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model.py
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#!/usr/bin/env python3
# -*- coding:utf-8 -*-
__author__ = 'tenpaMk2'
import logging
import logging.config
logging.config.fileConfig("config/logging.conf")
from abc import ABCMeta, abstractmethod
import warnings
import random
import position
from position import PositionAndDirection
import observer
import turn
import npcai
# TODO シーンの管理者が必要。Observerの作成者はこいつに任せる予定。
# TODO MessageModelとMessageViewを用意したいが、Heroが二つもオブジェクトを持つ必要があるなあ。
# TODO Floorが上下左右のFloorをチェックして、iconを変えるようにしたいなあ
# TODO save関連はCSVモジュールを使うといいかもね。当分先の話。
class HOSTILITY(object):
friend = 0
neutral = 1
hostile = 2
class MapModel(observer.Subject):
# TODO dungeon_generatorとの連携を急げ
def __init__(self, size: (int, int)):
observer.Subject.__init__(self)
(self.height, self.width) = size
self.message = ''
self.floor_objects = []
self.obstacle_objects = []
self.item_objects = [] # 後でアイテムを実装したときに使う。床に落ちたアイテムなど。
self._init_floor_objects()
self.make_map_edge()
def _init_floor_objects(self):
p_and_ds = (PositionAndDirection((y, x)) for y in range(self.height) for x in range(self.width))
floors = (Floor(self, p_and_d) for p_and_d in p_and_ds)
self.floor_objects.extend(floors)
def make_map_edge(self):
# リスト内包表記は内側のforであるほど、後(右)に書かれることに注意しよう。条件も同様に内側が後。
edge_y_x = ([y, x] for y in range(self.height) for x in range(self.width)
if y == 0 or y == self.height - 1
or x == 0 or x == self.width - 1)
edge_p_and_d = (PositionAndDirection(pos) for pos in edge_y_x)
walls = (Wall(self, p_and_d) for p_and_d in edge_p_and_d)
self.obstacle_objects.extend(walls)
def clear_message(self):
self.message = ""
def is_empty_place_at(self, pos):
obstacles_positions = [obje.get_position() for obje in self.obstacle_objects]
return pos not in obstacles_positions
def interact(self, people: "Character"):
object_front_position = people.get_front_position()
interact_object = self.get_map_object_at(object_front_position)
self.set_message(interact_object, interact_object.comment)
self.notify()
def get_map_object_at(self, pos):
obstacle_obje = next(
(obje for obje in self.obstacle_objects if obje.get_position() == pos),
None
)
if obstacle_obje:
return obstacle_obje
floor_obje = next((obje for obje in self.floor_objects if obje.get_position() == pos), None)
if floor_obje:
return floor_obje
raise Exception("map is collapsed!!!!")
def get_character_at(self, pos):
# 条件に沿うオブジェクトをリストから高速にサーチする方法。
# 条件に沿う最初のオブジェクトのみを返す。
return next(
(obje for obje in self.obstacle_objects
if obje.get_position() == pos and isinstance(obje, Character)),
None)
def set_message(self, map_object: "MapObject", message: str):
self.message = "{0} >{1}".format(map_object.pose_icon, message)
def register_obstacle(self, obstacle_object: "ObstacleObject"):
self.obstacle_objects.append(obstacle_object)
self.set_message(obstacle_object, "resister {0}".format(obstacle_object.get_position()))
self.notify()
def remove_obstacle(self, obstacle_object: "ObstacleObject"):
self.obstacle_objects.remove(obstacle_object)
logging.info("remove obstacle_object")
self.set_message(obstacle_object, "remove {0}".format(obstacle_object.get_position()))
# self.notify()
def get_characters_by_hostility(self, hostility):
return (obje for obje in self.obstacle_objects
if isinstance(obje, Character) and obje.hostility == hostility)
class BattleField(object):
def __init__(self, map_model: "MapModel", attacker: "Character"):
self.map_model = map_model
self.attacker = attacker
def attack_to(self, pos: list):
defender = self.map_model.get_character_at(pos)
if defender is not None:
self._battle(defender)
self.attacker.throw_message("attack to {0} : {1}".format(defender.pose_icon, pos))
else:
self.attacker.throw_message("Oops! No one is in front of me. : {0}".format(pos))
def _battle(self, defender: "Character"):
attack_point = self.get_attack_point(self.attacker)
defend_mult = self.get_defence_mult(defender)
logging.info("attack_point : %r", attack_point)
logging.info("defend_mul : %r", defend_mult)
raw_damage = attack_point * defend_mult
# atk_str = self.attacker.parameter.strength
# def_tou = defender.parameter.toughness
#
# logging.info("atk_str : {0}".format(atk_str))
# logging.info("def_tou : {0}".format(def_tou))
#
# damage = atk_str - def_tou
damage = int(raw_damage) if raw_damage > 0 else 0
logging.info("damage : {0}".format(damage))
defender.parameter.hp -= damage
logging.info("defender hp : {0}".format(defender.parameter.hp))
if defender.is_died():
defender.die()
logging.info("die!!")
@staticmethod
def get_attack_point(attacker: "Character"):
# ここらへんの数字は実際にプレイしてみて臨機応変に変えていこう。
attack_mult = 1 + attacker.parameter.strength / 20
dice_result = attacker.parameter.get_weapon_dice().roll_dice()
return attack_mult * dice_result
@staticmethod
def get_defence_mult(defender: "Character"):
defend_mult = 1 + defender.parameter.toughness / 20
dice_result = defender.parameter.get_protector_dice().roll_dice()
return 1 / (3 + defend_mult * (dice_result / 20))
# 全てのマップオブジェクトの基本となるクラス
class MapObject(object):
pose_icon = ' '
comment = "ERROR!! I'm Map_Object."
def __init__(self, map_model: "MapModel", pos_and_dir: "PositionAndDirection"):
self.map_model = map_model
self.pos_and_dir = pos_and_dir
self.icon = self.pose_icon
def get_position(self):
return self.pos_and_dir.get_position()
# 通行不可のマップオブジェクト
class ObstacleObject(MapObject):
comment = "ERROR!! I'm Obstacle_Object."
@staticmethod
def is_obstacle():
return True
# 通行可能なマップオブジェクト
class NonObstacleObject(MapObject):
comment = "ERROR!! I'm Non_Obstacle_Object."
@staticmethod
def is_obstacle():
return False
class Floor(NonObstacleObject):
pose_icon = '.'
comment = "It's a floor."
class Wall(ObstacleObject):
pose_icon = '='
comment = "It's a wall."
class Character(ObstacleObject, observer.Subject, metaclass=ABCMeta):
pose_icon = 'P'
comment = "It's a Character"
direction_icons = ['P'] * 4
def __init__(self, map_model: "MapModel",
pos_and_dir: "PositionAndDirection",
parameter: "Parameter",
turn_manager: "turn.TurnManager"):
super(Character, self).__init__(map_model, pos_and_dir)
self.turn_manager = turn_manager
self.parameter = parameter
self.hostility = HOSTILITY.neutral
observer.Subject.__init__(self)
def run(self):
front_position = self.pos_and_dir.get_front_position()
dir_word = self.pos_and_dir.get_direction_by_word()
if self.map_model.is_empty_place_at(front_position):
self.pos_and_dir.run()
self.throw_message("move to {0}".format(dir_word))
else:
self.throw_message("Ouch!! Obstacle is at {0}.".format(dir_word))
self._end_turn()
def move_north(self):
self.turn_north()
self.run()
def move_east(self):
self.turn_east()
self.run()
def move_south(self):
self.turn_south()
self.run()
def move_west(self):
self.turn_west()
self.run()
def attack_front(self):
bf = BattleField(self.map_model, self)
bf.attack_to(self.get_front_position())
self._end_turn()
def attack_to(self, direction):
if direction == position.DIRECTION.north:
self.turn_north()
elif direction == position.DIRECTION.east:
self.turn_east()
elif direction == position.DIRECTION.south:
self.turn_south()
elif direction == position.DIRECTION.west:
self.turn_west()
else:
raise Exception("Invalid DIRECTION")
self.attack_front()
def turn_north(self):
self.pos_and_dir.turn_north()
self._update_icon()
def turn_east(self):
self.pos_and_dir.turn_east()
self._update_icon()
def turn_south(self):
self.pos_and_dir.turn_south()
self._update_icon()
def turn_west(self):
self.pos_and_dir.turn_west()
self._update_icon()
def get_front_position(self):
return self.pos_and_dir.get_front_position()
def get_north_position(self):
return self.pos_and_dir.get_north_position()
def get_east_position(self):
return self.pos_and_dir.get_east_position()
def get_south_position(self):
return self.pos_and_dir.get_south_position()
def get_west_position(self):
return self.pos_and_dir.get_west_position()
def throw_message(self, message: str):
self.map_model.set_message(self, message)
def _update_icon(self):
self.icon = self.direction_icons[self.pos_and_dir.direction]
def get_direction(self):
return self.pos_and_dir.direction
def get_icon(self):
return self.icon
def get_fov_distance(self):
return self.parameter.fov_distance
def is_died(self):
return True if self.parameter.hp <= 0 else False
def die(self):
self.map_model.remove_obstacle(self)
# self.turn_manager.queue
del self
logging.info("delete self")
@abstractmethod
def _end_turn(self):
raise Exception("Not implemented!!")
class Villager(Character):
pose_icon = "V"
direction_icons = ['V'] * 4
def __init__(self,
map_model: "MapModel",
pos_and_dir: "PositionAndDirection",
parameter: "Parameter",
turn_manager: "turn.TurnManager",
comment: str="hoge"
):
super().__init__(map_model, pos_and_dir, parameter, turn_manager)
self.comment = comment
self.ai = npcai.VillagerAI(map_model, self)
self.turn_queue_entry = None
""":type : turn.TurnQueueEntryBase"""
self.hostility = HOSTILITY.neutral
def do_nothing(self):
logging.debug("{0}".format(self))
self._end_turn()
def die(self):
super(Villager, self).die()
self.turn_manager.remove(self.turn_queue_entry)
logging.info("removed turn_queue_entry")
def _end_turn(self):
logging.info("Villager")
queue_entry = turn.TurnQueueEntryFactory.make_npc_turn_queue(
self.ai,
self.parameter.turn_period
)
self.turn_manager.register(queue_entry)
self.turn_queue_entry = queue_entry
class Enemy(Character):
pose_icon = "E"
direction_icons = ['E'] * 4
def __init__(self,
map_model: "MapModel",
pos_and_dir: "PositionAndDirection",
parameter: "Parameter",
turn_manager: "turn.TurnManager",
comment: str="I'm enemy."
):
super().__init__(map_model, pos_and_dir, parameter, turn_manager)
self.comment = comment
self.ai = npcai.EnemyAI(map_model, self)
self.turn_queue_entry = None
""":type : turn.TurnQueueEntryBase"""
self.hostility = HOSTILITY.hostile
def do_nothing(self):
logging.debug("{0}".format(self))
self._end_turn()
def die(self):
super(Enemy, self).die()
self.turn_manager.remove(self.turn_queue_entry)
logging.info("removed turn_queue_entry")
def _end_turn(self):
queue_entry = turn.TurnQueueEntryFactory.make_npc_turn_queue(
self.ai,
self.parameter.turn_period
)
self.turn_manager.register(queue_entry)
self.turn_queue_entry = queue_entry
class Hero(Character):
pose_icon = '@'
direction_icons = ['^', '>', 'v', '<']
def __init__(self, map_model: "MapModel", pos_and_dir: "PositionAndDirection", parameter: "Parameter",
turn_manager: "turn.TurnManager"):
super().__init__(map_model, pos_and_dir, parameter, turn_manager)
self.hostility = HOSTILITY.friend
# TODO これも本来はCharacterクラスにあるべき。しかし、NPCがNPCとinteractする処理がまだ定義できない…。
def interact_to_front(self):
self.map_model.interact(self)
self._end_turn()
def _end_turn(self):
queue_entry = turn.TurnQueueEntryFactory.make_hero_turn_queue(
self._observers[0], # FIXME 怪しすぎるコード。observerでいいのか考え直そう。observersを投げて処理すれば良いんでね?
self.parameter.turn_period
)
self.turn_manager.register(queue_entry)
import json
import os
# TODO どこかで設定用の変数を集めたファイルが必要だ。
PARAMETERS_DIRECTORY = os.path.join("parameters")
class ParameterFactory(object):
@staticmethod
def make_hero():
file_name = "default_hero_000.json"
return ParameterFactory._load_parameter(file_name)
@staticmethod
def make_villager():
file_name = "default_villager_000.json"
return ParameterFactory._load_parameter(file_name)
@staticmethod
def make_enemy():
file_name = "default_enemy_000.json"
return ParameterFactory._load_parameter(file_name)
@staticmethod
def _load_parameter(file_name):
file_path = os.path.join(PARAMETERS_DIRECTORY, file_name)
with open(file_path, mode='r', encoding="utf-8") as f:
parameter_json = json.load(f)
return ParameterFactory._make_parameter_from_json(parameter_json)
@staticmethod
def _make_parameter_from_json(json_parameter):
parameter = Parameter(**json_parameter)
return parameter
# TODO 敵対状態かどうかの設定がいる。
class Parameter(object):
def __init__(self,
hp: int=100,
mp: int=50,
strength: int=20,
toughness: int=10,
turn_period: int=5,
fov_distance: int=5):
self.hp = hp
self.mp = mp
self.strength = strength
self.toughness = toughness
self.turn_period = turn_period
self.fov_distance = fov_distance
# noinspection PyMethodMayBeStatic
def load_parameter(self):
warnings.warn("not implemented", Warning)
def get_weapon_dice(self):
# FIXME 武器を実装したら変更すること。
return Dice(2, self.strength, 0)
def get_protector_dice(self):
# FIXME 防具を実装したら変更すること。
return Dice(2, self.toughness, 0)
class Dice(object):
def __init__(self, num: int, side: int, shift: int):
self.num = num
self.side = side
self.shift = shift
def roll_dice(self):
result = self.shift
for n_roll in range(self.num):
result += random.randint(1, self.side)
logging.info("roll dice : (%rd%r + %r) -> %r", self.num, self.side, self.shift, result)
return result
if __name__ == '__main__':
para = ParameterFactory.make_hero()
logging.debug(para)
logging.debug(para.__dict__)
para_v = ParameterFactory.make_villager()
logging.debug(para_v)
logging.debug(para_v.__dict__)
class HHH(object):
def __init__(self, abc):
self.abc = abc
self.pos_and_dir = PositionAndDirection([2, 2], 0)
hhh = HHH("fjoijio")
aho = list()
aho.append(1)
aho.append(hhh)
aho.append('c')
logging.debug(aho)
del hhh
# print(hhh.abc)