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path: root/bubbob/ext2/__init__.py
blob: 81cd833fdfcbebb6322157495c33dd22e52695ea (plain)
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from __future__ import generators
import os, math, random
import images, gamesrv
from images import ActiveSprite
from boards import CELL, HALFCELL, bget
from mnstrmap import GreenAndBlue, Ghost
from bonuses import Bonus
from bubbles import Bubble

LocalDir = os.path.basename(os.path.dirname(__file__))


localmap = {
    ('pac-lg', -1,0) :  ('image1.ppm', ( 0,  0, 32, 32)),
    ('pac-sm', -1,0) :  ('image1.ppm', (32,  0, 32, 32)),
    ('pac-lg', 0,-1) :  ('image1.ppm', ( 0, 32, 32, 32)),
    ('pac-sm', 0,-1) :  ('image1.ppm', (32, 32, 32, 32)),
    ('pac-lg',  1,0) :  ('image1.ppm', ( 0, 64, 32, 32)),
    ('pac-sm',  1,0) :  ('image1.ppm', (32, 64, 32, 32)),
    ('pac-lg',  0,1) :  ('image1.ppm', ( 0, 96, 32, 32)),
    ('pac-sm',  0,1) :  ('image1.ppm', (32, 96, 32, 32)),
    'pac-black'      :  ('image2.ppm', ( 0,  0, 32, 32)),
    'pac-dot'        :  ('image2.ppm', ( 0,  32, 8,  8)),
    }

music = gamesrv.getmusic(os.path.join(LocalDir, 'music.wav'))


class PacSprite(ActiveSprite):

    def __init__(self, ico, x, y):
        import boards
        if y < -2*CELL:
            y = -2*CELL
        elif y > boards.bheight:
            y = boards.bheight
        x = (x+HALFCELL) & -CELL
        y = (y+HALFCELL) & -CELL
        ActiveSprite.__init__(self, ico, x, y)
        self.wannadx = self.wannady = 0

    def moving(self):
        import boards
        dx = dy = 0
        turned = None
        was_clear = 0
        while 1:
            if dx or dy:
                frontx = self.x+CELL+dx*(CELL+1)
                fronty = self.y+CELL+dy*(CELL+1)
                clear = (bget((frontx+dy)//CELL, (fronty-dx)//CELL) == ' ' and
                         bget((frontx-dy)//CELL, (fronty+dx)//CELL) == ' ')
                if clear:
                    blocked = 0
                else:
                    blocked = (was_clear or (self.x<=2*CELL and dx<0) or
                               (self.x>=boards.bwidth-4*CELL and dx>0))
            else:
                blocked = 1
            if blocked:
                if turned:
                    dx, dy = turned
                    turned = None
                    continue
                self.lastmove = None
            else:
                if turned:
                    self.resetimages(dx, dy)
                    turned = None
                self.lastmove = dx, dy
                self.step(2*dx, 2*dy)
                self.vertical_warp()
                was_clear = clear
            yield None
            if self.wannadx != dx or self.wannady != dy:
                if ((self.wannadx and not (self.y % CELL)) or
                    (self.wannady and not (self.x % CELL))):
                    turned = dx, dy
                    dx = self.wannadx
                    dy = self.wannady


class Pac(PacSprite):
    no_hat = 1

    def __init__(self, pacman, bubber, x, y, dcap):
        ico = GreenAndBlue.normal_bubbles[bubber.pn][1]
        PacSprite.__init__(self, images.sprget(('eyes', 0, 0)), x, y)
        self.bubble = ActiveSprite(images.sprget(ico), x, y)
        self.bubber = bubber
        self.pacman = pacman
        self.ready = 0
        self.gen.append(self.playing())
        self.pacman.pacs.append(self)
        self.dcap = dcap

    def resetimages(self, dx, dy):
        self.ready = 1
        self.setimages(self.cyclic([('pac-lg', dx, dy),
                                    'pac-black',
                                    ('pac-sm', dx, dy)], 5))
    
    def to_front(self):
        self.bubble.to_front()
        ActiveSprite.to_front(self)

    def kill(self):
        self.play(images.Snd.Pop)
        self.bubble.gen = [self.bubble.die(Bubble.exploding_bubbles)]
        self.pacman.latestposition[self.bubber] = self.x, self.y
        try:
            self.bubber.dragons.remove(self)
        except ValueError:
            pass
        try:
            self.pacman.pacs.remove(self)
        except ValueError:
            pass
        ActiveSprite.kill(self)

    def playing(self):
        bubber = self.bubber
        for t in self.moving():
            if self.pacman.ready:
                d = [(bubber.key_left, -1, 0),
                     (bubber.key_right, 1, 0),
                     (bubber.key_jump,  0,-1),
                     (bubber.key_fire,  0, 1)]
                d.sort()
                if d[-1][0] > d[-2][0]:
                    self.wannadx, self.wannady = d[-1][1:]

            self.bubble.move(self.x, self.y)
            yield None

            if self.ready:
                touching = images.touching(self.x+CELL-3, self.y+CELL-3, 6, 6)
                touching.reverse()
                for s in touching:
                    if isinstance(s, Bonus):
                        s.touched(self)
                    elif isinstance(s, PacGhost):
                        self.kill()
                        return


class PacGhost(PacSprite):
    
    def __init__(self, pacman, x, y):
        left = random.random() < 0.5
        if left:
            ico = Ghost.left[0]
        else:
            ico = Ghost.right[0]
        PacSprite.__init__(self, images.sprget(ico), x, y)
        self.pacman = pacman
        self.gen.append(self.waiting())
        if left:
            self.wannadx = -1
        else:
            self.wannadx = 1
        self.resetimages(self.wannadx, self.wannady)

    def resetimages(self, dx, dy):
        if dx > 0:
            self.setimages(self.cyclic(Ghost.right, 3))
        elif dx < 0:
            self.setimages(self.cyclic(Ghost.left, 3))
        #else: don't change image

    def waiting(self, delay=45):
        while not self.pacman.ready:
            yield None
        for i in range(delay):
            yield None
        self.gen.append(self.walking())

    def walking(self):
        round = 0
        self.touchable = 1
        lastmove_x = 0
        for t in self.moving():
            if random.random() < 0.1:
                lastmove_x = self.wannadx
            if self.lastmove is None and random.random() < 0.75:
                round = 0  # try to move again immediately
            if self.lastmove is None or random.random() < 0.01:
                dragons = self.pacman.pacs or images.ActiveSprites
                distances = [(abs(dragon.x-self.x)+abs(dragon.y-self.y),
                              dragon) for dragon in dragons]
                distance, dragon = min(distances)
                if lastmove_x:
                    self.wannadx = 0
                    if (dragon.y < self.y) ^ (random.random() < 0.3):
                        self.wannady = -1
                    else:
                        self.wannady = 1
                else:
                    self.wannady = 0
                    if (dragon.x < self.x) ^ (random.random() < 0.3):
                        self.wannadx = -1
                    else:
                        self.wannadx = 1
            else:
                lastmove_x = self.lastmove[0]
##                    for i in range(10):
##                        dragon = random.choice(dragons)
##                        dx = dragon.x - self.x
##                        dy = dragon.y - self.y
##                        if dx or dy:
##                            dist = math.sqrt(dx*dx+dy*dy)
##                            dx /= dist
##                            dy /= dist
##                        wx, wy = random.choice([(-1,0), (1,0), (0,-1), (0,1)])
##                        ex = wx-dx
##                        ey = wy-dy
##                        if ex*ex + ey*ey < random.random()*3.14:
##                            break
##                    self.wannadx = wx
##                    self.wannady = wy
            if round == 0:    # go just a bit faster than the players
                round = 6
            else:
                round -= 1
                yield None


class FruitBonus(Bonus):
    pass


class Pacman:
    
    def bgen(self, limittime = 45.1): # 0:45
        import boards
        from player import BubPlayer

        self.ready = 0
        self.dots = []
        monsters = BubPlayer.MonsterList[:]
        random.shuffle(monsters)
        keep = len([p for p in BubPlayer.PlayerList if p.isplaying()])
        monsters = monsters[:2 + keep//2]
        for d in monsters:
            PacGhost(self, d.x, d.y)

        for t in boards.initsubgame(music, self.displaypoints):
            yield t

        tc = boards.TimeCounter(limittime)
        self.builddelay = {}
        self.latestposition = {}
        self.pacs = []
        #finish = 0
        for t in self.frame():
            t = boards.normal_frame()
            self.build_pacs()
            yield t
            #if len(self.pacs) == 0:
            #    finish += 1
            #    if finish == 20:
            #        break
            #else:
            #    finish = 0
            tc.update(t)
            if tc.time == 0.0:
                break
            if (BubPlayer.FrameCounter & 15) == 7:
                for s in images.ActiveSprites:
                    if isinstance(s, Bubble):
                        s.pop()

        tc.restore()
        self.ready = 0
        results = {}
        for b in self.dots:
            for d in b.taken_by:
                bubber = d.bubber
                results[bubber] = results.get(bubber, 0) + 1
        for t in boards.result_ranking(results, len(self.dots)):
            self.remove_pacs()
            yield t
        for s in images.ActiveSprites[:]:
            if isinstance(s, Bonus):
                s.kill()

    def displaypoints(self, bubber):
        result = 0
        for b in self.dots:
            for d in b.taken_by:
                if d.bubber is bubber:
                    result += 1
        return result

    def frame(self):
        import boards
        from bonuses import Fruits
        for t in self.digwalls():
            yield t

        def anywall(x1,y1,x2,y2):
            for tx in range(x1, x2):
                for ty in range(y1, y2):
                    if bget(tx, ty) == '#':
                        return 1
            return 0

        def give_one_point(dragon):
            dragon.bubber.displaypoints += 1
            scoreboard()

        dots = self.dots
        ico = images.sprget('pac-dot')
        for x in range(boards.width):
            for y in range(boards.height):
                if not anywall(x, y, x+2, y+2):
                    if anywall(x-1, y-1, x+3, y+3):
                        b = Bonus((x+1)*CELL - ico.w//2,
                                  (y+1)*CELL - ico.h//2,
                                  'pac-dot', points=-100, falling=0)
                        b.sound = 'Extra'
                        b.timeout = 0
                        b.taken = give_one_point
                        dots.append(b)
            
            for s in images.ActiveSprites:
                if isinstance(s, PacGhost):
                    s.to_front()
            yield None

        self.ready = 1

        for i in range(len([s for s in images.ActiveSprites
                              if isinstance(s, PacGhost)])):
            for j in range(32):
                yield None
            for j in range(100):
                x = random.randrange(4, boards.width-6)
                y = random.randrange(3, boards.height-5)
                if not anywall(x-2, y-2, x+4, y+4):
                    nimage, points = random.choice(Fruits.Fruits)
                    points += 650   # boost to the range 750-1000
                    b = FruitBonus(x*CELL, y*CELL,
                                   nimage, points, falling=0)
                    b.timeout = 0
                    break
        
        while dots:
            dots = [b for b in dots if b.alive]
            yield None

    def build_pacs(self):
        from player import BubPlayer
        for p in BubPlayer.PlayerList:
            dragons = [d for d in p.dragons if not isinstance(d, Pac)]
            if dragons and len(p.dragons) == len(dragons):
                if self.builddelay.get(p):
                    self.builddelay[p] -= 1
                else:
                    self.builddelay[p] = 109
                    dragon = random.choice(dragons)
                    if p in self.latestposition:
                        dragon.move(*self.latestposition[p])
                    pac = Pac(self, p, dragon.x, dragon.y, dragon.dcap)
                    p.dragons.append(pac)
                    p.emotic(dragon, 4)
            for d in dragons:
                d.kill()

    def remove_pacs(self):
        from player import Dragon
        killclasses = (PacSprite, FruitBonus, Dragon)
        for s in images.ActiveSprites[:]:
            if isinstance(s, killclasses):
                s.kill()

    def digwalls(self):
        import boards
        holes = {}
        for x in range(2, boards.width-2):
            y = boards.height-1
            if bget(x, 0) == '#' or bget(x, y) == '#':
                if bget(x, 0) == ' ': curboard.putwall(x, 0)
                if bget(x, y) == ' ': curboard.putwall(x, y)
            curboard.reorder_walls()
            for y in range(1, boards.height-1):
                if bget(x, y) == ' ':
                    holes[x, y] = 0
            if x % 7 == 0:
                yield None

        # 'holes' maps coordinates (x,y) to 0 (not processed)
        #                                or 1 (processed).
        # All processed holes are pacman-connected.

        def rdig(x1,y1,x2,y2, reversed, holes=holes):
            # digs the rectangle (x1,y1,x2,y2) and marks it as
            # processed.  Also recursively mark as processed all existing
            # holes that are pacman-connected to the rectangle.
            xrange = range(x1,x2)
            yrange = range(y1,y2)
            if not reversed:
                xrange.reverse()
                yrange.reverse()
            if len(xrange) > len(yrange):
                xylist = [(x, y) for x in xrange for y in yrange]
            else:
                xylist = [(x, y) for y in yrange for x in xrange]
            t = 0
            for x, y in xylist:
                if bget(x, y) == '#':
                    curboard.killwall(x, y)
                    if t == 0:
                        yield None
                        t = 2
                    else:
                        t -= 1
                holes.setdefault((x, y), 0)
            fill = []
            for x in range(x1,x2-1):
                for y in range(y1,y2-1):
                    fill.append((x, y))
            for x, y in fill:
                if ((x, y) in holes and
                    (x, y+1) in holes and
                    (x+1, y) in holes and
                    (x+1, y+1) in holes):
                    if (holes[x, y] == 0 or
                        holes[x, y+1] == 0 or
                        holes[x+1, y] == 0 or
                        holes[x+1, y+1] == 0):
                        
                        holes[x, y] = 1
                        holes[x, y+1] = 1
                        holes[x+1, y] = 1
                        holes[x+1, y+1] = 1
                        fill.append((x+1,y))
                        fill.append((x-1,y))
                        fill.append((x,y+1))
                        fill.append((x,y-1))

        def joined(x1,y1,x2,y2, holes=holes, boards=boards):
            # returns
            #    1 if the rectangle (x1,y1,x2,y2) is pac-connected to
            #        some already-processed holes
            #    0 if it is not
            #   -1 if (x1,y1,x2,y2) is out of the screen
            if x1<2 or y1<1 or x2>boards.width-2 or y2>boards.height-1:
                return -1
            accum1 = accum2 = 0
            for x in range(x1,x2):
                if holes.get((x,y1-1)):
                    accum1 += 1
                    if accum1 == 2:
                        return 1
                else:
                    accum1 = 0
                if holes.get((x,y2)):
                    accum2 += 1
                    if accum2 == 2:
                        return 1
                else:
                    accum2 = 0
            accum1 = accum2 = 0
            for y in range(y1,y2):
                if holes.get((x1-1,y)):
                    accum1 += 1
                    if accum1 == 2:
                        return 1
                else:
                    accum1 = 0
                if holes.get((x2,y)):
                    accum2 += 1
                    if accum2 == 2:
                        return 1
                else:
                    accum2 = 0
            return 0

        if not holes:
            holes[boards.width//2, boards.height//2] = 0
        holeslist = holes.keys()
        random.shuffle(holeslist)
        startx, starty = holeslist.pop()
        # make the hole larger (2x2) towards the center of the board
        if startx > boards.width//2:
            startx -= 1
        if starty > boards.height//2:
            starty -= 1
        # initial 2x2 hole
        for t in rdig(startx, starty, startx+2, starty+2, 0):
            yield t

        dlist = [
            (0,0,1,0, 0,-1),   (0,0,1,0, 0,0),   # right
            (0,0,0,1, -1,0),   (0,0,0,1, 0,0),   # bottom
            (-1,0,0,0, -1,-1), (-1,0,0,0, -1,0), # left
            (0,-1,0,0, -1,-1), (0,-1,0,0, 0,-1), # top
            ]
        while holeslist:
            random.shuffle(dlist)
            pending = holeslist
            holeslist = []
            progress = 0
            for x, y in pending:
                if holes[x, y] != 0:
                    continue
                for dx1, dy1, dx2, dy2, dx, dy in dlist:
                    x1 = x + dx
                    y1 = y + dy
                    x2 = x1 + 2
                    y2 = y1 + 2
                    result = 0
                    while result == 0:
                        result = joined(x1,y1,x2,y2)
                        if result == 1:
                            # rectangle (x1,y1,x2,y2) is good
                            for t in rdig(x1, y1, x2, y2,
                                          dx1<0 or dy1<0 or dx2<0 or dy2<0):
                                yield t
                            progress = 1
                            break
                        x1 += dx1
                        y1 += dy1
                        x2 += dx2
                        y2 += dy2
                    else:
                        # rectangle (x1,y1,x2,y2) is too large for the screen
                        # failure
                        continue
                    break
                else:
                    # no successful direction found from this point
                    holeslist.append((x, y))   # try again later
            if not progress:
                # deadlocked situation, add a new random hole
                x = random.randrange(2, boards.width-2)
                y = random.randrange(1, boards.height-1)
                holeslist.insert(0, (x, y))
                holes.setdefault((x, y), 0)
            yield None
        
        # pattern transformation:
        #    X.          ..
        #    ...    -->  ...
        #     .X          .X
        progress = 1
        while progress:
            progress = 0
            for y in range(1, boards.height-1):
                for x in range(3, boards.width-3):
                    if (' ' == bget(x, y)
                            == bget(x+1, y)
                            == bget(x-1, y)
                            == bget(x, y+1)
                            == bget(x, y-1)):
                        if '#' == bget(x-1, y-1) == bget(x+1, y+1):
                            curboard.killwall(x-1, y-1)
                            progress = 1
                        elif '#' == bget(x+1, y-1) == bget(x-1, y+1):
                            curboard.killwall(x+1, y-1)
                            progress = 1
            yield None

# This game is suitable for at least min_players players
min_players = 1

def run():
    global curboard
    import boards
    from boards import curboard
    boards.replace_boardgen(Pacman().bgen())

def setup():
    for key, (filename, rect) in localmap.items():
        filename = os.path.join(LocalDir, filename)
        images.sprmap[key] = (filename, rect)
setup()