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engine.py
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670 lines (609 loc) · 32 KB
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#!C:\python26\python.exe
try:
import pygame
import sys
from pygame.locals import *
from time import time
import pickle
from pprint import pprint
import loader
import mob
import gamemap
from job import Job
import math
import ConfigParser, os
import cursor
import time
import ezmenu
from collections import defaultdict
from pathfinder import PathFinder
from intro import Intro
except ImportError, err:
print "couldn't load module, %s" % (err)
sys.exit(2)
class engine:
def __init__(self):
self.running = True # set the game loop good to go
config = ConfigParser.ConfigParser()
config.readfp(open('main.cfg'))
self.fsw = config.getint('main', 'fullscreenwidth')
self.fsh = config.getint('main', 'fullscreenheight')
self.ww = config.getint('main', 'windowedwidth')
self.wh = config.getint('main', 'windowedheight')
self.tw = config.getint('main', 'tilewidth')
self.mapw = config.getint('main', 'mapwidth')
self.maph = config.getint('main', 'mapheight')
self.fullscreen = config.getboolean('main', 'fullscreen')
self.paused = False
self.white = (255, 255, 255) # the colour :)
#fullscreen = False
self.FPS = 60
pygame.init()
#setup the default screen size
if self.fullscreen == True:
self.screen = pygame.display.set_mode((self.fsw, self.fsh), FULLSCREEN)
else:
self.screen = pygame.display.set_mode((self.ww, self.wh), RESIZABLE)
pygame.display.set_caption('pyDF')
#Intro's on by default, will need to add a config file entry for this.
self.intro = True
self.mainclock = pygame.time.Clock()
# various rendering offsets
self.vpRenderOffset = (self.tw, self.tw)
self.statsOffset = (math.floor(int(0.8 * self.ww) + 2 * self.tw), self.tw)
self.menuOffset = (math.floor(int(0.8 * self.ww) + 2 * self.tw), 4 * self.tw)
self.menuOffset2 = (math.floor(int(0.8 * self.ww) + 2 * self.tw), 5 * self.tw)
self.menuOffset3 = (math.floor(int(0.8 * self.ww) + 2 * self.tw), 6 * self.tw) # testing for ezmenu
self.idleOffset = (math.floor(int(0.8 * self.ww) + 2 * self.tw), 0) # testing for ezmenu
self.pauseDisplayOffset = (self.tw, 0)
self.digTypeOffset = (math.floor(int(0.8 * self.ww) + 2 * self.tw), 4 * self.tw)
self.showmenu = False
self.currentmenu = None
self.vpCoordinate = [0, 0] # Starting coordinates for the view port
self.vpDimensions = (math.floor(int(0.8 * self.ww) / self.tw) * self.tw, math.floor(int(0.9 * self.wh) / self.tw) * self.tw) # resolution of the view port
self.vpStep = self.tw # move 1 tile over.
self.vpShiftStep = self.tw * 10 # move 10 tile over.
self.minHorizScrollBound = 0
self.minVertScrollBound = 0
self.maxHorizScrollBound = self.mapw * self.tw
self.maxVertScrollBound = self.maph * self.tw
self.numXTiles = int(math.ceil(int(self.vpDimensions[0]) / self.tw)) # the number of tiles to be shown at one time for X
self.numYTiles = int(math.ceil(int(self.vpDimensions[1]) / self.tw)) # the number of tiles to be shown at one time for y
self.startXTile = math.floor(int(self.vpCoordinate[0]) / self.tw)
self.startYTile = math.floor(int(self.vpCoordinate[1]) / self.tw)
if not pygame.font.get_init():
pygame.font.init()
self.arialFnt = pygame.font.SysFont('Arial', 16)
self.m = gamemap.GameMap(self.tw, self.mapw, self.maph, self.startXTile, self.startYTile, self.numXTiles, self.numYTiles)
self.m.initMap()
self.m.initEMap()
self.editmode = [None, None]
self.selectmode = False
self.testmode = False
self.roomtiles = []
self.selectcursor = cursor.Cursor(self.tw, self.m.numXTiles / 2 * self.tw, self.m.numYTiles / 2 * self.tw)
self.queued_jobs = []
self.mobs = []
self.mapvalue = None
self.tilecontent = None
#self.currentZlevel = self.m.currentZlevel
openspot = self.m.find_open_spot()
self.currentZlevel = openspot[2]
self.mobs.append(mob.Mob(openspot, self.tw))
self.addTileMob(openspot[0], openspot[1], openspot[2], self.mobs[0])
self.mobs.append(mob.Mob(openspot, self.tw))
self.addTileMob(openspot[0], openspot[1], openspot[2], self.mobs[0])
self.mobs.append(mob.Mob(openspot, self.tw))
self.addTileMob(openspot[0], openspot[1], openspot[2], self.mobs[0])
self.buttons = {}
#self.keys = set()
self.motion = None
def _recompute_path(self, map, start, end):
pf = PathFinder(map.successors, map.move_cost, map.move_cost)
t = time.clock()
pathlines = list(pf.compute_path(start, end))
dt = time.clock() - t
if pathlines == []:
print "No path found"
return pathlines
else:
print "Found path (length %d)" % len(pathlines)
return pathlines
#self.path_valid = True
def handle_events(self):
for event in pygame.event.get():
if event.type == QUIT:
self.quit()
return
elif event.type == KEYDOWN:
self.handle_keyboard(event)
elif event.type == MOUSEBUTTONDOWN:
self.buttons[event.button] = event.pos
elif event.type == MOUSEMOTION:
self.motion = event
elif event.type == MOUSEBUTTONUP:
del self.buttons[event.button]
elif event.type == VIDEORESIZE:
# allow for the window to be resized manually.
self.ww, self.wh = event.w, event.h
pygame.display.set_mode((self.ww, self.wh), RESIZABLE)
newwidth = math.floor(int(0.8 * self.ww) / self.tw)
newheight = math.floor(int(0.9 * self.wh) / self.tw)
self.statsOffset = (math.floor(int(0.8 * self.ww) + 2 * self.tw), self.tw)
self.vpDimensions = (newwidth * self.tw, newheight * self.tw) # resolution of the view port
self.m.numXTiles = int(math.ceil(int(self.vpDimensions[0]) / self.tw)) # the number of tiles to be shown at one time for X
self.m.numYTiles = int(math.ceil(int(self.vpDimensions[1]) / self.tw)) # the number of tiles to be shown at one time for y
self.m.tiledBG = pygame.Surface((self.m.numXTiles * self.tw, self.m.numYTiles * self.tw)).convert()
self.fullscreen = False
def logic(self):
self.handle_events()
self.handle_mouse()
self.handle_viewport()
if self.paused == False:
# build the queue
self.mining()
self.channel()
self.moveitem()
#process the queue
pprint( self.queued_jobs)
self.move_mobs()
self.mob_logic()
self.handle_logic()
def showIntro(self):
myintro = Intro()
mytextlist = ['Welcome to PyDF',
'd + mouse for digging',
'h + mouse for channeling',
'i + mouse to designate item dump',
'o + mouse selects items for dumping',
'k + arrows to inspect tile content',
's to save or l to load map from disk',
'arrow keys to move the viewport around',
'shift + < or > goes UP and DOWN Z levels',
'shift + arrow keys to move 10 tiles at a time',
'spacebar unpauses the game or pauses',
'Esc quits',
'',
'Press any key to continue']
hoffset = self.tw
voffset = self.tw * 2
for item in mytextlist:
myintro.drawText(item, self.screen, hoffset, voffset)
voffset += self.tw * 2
pygame.display.update()
myintro.waitForKey()
self.intro = False
def cleanup(self):
pygame.quit()
def quit(self):
self.running = False
def pausegame(self):
if self.paused == True:
self.showmenu = False
self.selectMode = False
self.editmode = [ None, None ]
self.paused = False
else:
self.paused = True
# no longer running a seperate loop for pause, handled by the various modes
#while self.paused:
# for event in pygame.event.get():
# if event.type == KEYDOWN and event.key == K_SPACE:
# self.paused = False
def moveitem(self):
selected = self.m.get_selected_items()
dropoff = self.m.get_selected(4)
if dropoff == []:
return
else:
for coord in selected: # change this at some point
adjacent_open_tiles = self.m.successors(coord)
queue = []
if adjacent_open_tiles != []:
queue.append(coord)
if len(queue):
for move in queue:
if len(self.m.successors(move)):
content = self.m.get_items(move[0], move[1], move[2])
if content != None:
for item in content:
if item.selected == True and item.inqueue == False:
item.inqueue = True
self.queued_jobs.append(Job('MoveItem', move, dropoff))
continue
def channel(self):
selected = self.m.get_selected(3)
for coord in selected: # change this at some point
# checking if the neighboring tiles are accessible from 1 tile away in every direction
# would have to make this more intelligent in the future, but it works for now.
adjacent_open_tiles = self.m.successors(coord)
queue = []
if adjacent_open_tiles != []:
queue.append(coord)
if len(queue):
dest = queue.pop(0)
#if self.m.checkEMapQueue(dest[0], dest[1], dest[2]) == True:
# continue
list = self.m.successors(dest)
for move in list:
if len(self.m.successors(move)):
#dest[2] = dest[2] -1 #channel digs a zlevel below but creates a ramp
self.m.writeEMapQueue(dest[0], dest[1], dest[2], True)
self.queued_jobs.append(Job('Channeling', move, dest))
continue
def mining(self):
selected = self.m.get_selected(2)
print "Selected: ", selected
for coord in selected: # change this at some point
# checking if the neighboring tiles are accessible from 1 tile away in every direction
# would have to make this more intelligent in the future, but it works for now.
job = self.find_mining_job(coord)
inqueue = False
if job: #check if the dorfs already have that job
for m in self.mobs:
if m.job != None:
if m.job.name == job.name and m.job.move == job.move and m.job.dest == job.dest:
inqueue = True
continue
if inqueue == False and job:
self.m.writeEMapQueue(job.dest[0], job.dest[1], job.dest[2], True)
self.queued_jobs.append(job)
def find_mining_job(self, coord):
adjacent_open_tiles = self.m.successors(coord)
queue = []
if adjacent_open_tiles != []:
queue.append(coord)
if len(queue):
dest = queue.pop(0)
#if self.m.checkEMapQueue(dest[0], dest[1], dest[2]) == True:
# continue
list = self.m.successors(dest)
for move in list:
if len(self.m.successors(move)):
return Job('Mining', move, dest)
return None
def expand_selection(self, coord):
pprint(coord)
list = self.m.successors(coord)
for item in list:
if item in self.roomtiles:
print "already in list"
else:
self.roomtiles.append(item)
def menu(self, list):
if self.showmenu == False:
self.currentmenu = ezmenu.EzMenu(list)
self.currentmenu.set_pos(self.menuOffset3[0], self.menuOffset3[1])
self.currentmenu.set_font(self.arialFnt)
self.currentmenu.set_highlight_color((0, 255, 0))
self.currentmenu.set_normal_color(self.white)
self.showmenu = True
def handle_keyboard(self, event):
keymods = pygame.key.get_mods()
if event.key == ord('k'): # and self.selectmode == False:
self.paused = True
if self.selectmode == False:
self.selectmode = True
else:
self.selectmode = False
self.showmenu = False
elif event.key == ord('d'):
self.paused = True
#print "mining"
self.editmode = ['designate', 'mining']
elif event.key == ord('h'):
self.paused = True
#print "channeling"
self.editmode = ['designate', 'channel']
elif event.key == ord('i'):
self.paused = True
#print "Item Drop location"
self.editmode = ['designate', 'drop']
elif event.key == ord('o'):
self.paused = True
#print "select items to move"
self.editmode = ['designate', 'itemselect']
elif event.key == ord('x'):
self.paused = True
#print "REMOVE MODE"
self.editmode[1] = 'remove'
elif event.key == ord('l'):
self.paused = True
#print "Loading map"
self.m.load_map()
elif event.key == ord('s'):
self.paused = True
#print "Saving map"
self.m.save_map()
elif event.key == ord('t'):
self.paused = True
#print "Testing "
if self.testmode == False:
pprint (self.testmode)
self.testmode = True
else:
print "testing"
pprint (self.testmode)
self.testmode = False
self.roomtiles = []
elif event.key == ord('n') and self.testmode == True and self.selectmode == True:
mapx = (self.selectcursor.position[0] + self.vpCoordinate[0]) / self.tw
mapy = (self.selectcursor.position[1] + self.vpCoordinate[1]) / self.tw
if self.roomtiles == []:
self.expand_selection((mapx, mapy, self.currentZlevel))
else:
list = self.roomtiles
for item in list:
self.expand_selection((item[0], item[1], self.currentZlevel))
pprint(self.roomtiles)
elif event.key == ord('m') and self.testmode == True and self.selectmode == True:
print "Decreasing"
elif event.key == K_ESCAPE:
self.quit()
elif event.key == K_SPACE:
#print "PAUSING OR UNPAUSING"
self.pausegame()
#move the menu selector:
elif (event.key == K_UP or event.key == K_DOWN) and (keymods & pygame.KMOD_LALT and self.showmenu == True and self.currentmenu != None):
self.currentmenu.update(event)
elif event.key == K_RETURN and self.showmenu == True and self.currentmenu != None and self.selectmode == True:
self.currentmenu.update(event)
#Movement Keys l,r,u,d
#Cursor Movement
elif event.key == K_LEFT and self.selectmode == True:
if keymods & pygame.KMOD_LSHIFT:
self.selectcursor.position[0] = self.selectcursor.position[0] - self.vpShiftStep
else:
self.selectcursor.position[0] = self.selectcursor.position[0] - self.vpStep
elif event.key == K_RIGHT and self.selectmode == True:
if keymods & pygame.KMOD_LSHIFT:
self.selectcursor.position[0] = self.selectcursor.position[0] + self.vpShiftStep
else:
self.selectcursor.position[0] = self.selectcursor.position[0] + self.vpStep
elif event.key == K_UP and self.selectmode == True and self.testmode == False:
if keymods & pygame.KMOD_LSHIFT:
self.selectcursor.position[1] = self.selectcursor.position[1] - self.vpShiftStep
else:
self.selectcursor.position[1] = self.selectcursor.position[1] - self.vpStep
elif event.key == K_DOWN and self.selectmode == True and self.testmode == False:
if keymods & pygame.KMOD_LSHIFT:
self.selectcursor.position[1] = self.selectcursor.position[1] + self.vpShiftStep
else:
self.selectcursor.position[1] = self.selectcursor.position[1] + self.vpStep
#move up and down zlevels.
elif event.key == K_COMMA and self.selectmode == False and keymods & pygame.KMOD_LSHIFT:
if self.currentZlevel + 1 in xrange(self.m.zlevels):
self.currentZlevel = self.currentZlevel + 1
elif event.key == K_PERIOD and self.selectmode == False and keymods & pygame.KMOD_LSHIFT:
if self.currentZlevel - 1 in xrange(self.m.zlevels):
self.currentZlevel = self.currentZlevel - 1
#View port Movement
elif event.key == K_LEFT and self.selectmode == False:
if keymods & pygame.KMOD_LSHIFT:
self.vpCoordinate[0] = self.vpCoordinate[0] - self.vpShiftStep
else:
self.vpCoordinate[0] = self.vpCoordinate[0] - self.vpStep
elif event.key == K_RIGHT and self.selectmode == False:
if keymods & pygame.KMOD_LSHIFT:
self.vpCoordinate[0] = self.vpCoordinate[0] + self.vpShiftStep
else:
self.vpCoordinate[0] = self.vpCoordinate[0] + self.vpStep
elif event.key == K_UP and self.selectmode == False:
if keymods & pygame.KMOD_LSHIFT:
self.vpCoordinate[1] = self.vpCoordinate[1] - self.vpShiftStep
else:
self.vpCoordinate[1] = self.vpCoordinate[1] - self.vpStep
elif event.key == K_DOWN and self.selectmode == False:
if keymods & pygame.KMOD_LSHIFT:
self.vpCoordinate[1] = self.vpCoordinate[1] + self.vpShiftStep
else:
self.vpCoordinate[1] = self.vpCoordinate[1] + self.vpStep
#reset viewport
elif event.key == K_F11 :
if self.fullscreen == False:
pygame.display.set_mode((self.fsw, self.fsh), FULLSCREEN, 32)
newwidth = math.floor(int(0.8 * self.fsw) / self.tw)
newheight = math.floor(int(0.9 * self.fsh) / self.tw)
self.statsOffset = (math.floor(int(0.8 * self.fsw) + 2 * self.tw), self.tw)
self.vpDimensions = (newwidth * self.tw, newheight * self.tw) # resolution of the view port
self.m.numXTiles = int(math.ceil(int(self.vpDimensions[0]) / self.tw)) # tiles to be shown at one time for X
self.m.numYTiles = int(math.ceil(int(self.vpDimensions[1]) / self.tw)) # tiles to be shown at one time for y
self.m.tiledBG = pygame.Surface((self.m.numXTiles * self.tw, self.m.numYTiles * self.tw)).convert()
self.fullscreen = True
elif self.fullscreen == True:
pygame.display.set_mode((self.ww, self.wh), RESIZABLE)
newwidth = math.floor(int(0.8 * self.ww) / self.tw)
newheight = math.floor(int(0.9 * self.wh) / self.tw)
self.statsOffset = (math.floor(int(0.8 * self.ww) + 2 * self.tw), self.tw)
self.vpDimensions = (newwidth * self.tw, newheight * self.tw) # resolution of the view port
self.m.numXTiles = int(math.ceil(int(self.vpDimensions[0]) / self.tw)) # tiles to be shown at one time for X
self.m.numYTiles = int(math.ceil(int(self.vpDimensions[1]) / self.tw)) # tiles to be shown at one time for y
self.m.tiledBG = pygame.Surface((self.m.numXTiles * self.tw, self.m.numYTiles * self.tw)).convert()
self.fullscreen = False
def handle_mouse(self):
if 1 in self.buttons and self.editmode[0] == 'designate' and self.editmode[1] == 'itemselect':
mx = self.motion.pos[0]
my = self.motion.pos[1]
if mx < self.m.numXTiles * self.tw + self.vpRenderOffset[0] and my < self.m.numYTiles * self.tw + self.vpRenderOffset[1]: #within the map viewport
self.m.select_items((mx - self.vpRenderOffset[0] + self.vpCoordinate[0]) / self.tw, (my - self.vpRenderOffset[1] + self.vpCoordinate[1]) / self.tw, self.currentZlevel)
# drop point for items
if 1 in self.buttons and self.editmode[0] == 'designate' and self.editmode[1] == 'drop':
mx = self.motion.pos[0]
my = self.motion.pos[1]
if mx < self.m.numXTiles * self.tw + self.vpRenderOffset[0] and my < self.m.numYTiles * self.tw + self.vpRenderOffset[1]: #within the map viewport
self.m.updateEMap((mx - self.vpRenderOffset[0] + self.vpCoordinate[0]) / self.tw, (my - self.vpRenderOffset[1] + self.vpCoordinate[1]) / self.tw, self.currentZlevel, self.editmode)
if 1 in self.buttons and self.editmode[0] == 'designate':
mx = self.motion.pos[0]
my = self.motion.pos[1]
if mx < self.m.numXTiles * self.tw + self.vpRenderOffset[0] and my < self.m.numYTiles * self.tw + self.vpRenderOffset[1]: #within the map viewport
self.m.updateEMap((mx - self.vpRenderOffset[0] + self.vpCoordinate[0]) / self.tw, (my - self.vpRenderOffset[1] + self.vpCoordinate[1]) / self.tw, self.currentZlevel, self.editmode)
if self.motion == MOUSEMOTION and 1 in self.buttons and self.editmode[0] == "designate":
mx = self.motion.pos[0]
my = self.motion.pos[1]
if mx < self.m.numXTiles * self.tw + self.vpRenderOffset[0] and my < self.m.numYTiles * self.tw + self.vpRenderOffset[1]: #within the map viewport
self.m.updateEMap((mx - self.vpRenderOffset[0] + self.vpCoordinate[0]) / self.tw, (my - self.vpRenderOffset[1] + self.vpCoordinate[1]) / self.tw, self.currentZlevel, self.editmode)
def handle_viewport(self):
#Restrict Cursor Movement.
if self.selectmode == True:
if self.selectcursor.position[0] < 0:
self.selectcursor.position[0] = 0
if self.selectcursor.position[0] > self.m.numXTiles * self.tw:
self.selectcursor.position[0] = self.vpDimensions[0] - self.tw
if self.selectcursor.position[1] < 0:
self.selectcursor.position[1] = 0
if self.selectcursor.position[1] > self.m.numYTiles * self.tw:
self.selectcursor.position[1] = self.vpDimensions[1] - self.tw
self.selectcursor.mapx = (self.selectcursor.position[0] + self.vpCoordinate[0]) / self.tw
self.selectcursor.mapy = (self.selectcursor.position[1] + self.vpCoordinate[1]) / self.tw
#list = [['item1', 'data1'],['item2', 'data2'],['item3', 'data3']]
self.mapvalue = self.m.checkMap(self.selectcursor.mapx, self.selectcursor.mapy, self.currentZlevel)
self.tilecontent = self.m.checkMapContent(self.selectcursor.mapx, self.selectcursor.mapy, self.currentZlevel)
if self.tilecontent != None:
self.menu(self.tilecontent)
else:
self.showmenu = False
self.currentmenu = None
# view port reset.
if self.vpCoordinate[0] < 0:
self.vpCoordinate[0] = 0
if self.vpCoordinate[0] + self.vpDimensions[0] > self.maxHorizScrollBound:
self.vpCoordinate[0] = self.maxHorizScrollBound - self.vpDimensions[0]
if self.vpCoordinate[1] < 0:
self.vpCoordinate[1] = 0
if self.vpCoordinate[1] + self.vpDimensions[1] > self.maxVertScrollBound:
self.vpCoordinate[1] = self.maxVertScrollBound - self.vpDimensions[1]
def addTileContent(self, x, y, zlevel, content):
val = self.m.mapdata[zlevel][x][y].addMob(content)
return val
def delTileContent(self, x, y, zlevel, content):
val = self.m.mapdata[zlevel][x][y].removeMob(content)
return val
def addTileMob(self, x, y, zlevel, mob):
val = self.m.mapdata[zlevel][x][y].addMob(mob)
return val
def delTileMob(self, x, y, zlevel, mob):
val = self.m.mapdata[zlevel][x][y].removeMob(mob)
return val
def moveMob(self, x, y, zlevel, mob):
# x, y, z
oldx, oldy, oldz = mob.position[0], mob.position[1], mob.position[2]
self.addTileMob(x, y, zlevel, mob) #this will need to be adjusted
self.delTileMob(oldx, oldy, oldz, mob) #this also will need to be adjusted
mob.position = (x, y, zlevel)
def idle_dwarves(self):
counter = 0
for mo in self.mobs:
if mo.job == None:
# print "+1 idler"
counter = counter + 1
return counter
def move_mobs(self):
for mob in self.mobs:
if len(mob.pathlines) > 0:
#print "Has a path, walking 1 step of the path"
move = mob.pathlines.pop(0)
self.moveMob(move[0], move[1], move[2], mob)
else:
if mob.job:
print "No pathlines, attempting to snag some"
path = self._recompute_path(self.m, mob.position, mob.job.move)
#pprint(path)
if path != []:
#print "path found"
mob.pathlines = path
else:
mob.job = None
def mob_logic(self):
for mob in self.mobs:
if mob.job != None:
if mob.position == mob.job.move:
if mob.job.name == "Channeling":
#print "Channeling..."
digtype = 7 # create an up ramp
diglevel = mob.job.dest[2] - 1 #the z level below
self.m.writeMap(mob.job.dest[0], mob.job.dest[1], diglevel, digtype) # default to a green tile for now.
self.m.setBlocked(mob.job.dest[0], mob.job.dest[1], diglevel, False) # unblock the tile
digtype = 5 # put an empty tile on top
self.m.writeMap(mob.job.dest[0], mob.job.dest[1], mob.job.dest[2], digtype) # default to a green tile for now.
self.m.writeEMap(mob.job.dest[0], mob.job.dest[1], mob.job.dest[2], 1) # default to a empty tile for now.
self.m.writeEMapQueue(mob.job.dest[0], mob.job.dest[1], mob.job.dest[2], False)
self.m.setBlocked(mob.job.dest[0], mob.job.dest[1], mob.job.dest[2], True) # unblock the tile
mob.job = None
elif mob.job.name == "Mining":
#print "Mining..."
digtype = 1
self.m.writeMap(mob.job.dest[0], mob.job.dest[1], mob.job.dest[2], digtype) # default to a green tile for now.
self.m.writeEMap(mob.job.dest[0], mob.job.dest[1], mob.job.dest[2], 1) # default to a empty tile for now.
self.m.writeEMapQueue(mob.job.dest[0], mob.job.dest[1], mob.job.dest[2], False)
self.m.setBlocked(mob.job.dest[0], mob.job.dest[1], mob.job.dest[2], False) # unblock the tile
mob.job = None
elif mob.job.name == "MoveItem":
#print "Picking up Item"
if self.m.get_items_in_queue(mob.position[0], mob.position[1], mob.position[2]) != None:
val = self.m.mapdata[mob.position[2]][mob.position[0]][mob.position[1]].pickup()
mob.carrying = val
mob.job = Job('DropItem', mob.job.dest[0], mob.job.dest[0])
mob.pathlines = self._recompute_path(self.m, mob.position, mob.dest)
else:
print "Job Canceled, no items left"
print "SHOULD NOT GET HERE"
#mob.job = None #.clearjob()
elif mo.job.name == "DropItem":
#print "Dropping Item"
#print "Item"
#pprint(mo.carrying)
mob.carrying.selected = False # set the item to false before dropping it.
mob.carrying.inqueue = False # set the item to false before dropping it.
self.m.mapdata[mob.job.dest[2]][mob.job.dest[0]][mob.job.dest[1]].add(mob.carrying)
mob.carrying = None
mob.job = None #.clearjob()
else:
#print "no Job" # get one
if len(self.queued_jobs) > 0:
mob.job = self.queued_jobs.pop(0)
def handle_logic(self):
#pprint (self.queued_jobs)
#Move Loop
self.m.startXTile = math.floor(float(self.vpCoordinate[0]) / self.tw)
self.m.startYTile = math.floor(float(self.vpCoordinate[1]) / self.tw)
# tick busy
dt = self.mainclock.tick_busy_loop(self.FPS)
def render(self):
self.screen.fill((0, 0, 0))
self.m.drawMap(self.currentZlevel)
self.finalmap = self.m.drawEMap(self.currentZlevel)
self.screen.blit(self.arialFnt.render("Idle: " + str(self.idle_dwarves()), True, self.white), self.idleOffset)
# Cursor
if self.selectmode == True:
self.finalmap.blit(self.selectcursor.image, self.selectcursor.position)
if self.testmode == True and self.roomtiles:
for pos in self.roomtiles:
self.finalmap.blit(self.selectcursor.image, [pos[0] * self.tw + self.vpCoordinate[0], pos[1] * self.tw + self.vpCoordinate[1]])
self.screen.blit(self.arialFnt.render('value: ' + str(self.mapvalue), True, self.white), self.menuOffset)
self.screen.blit(self.arialFnt.render('content: ' + str(self.tilecontent), True, self.white), self.menuOffset2)
if self.showmenu == True:
self.currentmenu.draw(self.screen)
if self.paused == True:
self.screen.blit(self.arialFnt.render('Paused', True, self.white), self.pauseDisplayOffset)
if self.editmode != [ None, None ]:
self.screen.blit(self.arialFnt.render('Digging: ' + str(self.editmode[1]), True, self.white), self.digTypeOffset)
self.screen.blit(self.finalmap, self.vpRenderOffset, (self.vpCoordinate[0] - (self.m.startXTile * self.tw), (self.vpCoordinate[1] - (self.m.startYTile * self.tw))) + self.vpDimensions)
self.screen.blit(self.arialFnt.render('coordinates: ' + str(self.vpCoordinate[0]) + ", " + str(self.vpCoordinate[1]) + " Z: " + str(self.currentZlevel), True, self.white), self.statsOffset)
#screen filling goes here
for mo in self.mobs:
if mo.position[2] == self.currentZlevel: #only render the dorfs on the current level
self.screen.blit(mo.image, self.vpRenderOffset, (self.vpCoordinate[0] - (mo.position[0] * self.tw), (self.vpCoordinate[1] - (mo.position[1] * self.tw))) + self.vpDimensions)
self.mainclock.tick(self.FPS)
#pygame.display.update()
pygame.display.flip()
def run(self):
if self.intro == True:
self.showIntro()
while self.running:
self.logic()
self.render()
self.cleanup()
#this calls the 'main' function when this script is executed
if __name__ == '__main__':
e = engine()
e.run()