-
Notifications
You must be signed in to change notification settings - Fork 0
/
region.py
760 lines (654 loc) · 25.2 KB
/
region.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
import random
from random import random, randint, sample, shuffle, choice
from typing import *
from collections.abc import Iterable as AbcIterable
import errors
import location
from direction import north, south, east, west
import spells
from name_object import Name
from vector import Vector
import dungeonrooms
import logging
# these below imports are for testing
import schedule
import actor
import phrase
debug = logging.debug
logging.basicConfig(level=logging.DEBUG, format='%(message)s')
directions = [north, south, east, west]
class InfiniteDeck(AbcIterable):
def __init__(self, lst : Sequence[Type[dungeonrooms.GeneratedRoom]]):
self.lst = lst
def __iter__(self):
return self
def __next__(self):
if self.lst:
return dungeonrooms.choice(self.lst)
else:
raise StopIteration
direction_vector = {
'n': Vector((0, 1)),
's': Vector((0, -1)),
'e': Vector((1, 0)),
'w': Vector((-1, 0)),
}
class CreaturePolicy:
adjectives = ["skinny", "tall", "hairy",
"filthy", "pale", "short", ]
enemy_type = None
enemy_name = ""
def __init__(self, sched=None):
self.schedule = sched
self.adjectives = list(self.adjectives)
shuffle(self.adjectives)
def get_adjective(self):
return self.adjectives.pop()
def get_creature(self, location=None):
adjective = self.get_adjective()
name = Name(adjective)+self.enemy_name
return self.enemy_type(location, name=name, sched=self.schedule)
class UndergroundRegion:
reconnect_probability = 0.5
def __init__(self, sched=None, entrance_portal=None):
self.node_list = []
self.connection_list = []
self.unbred_nodes = []
self.inhabitants = set()
self.schedule = sched
self.entrance_portal = entrance_portal
def _bounds(self):
"""returns xmin, xmax, ymin, ymax"""
def x(n):
return n.coords[0]
def y(n):
return n.coords[1]
x_bounds = [
min(self.node_list, key=x),
max(self.node_list, key=x),
]
y_bounds = [
min(self.node_list, key=y),
max(self.node_list, key=y),
]
return (
x_bounds[0].coords[0], x_bounds[1].coords[0],
y_bounds[0].coords[1], y_bounds[1].coords[1],
)
def get_text_map(self, viewer=None, full_size=False):
"""returns a matrix A[y][x] of characters"""
x_min, x_max, y_min, y_max = self._bounds()
i_max = 2 * (x_max - x_min)
j_max = 2 * (y_max - y_min)
grid = [[" " for i in range(i_max + 1)] for j in range(j_max + 1)]
# for row in grid:
# debug(row)
def coords_to_indices(coords):
x, y = coords
return int(2 * (x - x_min)), int(2 * (y - y_min))
if viewer:
visited_locations = viewer.ai.visited_locations
else:
visited_locations = []
# All of the following code not use visited_locations,
for node in self.node_list:
try:
map_letter = node.location.map_letter
except AttributeError:
map_letter = "##"
i, j = coords_to_indices(node.coords)
if viewer is None:
if node.coords == (0, 0) and map_letter == "##":
grid[j][i] = "Or"
else:
grid[j][i] = map_letter
elif node.location == viewer.location:
grid[j][i] = "@ "
elif node.location not in visited_locations:
grid[j][i] = " "
else:
grid[j][i] = map_letter
for c in self.connection_list:
i, j = coords_to_indices(c.coords)
if (
viewer is not None and
c.portal.source.location not in visited_locations
and c.portal.target.location not in visited_locations
):
grid[j][i] = " "
elif c.is_vertical():
grid[j][i] = "| "
elif c.is_horizontal():
grid[j][i] = "--"
else:
grid[j][i] = "xx"
outlines = ["".join(row) for row in grid]
out = "\n".join(outlines[::-1])
try:
if viewer.ai.web_output:
return out.replace(" ", " ")
except AttributeError:
pass
return out
def _nodes_with_type(self, room_type):
return [
node for node in self.node_list
if isinstance(node.location, room_type)
]
def node_with_type(self, room_type, randomize=False):
candidates = self._nodes_with_type(room_type)
if not candidates:
raise dungeonrooms.MissingNode
if randomize:
return choice(candidates)
else:
return candidates[0]
def room_with_type(self, room_type, randomize=False):
return self.node_with_type(room_type, randomize).location
def register_node(self, node):
self.node_list.append(node)
self.unbred_nodes.append(node)
def register_connection(self, connection):
self.connection_list.append(connection)
def connection_with_endpoints(self, start, end):
candidates = [c for c in self.connection_list
if (c.start == start and c.end == end)
or (c.end == start and c.start == end)]
assert len(candidates) <= 1
try:
return candidates[0]
except IndexError:
return None
def build_blank_locations(self):
for index, node in enumerate(self.node_list):
if node.location is None:
loc = location.Location(description="Place {}".format(index))
node.set_location(loc)
def build_portals(self):
for node in self.node_list:
try:
node_build_portals = node.location.build_portals
except AttributeError as err:
pass
else:
node_build_portals()
self.build_blank_portals()
def build_blank_portals(self):
assert len(self.connection_list) == len(set(self.connection_list))
for c in self.connection_list:
if c.portal is None:
c.build_portal()
def nodes_with_connections(self, number):
return [node for node in self.node_list
if len(node.connected_directions) == number]
def get_vertices(self):
return self.nodes_with_connections(1)
def get_hallways(self):
return self.nodes_with_connections(2)
def get_forks(self):
return self.nodes_with_connections(3) + self.nodes_with_connections(4)
def node_with_vector(self, vec):
candidates = [n for n in self.node_list
if n.vector.coords == vec.coords]
assert len(candidates) <= 1
try:
return candidates[0]
except IndexError:
return None
def location_a_star(self, start, goal):
start_node = start.map_node
goal_node = goal.map_node
return self.a_star(start_node, goal_node)
def a_star(self, start, goal):
assert start, goal in self.node_list
open_set = set() # nodes on "to do list"
closed_set = set() # set of nodes ruled out
current = start # node currently under consideration
g, h, parent = {}, {}, {} # dictionaries for storing node properties
# g = current fastest path from from start to node
# h = manhattan distance from node to goal
# start --- g --- current ~~~ h ~~~ goal
open_set.add(current) # add current node to the to do list.
while open_set: # until no nodes are on to do list,
# move to the "most promising" node on to do list (minimal h + g)
current = min(open_set, key=lambda x: g.get(x, 0) + h.get(x, 0))
if current == goal: # if you've reached the goal,
path = [] # begin retracing your steps
while parent.get(current, None):
path.append(current) # by recursively adding parents
current = parent.get(current, None)
return path
open_set.remove(current)
closed_set.add(current)
for node in current.connected_nodes:
if node in closed_set:
# ignore eliminated nodes
continue
if node in open_set:
# when new path to open node found, update the g score.
new_g = g.get(current, 0) + 1
if g.get(node, 0) > new_g:
g[node] = new_g
parent[node] = current
else:
# add brand new nodes to the to do list.
g[node] = g.get(current, 0) + 1
h[node] = node.manhattan(goal)
parent[node] = current
open_set.add(node)
else:
raise ValueError("No path found")
def portal_with_endpoints(self, start, end):
connect = self.connection_with_endpoints(start, end)
for vertex in connect.portal.vertices:
if vertex.location == start.location:
return vertex
else:
raise Exception
def path_to_goal(self, start, goal):
path = self.a_star(start, goal)
current = start
portals = []
while path:
nxt = path.pop()
portal = self.portal_with_endpoints(current, nxt)
portals.append(portal)
current = nxt
return portals
def path_to_location(self, start_location, goal_location):
goal = goal_location.map_node
start = start_location.map_node
if goal is None or start is None:
raise AttributeError
return self.path_to_goal(start, goal)
def get_rally_node(self):
raise NotImplementedError
def path_to_rally(self, start):
goal = self.get_rally_node()
return self.path_to_goal(start, goal)
def get_entrance_node(self):
for node in self.node_list:
try:
if node.location.is_entrance():
return node
except AttributeError:
continue
else:
raise Exception # All regions must have an entrance
def path_to_entrance(self, start):
goal = self.get_entrance_node()
return self.path_to_goal(start, goal)
def path_to_random(self, start):
goal = dungeonrooms.choice(self.node_list)
return self.path_to_goal(start, goal)
def has_location(self, location_):
return any((node.location == location_ for node in self.node_list))
RoomSeq = Sequence[Type[dungeonrooms.GeneratedRoom]]
RoomIter = Iterable[Type[dungeonrooms.GeneratedRoom]]
class Caves(UndergroundRegion):
enemy_number = 0
enemy_adjectives = []
essential_rooms = ()
optional_rooms = ()
filler_rooms = ()
breed_count = 0
boss_policy = CreaturePolicy()
enemy_policy = CreaturePolicy()
def __init__(self, *args, **kwargs):
self.unbuilt_nodes = []
n = 0
while n < 100:
n += 1
super().__init__(*args, **kwargs)
vec = Vector((0, 0))
self.origin = Node(self, vec)
self.breed_repeatedly(self.breed_count)
if (len(self.node_list) >= len(self.essential_rooms)
and len(self.get_forks()) >= 2
and len(self.get_vertices()) >= 4):
dungeonrooms.debug('n={}'.format(n))
break
else:
dungeonrooms.debug("rejected the following map:")
dungeonrooms.debug(self.get_text_map())
else:
raise Exception # I generated 100 maps, and none worked.
self.build_locations(
essential=self.essential_rooms,
optional=self.optional_rooms,
filler=self.filler_rooms,
)
self.build_portals()
# self.create_inhabitants()
def make_boss(self, *args, **kwargs):
return self.boss_policy.get_creature(*args, **kwargs)
def make_enemy(self, *args, **kwargs):
return self.enemy_policy.get_creature(*args, **kwargs)
def breed_repeatedly(self, n):
for i in range(0, n):
self.breed_random_node()
def breed_random_node(self):
try:
node = dungeonrooms.choice(self.unbred_nodes)
except IndexError:
pass
else:
self.unbred_nodes.remove(node)
node.breed()
def build_room(self, room_type, node):
assert self.unbuilt_nodes != []
self.unbuilt_nodes.remove(node)
new_location = room_type(sched=self.schedule,
reg=self,
basis_location=node.location, )
if node.location:
pass
node.set_location(new_location)
def get_rally_node(self):
for node in self.node_list:
if node.location.is_rally:
return node
else:
return self.origin
def get_rally_location(self):
return self.get_rally_node().location
def build_locations(self, essential : RoomSeq, optional : RoomSeq, filler : RoomSeq):
self.unbuilt_nodes = list(self.node_list)
# self.unbuilt_nodes = [n for n in self.node_list if not n.is_entrance()]
essential_deck : RoomIter = list(essential)
optional_deck : RoomIter = list(optional)
filler_deck : RoomIter = InfiniteDeck(filler)
shuffle(optional_deck)
deck : RoomIter
# the essential deck does not get shuffled
for deck in (essential_deck, optional_deck, filler_deck):
for room_type in deck:
try:
chosen_node = room_type.choose_node(self)
except dungeonrooms.NotEnoughNodes:
dungeonrooms.debug(
"Out of nodes. Ending optional room creation."
)
break
self.build_room(room_type, chosen_node)
self.build_blank_locations()
def create_inhabitants(self):
# assert len(self.enemy_adjectives) >= self.enemy_number
shuffle(self.enemy_adjectives)
for i in range(self.enemy_number):
while True:
node = dungeonrooms.choice(self.node_list)
if not isinstance(node.location, dungeonrooms.Entrance):
break
loc = node.location
# adjective = self.enemy_adjectives[i]
inhabitant = self.make_enemy(loc)
self.inhabitants.add(inhabitant)
def arbitrary_location(self):
# Finds an arbitrary "good" place for a person/thing to show up
candidates = [
node for node in self.node_list if not node.location.is_entrance()
]
result_node = choice(candidates)
return result_node.location
class EmptyCaves(Caves):
breed_count = 4
essential_rooms = (dungeonrooms.CaveEntrance,)
optional_rooms = ()
filler_rooms = (dungeonrooms.CaveFiller,)
class GiantInsectHive(Caves):
reconnect_probability = 1.0
breed_count = 5
essential_rooms = (
dungeonrooms.HiveEntrance,
dungeonrooms.QueenApartment,
dungeonrooms.InsectFoodStorage,
dungeonrooms.InsectNest,
dungeonrooms.InsectTreasureRoom,
)
optional_rooms = ()
filler_rooms = (dungeonrooms.HiveFiller,)
class RuneCave(EmptyCaves):
essential_rooms = (dungeonrooms.CaveEntrance, dungeonrooms.RuneChamber)
class EmptyTomb(Caves):
essential_rooms = (
dungeonrooms.TombEntrance,
dungeonrooms.Crypt,
)
optional_rooms = (
dungeonrooms.OfferingRoom,
dungeonrooms.Temple,
dungeonrooms.TombSanctum,
)
filler_rooms = (dungeonrooms.CaveFiller,)
breed_count = 2
class Connection:
def __init__(self, region, start, end, direction):
self.region = region
self.portal = None
region.register_connection(self)
self.start = start
self.end = end
start.connected_nodes.append(end)
start.connections.append(self)
end.connected_nodes.append(start)
end.connections.append(self)
self.direction = direction
start.connected_directions.append(direction)
end.connected_directions.append(direction.opposite)
double_vec = self.start.vector + self.end.vector
self.coords = tuple(coord / 2 for coord in double_vec.coords)
def locations(self):
return [self.start.location, self.end.location]
def directions(self):
return [self.direction.opposite, self.direction]
def is_vertical(self):
return self.coords[0].is_integer()
def is_horizontal(self):
return self.coords[1].is_integer()
def build_portal(self, name="doorway", portal_type=dungeonrooms.PortalEdge):
if not self.portal:
self.portal = portal_type(locations=self.locations(),
directions=self.directions(),
name=name, )
class Node:
number_of_nodes = 0
def __init__(self, region, vector, parent=None, travel_d=None):
self.location = None
self.vector = vector
self.coords = vector.coords
self.region = region
self.connected_directions = []
self.connected_nodes = []
self.connections = []
region.register_node(self)
if parent is not None:
Connection(self.region, parent, self, travel_d)
def set_location(self, loc):
self.location = loc
loc.map_node = self
def distance(self, other_node):
return len(self.region.a_star(self, other_node))
def manhattan(self, other_node):
x = self.coords
y = other_node.coords
return abs(x[0] - y[0]) + abs(x[1] - y[1])
def distance_from_type(self, room_type):
try:
other_node = self.region.node_with_type(room_type)
except IndexError:
distance = 0 # zero distance, if there's no match
else:
distance = self.distance(other_node)
return distance
def distance_from_entrance(self):
entrance = self.region.get_entrance_node()
return self.distance(entrance)
def is_entrance(self):
if self.location:
return self.location.is_entrance()
else:
return False
def has_neighbor_type(self, room_type):
for node in self.connected_nodes:
if isinstance(node.location, room_type):
return True
return False
def breed(self):
needed_exits = randint(1, 3)
outgoing_directions = sample(directions, needed_exits)
for d in outgoing_directions:
if d in self.connected_directions:
pass
target_vector = self.vector + direction_vector[d.letter]
found_node = self.region.node_with_vector(target_vector)
if found_node:
found_con = self.region.connection_with_endpoints(
self, found_node
)
if found_con is None and random() < self.region.reconnect_probability:
Connection(self.region, self, found_node, d)
else:
Node(self.region, target_vector, self, d)
def a_star_test():
prison = reg.node_with_type(dungeonrooms.Prison)
entrance = reg.node_with_type(dungeonrooms.CaveEntrance)
return reg.a_star(prison, entrance)
# path = a_star_test()
def prison_test():
# Usage: prisoner, key, cage = prison_test()
prison = [node.location
for node in reg.node_list
if isinstance(node.location, dungeonrooms.Prison)][0]
john.change_location(prison)
watches = [
list(prison.things_with_name(name))[0]
for name in ("prisoner", "key", "cage")
]
return watches
# prison_test()
if __name__ == "__main__":
origin = Vector((0, 0))
my_schedule = schedule.Schedule()
reg = Caves(sched=my_schedule)
coords = [node.vector.coords for node in reg.node_list]
con_sum_vects = [con.start.vector + con.end.vector
for con in reg.connection_list]
con_coords = [(vec.coords[0] / 2, vec.coords[1] / 2) for vec in con_sum_vects]
vert_cons = [c for c in con_coords if c[0].is_integer()]
hori_cons = [c for c in con_coords if c[1].is_integer()]
"""
plt.scatter(*zip(*coords),color="blue", s=750, marker="s")
plt.scatter(*zip(*vert_cons),color="blue",marker="|",s=500)
plt.scatter(*zip(*hori_cons),color="blue",marker="_",s=500)
plt.gca().set_aspect('equal', adjustable='box')
plt.show()
"""
# debug([node.vector.coords for node in reg.node_list])
# debug([con.direction.letter for con in reg.connection_list])
vertices = reg.get_vertices()
# debug([node.vector.coords for node in vertices])
start_location = reg.node_with_type(dungeonrooms.CaveEntrance).location
monsters = []
for st in ["skinny", "tall", "hairy", "filthy", "pale", "short"]:
while True:
node = dungeonrooms.choice(reg.node_list)
if not isinstance(node.location, dungeonrooms.CaveEntrance):
break
loc = node.location
name = dungeonrooms.Name(st)+"kobold"
zom = actor.SquadActor(loc,
name=name,
sched=my_schedule, )
monsters.append(zom)
debug(reg.get_text_map())
john = actor.Hero(start_location, name="john", sched=my_schedule)
john.change_location(start_location)
john.view_location()
# TODO: Can't add this assert (to pass type check) because of
# a circular reference
# assert(isinstance(john.ai, Parser))
john.ai.visited_locations = {john.location} # type: ignore
john.known_landmarks = {john.location.landmark1,
john.location.landmark2, }
john.spells_known = {spells.Shock, spells.Sleep, spells.Fireball}
john.body.mana = 50
john.body.max_mana = 50
sword = dungeonrooms.Item(location=john,
name=dungeonrooms.Name("iron sword"),)
sword.damage_type = "sharp"
sword.damage_mult = 6
my_parser = john.ai
quit_phrase = phrase.QuitPhrase(my_parser, ["quit", "exit"])
inventory_phrase = phrase.InventoryPhrase(my_parser, ["i", "inventory"])
my_schedule.run_game()
debug("Scheduled events:")
for e in my_schedule.event_list[::-1]:
debug("{}:{}@t={}".format(e.actor, e.action, e.time))
debug("Hero damage:")
debug(john.body.damage)
debug("Monster damage:")
debug([(m.name, m.body.damage) for m in my_schedule.actors])
class VillageCenter(location.Location):
def __init__(self, *args, world_agent, **kwargs):
super().__init__(*args, **kwargs)
self.agent = world_agent
def get_description(self, viewer):
name = self.agent.get_name(viewer)
unrest = self.agent.unrest
if self.agent.destroyed:
verb = "lies in ruins"
elif unrest < 5:
verb = "is flourishing"
elif unrest < 10:
verb = "is doing fine"
elif unrest < 20:
verb = "has seen better days"
elif unrest < 40:
verb = "is struggling to survive"
else:
verb = "is on the brink of collapse"
out = f"The village of {name} {verb} (unrest={unrest:.2f}).\n"
worst = self.agent.worst_problem()
if worst is not None:
from agent import day
delay = self.agent.last_attack(worst) / day
out += (
f"{name}'s greatest hardship is {worst.get_name(viewer)}, "
f"who most recently attacked {delay:.2f} days ago.\n"
)
if worst.site:
out += f"The locals say they are based in {worst.site.get_name(viewer)}"
for enemy in self.agent.enemy_priority:
if enemy.killer == viewer:
out += (
f"The populace is grateful to you for defeating {enemy.get_name(viewer)}, "
f"who had caused the village {self.agent.enemy_priority[enemy]:.2f} units of hardship."
)
return out
class TownRegion:
def __init__(self, entrance_portal, sched, agent):
self.schedule = sched
self.main_location = VillageCenter(
name="town",
world_agent=agent
)
self.locations = [self.main_location]
entrance_portal.change_location(self.main_location)
# building.WeaponShop(self.main_location, sched=self.schedule)
def arbitrary_location(self):
return self.main_location
def has_location(self, location_):
return location_ in self.locations
def add_room(self, room):
self.locations.append(room)
def remove_room(self, room):
self.locations.remove(room)
def room_with_type(self, room_type):
candidates = [
loc for loc in self.locations if isinstance(loc, room_type)
]
if candidates:
return random.choice(candidates)
else:
raise errors.MissingNode