Exemplo n.º 1
0
 def random_dest(self, recurse=False):
     # Function for going to a random destination
     if recurse:
         self.farmer.orientation += 20
     else:
         self.farmer.orientation += random.randint(-20, 20)
     angle = math.radians(self.farmer.orientation)
     distance = random.randint(50, 100)
     random_dest = (self.farmer.location.x + math.cos(angle) * distance, self.farmer.location.y + math.sin(angle) * distance)
     if self.farmer.world.get_tile(Vector2(*random_dest)).name == "WaterTile":
         try:
             self.random_dest(True)
         except RuntimeError:
             print "SOMEONE IS DROWNING!!"
     self.farmer.destination = Vector2(*random_dest)
Exemplo n.º 2
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    def plant_seed(self):
        # Function for planting trees

        # Test to see if the tile the arborist is on is a tile that a tree can be planted on
        if TileFuncs.get_tile(self.arborist.world,self.arborist.location).plantable == 1:
            self.arborist.hit = 0
            self.arborist.update()
            old_tile = TileFuncs.get_tile(self.arborist.world,Vector2(self.arborist.location))

            darkness = pygame.Surface((32, 32))
            darkness.set_alpha(old_tile.darkness)

            new_tile = Tile.Baby_Tree(self.arborist.world, "GrassWithCenterTree")

            new_tile.darkness = old_tile.darkness

            new_tile.location = TileFuncs.get_tile_pos(self.arborist.world,self.arborist.destination)*32
            new_tile.rect.topleft = new_tile.location
            new_tile.color = old_tile.color

            self.arborist.world.tile_array[int(new_tile.location.y/32)][int(new_tile.location.x/32)] = new_tile
            self.arborist.world.world_surface.blit(new_tile.img, new_tile.location)
            self.arborist.world.world_surface.blit(darkness, new_tile.location)

        # Goes to a random destination no matter what
        self.arborist.hit = 0
        BaseFunctions.random_dest(self.arborist)
Exemplo n.º 3
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    def check_conditions(self):
        check = TileFuncs.get_tile(self.lumberjack.world,
                                   Vector2(self.lumberjack.location))
        if self.lumberjack.location.get_distance_to(
                self.lumberjack.destination) < 15:
            self.lumberjack.destination = Vector2(self.lumberjack.location)

            if check.name != "GrassWithCenterTree":
                self.lumberjack.hit = 0
                self.lumberjack.update()
                return "Searching"

            self.lumberjack.update()

            if self.lumberjack.hit >= 4:
                self.lumberjack.destination = Vector2(self.lumberjack.location)
                self.lumberjack.update()

                old_tile = TileFuncs.get_tile(
                    self.lumberjack.world, Vector2(self.lumberjack.location))

                darkness = pygame.Surface((32, 32))
                darkness.set_alpha(old_tile.darkness)

                new_tile = Tile.TreePlantedTile(self.lumberjack.world,
                                                "MinecraftGrass")

                new_tile.darkness = old_tile.darkness

                new_tile.location = TileFuncs.get_tile_pos(
                    self.lumberjack.world, self.lumberjack.destination) * 32
                new_tile.rect.topleft = new_tile.location
                new_tile.color = old_tile.color

                self.lumberjack.world.tile_array[int(
                    new_tile.location.y / 32)][int(new_tile.location.x /
                                                   32)] = new_tile
                self.lumberjack.world.world_surface.blit(
                    new_tile.img, new_tile.location)
                self.lumberjack.world.world_surface.blit(
                    darkness, new_tile.location)

                self.lumberjack.hit = 0

                # del self.lumberjack.world.TreeLocations[str(self.lumberjack.tree_id)]
                return "Delivering"
Exemplo n.º 4
0
    def check_conditions(self):

        if self.angler.location.get_distance_to(
                self.angler.destination) <= self.angler.max_speed:
            self.angler.destination = Vector2(self.angler.location)
            self.angler.update()

        if self.angler.fish == 1:
            return "Delivering"
Exemplo n.º 5
0
    def __init__(self, world, img):
        self.world = world
        self.name = "BASETILE"
        self.img = img
        self.location = Vector2(0, 0)
        self.walkable = 0
        self.plantable = 0
        self.buildable = 0
        self.buildable_w = 0

        self.id = 0
        self.rect = pygame.Rect((0, 0), self.img.get_size())
Exemplo n.º 6
0
    def __init__(self, world, tile_name="NULL"):
        self.world = world
        self.name = tile_name
        self.img = pygame.image.load("Images/Tiles/" + tile_name +
                                     ".png").convert()
        self.location = Vector2(0, 0)
        self.walkable = False
        self.fishable = False
        self.plantable = False
        self.tillable = False
        self.crop_plantable = False
        self.buildable = False
        self.buildable_w = False
        self.darkness = 0

        self.id = 0
        self.rect = pygame.Rect((0, 0), self.img.get_size())
Exemplo n.º 7
0
def random_dest(entity, recurse=False, r_num=0, r_max=6):
    # Function for going to a random destination
    if recurse:
        entity.orientation += 30
    else:
        entity.orientation += random.randint(-30, 30)
    angle = math.radians(entity.orientation)
    distance = random.randint(50, 100)
    possible_dest = Vector2(entity.location.x + math.cos(angle) * distance,
                            entity.location.y + math.sin(angle) * distance)

    # If the destination will go off the map, it is NOT a valid move under any circumstances.
    bad_spot = False
    if (0 > possible_dest.x > entity.world.world_size[0] or \
        0 > possible_dest.y > entity.world.world_size[1]):
        bad_spot = True
        if DEBUG:
            "BAD SPOT IS TRUE"

    walk = TileFuncs.get_tile(entity.world,
                              possible_dest).walkable == entity.land_based
    depth_max = r_num >= r_max

    if ((not walk and not depth_max) or bad_spot):
        random_dest(entity, True, r_num + 1, r_max)
        return

    else:
        entity.destination = possible_dest

    if DEBUG:
        print "Current Tile: " + TileFuncs.get_tile(
            entity.world, entity.location).__class__.__name__
        print "Destination Tile: " + TileFuncs.get_tile(
            entity.world, entity.destination).__class__.__name__
        print "r_num: %d" % r_num
        print "walk: ", walk
        print ""
        if bad_spot:
            print "BAD SPOT, WTF"
Exemplo n.º 8
0
    def plant_seed(self):
        # Function for planting trees

        # Test to see if the tile the farmer is on is a tile that a tree can be planted on
        if self.farmer.world.get_tile(self.farmer.location).plantable == 1:
            self.farmer.hit = 0
            self.farmer.image = self.farmer.start
            self.farmer.image.set_colorkey((255, 0, 255))

            old_tile = self.farmer.world.get_tile(Vector2(self.farmer.location))

            darkness = pygame.Surface((32, 32))
            darkness.set_alpha(old_tile.darkness)

            new_tile = Baby_Tree(self.farmer.world, Tile_image)

            new_tile.darkness = old_tile.darkness

            new_tile.location = self.farmer.world.get_tile_pos(self.farmer.destination)*32
            new_tile.rect.topleft = new_tile.location
            new_tile.color = old_tile.color

            # Give it an ID so it can be found
            new_tile.id = self.farmer.world.Baby_TreeID
            self.farmer.world.Baby_TreeID += 1

            self.farmer.world.TileArray[int(new_tile.location.y/32)][int(new_tile.location.x/32)] = new_tile
            self.farmer.world.background.blit(new_tile.img, new_tile.location)
            self.farmer.world.background.blit(darkness, new_tile.location)

            # Add the location to a dictionary so villagers can see how far they are from it.
            self.farmer.world.baby_tree_locations[str(self.farmer.world.Baby_TreeID)] = new_tile.location

        # Goes to a random destination no matter what
        self.farmer.hit = 0
        self.random_dest()
Exemplo n.º 9
0
def run():
    """Simply runs the game."""

    font = pygame.font.SysFont("Terminal", 20)
    bool_full = False
    screen_size = (1280, 720)

    screen_width, screen_height = screen_size

    side_size = screen_width / 5.0

    if bool_full:
        screen = pygame.display.set_mode(
            (1600, 900), pygame.FULLSCREEN | pygame.HWSURFACE, 32)
    else:
        screen = pygame.display.set_mode(screen_size, 0, 32)

    # For the selection
    draw = False
    held = False

    s_size = 128
    size = (s_size, s_size)

    seed = None

    world = World(size, font, seed, screen_size)

    # These are all loaded here to be used in the main file.
    # TODO: Move these somewhere else
    placing_lumberyard_img = pygame.image.load(
        "Images/Buildings/Dark_LumberYard.png").convert()
    placing_lumberyard_img.set_colorkey((255, 0, 255))

    placing_house_img = pygame.image.load(
        "Images/Buildings/Dark_House.png").convert()
    placing_house_img.set_colorkey((255, 0, 255))

    placing_dock_img = pygame.image.load(
        "Images/Buildings/Dark_Dock.png").convert()
    placing_dock_img.set_colorkey((255, 0, 255))

    placing_manor_img = pygame.image.load(
        "Images/Buildings/Dark_Manor.png").convert()
    placing_manor_img.set_colorkey((255, 0, 255))

    bad_lumberyard_img = pygame.image.load(
        "Images/Buildings/Red_LumberYard.png").convert()
    bad_lumberyard_img.set_colorkey((255, 0, 255))

    world.clipper = Clips(world, (screen_width, screen_height))
    selected_building = "LumberYard"
    selected_img = pygame.image.load(
        "Images/Buildings/Dark_LumberYard.png").convert()
    selected_img.set_colorkey((255, 0, 255))

    world.clock.tick()
    done = False
    while not done:

        time_passed_seconds = world.clock.tick_busy_loop(60) / 1000.
        pos = Vector2(*pygame.mouse.get_pos())

        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                done = True

            if event.type == pygame.MOUSEBUTTONDOWN:
                if (pos.x > world.clipper.minimap_rect.x
                        and pos.y > world.clipper.minimap_rect.y):
                    pass
                else:
                    if event.button == 1 and selected_building is None:
                        """This determines what icon you clicked on in the building selector"""
                        held = True
                        start = Vector2(*pygame.mouse.get_pos())
                        draw = True
                        if (pos.x < world.clipper.side.w) and (
                                pos.y < world.clipper.side.top_rect.h):
                            for tile_list in world.clipper.side.tiles:
                                for tile in tile_list:
                                    if tile is None:
                                        continue

                                    if tile.rect.collidepoint((pos.x, pos.y)):
                                        if tile.selected:
                                            tile.selected = False
                                        else:
                                            tile.selected = True

                                        selected_building = tile.rep
                                        world.clipper.side.update(tile)

                        else:
                            world.clipper.side.update()

                    elif event.button == 1 and selected_building is not None:
                        if pos.x > world.clipper.side.w:
                            world.add_building(selected_building, pos)
                            if world.test_buildable(selected_building, 0, pos):
                                selected_building = None
                                world.clipper.side.update()

                    if event.button == 3:
                        selected_building = None

            if event.type == pygame.MOUSEBUTTONUP:
                draw = False
                held = False

            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_F2 or event.key == pygame.K_F3 or \
                        event.key == pygame.K_F4:
                    str1 = str(datetime.now())
                    str1 = str1.split(".")
                    str2 = str1[0] + str1[1]
                    str2 = str2.split(":")
                    str1 = ""
                    for i in str2:
                        str1 += i

                    if event.key == pygame.K_F2:
                        pygame.image.save(
                            screen,
                            "Images/Screenshots/SCREENSHOT%s.png" % str1)

                    elif event.key == pygame.K_F3:
                        pygame.image.save(
                            world.clipper.minimap,
                            "Images/Screenshots/MinimapSCREENSHOT%s.png" %
                            str1)

                    elif event.key == pygame.K_F4:
                        pygame.image.save(
                            world.full_surface,
                            "Images/Screenshots/FULL_MAP_RENDER%s.png" % str1)

                if event.key == pygame.K_n:
                    world.new_world()

                if event.key == pygame.K_ESCAPE:
                    done = True

        # ------------------Keys Below--------------------------------------
        pressed_keys = pygame.key.get_pressed()
        if pressed_keys[pygame.K_ESCAPE]:  # quits the game
            done = True

        if pressed_keys[pygame.K_d]:  # Fast-forward function
            world.clock_degree += 5

        # Test to see what the first entity's current state is
        if pressed_keys[pygame.K_l]:
            print world.entities[0].brain.active_state

        # --------------Keys Above----------------------------------------
        # --------------Mouse Below---------------------------------------

        if int(pos.x) <= 15:
            if not bool_full:
                pygame.mouse.set_pos((15, pos.y))
            world.background_pos.x += 500 * time_passed_seconds
            if world.background_pos.x > side_size:
                world.background_pos.x = side_size

        elif int(pos.x) >= screen_width - 16:
            if not bool_full:
                pygame.mouse.set_pos((screen_width - 16, pos.y))
            world.background_pos.x -= 500 * time_passed_seconds

            if world.background_pos.x < -1 * (world.w - screen_width):
                world.background_pos.x = -1 * (world.w - screen_width)

            # print world.background_pos.x

        if int(pos.y) <= 15:
            if not bool_full:
                pygame.mouse.set_pos((pos.x, 15))
            world.background_pos.y += 500 * time_passed_seconds

            if world.background_pos.y > 0:
                world.background_pos.y = 0

        elif int(pos.y) >= screen_height - 16:

            if not bool_full:
                pygame.mouse.set_pos((pos.x, screen_height - 16))

            world.background_pos.y -= 500 * time_passed_seconds

            if world.background_pos.y < -1 * (world.h - screen_height):
                world.background_pos.y = -1 * (world.h - screen_height)

        if pygame.mouse.get_pressed()[0]:
            if pos.x > world.clipper.minimap_rect.x and pos.y > world.clipper.minimap_rect.y:
                """ If the player clicked on the mini map,
                    go to that location with the view centered on the event position"""
                draw = False
                if not held:
                    world.background_pos.x = (
                        -1 * (pos.x - world.clipper.minimap_rect.x) *
                        world.clipper.a) + (world.clipper.rect_view_w *
                                            world.clipper.a) / 2

                    world.background_pos.y = (
                        -1 * (pos.y - world.clipper.minimap_rect.y) *
                        world.clipper.b) + (world.clipper.rect_view_h *
                                            world.clipper.b) / 2

        # --------------Mouse Above---------------------------------------
        # --------------Process below-------------------------------------

        world.process(time_passed_seconds)

        if selected_building == "House":
            selected_img = placing_house_img
        elif selected_building == "LumberYard":
            selected_img = placing_lumberyard_img
        elif selected_building == "Dock":
            selected_img = placing_dock_img
        elif selected_building == "Manor":
            selected_img = placing_manor_img

        # --------------Process above-------------------------------------
        # --------------Render Below------------------------

        screen.fill((0, 0, 0))
        world.render_all(screen, time_passed_seconds, pos)

        #world.grow_trees(world.baby_tree_locations)

        if selected_building is not None:
            if (pos.x > world.clipper.minimap_rect.x
                    and pos.y > world.clipper.minimap_rect.y) or (
                        pos.x < world.clipper.side.w + 32):
                pass
            else:
                if not world.test_buildable(selected_building, 0, pos):
                    selected_img = bad_lumberyard_img
                blit_pos = world.get_tile_pos(pos - world.background_pos) * 32
                screen.blit(selected_img,
                            ((blit_pos.x - (selected_img.get_width() - 32)) +
                             world.background_pos.x,
                             (blit_pos.y - (selected_img.get_height() - 32)) +
                             world.background_pos.y))

        # ------------Render above----------------------------
        # This is for selecting-------------
        if draw and selected_building is None:
            current_mouse_pos = Vector2(*pygame.mouse.get_pos())

            lst = world.get_tile_array(start,
                                       ((current_mouse_pos.x - start.x) / 32,
                                        (current_mouse_pos.x - start.x) / 32))
            for i in lst:
                for j in i:
                    j.selected = 1

            select_surface = pygame.Surface(
                (abs(current_mouse_pos.x - start.x),
                 abs(current_mouse_pos.y - start.y)))
            select_surface.set_alpha(25)
            select_surface.fill((255, 255, 255))

            if current_mouse_pos.x - \
                    start.x <= 0 and current_mouse_pos.y < start.y and current_mouse_pos.x > start.x:
                newa = (current_mouse_pos.x - (current_mouse_pos.x - start.x),
                        current_mouse_pos.y)
                screen.blit(select_surface, (newa))
            if current_mouse_pos.x - \
                    start.x <= 0 and current_mouse_pos.y > start.y and current_mouse_pos.x < start.x:
                newa = (current_mouse_pos.x,
                        current_mouse_pos.y - (current_mouse_pos.y - start.y))
                screen.blit(select_surface, (newa))
            if current_mouse_pos.x - \
                    start.x > 0 and current_mouse_pos.y - start.y > 0:
                screen.blit(select_surface, (start))
            if current_mouse_pos.x - \
                    start.x < 0 and current_mouse_pos.y - start.y < 0:
                screen.blit(select_surface, (current_mouse_pos))
            pygame.draw.rect(screen, (255, 255, 255),
                             (start, (current_mouse_pos.x - start.x,
                                      current_mouse_pos.y - start.y)), 1)
        # Selecting Above------------------

        # --------------Render Above------------------------

        pygame.display.flip()
        pygame.display.set_caption("VillagerSim")

    pygame.quit()
Exemplo n.º 10
0
    def random_dest(self):

        w, h = self.Villager.world.size
        self.Villager.destination = Vector2(randint(0, w / 12),
                                            randint(0, h / 12))
Exemplo n.º 11
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    def entry_actions(self):
        #TODO: Make dropoff point dynamic (e.g. it's own building)

        self.angler.destination = Vector2(self.angler.world.w / 2,
                                          self.angler.world.h / 2)
Exemplo n.º 12
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    def check_conditions(self):

        if self.arborist.location.get_distance_to(self.arborist.destination) < 15:
            self.arborist.destination = Vector2(self.arborist.location)
            self.arborist.update()
Exemplo n.º 13
0
 def entry_actions(self):
     self.lumberjack.destination = Vector2(self.lumberjack.world.w / 2,
                                           self.lumberjack.world.h / 2)
Exemplo n.º 14
0
 def check_conditions(self):
     if self.farmer.location.get_distance_to(self.farmer.destination) < 2:
         self.farmer.destination = Vector2(self.farmer.location)
         self.farmer.update()