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model.py
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#!/usr/bin/env python3
# -*- coding: utf-8 -*-
from random import randint as rnd
from random import choice
from copy import deepcopy
from my_functions import *
from consts import Const
from rooms import *
#~from crafting import *
class Player(object):
def __init__(self, map_obj, pos_x=0, pos_y=0):
self.glob_x = pos_x
self.glob_y = pos_y
self.room_x = 0
self.room_y = 0
self.combatmode = 0
self.collected_details = 0
self.map_obj = map_obj
self.stats = {'health': 30,
'agility': 30,
'strength': 20,
}
self.inventory = {'flashlight': 2, 'cutting torch': 2, 'hammer': 2, 'hand': 50}
def move_inside_room(self, direction):
dx = -(ncmpr(direction, 1) + ncmpr(4, direction))
dy = ncmpt(direction, 8) + ncmpt(2, direction)
self.prev_room_x = self.room_x
self.prev_room_y = self.room_y
self.room_x += dx
self.room_y += dy
def move_to_room(self, direction):
dx = -(ncmpr(direction, 1) + ncmpr(4, direction))
dy = ncmpt(direction, 8) + ncmpt(2, direction)
if not(dx == 0) or not(dy == 0):
self.prev_glob_x = self.glob_x
self.prev_glob_y = self.glob_y
self.glob_x += dx
self.glob_y += dy
self.new_turn()
def next_turn(self):
self.inventory['cutting torch'] = 2
self.inventory['flashlight'] = 2
self.inventory['hand'] = 50
if self.stats['health']>1:
self.stats['health'] -= 1
if self.stats['agility']>1:
self.stats['agility'] -= 1
if self.stats['strength']>1:
self.stats['strength'] -= 1
class Map(object):
def __init__(self, size_x, size_y, expandable=[-1,]):
self.X = size_x
self.Y = size_y
self.bitmap = ''
self._exp = expandable
self.__generate_map(size_x, size_y)
self.close_borders()
self.__fix_all()
def __generate_map(self, size_x, size_y):
self.m = [[rnd(1,15) for i in range(size_x)] for j in range(size_y)]
for i in range(1, size_y-1):
for j in range(1, size_x-1):
x = self.m[i][j]
while (ncmpr(self.m[i][j-1], x) and ncmpt(self.m[i-1][j], x)):
x =rnd(1, 15)
self.m[i][j] = x
def __fix_cell(self, row=-1, column=-1):
if not(row==-1 or column==-1):
if not(column-1>=0):
if ncmpr(self.m[row][column-1], self.m[row][column]):
self.m[row][column-1] |= 0b0100
self.m[row][column] |= 0b0001
else:
self.m[row][colimn] &= 0b1110
if not(column+1<self.X):
if ncmpr(self.m[row][column], self.m[row][column+1]):
self.m[row][column] |= 0b0100
self.m[row][colimn+1] |= 0b0001
else:
self.m[row-1][column] &= 0b1011
if not(row-1>=0):
if ncmpt(self.m[row-1][column], self.m[row][column]):
self.m[row-1][column] |= 0b0010
self.m[row][column] |= 0b1000
else:
self.m[row][column] &= 0b0111
if not(row+1<self.Y):
if ncmpt(self.m[row][column], self.m[row+1][column]):
self.m[row+1][column] |= 0b1000
self.m[row][column] |= 0b0010
else:
self.m[row][column] &= 0b0010
def __fix_all(self):
self.__fix_area(rows=range(self.Y), cols=range(self.X))
fix_all = __fix_all
def __fix_area(self, rows=[-1,], cols=[-1,]):
if not(-1 in rows) and not(-1 in cols):
for i in [k for k in rows if k<self.Y-1]:
for j in range(self.X):
if ncmpt(self.m[i][j], self.m[i+1][j]):
self.m[i+1][j] |= 0b1000
self.m[i][j] |= 0b0010
for i in [k for k in rows if k<self.Y]:
for j in range(self.X-1):
if ncmpr(self.m[i][j], self.m[i][j+1]):
self.m[i][j+1] |= 0b0001
self.m[i][j] |= 0b0100
for j in [k for k in cols if k<self.X-1]:
for i in range(self.Y):
if ncmpr(self.m[i][j], self.m[i][j+1]):
self.m[i][j+1] |= 0b0001
self.m[i][j] |= 0b0100
for j in [k for k in cols if k<self.X]:
for i in range(self.Y-1):
if ncmpt(self.m[i][j], self.m[i+1][j]):
self.m[i+1][j] |= 0b1000
self.m[i][j] |= 0b0010
def close_borders(self, force=0):
if force or not(Const.W in self._exp):
for i in range(self.Y):
if ncmpr(0, self.m[i][0]):
self.m[i][0] &= 0b1110
if force or not(Const.E in self._exp):
for i in range(self.Y):
if ncmpr(self.m[i][-1], 0):
self.m[i][-1] &= 0b1011
if force or not(Const.N in self._exp):
for i in range(self.X):
if ncmpt(0, self.m[0][i]):
self.m[0][i] &= 0b0111
if force or not(Const.S in self._exp):
for i in range(self.X):
if ncmpt(self.m[-1][i], 0):
self.m[-1][i] &= 0b1101
def rebuild_bitmap(self):
b = ''
for i in range(self.Y):
for j in range(3):
for k in range(self.X):
b += ''.join(rooms_maps_str3[self.m[i][k]][j*3:j*3+3])
b += '\n'
bitmap = list(map(list, b.split('\n')))[:-1]
for j in range(len(bitmap)):
for i in range((len(bitmap[j])-1)//3, 0, -1):
del(bitmap[j][i*3])
for i in range((len(bitmap)-1)//3, 0, -1):
del(bitmap[i*3])
self.bitmap = [list(map(int, bitmap[i])) for i in range(len(bitmap))]
def rebuild_modm_bitmap(self):
b = ''
for i in range(self.Y):
for j in range(3):
for k in range(self.X):
b += ''.join(rooms_maps_str3[self.modm[i][k]][j*3:j*3+3])
b += '\n'
bitmap = list(map(list, b.split('\n')))[:-1]
for j in range(len(bitmap)):
for i in range((len(bitmap[j])-1)//3, 0, -1):
del(bitmap[j][i*3])
for i in range((len(bitmap)-1)//3, 0, -1):
del(bitmap[i*3])
self.modm_bitmap = [list(map(int, bitmap[i])) for i in range(len(bitmap))]
def expand(self, side=-1, count=1, sides=[]):
rows = []
cols = []
if (Const.N in sides) or (side == Const.N) and (Const.N in self._exp):
self.Y += count
for i in range(count):
self.m.insert(0, [rnd(1, 15) for i in range(self.X)])
rows.extend(range(0, count+1))
if (Const.S in sides) or (side == Const.S) and (Const.S in self._exp):
self.Y += count
for i in range(count):
self.m.append([rnd(1, 15) for i in range(self.X)])
rows.extend(range(self.Y-count-1, self.Y))
if (Const.W in sides) or (side == Const.W) and (Const.W in self._exp):
self.X += count
for i in range(count):
for i in range(self.Y):
self.m[i].insert(0, rnd(1, 15))
cols.extend(range(0, count+1))
if (Const.E in sides) or (side == Const.E) and (Const.E in self._exp):
self.X += count
for i in range(count):
for i in range(self.Y):
self.m[i].append(rnd(1, 15))
cols.extend(range(self.X-count-1, self.X))
self.__fix_area(cols=cols, rows=rows)
self.close_borders()
def __str__(self):
m1 = ''
for i in range(self.Y):
for j in range(7):
m1 += ''.join([rooms_list[self.m[i][k]][j+1] for k in range(self.X)]) + '\n'
return m1
class Goods(object):
def __init__(self, map_obj, N=0):
self.map_obj = map_obj
self.N = N
self.goods_map = [[0 for i in range(self.map_obj.X)] for j in range(self.map_obj.Y)]
for i in range(self.N):
x = rnd(0, self.map_obj.X-1)
y = rnd(0, self.map_obj.Y-1)
while self.goods_map[y][x]:
x = rnd(0, self.map_obj.X-1)
y = rnd(0, self.map_obj.Y-1)
self.goods_map[y][x] = {'item': choice(Items.map_items_list),
'coords': (rnd(0, 4), rnd(0, 4))
}
for i in range(4):
x = rnd(0, self.map_obj.X-1)
y = rnd(0, self.map_obj.Y-1)
while self.goods_map[y][x]:
x = rnd(0, self.map_obj.X-1)
y = rnd(0, self.map_obj.Y-1)
self.goods_map[y][x] = {'item': 'detail'+str(i+1),
'coords': (rnd(0, 4), rnd(0, 4))
}
x = rnd(0, self.map_obj.X-1)
y = rnd(0, self.map_obj.Y-1)
while self.goods_map[y][x]:
x = rnd(0, self.map_obj.X-1)
y = rnd(0, self.map_obj.Y-1)
self.goods_map[y][x] = {'item': 'reactor',
'coords': (1, 1)
}
class Monsters(object):
monsters_list = ('bird', 'komar', 'kvadrat', 'turtle', 'zombie')
def __init__(self, map_obj, player_obj, N=0):
self.player_obj = player_obj
self.map_obj = map_obj
self.N = N
self.monsters_map = [[0 for i in range(self.map_obj.X)] for j in range(self.map_obj.Y)]
for i in range(self.N):
x = rnd(0, self.map_obj.X-1)
y = rnd(0, self.map_obj.Y-1)
while self.monsters_map[y][x]:
x = rnd(0, self.map_obj.X-1)
y = rnd(0, self.map_obj.Y-1)
self.monsters_map[y][x] = {'health' : rnd(15, 30),
'agility' : rnd(15, 30),
'strength' : rnd(15, 30),
'sawplayer' : 0,
'monster' : choice(self.monsters_list),
'coords' : (rnd(0, 4), rnd(0, 4)),
'tk_id': 0
}
def move(self, x1, y1, dx=0, dy=0):
pass
#~ self.monsters_map[y1][x1], self.monsters_map[y1+dy][x1+dx] = self.monsters_map[y1+dy][x1+dx], self.monsters_map[y1][x1]
def next_turn(self, obj):
X = self.map_obj.X
Y = self.map_obj.Y
x = self.player_obj.glob_x
y = self.player_obj.glob_y
for i in range(Y):
for j in range(X):
if self.monsters_map[i][j] and self.monsters_map[i][j]['sawplayer'] and not(x==j and y==i):
dx = 0
dy = 0
if rnd(0,1):
dy = int((y - i)/abs(y - i))
else:
dx = int((x - j)/abs(x - j))
self.move(j, i, dx, dy)
obj.Canvas1.coords(self.monsters_map[i][j]['id'], (j+dx)*180+self.monsters_map[i][j]['coords'][0]*30+15, (i+dy)*180+self.monsters_map[i][j]['coords'][1]*30+30)
class Craft(object):
@classmethod
def craft(self, item1, item2):
if not(item1 in self.recipes) or not(item2 in self.recipes[item1]):
return None
else:
return self.recipes[item1][item2]
recipes = {'flashlight': {'cutting torch': 'health pot'},
'mallet': {'flashlight': 'strength pot'},
'cutting torch': {'mallet': 'agility pot'},
'mallet': {'wrench': 'cake'},
'wrench': {'mallet': 'ekac'},
'ekac': {'ekac': 'double ekac'},
'kettle': {'hammer': 'kettmer'},
'wrench': {'hammer': 'wrenchmer'},
'hammer': {'hammer': 'double hammer'},
'crowbar': {'hammer': 'crowhammer'},
'crowhammer': {'crowhammer': 'double crowhammer'},
'double hammer': {'double hammer': 'super hammer'},
'super hammer': {'super hammer': 'mega hammer'},
'mega nammer': {'mega hammer': 'healing pot'},
'Y': {'O': 'YO'},
'YO': {'B': 'YOB'},
'YOB': {'A': 'YOBA'},
'kettle': {'hammer': 'pistol'},
'A': {'B': 'AB'},
'AB': {'O': 'ABO'},
'ABO': {'Y': 'ABOY'},
'YOBA': {'ABOY', 'piece of friendship'}
}
class Items(object):
items_list = ("flashlight", "cutting torch", "mallet",
"hammer", "double hammer", "wrench", "cake", "ekac",
"health pot", "agility pot", "strength pot",
"kettle", "kettmer", "pistol", "arc welder", "crowbar",
"wrenchmer", "crowhammer", "double crowhammer",
"Y", "O", "B", "A", "YO", "YOB", "YOBA", "AB", "ABO",
"ABOY", "hand", "detail1", "detail2", "detail3",
"detail4"
)
#"super hammer", "mega hammer", "healing pot", "double ekac")
map_items_list = ("mallet", "hammer", "wrench", "health pot",
"agility pot", "strength pot", "kettle", "pistol",
"arc welder", "crowbar", "Y", "O", "B", "A"
)
items_properties = {'reactor': {'charges': 1},
'detail1': {'charges': 1},
'detail2': {'charges': 1},
'detail3': {'charges': 1},
'detail4': {'charges': 1},
'flashlight': {'attack': 0},
'cutting torch': {'attack': 0},
'hand': {'attack': 1, 'charges': 50},
'mallet': {'attack': 2, 'charges': 2},
'wrench': {'attack': 2, 'charges': 2},
'cake': {'attack': 3, 'health': +4, 'charges': 1},
'ekac': {'attack': 4, 'health': +5, 'charges': 1},
'arc welder': {'attack': 15, 'charges': 1},
'crowbar': {'attack': 3, 'charges': 2},
'crowhammer': {'attack': 8, 'charges': 1},
'double crowhammer': {'attack': 16, 'charges': 1},
#~ 'double ekac': {'attack': 40, 'charges': 5},
'hammer': {'attack': 3, 'charges': 2},
'double hammer': {'attack': 10, 'charges': 1},
#~ 'super hammer': {'attack': 20, 'charges': 5},
#~ 'mega hammer': {'attack': 20, 'charges': 5},
'health pot': {'health': +5, 'charges': 1},
'agility pot': {'agility': +5, 'charges': 1},
'strength pot': {'strength': +5, 'charges': 1},
'kettle': {'attack': 2, 'charges': 2},
'pistol': {'attack': 12, 'charges': 2},
'piece of friendship': {'heal': 100, 'charges': 1},
'Y': {'charges': 1},
'O': {'charges': 1},
'B': {'charges': 1},
'A': {'charges': 1},
'YO': {'charges': 1},
'YOB': {'charges': 1},
'YOBA': {'attack': 40, 'charges': 1},
'A': {'charges': 1},
'AB': {'charges': 1},
'ABO': {'charges': 1},
'ABOY': {'attack': 40, 'charges': 1}
}