brutalmaze/brutalmaze/game.py

418 lines
17 KiB
Python

# -*- coding: utf-8 -*-
# game.py - main module, starts game and main loop
# Copyright (C) 2017, 2018 Nguyễn Gia Phong
#
# This file is part of Brutal Maze.
#
# Brutal Maze is free software: you can redistribute it and/or modify
# it under the terms of the GNU Affero General Public License as
# published by the Free Software Foundation, either version 3 of the
# License, or (at your option) any later version.
#
# Brutal Maze is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Affero General Public License for more details.
#
# You should have received a copy of the GNU Affero General Public License
# along with Brutal Maze. If not, see <https://www.gnu.org/licenses/>.
__version__ = '0.7.0'
import re
from argparse import ArgumentParser, FileType, RawTextHelpFormatter
from collections import deque
try: # Python 3
from configparser import ConfigParser
except ImportError: # Python 2
from ConfigParser import ConfigParser
from math import atan2, radians, pi
from os.path import join, pathsep
from socket import socket, SOL_SOCKET, SO_REUSEADDR
from sys import stdout
from threading import Thread
import pygame
from pygame import KEYDOWN, QUIT, VIDEORESIZE
from pygame.time import Clock, get_ticks
from appdirs import AppDirs
from .constants import SETTINGS, ICON, MUSIC, HERO_SPEED, COLORS, MIDDLE, WALL
from .maze import Maze
from .misc import deg, round2, sign
class ConfigReader:
"""Object reading and processing INI configuration file for
Brutal Maze.
"""
CONTROL_ALIASES = (('New game', 'new'), ('Toggle pause', 'pause'),
('Toggle mute', 'mute'),
('Move left', 'left'), ('Move right', 'right'),
('Move up', 'up'), ('Move down', 'down'),
('Auto move', 'autove'),
('Long-range attack', 'shot'),
('Close-range attack', 'slash'))
WEIRD_MOUSE_ERR = '{}: Mouse is not a suitable control'
INVALID_CONTROL_ERR = '{}: {} is not recognized as a valid control key'
def __init__(self, filenames):
self.config = ConfigParser()
self.config.read(SETTINGS) # default configuration
self.config.read(filenames)
# Fallback to None when attribute is missing
def __getattr__(self, name): return None
def parse(self):
"""Parse configurations."""
self.size = (self.config.getint('Graphics', 'Screen width'),
self.config.getint('Graphics', 'Screen height'))
self.max_fps = self.config.getint('Graphics', 'Maximum FPS')
self.muted = self.config.getboolean('Sound', 'Muted')
self.musicvol = self.config.getfloat('Sound', 'Music volume')
self.server = self.config.getboolean('Server', 'Enable')
self.host = self.config.get('Server', 'Host')
self.port = self.config.getint('Server', 'Port')
self.timeout = self.config.getfloat('Server', 'Timeout')
self.headless = self.config.getboolean('Server', 'Headless')
if self.server: return
self.key, self.mouse = {}, {}
for cmd, alias in self.CONTROL_ALIASES:
i = self.config.get('Control', cmd)
if re.match('mouse[1-3]$', i.lower()):
if alias not in ('autove', 'shot', 'slash'):
raise ValueError(self.WEIRD_MOUSE_ERR.format(cmd))
self.mouse[alias] = int(i[-1]) - 1
continue
if len(i) == 1:
self.key[alias] = ord(i.lower())
continue
try:
self.key[alias] = getattr(pygame, 'K_{}'.format(i.upper()))
except AttributeError:
raise ValueError(self.INVALID_CONTROL_ERR.format(cmd, i))
def read_args(self, arguments):
"""Read and parse a ArgumentParser.Namespace."""
for option in ('size', 'max_fps', 'muted', 'musicvol',
'server', 'host', 'port', 'timeout', 'headless'):
value = getattr(arguments, option)
if value is not None: setattr(self, option, value)
class Game:
"""Object handling main loop and IO."""
def __init__(self, config):
pygame.mixer.pre_init(frequency=44100)
pygame.init()
self.headless = config.headless and config.server
if config.muted or self.headless:
pygame.mixer.quit()
else:
pygame.mixer.music.load(MUSIC)
pygame.mixer.music.set_volume(config.musicvol)
pygame.mixer.music.play(-1)
pygame.display.set_icon(ICON)
pygame.fastevent.init()
if config.server:
self.server = socket()
self.server.setsockopt(SOL_SOCKET, SO_REUSEADDR, 1)
self.server.bind((config.host, config.port))
self.server.listen(1)
print('Socket server is listening on {}:{}'.format(config.host,
config.port))
self.timeout = config.timeout
self.sockinp = 0, 0, -pi * 3 / 4, 0, 0 # freeze and point to NW
else:
self.server = self.sockinp = None
# self.fps is a float to make sure floordiv won't be used in Python 2
self.max_fps, self.fps = config.max_fps, float(config.max_fps)
self.musicvol = config.musicvol
self.key, self.mouse = config.key, config.mouse
self.maze = Maze(config.max_fps, config.size, config.headless)
self.hero = self.maze.hero
self.clock, self.paused = Clock(), False
def __enter__(self): return self
def expos(self, x, y):
"""Return position of the given coordinates in rounded percent."""
cx = (x+self.maze.x-self.maze.centerx) / self.maze.distance * 100
cy = (y+self.maze.y-self.maze.centery) / self.maze.distance * 100
return round2(cx), round2(cy)
def export(self):
"""Export maze data to a bytes object."""
maze, hero, = self.maze, self.hero
lines = deque(['{0} {4} {5} {1} {2:d} {3:d}'.format(
COLORS[hero.get_color()], deg(self.hero.angle),
hero.next_strike <= 0, hero.next_heal <= 0,
*self.expos(maze.x, maze.y))])
walls = [[1 if maze.map[x][y] == WALL else 0 for x in maze.rangex]
for y in maze.rangey] if maze.next_move <= 0 else []
ne = nb = 0
for enemy in maze.enemies:
if not enemy.awake and walls:
walls[enemy.y-maze.rangey[0]][enemy.x-maze.rangex[0]] = WALL
continue
# Check Chameleons
elif getattr(enemy, 'visible', 1) <= 0 and maze.next_move <= 0:
continue
lines.append('{0} {2} {3} {1:.0f}'.format(
COLORS[enemy.get_color()], deg(enemy.angle),
*self.expos(*enemy.get_pos())))
ne += 1
for bullet in maze.bullets:
x, y = self.expos(bullet.x, bullet.y)
color, angle = COLORS[bullet.get_color()], deg(bullet.angle)
if color != '0':
lines.append('{} {} {} {:.0f}'.format(color, x, y, angle))
nb += 1
if walls: lines.appendleft('\n'.join(''.join(str(cell) for cell in row)
for row in walls))
lines.appendleft('{} {} {} {}'.format(len(walls), ne, nb,
maze.get_score()))
return '\n'.join(lines).encode()
def update(self):
"""Draw and handle meta events on Pygame window.
Return False if QUIT event is captured, True otherwise.
"""
events = pygame.fastevent.get()
for event in events:
if event.type == QUIT:
return False
elif event.type == VIDEORESIZE:
self.maze.resize((event.w, event.h))
elif event.type == KEYDOWN and not self.server:
if event.key == self.key['new']:
self.maze.reinit()
elif event.key == self.key['pause'] and not self.hero.dead:
self.paused ^= True
elif event.key == self.key['mute']:
if pygame.mixer.get_init() is None:
pygame.mixer.init(frequency=44100)
pygame.mixer.music.load(MUSIC)
pygame.mixer.music.set_volume(self.musicvol)
pygame.mixer.music.play(-1)
else:
pygame.mixer.quit()
# Compare current FPS with the average of the last 10 frames
new_fps = self.clock.get_fps()
if new_fps < self.fps:
self.fps -= 1
elif self.fps < self.max_fps and not self.paused:
self.fps += 5
if not self.paused: self.maze.update(self.fps)
if not self.headless: self.maze.draw()
self.clock.tick(self.fps)
return True
def move(self, x, y):
"""Command the hero to move faster in the given direction."""
maze = self.maze
velocity = maze.distance * HERO_SPEED / self.fps
accel = velocity * HERO_SPEED / self.fps
if x == y == 0:
maze.set_step()
x, y = maze.stepx, maze.stepy
else:
x, y = -x, -y # or move the maze in the reverse direction
if maze.next_move > 0 or not x:
maze.vx -= sign(maze.vx) * accel
if abs(maze.vx) < accel * 2: maze.vx = 0.0
elif x * maze.vx < 0:
maze.vx += x * 2 * accel
else:
maze.vx += x * accel
if abs(maze.vx) > velocity: maze.vx = x * velocity
if maze.next_move > 0 or not y:
maze.vy -= sign(maze.vy) * accel
if abs(maze.vy) < accel * 2: maze.vy = 0.0
elif y * maze.vy < 0:
maze.vy += y * 2 * accel
else:
maze.vy += y * accel
if abs(maze.vy) > velocity: maze.vy = y * velocity
def control(self, x, y, angle, firing, slashing):
"""Control how the hero move and attack."""
self.move(x, y)
self.hero.update_angle(angle)
self.hero.firing = firing
self.hero.slashing = slashing
def remote_control(self):
"""Handle remote control though socket server.
This function is supposed to be run in a Thread.
"""
clock = Clock()
while True:
connection, address = self.server.accept()
connection.settimeout(self.timeout)
time = get_ticks()
print('[{}] Connected to {}:{}'.format(time, *address))
self.maze.reinit()
while True:
if self.hero.dead:
connection.send('0000000'.encode())
break
data = self.export()
connection.send('{:07}'.format(len(data)).encode())
connection.send(data)
try:
buf = connection.recv(7)
except: # client is closed or timed out
break
if not buf: break
try:
move, angle, attack = map(int, buf.decode().split())
except ValueError: # invalid input
break
y, x = (i - 1 for i in divmod(move, 3))
self.sockinp = x, y, radians(angle), attack & 1, attack >> 1
clock.tick(self.fps)
self.sockinp = 0, 0, -pi * 3 / 4, 0, 0
new_time = get_ticks()
print('[{0}] {3}:{4} scored {1} points in {2}ms'.format(
new_time, self.maze.get_score(), new_time - time, *address))
connection.close()
if not self.hero.dead: self.maze.lose()
def user_control(self):
"""Handle direct control from user's mouse and keyboard."""
if not self.hero.dead:
keys = pygame.key.get_pressed()
right = keys[self.key['right']] - keys[self.key['left']]
down = keys[self.key['down']] - keys[self.key['up']]
buttons = pygame.mouse.get_pressed()
try:
autove = keys[self.key['autove']]
except KeyError:
autove = buttons[self.mouse['autove']]
try:
firing = keys[self.key['shot']]
except KeyError:
firing = buttons[self.mouse['shot']]
try:
slashing = keys[self.key['slash']]
except KeyError:
slashing = buttons[self.mouse['slash']]
# Follow the mouse cursor
x, y = pygame.mouse.get_pos()
maze = self.maze
if right or down:
maze.destx = maze.desty = MIDDLE
maze.stepx = maze.stepy = 0
elif autove:
maze.destx = MIDDLE + round2((x-maze.centerx) / maze.distance)
maze.desty = MIDDLE + round2((y-maze.centery) / maze.distance)
maze.set_step(lambda x: maze.rangex[0] <= x <= maze.rangex[-1],
lambda y: maze.rangey[0] <= y <= maze.rangey[-1])
if maze.stepx == maze.stepy == 0:
maze.destx = maze.desty = MIDDLE
angle = atan2(y - self.hero.y, x - self.hero.x)
self.control(right, down, angle, firing, slashing)
def __exit__(self, exc_type, exc_value, traceback):
if self.server is not None: self.server.close()
pygame.quit()
def main():
"""Start game and main loop."""
# Read configuration file
dirs = AppDirs(appname='brutalmaze', appauthor=False, multipath=True)
parents = dirs.site_config_dir.split(pathsep)
parents.append(dirs.user_config_dir)
filenames = [join(parent, 'settings.ini') for parent in parents]
config = ConfigReader(filenames)
config.parse()
# Parse command-line arguments
parser = ArgumentParser(usage='%(prog)s [options]',
formatter_class=RawTextHelpFormatter)
parser.add_argument('-v', '--version', action='version',
version='Brutal Maze {}'.format(__version__))
parser.add_argument(
'--write-config', nargs='?', const=stdout, type=FileType('w'),
metavar='PATH', dest='defaultcfg',
help='write default config and exit, if PATH not specified use stdout')
parser.add_argument(
'-c', '--config', metavar='PATH',
help='location of the configuration file (fallback: {})'.format(
pathsep.join(filenames)))
parser.add_argument(
'-s', '--size', type=int, nargs=2, metavar=('X', 'Y'),
help='the desired screen size (fallback: {}x{})'.format(*config.size))
parser.add_argument(
'-f', '--max-fps', type=int, metavar='FPS',
help='the desired maximum FPS (fallback: {})'.format(config.max_fps))
parser.add_argument(
'--mute', '-m', action='store_true', default=None, dest='muted',
help='mute all sounds (fallback: {})'.format(config.muted))
parser.add_argument('--unmute', action='store_false', dest='muted',
help='unmute sound')
parser.add_argument(
'--music-volume', type=float, metavar='VOL', dest='musicvol',
help='between 0.0 and 1.0 (fallback: {})'.format(config.musicvol))
parser.add_argument(
'--server', action='store_true', default=None,
help='enable server (fallback: {})'.format(config.server))
parser.add_argument('--no-server', action='store_false', dest='server',
help='disable server')
parser.add_argument(
'--host', help='host to bind server to (fallback: {})'.format(
config.host))
parser.add_argument(
'--port', type=int,
help='port for server to listen on (fallback: {})'.format(config.port))
parser.add_argument(
'-t', '--timeout', type=float,
help='socket operations timeout in seconds (fallback: {})'.format(
config.timeout))
parser.add_argument(
'--head', action='store_false', default=None, dest='headless',
help='run server with graphics and sound (fallback: {})'.format(
not config.headless))
parser.add_argument('--headless', action='store_true',
help='run server without graphics or sound')
args = parser.parse_args()
if args.defaultcfg is not None:
with open(SETTINGS) as settings: args.defaultcfg.write(settings.read())
args.defaultcfg.close()
exit()
# Manipulate config
if args.config:
config.config.read(args.config)
config.parse()
config.read_args(args)
# Main loop
with Game(config) as game:
if config.server:
socket_thread = Thread(target=game.remote_control)
socket_thread.daemon = True # make it disposable
socket_thread.start()
while game.update(): game.control(*game.sockinp)
else:
while game.update(): game.user_control()