forked from motzaf/bue-rogue
-
Notifications
You must be signed in to change notification settings - Fork 0
/
bue_rogue.py
executable file
·673 lines (582 loc) · 22.2 KB
/
bue_rogue.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
#!/usr/bin/python3
import traceback
import curses
import random
import os
class World(object):
''' contains dictionary and lists containing instances '''
#Dictionaries
creatures={}
rooms={}
levels={}
doors={}
items={}
quests={}
tiles={}
roomtypes = []
#quantityWords={0.0:'not a all',0.2:'a litte',0.4:'somewhat',0.6:'quite',0.8:'much'}
#approvalWords={-0.7:'hates',0.0:'ignores',0.7:'loves'}
#Lists
colornames=[]
firstnamesf=[]
firstnamesm=[]
lastnames=[]
traitnames=[]
#Filelist
filenames=['colornames.txt','firstnamesf.txt','firstnamesm.txt','lastnames.txt','traitnames.csv']
def load_files(self,filenames=[]):
''' loads all files into dictionaries and lists '''
text='Loading Files:'
lines=[]
for f in World.filenames:
fo=open(os.path.join('data',f))
lines=fo.readlines()
fo.close()
if f[:-4] in World.__dict__.keys():
text+=f
World.__dict__[f[:-4]].extend(lines)
text+='done'
return text
class Creature(object):
''' default creature '''
number = 0
def __init__(self, roomnumber=0):
self.number=Creature.number
Creature.number+=1
World.creatures[self.number]=self ##put instance in world dictionary
self.roomnumber=roomnumber
self.sex=random.choice(['m','f'])
#General Attibutes
self.intelligence=0.0
self.vitality=0.0
self.charisma=0.0
self.emphathy=0.0
self.thirst=0.0
self.hunger=0.0
self.memory=[]
self.flaw=[]
self.trait=[]
self.skills=[]
class Human(Creature):
''' humanoid '''
def __init__(self,roomnumber=0):
Creature.__init__(self,roomnumber=0)
self.name=self.create_name()
self.profession=''
self.boss=-1 #creature.number
def create_name(self):
if self.sex=='m':
fn=random.choice(World.firstnamesm)
else:
fn=random.choice(World.firstnamesf)
ln=random.choice(World.lastnames)
return fn[:-1]+' '+ln[:-1]
def export(self):
text=''
text+='Name: {} \nSex: '.format(self.name)
if self.sex=='m':
text+='Male'
else:
text+='Female'
return text
class Level(object):
counter=0
#self.rooms=[]
#### other options ueber alle raeume iterieren und schaun welches level ihm gehoert
def __init__(self):
self.is_lobby=True
self.number=Level.counter
Level.counter+=1
self.lobby_nr=-1
self.corridor_nr=-1
self.corridors = 0 # number of corridors in this level
self.maxcorridors = 25 # avoid stack overvlow with recursive function
self.maxrooms=4
self.rooms=0
World.levels[self.number]=self
#self.safe_lobby() # motz save room
self.generate_rooms(self.lobby_nr, 3,9)
#self.generate_rooms2() # motz funktionsaufruf
#self.bathroom_counter=random.randint(1,3)
#self.corridor_counter=random.randint(3,6)
def safe_lobby(self):
'''safe and static to test other features'''
Lobby(self.number)
def generate_rooms(self,startroomnumber,minRooms=3,maxRooms=9):
"""recursive function to generate an start room (can be the lobby)
and some other rooms connected to this startroom"""
roomtypeslist = World.roomtypes[:]
if "Lobby" in roomtypeslist:
roomtypeslist.remove("Lobby") # remove Lobby
for r in range(0,random.randint(minRooms,maxRooms+1)):
if self.maxrooms<self.rooms:
break
if startroomnumber==-1:
#tmp_room=Room(self.number,'lobby')
tmp_room=Lobby(self.number)
#self.lobby_nr=tmp_room.number # set the level-wide lobby-nr
startroomnumber = tmp_room.number # set the startroomnumber
else:
#rt=random.choice(Room.roomtypes) ##create non-lobby room
rt=random.choice(roomtypeslist) ##create non-lobby room
#roomtypes=['Corridor','Office','Cantina','Storage']
###lobby fehlt absichtlich
######getattr####WE MISS YOU!!!!!#########
#print("i create a ", rt)
#print("vars is", vars(__main__))
x = "{}({})".format(rt,self.number) # room name and level number
tmp_room = eval(x)
#tmp_room = vars()[rt]() # the same as Cantina() if rt == "Cantina"
#if rt=='Corridor':
# tmp_room=Corridor(self.number)
#tmp_room.x_backdoor=r
#create door to start rooom
#Door(self.number,startroomnumber,tmp_room.number)
#elif rt=='Office':
# tmp_room=Office(self.number)
#elif rt=='Cantina':
# tmp_room=Cantina(self.number)
#elif rt=='Storage':
# tmp_room=Storage(self.number)
tmp_room.x_backdoor=r
Door(self.number,startroomnumber,tmp_room.number) #create door to start rooom
if rt=='Corridor':
if self.corridors < self.maxcorridors: #avoid stack-overvlow
self.generate_rooms(tmp_room.number) # recursion
def motz_generate_rooms2(self,connect_room_to=0):
for i in range(3,7):
if self.is_lobby:
room=Room(self.number,'lobby')
self.is_lobby=False
room=Room(self.number,'corridor')
Door(self.number,room.number,connect_room_to)
connect_room_to=room.number
else:
room=Room(self.number,random.choice(Room.roomtypes))
Door(self.number,room.number,connect_room_to)
if room.roomtype=='corridor':
self.generate_rooms2(room.number)
def export(self):
text='\nLevel: {}\n'.format(self.number)
for r in World.rooms:
if World.rooms[r].level == self.number:
text+=World.rooms[r].export()
text+='\n************+\n'
return text
class Tile(object):
'''each room has nine tiles
pos is a number from 0-7 clockwise 8 would be middle tile
room is a set of 3x3 tiles'''
number=0
def __init__(self,roomnumber,pos):
self.number=Tile.number
Tile.number+=1
self.roomnumber=roomnumber
self.pos=pos
World.tiles[self.number]=self
has_door=True
class Room(object):
'''room is a set of 3x3 tiles'''
counter=0
#roomtypes=['Corridor','Office','Cantina','Storage'] ###lobby fehlt absichtlich
def __init__(self,level):
self.level=level
self.number=Room.counter
Room.counter+=1 ### sind alle ids
World.levels[self.level].rooms+=1 ###zaehl wieviele raeume ein level hat
x_backdoor=-1
World.rooms[self.number]=self
#if roomtype=='':
# self.roomtype=random.choice(Room.roomtypes)
#else:
# self.roomtype=roomtype
#self.lobby=False
#self.bathroom=False
#self.corridor=False
#self.doors=[]
def creature_name_list(self):
creature_name_list=[]
for c in World.creatures:
if World.creatures[c].roomnumber==self.number:
creature_name_list.append(World.creatures[c].name)
return creature_name_list
def creature_list(self): ####test ob kopie oder pointer
creature_list=[]
for c in World.creatures:
if World.creatures[c].roomnumber==self.number:
creature_list.append(World.creatures[c])
return creature_list
def item_list(self): ####test ob kopie oder pointer
item_list=[]
for i in World.items:
if World.items[i].roomnumber==self.number:
item_list.append(World.items[i])
return item_list
def check_creatures(self):
'''number of creatures in this room'''
count=0
for c in World.creatures:
if World.creatures[c].roomnumber==self.number:
count+=1
return count
def check_items(self):
'''number of items in room returned'''
count=0
for i in World.items:
if World.items[i].roomnumber==self.number:
count+=1
return count
def check_doors(self,tupel_index=0):
'''gibt obere oder untere tueren zurueck, tupel_index=0 fuer unten 1 fuer oben'''
doorlist=[]
for d in World.doors:
if World.doors[d].level == self.level:
if self.number == World.doors[d].door_tupel[tupel_index]:
doorlist.append(World.doors[d].number)
return doorlist
def export(self):
#roomname=repr(self) # very ugly code from Horst
#roomname=roomname.split(".")[1].split(' ')[0] # very ugly code from Horst
roomname = self.__class__.__name__ # found at Stackoverflow
text='\nRoomnumber: {} {}\n'.format(self.number,roomname)
text+='Number of Doors: {} \n'.format(len(self.check_doors()))
text+='Number of Creatures: {} \n'.format(self.check_creatures())
text+='Number of Items: {}\n'.format(self.check_items())
return text
class Office(Room):
def __init__(self,level):
Room.__init__(self,level)
class Lobby(Room):
def __init__(self,level):
Room.__init__(self,level)
World.levels[self.level].lobby_nr=self.number # set the level-wide lobby-nr
for r in range(0,random.randint(10,20)):
Human(self.number)
for r in range(0,random.randint(10,20)):
Item(self.number)
class Corridor(Room):
def __init__(self,level):
Room.__init__(self,level)
World.levels[self.level].corridors+=1 # increase level-wide corridorcounter
#self.corridors += 1
class Storage(Room):
def __init__(self,level):
Room.__init__(self,level)
class Cantina(Room):
def __init__(self,level):
Room.__init__(self,level)
class Door(object):
number=0
compass={'n':'s','s':'n','e':'w','w':'e'}
def __init__(self,level,room1nr,room2nr,room1_facing):
self.facing=room1_facing ###direction of door from room 1 (N,S,E,W)
self.counter_facing=Door.compass[self.facing]
self.level=level
self.number=Door.number
Door.number+=1
World.doors[self.number]=self
self.locked=False
self.forbidden=False
self.door_tupel=(room1nr,room2nr)
def export(self):
text='Doornumber: {} \n'.format(self.number)
text+='connecting: {} with {} \n'.format(self.door_tupel[0],self.door_tupel[1])
text+='heading {} (counter {})'.format(self.facing,self.counter_facing)
return text
class Item(object):
###epic liste von eigenschaftsworten gewisse wschl. bez. eigenschaft
adj=['org','ur','episch','leiwand','viech','voi','fett']
nom=['bleistift','zeichenblock','kugelschreiber','bürogueklammer','tischlampe','blumentopf']
number=0
def __init__(self,roomnumber=0, owner=-1, carrier=-1, container=-1):
self.roomnumber=roomnumber
self.number=Item.number
Item.number+=1
World.items[self.number]=self
self.name=self.name_generator()
self.owner = owner # number of the human who legally owns this item
self.carrier = carrier # number of creature who is now transporting the item ( if carrier!=owner then it is a thief )
self.container = container # number of container item (Box, bag, ...) where the actual item is inside
def name_generator(self,name=''):
if name=='':
name=random.choice(Item.nom)
if random.random()<0.3:
tmpadj=Item.adj[:] # full copy
adj=random.choice(tmpadj)
for myadj in Item.adj:
if myadj in name:
tmpadj.remove(myadj)
if len(tmpadj)>0:
name=random.choice(tmpadj)+' '+name
return self.name_generator(name)
else:
return name
else:
return name
def export(self, verbose = False):
text = "Item Nr {}".format(self.number)
if not verbose:
return text
else:
# if neither in container nor carrier, print out room
if self.container == -1 and self.carrier == -1:
text +=" laying around in room {}".format(self.roomnumber)
if self.container > -1: # recursion over containers
container = self.container
while container > -1
text += " hiding inside container item {}".format(container)
carrier = World.items[container].container
if self.carrier > -1: # carriers are not recursive. a carrier itself can not be carried
if self.carrier == self.owner:
text += "\ncarried (and owned) by creature {}".format(carrier)
else:
text += "\ncarried by creature {}".format(carrier)
if (self.owner > -1) and (self.owner != self.carrier):
text += "\nproperty of creature {}".format(owner)
elif self.owner == -1:
text +="\nproperty of nobody!"
return text
class Menu(object):
def __init__(self):
self.screen=curses.newwin(24,50,0,0)
self.export=curses.newwin(20,30,0,30)
self.screen.keypad(1)
self.screen.idlok(1) ###for scrolling
self.screen.scrollok(1)
self.up_keys=(259,ord('k'))
self.down_keys=(258,ord('j'))
def run(self,menu_items):
counter=0
for m in menu_items:
self.screen.addstr(menu_items.index(m),0,m.name)
while True:
pos=counter%len(menu_items)
self.screen.addstr(pos,0,menu_items[pos].name,curses.color_pair(3))
self.screen.refresh()
self.export.addstr(0,0,menu_items[pos].export())
self.export.refresh()
key=self.screen.getch()
self.export.erase()
if key in self.down_keys:
pos_old=counter%len(menu_items)
counter+=1
pos=counter%len(menu_items)
self.screen.addstr(pos,0,menu_items[pos].name,curses.color_pair(3))
self.screen.addstr(pos_old,0,menu_items[pos_old].name)
if key in self.up_keys:
pos_old=counter%len(menu_items)
counter-=1
pos=counter%len(menu_items)
self.screen.addstr(pos,0,menu_items[pos].name,curses.color_pair(3))
self.screen.addstr(pos_old,0,menu_items[pos_old].name)
if key==ord('q'):
self.screen.erase()
break
def main_menu():
screen=curses.newwin(10,5,5,30)
screen.keypad(1)
menu_items=[('play','s'),('test','t'),('reset','r'),('quit','q')]
#screen.addstr('asdf',curses.color_pair(1))
counter=0
for m in menu_items:
screen.addstr(menu_items.index(m),0,m[0])
screen.addstr(0,0,menu_items[0][0],curses.color_pair(2))
while True:
key=screen.getch()
#if key==258 and item < len(menu_items)-1: ###key_down
# item+=1
# screen.addstr(item,0,menu_items[item],curses.color_pair(2))
# screen.addstr(item-1,0,menu_items[item-1])
#if key==259 and item > 0: ###key_up
# item-=1
# screen.addstr(item,0,menu_items[item],curses.color_pair(2))
# screen.addstr(item+1,0,menu_items[item+1])
if key==258:
pos_old=counter%len(menu_items)
counter+=1
pos=counter%len(menu_items)
screen.addstr(pos,0,menu_items[pos][0],curses.color_pair(2))
screen.addstr(pos_old,0,menu_items[pos_old][0])
if key==259:
pos_old=counter%len(menu_items)
counter-=1
pos=counter%len(menu_items)
screen.addstr(pos,0,menu_items[pos][0],curses.color_pair(2))
screen.addstr(pos_old,0,menu_items[pos_old][0])
if key in (curses.KEY_ENTER, curses.KEY_RIGHT, curses.KEY_LEFT):
screen.erase()
pos=counter%len(menu_items)
return ord(menu_items[pos][1])
if key==ord('q'):
screen.erase()
return ord('q')
#m=Menu()
#for item in menu_items:
#return 's'
def draw_room2(room):
#room variables
room_height=15
room_width=40
room_pos_h=2
room_pos_v=2
#door variables #### roemischen sind da drin
#door_pos_h=5
#door_pos_v=1 # oder 17
#drawing room
room_screen=curses.newwin(room_height,room_width,room_pos_v,room_pos_h)
room_screen.box()
room_screen.refresh()
door_dict={}
key=97
for w in [0,1]:
#for w in [0]:
door_list=room.check_doors(w)
#print("doorlist,w",door_list,w)
for d in door_list: # türnummern
##writing the dict
door_dict[key]=d
##the drawing stuff
if w==0:
door_pos_v=1
else:
door_pos_v=15
up_room_number=World.doors[d].door_tupel[1]
for r in World.rooms:
# suche jenen Raum, dessen Raumnummer die 2. Raumnummer
#der aktuellen türe ist(doortuple)
#nimm von diesem Raumdie xbackdoor koordinate
if World.rooms[r].number==up_room_number:
door_pos_h=World.rooms[r].x_backdoor
break
door_screen=curses.newwin(3,3,door_pos_v,door_pos_h*3+3)
door_screen.box()
door_screen.addstr(1,1,chr(key))
key+=1
door_screen.refresh()
return door_dict
def draw_room(room):
''' drawing rooms and doors '''
door_dict={} ##will be returned
#print(room.check_doors())
door_list=room.check_doors()
#room variables
room_height=15
room_width=40
room_pos_h=2
room_pos_v=2
#door variables
door_pos_h=5
#drawing room
room_screen=curses.newwin(room_height,room_width,room_pos_v,room_pos_h)
room_screen.box()
room_screen.refresh()
#drawing static doors
#door_screen=curses.newwin(3,3,1,20)
#door_screen.box()
#drawing label in center
label_screen=curses.newwin(3,20,8,15)
#label_screen.addstr(room.export())
label_screen.refresh()
##drawing the doors
## 'a' = 97
key=97
for d in door_list:
##writing the dict
door_dict[key]=d
##the drawing stuff
door_screen=curses.newwin(3,3,1,door_pos_h)
door_screen.box()
door_pos_h+=4
door_screen.addstr(1,1,chr(key))
key+=1
door_screen.refresh()
return door_dict
def generate_menu_items(tmp_list):
return item_list #integer for keyprocessing
def main(main_screen):
###lets instance a world
w=World()
##instance some screens
main_screen.refresh()
export_screen=curses.newwin(5,80,18,0)
export_screen.refresh()
export_screen.idlok(1) ###for scrolling
export_screen.scrollok(1)
###loading Files
status=w.load_files(w.filenames)
#export_screen.addstr(' \n [s] to start\n [q] to quit ')
export_screen.refresh()
#generating level
l=Level()
#print(l.export())
###always start in room 0
room=(World.rooms[0])
while True:
key=main_menu()
#key=main_screen.getch()
if key==ord('q'):
break
if key==ord('t'):
h=Human()
export_screen.addstr(h.export())
if key==ord('r'):
pass ##TODO##
if key==ord('s'):
while True:
#main_screen.clear()
door_dict=draw_room2(room)
export_screen.addstr('{} \n'.format(room.export()))
export_screen.refresh()
key=main_screen.getch()
if key==ord('q'):
break
if key==ord('z'):
m=Menu()
m.run(room.creature_list())
if key==ord('x'):
m=Menu()
m.run(room.item_list())
if key in door_dict.keys():
d=World.doors[door_dict[key]]
for i in d.door_tupel:
if i!=room.number:
room=World.rooms[i]
break
main_screen.erase()
main_screen.refresh()
main_screen.erase()
main_screen.refresh()
export_screen.erase()
export_screen.refresh()
if __name__=='__main__':
# generate dynamic roomtypes list over all child classes of class Room
# Assumes that first char of a classname is correctly uppercase.
# Motz will kill this code because of ugliness and replace it with a
# static list of roomtypes. This makes Horst a very sad Panda
#print('da muss er herkommen',vars().keys())
for classname in [thing for thing in dir() if thing[0].isupper() ]:
for basename in vars()[classname].__bases__:
if ".Room" in str(basename): # the current class is based on Room class
World.roomtypes.append(classname)
try:
mainscr=curses.initscr()
curses.noecho()
curses.cbreak()
curses.curs_set(0)
curses.start_color()
curses.init_pair(1,curses.COLOR_BLACK,curses.COLOR_WHITE)
curses.init_pair(2,curses.COLOR_YELLOW,curses.COLOR_BLUE)
curses.init_pair(3,curses.COLOR_GREEN,curses.COLOR_BLACK)
############
main(mainscr)
############
curses.echo()
curses.nocbreak()
curses.endwin()
except:
curses.echo()
curses.nocbreak()
curses.endwin()
traceback.print_exc()
finally: #durchlesen und checken
pass