node in self.nodes:
players = self.nodes[node].keys()
for edge in self.nodes[node][players[0]]:
if edge[1] > node[1]:
color = rgba('yellow', 125)
elif edge[1] < node[1]:
color = rgba('green', 125)
else:
color = rgba('red', 125)
l = draw.Line(
(node[0], node[1]), (edge[0], edge[1]),
color, stroke_width=3)
b.add(l)
self.manager.layer.add(b, z=4)
def update(self, dt):
for node in self.nodes:
spatial = node.component(Spatial)
# TODO: Use reverse edges to update the edges
class SystemsManager(object):
"""
One per level/scene.
"""
def __init__(self, collidables, layer):
# Entity: [systems]
self.systems = OrderedDict()
self.collidables = collidables
self.layer = layer
self.to_remove = set()
self.pathfinding = None
def get_system(self, entity, system_type):
for s in self.systems[entity]:
if isinstance(s, system_type):
return s
# No system of type, raise exception
raise Exception('{} has no system of type {}'.format(
entity, system_type))
def add_entities(self, *entities):
"""
Add entity to systems manager and
create systems for it.
"""
for entity in entities:
self.systems[entity] = []
systems = self.systems[entity]
if Collisions in entity.components:
c = CollisionSystem(entity.component(Collisions), self)
systems.append(c)
if Movement in entity.components:
m = MovementSystem(entity, self)
systems.append(m)
if Fighting in entity.components:
a = AttackSystem(entity, self.collidables, self)
systems.append(a)
if Use in entity.components:
systems.append(UseSystem(entity, self))
if Display in entity.components:
self.layer.add(entity.component(Display).sprite,
z=entity.component(Display).z)
entity.systems_manager = self
def remove(self, entity):
"""
Schedules an entity to be removed
from the system on next update cycle.
"""
self.to_remove.add(entity)
def update(self, dt):
if dt > 1.0/25:
# slow game down if fps drops too low
# so collisions don't get messed up
dt = 1.0/30
# Update all components and systems
for entity in self.systems.keys():
for component in entity.components.values():
component.update(dt)
for system in self.systems[entity]:
system.update(dt)
while self.to_remove:
torm = self.to_remove.pop()
del self.systems[torm]
try:
torm.component(Display).sprite.kill()
except KeyError:
# No display component, move along
pass