brutalmaze/brutalmaze/maze.py

542 lines
22 KiB
Python

# -*- coding: utf-8 -*-
# maze.py - module for the maze class
# 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/>.
__doc__ = 'Brutal Maze module for the maze class'
from collections import defaultdict, deque
import json
from math import pi, log
from os import path
from random import choice, sample, uniform
import pygame
from .characters import Hero, new_enemy
from .constants import (
EMPTY, WALL, HERO, ENEMY, ROAD_WIDTH, WALL_WIDTH, CELL_WIDTH, CELL_NODES,
MAZE_SIZE, MIDDLE, INIT_SCORE, ENEMIES, MINW, MAXW, SQRT2, SFX_SPAWN,
SFX_SLASH_ENEMY, SFX_LOSE, ADJACENTS, TANGO_VALUES, BG_COLOR, FG_COLOR,
COLORS, HERO_HP, ENEMY_HP, ATTACK_SPEED, MAX_WOUND, HERO_SPEED,
BULLET_LIFETIME, JSON_SEPARATORS)
from .misc import (
round2, sign, deg, around, regpoly, fill_aapolygon, play, json_rec)
from .weapons import LockOn
class Maze:
"""Object representing the maze, including the characters.
Attributes:
w, h (int): width and height of the display (in px)
fps (float): current frame rate
surface (pygame.Surface): the display to draw on
distance (float): distance between centers of grids (in px)
x, y (int): coordinates of the center of the hero (in px)
centerx, centery (float): center grid's center's coordinates (in px)
rangex, rangey (list): range of the index of the grids on display
score (float): current score
map (deque of deque): map of grids representing objects on the maze
vx, vy (float): velocity of the maze movement (in pixels per frame)
rotatex, rotatey (int): grids rotated
bullets (list of .weapons.Bullet): flying bullets
enemy_weights (dict): probabilities of enemies to be created
enemies (list of Enemy): alive enemies
hero (Hero): the hero
destx, desty (int): the grid the hero is moving to
stepx, stepy (int): direction the maze is moving
target (Enemy or LockOn): target to automatically aim at
next_move (float): time until the hero gets mobilized (in ms)
glitch (float): time that the maze remain flashing colors (in ms)
next_slashfx (float): time until next slash effect of the hero (in ms)
slashd (float): minimum distance for slashes to be effective
sfx_slash (pygame.mixer.Sound): sound effect of slashed enemy
sfx_lose (pygame.mixer.Sound): sound effect to be played when you lose
export (list of defaultdict): records of game states
export_dir (str): directory containing records of game states
export_rate (float): milliseconds per snapshot
next_export (float): time until next snapshot (in ms)
"""
def __init__(self, fps, size, headless, export_dir, export_rate):
self.fps = fps
self.w, self.h = size
if headless:
self.surface = None
else:
self.surface = pygame.display.set_mode(size, pygame.RESIZABLE)
self.export_dir = path.abspath(export_dir) if export_dir else ''
self.next_export = self.export_rate = export_rate
self.export = []
self.distance = (self.w * self.h / 416) ** 0.5
self.x, self.y = self.w // 2, self.h // 2
self.centerx, self.centery = self.w / 2.0, self.h / 2.0
w, h = (int(i/self.distance/2 + 1) for i in size)
self.rangex = list(range(MIDDLE - w, MIDDLE + w + 1))
self.rangey = list(range(MIDDLE - h, MIDDLE + h + 1))
self.score = INIT_SCORE
self.map = deque(deque(EMPTY for _ in range(MAZE_SIZE * CELL_WIDTH))
for _ in range(MAZE_SIZE * CELL_WIDTH))
for x in range(MAZE_SIZE):
for y in range(MAZE_SIZE): self.new_cell(x, y)
self.vx = self.vy = 0.0
self.rotatex = self.rotatey = 0
self.bullets, self.enemies = [], []
self.enemy_weights = {color: MINW for color in ENEMIES}
self.add_enemy()
self.hero = Hero(self.surface, fps, size)
self.map[MIDDLE][MIDDLE] = HERO
self.destx = self.desty = MIDDLE
self.stepx = self.stepy = 0
self.target = LockOn(MIDDLE, MIDDLE, retired=True)
self.next_move = self.glitch = self.next_slashfx = 0.0
self.slashd = self.hero.R + self.distance/SQRT2
self.sfx_spawn = SFX_SPAWN
self.sfx_slash = SFX_SLASH_ENEMY
self.sfx_lose = SFX_LOSE
def new_cell(self, x, y):
"""Draw on the map a new cell whose coordinates are given.
For the sake of performance, cell corners are NOT redrawn.
"""
def draw_bit(bit, dx=0, dy=0):
startx, starty = x + CELL_NODES[dx], y + CELL_NODES[dy]
height = ROAD_WIDTH if dy else WALL_WIDTH
for i in range(ROAD_WIDTH if dx else WALL_WIDTH):
for j in range(height): self.map[startx + i][starty + j] = bit
x, y = x * CELL_WIDTH, y * CELL_WIDTH
draw_bit(WALL)
walls = set(sample(ADJACENTS, 2))
walls.add(choice(ADJACENTS))
for i, j in ADJACENTS:
draw_bit((WALL if (i, j) in walls else EMPTY), i, j)
def add_enemy(self):
"""Add enough enemies."""
walls = [(i, j) for i in self.rangex for j in self.rangey
if self.map[i][j] == WALL]
plums = [e for e in self.enemies if e.color == 'Plum' and e.awake]
plum = choice(plums) if plums else None
num = log(self.score, INIT_SCORE)
while walls and len(self.enemies) < num:
x, y = choice(walls)
if all(self.map[x + a][y + b] == WALL for a, b in ADJACENTS):
continue
enemy = new_enemy(self, x, y)
self.enemies.append(enemy)
if plum is None or not plum.clone(enemy): walls.remove((x, y))
def get_pos(self, x, y):
"""Return coordinate of the center of the grid (x, y)."""
return (self.centerx + (x - MIDDLE)*self.distance,
self.centery + (y - MIDDLE)*self.distance)
def get_grid(self, x, y):
"""Return the grid containing the point (x, y)."""
return (MIDDLE + round2((x-self.centerx) / self.distance),
MIDDLE + round2((y-self.centery) / self.distance))
def get_target(self, x, y):
"""Return shooting target the grid containing the point (x, y).
If the grid is the hero, return a retired target.
"""
gridx, gridy = self.get_grid(x, y)
if gridx == gridy == MIDDLE: return LockOn(gridx, gridy, True)
for enemy in self.enemies:
if not enemy.isunnoticeable(gridx, gridy): return enemy
return LockOn(gridx, gridy)
def get_score(self):
"""Return the current score."""
return int(self.score - INIT_SCORE)
def get_color(self):
"""Return color of a grid."""
return choice(TANGO_VALUES)[0] if self.glitch > 0 else FG_COLOR
def draw(self):
"""Draw the maze."""
self.surface.fill(BG_COLOR)
if self.next_move <= 0:
for i in self.rangex:
for j in self.rangey:
if self.map[i][j] != WALL: continue
x, y = self.get_pos(i, j)
square = regpoly(4, self.distance / SQRT2, pi / 4, x, y)
fill_aapolygon(self.surface, square, self.get_color())
for enemy in self.enemies: enemy.draw()
if not self.hero.dead: self.hero.draw()
bullet_radius = self.distance / 4
for bullet in self.bullets: bullet.draw(bullet_radius)
pygame.display.flip()
pygame.display.set_caption(
'Brutal Maze - Score: {}'.format(self.get_score()))
def isdisplayed(self, x, y):
"""Return True if the grid (x, y) is in the displayable part
of the map, False otherwise.
"""
return (self.rangex[0] <= x <= self.rangex[-1]
and self.rangey[0] <= y <= self.rangey[-1])
def rotate(self):
"""Rotate the maze if needed."""
x = int((self.centerx-self.x) * 2 / self.distance)
y = int((self.centery-self.y) * 2 / self.distance)
if x == y == 0: return
for enemy in self.enemies:
if self.map[enemy.x][enemy.y] == ENEMY:
self.map[enemy.x][enemy.y] = EMPTY
self.map[MIDDLE][MIDDLE] = EMPTY
self.centerx -= x * self.distance
self.map.rotate(x)
self.rotatex += x
self.centery -= y * self.distance
for d in self.map: d.rotate(y)
self.rotatey += y
self.map[MIDDLE][MIDDLE] = HERO
if self.map[self.destx][self.desty] != HERO:
self.destx += x
self.desty += y
self.stepx = self.stepy = 0
# Respawn the enemies that fall off the display
killist = []
for i, enemy in enumerate(self.enemies):
enemy.place(x, y)
if not self.isdisplayed(enemy.x, enemy.y):
self.score += enemy.wound
enemy.die()
killist.append(i)
for i in reversed(killist): self.enemies.pop(i)
self.add_enemy()
# LockOn target is not yet updated.
if isinstance(self.target, LockOn):
self.target.place(x, y, self.isdisplayed)
# Regenerate the maze
if abs(self.rotatex) == CELL_WIDTH:
self.rotatex = 0
for i in range(CELL_WIDTH): self.map[i].rotate(-self.rotatey)
for i in range(MAZE_SIZE): self.new_cell(0, i)
for i in range(CELL_WIDTH): self.map[i].rotate(self.rotatey)
if abs(self.rotatey) == CELL_WIDTH:
self.rotatey = 0
self.map.rotate(-self.rotatex)
for i in range(MAZE_SIZE): self.new_cell(i, 0)
self.map.rotate(self.rotatex)
def get_distance(self, x, y):
"""Return the distance from the center of the maze to the point
(x, y).
"""
return ((self.x-x)**2 + (self.y-y)**2)**0.5
def hit_hero(self, wound, color):
"""Handle the hero when he loses HP."""
if self.enemy_weights[color] + wound < MAXW:
self.enemy_weights[color] += wound
if color == 'Orange':
# If called by close-range attack, this is FPS-dependant, although
# in playable FPS (24 to infinity), the difference within 2%.
self.hero.next_heal = abs(self.hero.next_heal * (1 - wound))
elif (uniform(0, sum(self.enemy_weights.values()))
< self.enemy_weights[color]):
self.hero.next_heal = -1.0 # what doesn't kill you heals you
if color == 'Butter' or color == 'ScarletRed':
wound *= ENEMY_HP
elif color == 'Chocolate':
self.hero.highness += wound
wound = 0
elif color == 'SkyBlue':
self.next_move = max(self.next_move, 0) + wound*1000
wound = 0
if wound and sum(self.hero.wounds) < MAX_WOUND:
self.hero.wounds[-1] += wound
def slash(self):
"""Handle close-range attacks."""
for enemy in self.enemies: enemy.slash()
if not self.hero.spin_queue: return
killist = []
for i, enemy in enumerate(self.enemies):
d = self.slashd - enemy.distance
if d > 0:
wound = d * SQRT2 / self.distance
if self.next_slashfx <= 0:
play(self.sfx_slash, wound, enemy.get_angle())
self.next_slashfx = ATTACK_SPEED
enemy.hit(wound / self.hero.spin_speed)
if enemy.wound >= ENEMY_HP:
self.score += enemy.wound
enemy.die()
killist.append(i)
for i in reversed(killist): self.enemies.pop(i)
self.add_enemy()
def track_bullets(self):
"""Handle the bullets."""
self.bullets.extend(self.hero.shots)
fallen = []
block = (self.hero.spin_queue and self.hero.next_heal < 0
and self.hero.next_strike > self.hero.spin_queue / self.fps)
for i, bullet in enumerate(self.bullets):
wound = bullet.fall_time / BULLET_LIFETIME
bullet.update(self.fps, self.distance)
gridx, gridy = self.get_grid(bullet.x, bullet.y)
if wound <= 0 or not self.isdisplayed(gridx, gridy):
fallen.append(i)
elif bullet.color == 'Aluminium':
if self.map[gridx][gridy] == WALL and self.next_move <= 0:
self.glitch = wound * 1000
enemy = new_enemy(self, gridx, gridy)
enemy.awake = True
self.map[gridx][gridy] = ENEMY
play(self.sfx_spawn, enemy.spawn_volumn, enemy.get_angle())
enemy.hit(wound)
self.enemies.append(enemy)
fallen.append(i)
continue
for j, enemy in enumerate(self.enemies):
if not enemy.awake: continue
if bullet.get_distance(*enemy.pos) < self.distance:
enemy.hit(wound)
if enemy.wound >= ENEMY_HP:
self.score += enemy.wound
enemy.die()
self.enemies.pop(j)
play(bullet.sfx_hit, wound, bullet.angle)
fallen.append(i)
break
elif bullet.get_distance(self.x, self.y) < self.distance:
if block:
self.hero.next_strike = (abs(self.hero.spin_queue/self.fps)
+ ATTACK_SPEED)
play(bullet.sfx_missed, wound, bullet.angle + pi)
else:
self.hit_hero(wound, bullet.color)
play(bullet.sfx_hit, wound, bullet.angle + pi)
fallen.append(i)
for i in reversed(fallen): self.bullets.pop(i)
def is_valid_move(self, vx=0.0, vy=0.0):
"""Return dx or dy if it it valid to move the maze in that
velocity, otherwise return 0.0.
"""
d = self.distance/2 + self.hero.R
herox, heroy, dx, dy = self.x - vx, self.y - vy, sign(vx), sign(vy)
for gridx in range(MIDDLE - dx - 1, MIDDLE - dx + 2):
for gridy in range(MIDDLE - dy - 1, MIDDLE - dy + 2):
x, y = self.get_pos(gridx, gridy)
if (max(abs(herox - x), abs(heroy - y)) < d
and self.map[gridx][gridy] == WALL):
return 0.0
for enemy in self.enemies:
x, y = self.get_pos(enemy.x, enemy.y)
if max(abs(herox - x), abs(heroy - y)) * 2 < self.distance:
return 0.0
return vx or vy
def expos(self, x, y):
"""Return position of the given coordinates in rounded percent."""
cx = len(self.rangex)*50 + (x - self.centerx)/self.distance*100
cy = len(self.rangey)*50 + (y - self.centery)/self.distance*100
return round2(cx), round2(cy)
def update_export(self, forced=False):
"""Update the maze's data export and return the last record."""
if self.next_export > 0 and not forced or self.hero.dead: return
export = defaultdict(list)
export['s'] = self.get_score()
if self.next_move <= 0:
for y in self.rangey:
export['m'].append(''.join(
COLORS[self.get_color()] if self.map[x][y] == WALL else '0'
for x in self.rangex))
x, y = self.expos(self.x, self.y)
export['h'] = [
COLORS[self.hero.get_color()], x, y, deg(self.hero.angle),
int(self.hero.next_strike <= 0), int(self.hero.next_heal <= 0)]
for enemy in self.enemies:
if enemy.isunnoticeable(): continue
x, y = self.expos(*enemy.pos)
color, angle = COLORS[enemy.get_color()], deg(enemy.angle)
export['e'].append([color, x, y, angle])
for bullet in self.bullets:
x, y = self.expos(bullet.x, bullet.y)
color, angle = COLORS[bullet.get_color()], deg(bullet.angle)
if color != '0': export['b'].append([color, x, y, angle])
if self.next_export <= 0:
export['t'] = round2(self.export_rate - self.next_export)
self.export.append(export)
self.next_export = self.export_rate
return export
def update(self, fps):
"""Update the maze."""
self.fps = fps
self.vx = self.is_valid_move(vx=self.vx)
self.centerx += self.vx
self.vy = self.is_valid_move(vy=self.vy)
self.centery += self.vy
self.next_move -= 1000.0 / fps
self.glitch -= 1000.0 / fps
self.next_slashfx -= 1000.0 / fps
self.next_export -= 1000.0 / fps
self.rotate()
if self.vx or self.vy or self.hero.firing or self.hero.slashing:
for enemy in self.enemies: enemy.wake()
for bullet in self.bullets: bullet.place(self.vx, self.vy)
for enemy in self.enemies: enemy.update()
self.track_bullets()
if not self.hero.dead:
self.hero.update(fps)
self.slash()
if self.hero.wound >= HERO_HP: self.lose()
self.update_export()
def resize(self, size):
"""Resize the maze."""
self.w, self.h = size
self.surface = pygame.display.set_mode(size, pygame.RESIZABLE)
self.hero.resize(size)
offsetx = (self.centerx-self.x) / self.distance
offsety = (self.centery-self.y) / self.distance
self.distance = (self.w * self.h / 416) ** 0.5
self.x, self.y = self.w // 2, self.h // 2
self.centerx = self.x + offsetx*self.distance
self.centery = self.y + offsety*self.distance
w, h = int(self.w/self.distance/2 + 1), int(self.h/self.distance/2 + 1)
self.rangex = list(range(MIDDLE - w, MIDDLE + w + 1))
self.rangey = list(range(MIDDLE - h, MIDDLE + h + 1))
self.slashd = self.hero.R + self.distance/SQRT2
def set_step(self, check=(lambda x, y: True)):
"""Work out next step on the shortest path to the destination.
Return whether target is impossible to reach and hero should
shoot toward it instead.
"""
if self.stepx or self.stepy and self.vx == self.vy == 0.0:
x, y = MIDDLE - self.stepx, MIDDLE - self.stepy
if self.stepx and not self.stepy:
nextx = x - self.stepx
n = self.map[x][y - 1] == EMPTY == self.map[nextx][y - 1]
s = self.map[x][y + 1] == EMPTY == self.map[nextx][y + 1]
self.stepy = n - s
elif not self.stepx and self.stepy:
nexty = y - self.stepy
w = self.map[x - 1][y] == EMPTY == self.map[x - 1][nexty]
e = self.map[x + 1][y] == EMPTY == self.map[x + 1][nexty]
self.stepx = w - e
return False
# Shoot WALL and ENEMY instead
if self.map[self.destx][self.desty] != EMPTY:
self.stepx = self.stepy = 0
return True
# Forest Fire algorithm with step count
queue = defaultdict(list, {0: [(self.destx, self.desty)]})
visited, count, distance = set(), 1, 0
while count:
if not queue[distance]: distance += 1
x, y = queue[distance].pop()
count -= 1
if (x, y) not in visited:
visited.add((x, y))
else:
continue
dx, dy = MIDDLE - x, MIDDLE - y
if dx**2 + dy**2 <= 2:
self.stepx, self.stepy = dx, dy
return False
for i, j in around(x, y):
if self.map[i][j] == EMPTY and check(i, j):
queue[distance + 1].append((i, j))
count += 1
# Failed to find way to move to target
self.stepx = self.stepy = 0
return True
def isfast(self):
"""Return if the hero is moving faster than HERO_SPEED."""
return (self.vx**2+self.vy**2)**0.5*self.fps > HERO_SPEED*self.distance
def dump_records(self):
"""Dump JSON records."""
if self.export_dir:
with open(json_rec(self.export_dir), 'w') as f:
json.dump(self.export, f, separators=JSON_SEPARATORS)
def lose(self):
"""Handle loses."""
self.hero.dead = True
self.hero.wound = HERO_HP
self.hero.slashing = self.hero.firing = False
self.destx = self.desty = MIDDLE
self.stepx = self.stepy = 0
self.vx = self.vy = 0.0
play(self.sfx_lose)
self.dump_records()
def reinit(self):
"""Open new game."""
self.centerx, self.centery = self.w / 2.0, self.h / 2.0
self.score, self.export = INIT_SCORE, []
self.map = deque(deque(EMPTY for _ in range(MAZE_SIZE * CELL_WIDTH))
for _ in range(MAZE_SIZE * CELL_WIDTH))
for x in range(MAZE_SIZE):
for y in range(MAZE_SIZE): self.new_cell(x, y)
self.map[MIDDLE][MIDDLE] = HERO
self.destx = self.desty = MIDDLE
self.stepx = self.stepy = 0
self.vx = self.vy = 0.0
self.rotatex = self.rotatey = 0
self.bullets, self.enemies = [], []
self.enemy_weights = {color: MINW for color in ENEMIES}
self.add_enemy()
self.next_move = self.next_slashfx = self.hero.next_strike = 0.0
self.target = LockOn(MIDDLE, MIDDLE, retired=True)
self.hero.next_heal = -1.0
self.hero.highness = 0.0
self.hero.slashing = self.hero.firing = self.hero.dead = False
self.hero.spin_queue = self.hero.wound = 0.0
self.hero.wounds = deque([0.0])