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engine.py
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engine.py
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""" Main Engine module """
# noqa: E501
import sys
try:
import pygame
import pygame.locals
# from time import time
import mob
import gamemap
from job import Job
import math
import configparser
import cursor
import ezmenu
from pathfinder import PathFinder
from intro import Intro
except ImportError as err:
print("couldn't load module, %s" % (err))
sys.exit(2)
class Engine:
""" Main Engine class """
def __init__(self):
self.running = True # set the game loop good to go
config = configparser.ConfigParser()
config.read_file(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:
self.screen = pygame.display.set_mode(
(self.fsw, self.fsh), pygame.FULLSCREEN
)
else:
self.screen = pygame.display.set_mode((self.ww, self.wh), pygame.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.room_tiles = []
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.process_time()
pathlines = list(pf.compute_path(start, end))
# dt = time.process_time() - 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 == pygame.QUIT:
self.quit()
return
elif event.type == pygame.KEYDOWN:
self.handle_keyboard(event)
elif event.type == pygame.MOUSEBUTTONDOWN:
self.buttons[event.button] = event.pos
elif event.type == pygame.MOUSEMOTION:
# dir(event)
# pprint(event)
self.motion = event.pos
# self.motion = event
elif event.type == pygame.MOUSEBUTTONUP:
del self.buttons[event.button]
elif event.type == pygame.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), pygame.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 not self.paused:
# build the queue
self.mining()
self.channel()
self.moveitem()
# process the queue
# print(self.queued_jobs)
self.move_mobs()
self.mob_logic()
self.handle_logic()
def showIntro(self):
intro = Intro()
text_list = [
"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 text_list:
intro.drawText(item, self.screen, hoffset, voffset)
voffset += self.tw * 2
pygame.display.update()
intro.waitForKey()
self.intro = False
def cleanup(self):
pygame.quit()
def quit(self):
self.running = False
def pausegame(self):
if self.paused:
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 is not None:
for item in content:
if item.selected and not item.inqueue:
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]) is True:
# continue
list_of_moves = self.m.successors(dest)
for move in list_of_moves:
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 is not None:
if (
m.job.name == job.name
and m.job.move == job.move
and m.job.dest == job.dest
):
inqueue = True
continue
if not inqueue 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_of_moves = self.m.successors(dest)
for move in list_of_moves:
if len(self.m.successors(move)):
return Job("Mining", move, dest)
return None
def expand_selection(self, coord):
list_selection = self.m.successors(coord)
for item in list_selection:
if item in self.room_tiles:
print("already in list")
else:
self.room_tiles.append(item)
def menu(self, menu_list):
if not self.showmenu:
self.currentmenu = ezmenu.EzMenu(menu_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 not self.selectmode:
self.selectmode = True
else:
self.selectmode = False
self.showmenu = False
elif event.key == ord("d"):
self.paused = True
# mining
self.editmode = ["designate", "mining"]
elif event.key == ord("h"):
self.paused = True
# channeling
self.editmode = ["designate", "channel"]
elif event.key == ord("i"):
self.paused = True
# Item Drop location
self.editmode = ["designate", "drop"]
elif event.key == ord("o"):
self.paused = True
# select items to move
self.editmode = ["designate", "itemselect"]
elif event.key == ord("x"):
self.paused = True
# REMOVE MODE
self.editmode[1] = "remove"
elif event.key == ord("l"):
self.paused = True
# Loading map
self.m.load_map()
elif event.key == ord("s"):
self.paused = True
# Saving map
self.m.save_map()
elif event.key == ord("t"):
self.paused = True
# Testing
if not self.testmode:
self.testmode = True
else:
print("testing")
self.testmode = False
self.room_tiles = []
elif event.key == ord("n") and self.testmode and self.selectmode:
mapx = (self.selectcursor.position[0] + self.vpCoordinate[0]) / self.tw
mapy = (self.selectcursor.position[1] + self.vpCoordinate[1]) / self.tw
if self.room_tiles == []:
self.expand_selection((mapx, mapy, self.currentZlevel))
else:
room_list = self.room_tiles
for item in room_list:
self.expand_selection((item[0], item[1], self.currentZlevel))
elif event.key == ord("m") and self.testmode and self.selectmode:
print("Decreasing")
elif event.key == pygame.K_ESCAPE:
self.quit()
elif event.key == pygame.K_SPACE:
# PAUSING OR UNPAUSE
self.pausegame()
# move the menu selector:
elif (event.key == pygame.K_UP or event.key == pygame.K_DOWN) and (
keymods & pygame.KMOD_LALT
and self.showmenu
and self.currentmenu is not None
):
self.currentmenu.update(event)
elif (
event.key == pygame.K_RETURN
and self.showmenu
and self.currentmenu is not None
and self.selectmode
):
self.currentmenu.update(event)
# Movement Keys l,r,u,d
# Cursor Movement
elif event.key == pygame.K_LEFT and self.selectmode:
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 == pygame.K_RIGHT and self.selectmode:
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 == pygame.K_UP and self.selectmode and not self.testmode:
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 == pygame.K_DOWN and self.selectmode and not self.testmode:
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 == pygame.K_COMMA
and not self.selectmode
and keymods & pygame.KMOD_LSHIFT
):
if self.currentZlevel + 1 in range(self.m.zlevels):
self.currentZlevel = self.currentZlevel + 1
elif (
event.key == pygame.K_PERIOD
and not self.selectmode
and keymods & pygame.KMOD_LSHIFT
):
if self.currentZlevel - 1 in range(self.m.zlevels):
self.currentZlevel = self.currentZlevel - 1
# View port Movement
elif event.key == pygame.K_LEFT and not self.selectmode:
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 == pygame.K_RIGHT and not self.selectmode:
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 == pygame.K_UP and not self.selectmode:
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 == pygame.K_DOWN and not self.selectmode:
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 == pygame.K_F11:
if not self.fullscreen:
pygame.display.set_mode((self.fsw, self.fsh), pygame.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:
pygame.display.set_mode((self.ww, self.wh), pygame.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):
MOUSE_BUTTON_ONE = 1
if (
MOUSE_BUTTON_ONE in self.buttons
and self.editmode[0] == "designate"
and self.editmode[1] == "itemselect"
):
mx, my = pygame.mouse.get_pos()
# 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 (
MOUSE_BUTTON_ONE in self.buttons
and self.editmode[0] == "designate"
and self.editmode[1] == "drop"
):
mx, my = pygame.mouse.get_pos()
# 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 MOUSE_BUTTON_ONE in self.buttons and self.editmode[0] == "designate":
mx, my = pygame.mouse.get_pos()
# 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 MOUSE_BUTTON_ONE in self.buttons and self.editmode[0] == "designate":
# if MOUSE_BUTTON_ONE in self.buttons and self.motion == pygame.MOUSEMOTION.pos 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:
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 is not 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 is None:
counter = counter + 1
return counter
def move_mobs(self):
for m in self.mobs:
if len(m.pathlines) > 0:
print("Has a path, walking 1 step of the path")
move = m.pathlines.pop(0)
self.moveMob(move[0], move[1], move[2], m)
else:
if m.job:
print("No pathlines, attempting to snag some")
path = self._recompute_path(self.m, m.position, m.job.move)
if path != []:
print("path found")
m.pathlines = path
else:
m.job = None
def mob_logic(self):
for m in self.mobs:
if m.job is not None:
if m.position == m.job.move:
if m.job.name == "Channeling":
# Channeling...
digtype = 7 # create an up ramp
diglevel = m.job.dest[2] - 1 # the z level below
self.m.writeMap(
m.job.dest[0], m.job.dest[1], diglevel, digtype
) # default to a green tile for now.
self.m.setBlocked(
m.job.dest[0], m.job.dest[1], diglevel, False
) # unblock the tile
digtype = 5 # put an empty tile on top
self.m.writeMap(
m.job.dest[0], m.job.dest[1], m.job.dest[2], digtype
) # default to a green tile for now.
self.m.writeEMap(
m.job.dest[0], m.job.dest[1], m.job.dest[2], 1
) # default to a empty tile for now.
self.m.writeEMapQueue(
m.job.dest[0], m.job.dest[1], m.job.dest[2], False
)
self.m.setBlocked(
m.job.dest[0], m.job.dest[1], m.job.dest[2], True
) # unblock the tile
m.job = None
elif m.job.name == "Mining":
# Mining...
digtype = 1
self.m.writeMap(
m.job.dest[0], m.job.dest[1], m.job.dest[2], digtype
) # default to a green tile for now.
self.m.writeEMap(
m.job.dest[0], m.job.dest[1], m.job.dest[2], 1
) # default to a empty tile for now.
self.m.writeEMapQueue(
m.job.dest[0], m.job.dest[1], m.job.dest[2], False
)
self.m.setBlocked(
m.job.dest[0], m.job.dest[1], m.job.dest[2], False
) # unblock the tile
m.job = None
elif m.job.name == "MoveItem":
# Picking up Item
if (
self.m.get_items_in_queue(
m.position[0], m.position[1], m.position[2]
)
is not None
):
val = self.m.mapdata[m.position[2]][m.position[0]][
m.position[1]
].pickup()
m.carrying = val
m.job = Job("DropItem", m.job.dest[0], m.job.dest[0])
m.pathlines = self._recompute_path(
self.m, m.position, m.dest
)
else:
print("Job Canceled, no items left")
print("SHOULD NOT GET HERE")
# m.job = None #.clearjob()
elif m.job.name == "DropItem":
# Dropping Item
# Item
m.carrying.selected = (
False # set the item to false before dropping it.
)
m.carrying.inqueue = (
False # set the item to false before dropping it.
)
self.m.mapdata[m.job.dest[2]][m.job.dest[0]][m.job.dest[1]].add(
m.carrying
)
m.carrying = None
m.job = None # .clearjob()
else:
# print "no Job" # get one
if len(self.queued_jobs) > 0:
m.job = self.queued_jobs.pop(0)
def handle_logic(self):
# 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:
self.finalmap.blit(self.selectcursor.image, self.selectcursor.position)
if self.testmode and self.room_tiles:
for pos in self.room_tiles:
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:
self.currentmenu.draw(self.screen)
if self.paused:
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 m in self.mobs:
if (
m.position[2] == self.currentZlevel
): # only render the dorfs on the current level
self.screen.blit(
m.image,
self.vpRenderOffset,
(
self.vpCoordinate[0] - (m.position[0] * self.tw),
(self.vpCoordinate[1] - (m.position[1] * self.tw)),
)
+ self.vpDimensions,
)
self.mainclock.tick(self.FPS)
# pygame.display.update()
pygame.display.flip()
def run(self):
if self.intro:
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()