-
Notifications
You must be signed in to change notification settings - Fork 1
/
systems - Backup, fixing map gen.py
1717 lines (1221 loc) · 87.5 KB
/
systems - Backup, fixing map gen.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
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
import os, os.path
import random
import shutil
from math import ceil
import sfml as sf
import xml.etree.ElementTree as ET
import config
import components
import entities
#This is only necessary because the system functions for altering the tile environment
# require them to query for the mouse's location.
#from main import window, windowView
#####################################################################
#--SS-Y--Y--SS-TTTTTT-EEEEE-M---M---SS------------------------------#
#-S----YY--S-----T----E-----MM-MM--S--------------------------------#
#--S---Y----S----T----EE---M--M-M---S-------------------------------#
#SS----Y--SS-----T----EEEE-M----M-SS--------------------------------#
#####################################################################
class System_Manager(object):
lActionSystems = []
lStateSystems = []
@staticmethod
def _Empty_Systems():
"""This simply will empty the Systems that were signaled to be called."""
del System_Manager.lActionSystems[:]
del System_Manager.lStateSystems[:]
@staticmethod
def _Add_System(sType, sSystemFuncName, lEntities):
"""This will be for adding in various types of systems into the game. Systems will exist as more than just a single function.
For the different types of systems, I'd like them to be handled differently. A state system for instance will have two functions associated with it.
One function will be to activate continuously and the other one will activate once when the system is removed."""
if sType == 'action':
System_Manager.lActionSystems.append((sSystemFuncName, lEntities))
elif sType == 'state':
System_Manager.lStateSystems.append((sSystemFuncName, lEntities))
@staticmethod
def _Remove_State_System(sSystemFuncName):
"""This will be for removing the systems that stay active until told otherwise (this is where we say otherwise.)
Since the Actions systems will be removed once they are executed, they don't really play an importance here."""
#I'm not sure why this was here.
#for indx in xrange(len(System_Manager.lActionSystems)):
# if System_Manager.lActionSystems[indx][0] == sSystemFuncName:
# System_Manager.lActionSystems.pop(indx)
# break
for indx in xrange(len(System_Manager.lStateSystems)):
if System_Manager.lStateSystems[indx][0] == sSystemFuncName:
System_Manager.lStateSystems.pop(indx)
break
@staticmethod
def _Get_Active_Systems():
"""This will return the active systems. Removing the actions from there containers, while just getting copies of the states."""
lSystems = System_Manager.lActionSystems + System_Manager.lStateSystems
del System_Manager.lActionSystems[:]
return lSystems
def Move_Player_Right(dEntities):
"""This will move the player to the right and checking to see if a chunk border was crossed.
If the chunk border was crossed, then we'd have to signal for the Chunk_Manager and Inhabitant_Manager
to be added/removed to/from (the Inhabitant_Manager doesn't need things removed necessarily though, so only additional inhabitants will appear.)"""
#Do a Chipmunk impulse on the colliding shape thingy (the Entity will update the actual position on its own.)
pass
#Check to see if the player's chunk position is different than the one at the player's coords (chipmunk coords.)
#If it is, then we can signal the System function to execute a function that loads/removes in Chunk entities for the Chunk_Manager and loads in Inhabitant entities for the Inhabitant_Manager.
def Move_Player_Left(dEntities):
"""This will move the player to the left and checking to see if a chunk border was crossed.
If the chunk border was crossed, then we'd have to signal for the Chunk_Manager and Inhabitant_Manager
to be added/removed to/from (the Inhabitant_Manager doesn't need things removed necessarily though, so only additional inhabitants will appear.)"""
#Do a Chipmunk impulse on the colliding shape thingy (the Entity will update the actual position on its own.)
pass
#Check to see if the player's chunk position is different than the one at the player's coords (chipmunk coords.)
#If it is, then we can signal the System function to execute a function that loads/removes in Chunk entities for the Chunk_Manager and loads in Inhabitant entities for the Inhabitant_Manager.
def Change_Save_Dir(dEntities):
"""This is for switching the directory that is looked in for saved game
information. That directory contains chunk data, player data and
entity data."""
config.Saved_Game_Directory = dEntities["button"]._Get_Component("MISC:SaveDir")._Get_Storage()
return "NULL,NULL"
def Determine_Map_Boundaries(dEntities):
"""This is crucial for the Save_Markov_Map_Data system func. Its purpose is to
determine the overall boundary (top, left, right, down) for the Chunk data within
the map that is stored within the config.Saved_Game_Directory."""
#This will be done by just looking at the files within the config.Saved_Game_Directory
# with the os module.
iLeftBound = 0
iRightBound = 0
iTopBound = 0
iBottomBound = 0
lyst = os.listdir(os.getcwd() + config.Saved_Game_Directory)
for fileName in lyst:
if fileName[-4:] == ".txt":
#This will separate the x and y chunk positions and
# get rid of the file extension.
lChunkPos = fileName[0:-4].split(" ")
if lChunkPos[0] < iLeftBound:
iLeftBound = int(lChunkPos[0])
elif lChunkPos[0] > iRightBound:
iRightBound = int(lChunkPos[0])
if lChunkPos[1] < iTopBound:
iTopBound = int(lChunkPos[1])
elif lChunkPos[1] > iBottomBound:
iBottomBound = int(lChunkPos[1])
#So now the boundaries should all be figured out and we just need
# to give the data to the entities that the Save_Markov_Map_Data
# system function will be referencing when calculating the MC data.
#NOTE: Since there will automatically be a layer of Chunks around the map that
# are empty (the ChunkManager does this no matter what atm,) we will disregard
# that outside layer when iterating over the map. And we'll do so by altering
# the boundary.
dEntities["boundary"]._Get_Component("MISC:LeftBound")._Set_Storage(iLeftBound+1)
dEntities["boundary"]._Get_Component("MISC:RightBound")._Set_Storage(iRightBound-1)
dEntities["boundary"]._Get_Component("MISC:TopBound")._Set_Storage(iTopBound+1)
dEntities["boundary"]._Get_Component("MISC:BottomBound")._Set_Storage(iBottomBound-1)
#This will make our chunk manager move to the top left corner of the boundary.
Goto_Chunk_Position( {"ChunkMan":dEntities["ChunkMan"], \
"Position":entities.Entity("", \
"", \
-1, \
{"pos":components.Position( {"componentID":"direction", \
"positionX":iLeftBound+1, \
"positionY":iTopBound+1} )})} )
if not os.path.exists(os.getcwd() + config.Saved_Game_Directory + "MCData\\"):
os.mkdir(os.getcwd() + config.Saved_Game_Directory + "MCData\\")
#The Saved_Game_Directory is being used to point to the directory with the ChunkData we're saving as
# Markov Chain data.
lyst = os.listdir(os.getcwd() + config.Saved_Game_Directory + "MCData\\")
for name in lyst:
if name[-4:] == ".xml":
#If it exists, then we remove that file.
os.remove(os.getcwd() + config.Saved_Game_Directory + "MCData\\" + name)
return "NULL,NULL"
def Goto_Chunk_Position(dEntities):
"""This is for making the chunk manager move to the specified position."""
#Calculate the offset
xOffset = dEntities["Position"]._Get_Component("POS:direction")._Get_X() - dEntities["ChunkMan"]._Get_Component("POS:WorldPos")._Get_X()
yOffset = dEntities["Position"]._Get_Component("POS:direction")._Get_Y() - dEntities["ChunkMan"]._Get_Component("POS:WorldPos")._Get_Y()
#Change position to offset
dEntities["Position"]._Get_Component("POS:direction")._Set_Position([xOffset, yOffset])
#Move by offset
Move_Chunk_Position( {"ChunkMan":dEntities["ChunkMan"],
"Offset":dEntities["Position"]})
def Setup_Markov_Data_Files(dEntities):
"""This is meant for checking to see if the Markov data files exist for the Chunk Data that is within the
config.Saved_Game_Directory. If they don't already exist, then we'll create empty files."""
#TileRelations = ET.Element("TileRelationData")
#Iterate through the relative tile positions available
for y in xrange(-6,6):
for x in xrange(-8,8):
Relation = ET.Element("RelativePosition", {"Relation":"%d,%d"%(x,y)})
#Iterate through the different tile types available for the
# relative tile.
for tileType in xrange(config.TILE_ATLAS_SIZE**2):
RelativeTile = ET.Element("RelativeTile", {"TileType":str(tileType)})
#Iterate through the different tile types available for the
# target tile.
for tileType in xrange(config.TILE_ATLAS_SIZE**2):
TargetTile = ET.Element("TargetTile", {"TileType":str(tileType)})
TargetTile.text = "0"
RelativeTile.append(TargetTile)
Relation.append(RelativeTile)
ET.ElementTree(Relation).write(os.getcwd() + config.Saved_Game_Directory + "MCData\\" + "%d,%d.xml"%(x,y))
return "NULL,NULL"
def Save_Markov_Map_Data(dEntities):
"""This is supposed to iterate over the tile data within a map that is made with the
in-game map editor. And with that data, it is supposed to calculate a number of Markov
Chains that will later be used to generate the levels for the new saved games. Each
Markov Chain represents the probability that a tile is a certain tileType given the
tileType of a tile that is at a relative position. So for each relative position,
there will be a Markov Chain. The number of relative positions shouldn't be greater than
config.CHUNK_TILES_WIDE*config.CHUNK_TILES_WIDE."""
#NOTE: One chunk will be dealt with at a time, because the window needs
# to be able to be responsive during the saving of MC data.
#For starters, the directory that we'll be getting our chunk data from will be
# represented by config.Saved_Game_Directory.
#Then starting from the top-left corner, we must iterate over all of the chunks
# one chunk at a time.
#And while iterating over those chunks, we need to calculate Markov Chain data
# for each of the tiles within each chunk.
#Check to see if we don't need to move down to the next row yet.
if dEntities["counter"]._Get_Component("COUNT:xChunk")._Get_Count() \
< (dEntities["boundary"]._Get_Component("MISC:RightBound")._Get_Storage() - dEntities["boundary"]._Get_Component("MISC:LeftBound")._Get_Storage() +1):
dChunkDict = dEntities["ChunkMan"]._Get_Component("DICT:ChunkDict")
lWorldPos = dEntities["ChunkMan"]._Get_Component("POS:WorldPos")._Get_Position()
TargetChunk = dChunkDict["%d,%d"%(lWorldPos[0], lWorldPos[1])]
RChunk = dChunkDict["%d,%d"%(lWorldPos[0]+1, lWorldPos[1])]
DChunk = dChunkDict["%d,%d"%(lWorldPos[0], lWorldPos[1]+1)]
LChunk = dChunkDict["%d,%d"%(lWorldPos[0]-1, lWorldPos[1])]
UChunk = dChunkDict["%d,%d"%(lWorldPos[0], lWorldPos[1]-1)]
URChunk = dChunkDict["%d,%d"%(lWorldPos[0]+1, lWorldPos[1]-1)]
ULChunk = dChunkDict["%d,%d"%(lWorldPos[0]-1, lWorldPos[1]-1)]
DRChunk = dChunkDict["%d,%d"%(lWorldPos[0]+1, lWorldPos[1]+1)]
DLChunk = dChunkDict["%d,%d"%(lWorldPos[0]-1, lWorldPos[1]+1)]
#So now we'll iterate through all of the tiles within the current chunkkkkkkk,
for y in xrange(config.CHUNK_TILES_HIGH):
for x in xrange(config.CHUNK_TILES_WIDE):
for z in xrange(config.CHUNK_LAYERS):
print "Saving MC data for a tile %d,%d,%d"%(y,x,z)
#Then for each one of those tiles, we'll have to iterate through the relative tile positions
for yRelation in xrange(y-6, y+6):
for xRelation in xrange(x-8, x+8):
MCTree = ET.parse(os.getcwd() + config.Saved_Game_Directory + "MCData\\" + "%d,%d.xml"%(xRelation-x,yRelation-y))
MCRoot = MCTree.getroot()
#print MCRoot.tag
#MCRoot = MCRoot.find("RelativePosition")
#for e in MCRoot.iter():
#print e
#To see if the tile in relation exists, we
# must know the chunk that it is on.
#This checks to see if the relation is within the Chunk that is being
# generated.
if (yRelation >= 0 and yRelation < config.CHUNK_TILES_HIGH) \
and (xRelation >= 0 and xRelation < config.CHUNK_TILES_WIDE):
if not TargetChunk._Get_Component("FLAG:IsEmpty")._Get_Flag():
#Here we'll look for the tileType transition
# between the current and relational tile and finally increment the
# number that's there (this count needs to be converted to a number
# between 0 and 1 later to work as MC data.)
#Note that the tileType transition part of the xml is made out of two
# depths. The first part is the relational tile's tileType and the
# second is the current tile's tileType.
prevTileType = MCRoot.find("RelativeTile[@TileType='%d']"%TargetChunk._Get_Component("LIST:Tiles")[yRelation][xRelation][z]._Get_TileID())
#print prevTileType.tag
curTileType = prevTileType.find("TargetTile[@TileType='%d']"%TargetChunk._Get_Component("LIST:Tiles")[y][x][z]._Get_TileID())
curTileType.text = str(int(curTileType.text)+1)
print "Incrementing relation %d,%d to"%(xRelation-x,yRelation-y), curTileType.text
#If the relation isn't within the chunk, then it must be within a neighboring chunk.
#So we'll first check to see if the right chunk has the relation position.
elif (yRelation >= 0 and yRelation < config.CHUNK_TILES_HIGH) \
and (xRelation >= config.CHUNK_TILES_WIDE):
if not RChunk._Get_Component("FLAG:IsEmpty")._Get_Flag():
#Here we'll look for the tileType transition
# between the current and relational tile and finally increment the
# number that's there (this count needs to be converted to a number
# between 0 and 1 later to work as MC data.)
#Note that the tileType transition part of the xml is made out of two
# depths. The first part is the relational tile's tileType and the
# second is the current tile's tileType.
prevTileType = MCRoot.find("RelativeTile[@TileType='%d'"%RChunk._Get_Component("LIST:Tiles")[yRelation][xRelation-config.CHUNK_TILES_WIDE][z]._Get_TileID())
curTileType = prevTileType.find("TargetTile[@TileType='%d'"%TargetChunk._Get_Component("LIST:Tiles")[y][x][z]._Get_TileID())
curTileType.text = str(int(curTileType.text)+1)
print "Incrementing relation %d,%d to"%(xRelation-x,yRelation-y), curTileType.text
#Then we'll check to see if the down chunk has the relation position.
elif (yRelation >= config.CHUNK_TILES_HIGH) \
and (xRelation >= 0 and xRelation < config.CHUNK_TILES_WIDE):
if not DChunk._Get_Component("FLAG:IsEmpty")._Get_Flag():
#Here we'll look for the tileType transition
# between the current and relational tile and finally increment the
# number that's there (this count needs to be converted to a number
# between 0 and 1 later to work as MC data.)
#Note that the tileType transition part of the xml is made out of two
# depths. The first part is the relational tile's tileType and the
# second is the current tile's tileType.
prevTileType = MCRoot.find("RelativeTile[@TileType='%d']"%DChunk._Get_Component("LIST:Tiles")[yRelation-config.CHUNK_TILES_HIGH][xRelation][z]._Get_TileID())
curTileType = prevTileType.find("TargetTile[@TileType='%d']"%TargetChunk._Get_Component("LIST:Tiles")[y][x][z]._Get_TileID())
curTileType.text = str(int(curTileType.text)+1)
print "Incrementing relation %d,%d to"%(xRelation-x,yRelation-y), curTileType.text
#Then we'll check to see if the left chunk has the relation position.
elif (yRelation >= 0 and yRelation < config.CHUNK_TILES_HIGH) \
and (xRelation < 0):
if not LChunk._Get_Component("FLAG:IsEmpty")._Get_Flag():
#Here we'll look for the tileType transition
# between the current and relational tile and finally increment the
# number that's there (this count needs to be converted to a number
# between 0 and 1 later to work as MC data.)
#Note that the tileType transition part of the xml is made out of two
# depths. The first part is the relational tile's tileType and the
# second is the current tile's tileType.
prevTileType = MCRoot.find("RelativeTile[@TileType='%d']"%LChunk._Get_Component("LIST:Tiles")[yRelation][(-1*xRelation)-1][z]._Get_TileID())
curTileType = prevTileType.find("TargetTile[@TileType='%d']"%TargetChunk._Get_Component("LIST:Tiles")[y][x][z]._Get_TileID())
curTileType.text = str(int(curTileType.text)+1)
print "Incrementing relation %d,%d to"%(xRelation-x,yRelation-y), curTileType.text
#Then we'll check to see if the up chunk has the relation position.
elif (yRelation < 0) \
and (xRelation >= 0 and xRelation < config.CHUNK_TILES_WIDE):
if not UChunk._Get_Component("FLAG:IsEmpty")._Get_Flag():
#Here we'll look for the tileType transition
# between the current and relational tile and finally increment the
# number that's there (this count needs to be converted to a number
# between 0 and 1 later to work as MC data.)
#Note that the tileType transition part of the xml is made out of two
# depths. The first part is the relational tile's tileType and the
# second is the current tile's tileType.
prevTileType = MCRoot.find("RelativeTile[@TileType='%d']"%UChunk._Get_Component("LIST:Tiles")[(-1*yRelation)-1][xRelation][z]._Get_TileID())
curTileType = prevTileType.find("TargetTile[@TileType='%d']"%TargetChunk._Get_Component("LIST:Tiles")[y][x][z]._Get_TileID())
curTileType.text = str(int(curTileType.text)+1)
print "Incrementing relation %d,%d to"%(xRelation-x,yRelation-y), curTileType.text
#Then we'll check to see if the up right chunk has the relation position.
elif (yRelation < 0) \
and (xRelation >= config.CHUNK_TILES_WIDE):
if not URChunk._Get_Component("FLAG:IsEmpty")._Get_Flag():
#Here we'll look for the tileType transition
# between the current and relational tile and finally increment the
# number that's there (this count needs to be converted to a number
# between 0 and 1 later to work as MC data.)
#Note that the tileType transition part of the xml is made out of two
# depths. The first part is the relational tile's tileType and the
# second is the current tile's tileType.
prevTileType = MCRoot.find("RelativeTile[@TileType='%d']"%URChunk._Get_Component("LIST:Tiles")[(-1*yRelation)-1][xRelation-config.CHUNK_TILES_WIDE][z]._Get_TileID())
curTileType = prevTileType.find("TargetTile[@TileType='%d']"%TargetChunk._Get_Component("LIST:Tiles")[y][x][z]._Get_TileID())
curTileType.text = str(int(curTileType.text)+1)
print "Incrementing relation %d,%d to"%(xRelation-x,yRelation-y), curTileType.text
#Then we'll check to see if the up left chunk has the relation position.
elif (yRelation < 0) \
and (xRelation < 0):
if not ULChunk._Get_Component("FLAG:IsEmpty")._Get_Flag():
#Here we'll look for the tileType transition
# between the current and relational tile and finally increment the
# number that's there (this count needs to be converted to a number
# between 0 and 1 later to work as MC data.)
#Note that the tileType transition part of the xml is made out of two
# depths. The first part is the relational tile's tileType and the
# second is the current tile's tileType.
prevTileType = MCRoot.find("RelativeTile[@TileType='%d']"%ULChunk._Get_Component("LIST:Tiles")[(-1*yRelation)-1][(-1*xRelation)-1][z]._Get_TileID())
curTileType = prevTileType.find("TargetTile[@TileType='%d']"%TargetChunk._Get_Component("LIST:Tiles")[y][x][z]._Get_TileID())
curTileType.text = str(int(curTileType.text)+1)
print "Incrementing relation %d,%d to"%(xRelation-x,yRelation-y), curTileType.text
#Then we'll check to see if the down right chunk has the relation position.
elif (yRelation >= config.CHUNK_TILES_HIGH) \
and (xRelation >= config.CHUNK_TILES_WIDE):
if not DRChunk._Get_Component("FLAG:IsEmpty")._Get_Flag():
#Here we'll look for the tileType transition
# between the current and relational tile and finally increment the
# number that's there (this count needs to be converted to a number
# between 0 and 1 later to work as MC data.)
#Note that the tileType transition part of the xml is made out of two
# depths. The first part is the relational tile's tileType and the
# second is the current tile's tileType.
prevTileType = MCRoot.find("RelativeTile[@TileType='%d']"%DRChunk._Get_Component("LIST:Tiles")[yRelation-config.CHUNK_TILES_HIGH][xRelation-config.CHUNK_TILES_WIDE][z]._Get_TileID())
curTileType = prevTileType.find("TargetTile[@TileType='%d']"%TargetChunk._Get_Component("LIST:Tiles")[y][x][z]._Get_TileID())
curTileType.text = str(int(curTileType.text)+1)
print "Incrementing relation %d,%d to"%(xRelation-x,yRelation-y), curTileType.text
#Then we'll check to see if the down left chunk has the relation position.
elif (yRelation >= config.CHUNK_TILES_HIGH) \
and (xRelation < 0):
if not DLChunk._Get_Component("FLAG:IsEmpty")._Get_Flag():
#Here we'll look for the tileType transition
# between the current and relational tile and finally increment the
# number that's there (this count needs to be converted to a number
# between 0 and 1 later to work as MC data.)
#Note that the tileType transition part of the xml is made out of two
# depths. The first part is the relational tile's tileType and the
# second is the current tile's tileType.
prevTileType = MCRoot.find("RelativeTile[@TileType='%d']"%DLChunk._Get_Component("LIST:Tiles")[yRelation-config.CHUNK_TILES_HIGH][(-1*xRelation)-1][z]._Get_TileID())
curTileType = prevTileType.find("TargetTile[@TileType='%d']"%TargetChunk._Get_Component("LIST:Tiles")[y][x][z]._Get_TileID())
curTileType.text = str(int(curTileType.text)+1)
print "Incrementing relation %d,%d to"%(xRelation-x,yRelation-y), curTileType.text
MCTree.write(os.getcwd() + config.Saved_Game_Directory + "MCData\\" + "%d,%d.xml"%(xRelation,yRelation))
dEntities["counter"]._Get_Component("COUNT:xChunk")._Increment()
else:
if dEntities["counter"]._Get_Component("COUNT:yChunk")._Get_Count() \
< (dEntities["boundary"]._Get_Component("MISC:BottomBound")._Get_Storage() - dEntities["boundary"]._Get_Component("MISC:TopBound")._Get_Storage() +1):
dEntities["counter"]._Get_Component("COUNT:yChunk")._Increment()
dEntities["counter"]._Get_Component("COUNT:xChunk")._Reset_Counter()
#This will make our chunk manager move to the beginning of the next row down.
Goto_Chunk_Position( {"ChunkMan":dEntities["ChunkMan"], \
"Position":entities.Entity("", \
"", \
-1, \
{"pos":components.Position( {"componentID":"MoveHere", \
"positionX":dEntities["boundary"]._Get_Component("MISC:LeftBound")._Get_Storage(), \
"positionY":dEntities["boundary"]._Get_Component("MISC:TopBound")._Get_Storage() \
+ dEntities["counter"]._Get_Component("Count:yChunk")._Get_Count()} )})} )
else:
#Before being done with all of this, we first need to convert the data
# within the .xml file we just filled so that its usable Markov Chain data.
#All of the transitions from a single tileType need to add up to one (because
# there's a 100% change that another tileType is chosen.)
#This is when we're done with the saving of Markov Chain data, WHEW!
return "Menu,MainMenu"
return "NULL,NULL"
def New_Save(dEntities):
"""This will setup a new saved game directory along with the player's
xml data. Along with this system there should be other functions
that will move the chunk data into this directory and also
fetch the entity xml data for the beginning level."""
previousDirectory = os.getcwd()
os.chdir(os.getcwd() + "\\SavedGames\\")
lyst = os.listdir(os.getcwd())
counter = 0
#print lyst
#Iterate through the lyst counting the saved games.
for i in lyst:
#Checks if the current item
# is a Saved Game dir.
if (i[0:4] == "Save"):
counter += 1
#print counter, i[0:4]
#This is so that the counter is one more than the total
# amount of saves.
counter += 1
#This is the new saved game's folder
os.mkdir(os.getcwd() +"\\Save" + str(counter))
os.chdir(os.getcwd() + "\\Save" + str(counter))
#Returns an ELement object that can be modified and
# and saved as an xml file. This will be the player's
# saved data.
playerStats = ET.Element("Player Stats")
#This adds an attribute
playerStats.set("name", "Fagot point1")
playerStats.append(ET.Element("Class", {"sub-class":"Fucker"}))
playerStats.find("Class").text = "Hero"
playerStats.append(ET.Element("CurHp"))
playerStats.find("CurHp").text = "20"
playerStats.append(ET.Element("MaxHp"))
playerStats.find("MaxHp").text = "20"
playerStats.append(ET.Element("CurMp"))
playerStats.find("CurMp").text = "20"
playerStats.append(ET.Element("MaxMp"))
playerStats.find("MaxMp").text = "20"
playerStats.append(ET.Element("Strength"))
playerStats.find("Strength").text = "10"
playerStats.append(ET.Element("Intelligence"))
playerStats.find("Intelligence").text = "10"
playerStats.append(ET.Element("Dexterity"))
playerStats.find("Dexterity").text = "10"
playerStats.append(ET.Element("Agility"))
playerStats.find("Agility").text = "10"
#This should save the xml we just created
# into the new saved directory
ET.ElementTree(playerStats).write("PlayerData.xml")
#Select this new saved game.
config.Saved_Game_Directory = "\\SavedGames\\Save" + str(counter) + "\\ChunkData\\"
#This will change the directory back to what it was originally.
os.chdir(previousDirectory)
os.mkdir("%s%s"%(os.getcwd(), config.Saved_Game_Directory))
shutil.copy2("%s\\Resources\\ChunkData\\NewSave\\0 0.txt"%os.getcwd(),
"%s%s"%(os.getcwd(), config.Saved_Game_Directory))
shutil.copy2("%s\\Resources\\ChunkData\\NewSave\\0 1.txt"%os.getcwd(),
"%s%s"%(os.getcwd(), config.Saved_Game_Directory))
shutil.copy2("%s\\Resources\\ChunkData\\NewSave\\1 0.txt"%os.getcwd(),
"%s%s"%(os.getcwd(), config.Saved_Game_Directory))
shutil.copy2("%s\\Resources\\ChunkData\\NewSave\\1 1.txt"%os.getcwd(),
"%s%s"%(os.getcwd(), config.Saved_Game_Directory))
#This is necessary, because the Update() isn't called during the Game,NewGame state.
# This makes the data that was just copied into the Saved_Game_Directory loaded into the ChunkManager.
Update_Load_List({"LoadList":dEntities["ChunkMan"]._Get_Component("LIST:LoadList"), \
"ChunkDataDir":dEntities["ChunkMan"]._Get_Component("MISC:ChunkDataDir")})
#Here we're going to change the frame rate of the game so that the main() doesn't think it
# always needs to catch up with realtime.
iFrameRate = config.FRAME_RATE
config.FRAME_RATE = config.LOADING_FRAME_RATE
config.LOADING_FRAME_RATE = iFrameRate
return "NULL,NULL"
def Generate_World_Data(dEntities):
"""This will generate level data for the current saved game. And the ChunkData will be
saved inside the saved game's directory. Note that this function is designed to only
generate chunk data for a limited amount of chunks (that way a loading screen
can be displayed as the chunks are generated, this is so the user doesn't
freak out when the program doesn't respond.)
My Idea for generating the levels so far is:
1. Copy four generic chunks into the \\ChunkData\\. It only needs a platform for the
player to spawn on (this is now done in New_Save().)
1A. (optional) Copy in empty Chunks to stop the generationg of levels to get too crazy. The empty
chunks should be exist Y chunks above the player and make a horizontal line X chunks in width.
2. Generate Chunks around the first chunks that were copied in. There should be a separate system
function that will take in chunks"""
#Depending on the chunk that will be generated, there will be different chunks
# that are able to be used for determining the new tiles. So we need a way
# to gather up the chunks that are already built.
#The Chunk that needs to be generated should be one of the four chunks in the center
# of the chunk manager's view. That way, there is a ring of chunks around it
# and they can be used for generating the data. That means that we won't have to watch
# out for chunks that don't exist within the Chunk Manager's ChunkDict when getting
# the chunk data for the chunk to be generated. But some of those chunks will turn out
# to be empty.
#This counts the sides of the spiral that have been generated.
iSpiralOffset = dEntities["MoveCounter"]._Get_Component("COUNT:spiralSideCount")._Get_Count()
fMoveOffset = float(dEntities["MoveCounter"]._Get_Component("COUNT:moveCount")._Get_Count())
iCurrentChunk = dEntities["MoveCounter"]._Get_Component("COUNT:chunkCount")._Get_Count()
#Right, down, left, up
lOrderOfOffsetsX = [1, 0, -1, 0]
lOrderOfOffsetsY = [0, 1, 0, -1]
#print "The current spiral side offset is %d" % (iSpiralOffset)
#print "The current move offset is %d" % (fMoveOffset)
if iSpiralOffset < int(dEntities["MoveCounter"]._Get_Component("MISC:maxMoves")._Get_Storage()):
#This checks to see if we still have to generate more chunks fo the
# current side of the spiral.
if fMoveOffset < ceil((iSpiralOffset+1)/2.):
#This checks to see if we are ready to move onto a new duo of Chunks.
# (Because we will generate one chunk at a time and there are two
# chunks that need generated for each move we make.)
if iCurrentChunk == 0:
#These two moves will move the chunk manager over four new chunks.
Move_Chunk_Position( {"ChunkMan":dEntities["ChunkMan"],
"Offset":entities.Entity("", \
"", \
1, \
{"pos":components.Position( {"componentID":"direction", \
"positionX":lOrderOfOffsetsX[iSpiralOffset%4], \
"positionY":lOrderOfOffsetsY[iSpiralOffset%4]} )})} )
Update({"ChunkMan":dEntities["ChunkMan"]})
#print "World Position after offset is", dEntities["ChunkMan"]._Get_Component("POS:WorldPos")._Get_Position()
xChunk = 0
yChunk = 0
#Check to see if we just moved to the right one chunk.
if iSpiralOffset%4 == 0:
xChunk = 1
yChunk = 1-iCurrentChunk
#Check to see if we just moved to the down one chunk.
elif iSpiralOffset%4 == 1:
xChunk = iCurrentChunk
yChunk = 1
#Check to see if we just moved to the left one chunk.
elif iSpiralOffset%4 == 2:
xChunk = 0
yChunk = iCurrentChunk
#Check to see if we just moved to the up one chunk.
elif iSpiralOffset%4 == 3:
xChunk = 1-iCurrentChunk
yChunk = 0
#print "ChunkPosition in window being generated", xChunk, yChunk
Generate_Chunk_Data( {"ChunkMan":dEntities["ChunkMan"], \
"TargetWindowPos":(xChunk,yChunk)} )
if iCurrentChunk == 0:
dEntities["MoveCounter"]._Get_Component("COUNT:chunkCount")._Increment()
else:
dEntities["MoveCounter"]._Get_Component("COUNT:chunkCount")._Reset_Counter()
#After generating chunks for the current area, we need to increment the move counter
# for the current side of the spiral.
#Everything was setup to move two chunks at a time, so the move offset only gets updated
# by 0.5 now (we're now moving one chunk at a time.)
dEntities["MoveCounter"]._Get_Component("COUNT:moveCount")._Add(0.5)
#This is entered when the current side of the spiral is complete
else:
#Here's where we'll increment our counter component.
#This counts the directional moves (moving more than once in one direction
# counts as a single move. So we increment after generating a row/column of chunks
# and those rows/columns will increase in size by 2 chunks every two move counts.)
dEntities["MoveCounter"]._Get_Component("COUNT:spiralSideCount")._Increment()
#We also have to reset our move counter for the next side of the spiral.
dEntities["MoveCounter"]._Get_Component("COUNT:moveCount")._Reset_Counter()
#When this is entered, the generation will be complete
else:
#ImportantNote: The last 12 chunks won't be saved unless the world chunk position is moved 4
# chunks over (assuming any situation, that basically just loads a completely new area into
# the game while simultaneously saving the last area.)
Move_Chunk_Position( {"ChunkMan":dEntities["ChunkMan"],
"Offset":entities.Entity("", \
"", \
1, \
{"pos":components.Position( {"componentID":"direction", \
"positionX":4, \
"positionY":0} )})} )
Update({"ChunkMan":dEntities["ChunkMan"]})
#And once we reach this point, the generation is done, so
# we need to remove this system function from the System_Manager.
System_Manager._Remove_State_System("Generate_World_Data")
#Since we're done with the world generation, we can reset the frame rate back
# to what it originally was.
iLoadFrameRate = config.LOADING_FRAME_RATE
config.LOADING_FRAME_RATE = config.FRAME_RATE
config.FRAME_RATE = iLoadFrameRate
#After doing this, we should also change the state to the new saved game!
#Since the config.Saved_Game_Directory was set in New_Save(), we can
# just switch to the continue state to start the new game.
return "Game,Continue"
return "NULL,NULL"
def Generate_Chunk_Data(dEntities):
"""This should take in a chunk entity that is going to be filled. And all the rest
of the chunk entities are going to be Chunks that have a relationship with the
chunk that is to be filled."""
dChunkDict = dEntities["ChunkMan"]._Get_Component("DICT:ChunkDict")
lWorldPos = dEntities["ChunkMan"]._Get_Component("POS:WorldPos")._Get_Position()
tWindowPos = dEntities["TargetWindowPos"]
TargetChunk = dChunkDict["%d,%d"%(lWorldPos[0]+tWindowPos[0], lWorldPos[1]+tWindowPos[1])]
RChunk = dChunkDict["%d,%d"%(lWorldPos[0]+tWindowPos[0]+1, lWorldPos[1]+tWindowPos[1])]
DChunk = dChunkDict["%d,%d"%(lWorldPos[0]+tWindowPos[0], lWorldPos[1]+tWindowPos[1]+1)]
LChunk = dChunkDict["%d,%d"%(lWorldPos[0]+tWindowPos[0]-1, lWorldPos[1]+tWindowPos[1])]
UChunk = dChunkDict["%d,%d"%(lWorldPos[0]+tWindowPos[0], lWorldPos[1]+tWindowPos[1]-1)]
URChunk = dChunkDict["%d,%d"%(lWorldPos[0]+tWindowPos[0]+1, lWorldPos[1]+tWindowPos[1]-1)]
ULChunk = dChunkDict["%d,%d"%(lWorldPos[0]+tWindowPos[0]-1, lWorldPos[1]+tWindowPos[1]-1)]
DRChunk = dChunkDict["%d,%d"%(lWorldPos[0]+tWindowPos[0]+1, lWorldPos[1]+tWindowPos[1]+1)]
DLChunk = dChunkDict["%d,%d"%(lWorldPos[0]+tWindowPos[0]-1, lWorldPos[1]+tWindowPos[1]+1)]
#These variables will help decide which area we should start
# from when generating tiles (the algorithm will work better
# when there are non-empty chunkss close to the tiles that are
# being generated first.)
#Each element represents a position within the target chunk that
# we'll start at.
#topLeft, topRight, bottomLeft, bottomRight
lVotes = [0, 0, 0, 0]
#These checks will resultingly vote for the area that we'll start
# the generation in.
if (not LChunk._Get_Component("FLAG:IsEmpty")._Get_Flag()):
#Vote for the relevant starting areas
lVotes[0] += 1
lVotes[2] += 1
if (not RChunk._Get_Component("FLAG:IsEmpty")._Get_Flag()):
#Vote for the relevant starting areas
lVotes[1] += 1
lVotes[3] += 1
if (not DChunk._Get_Component("FLAG:IsEmpty")._Get_Flag()):
#Vote for the relevant starting areas
lVotes[3] += 1
lVotes[2] += 1
if (not UChunk._Get_Component("FLAG:IsEmpty")._Get_Flag()):
#Vote for the relevant starting areas
lVotes[0] += 1
lVotes[1] += 1
if (not DLChunk._Get_Component("FLAG:IsEmpty")._Get_Flag()):
#Vote for the relevant starting areas
lVotes[2] += 1
if (not ULChunk._Get_Component("FLAG:IsEmpty")._Get_Flag()):
#Vote for the relevant starting areas
lVotes[0] += 1
if (not DRChunk._Get_Component("FLAG:IsEmpty")._Get_Flag()):
#Vote for the relevant starting areas
lVotes[3] += 1
if (not URChunk._Get_Component("FLAG:IsEmpty")._Get_Flag()):
#Vote for the relevant starting areas
lVotes[1] += 1
#Now we must determine which vote got the highest number (ties don't matter.)
iGreatestIndx = 0
iGreatestVotes = 0
for indx in xrange(len(lVotes)):
#The strictly greater than will favor the top areas over the bottom.
if lVotes[indx] > iGreatestVotes:
iGreatestIndx = indx
iGreatestVotes = lVotes[indx]
iStartX = 0
iEndX = 0
iStepX = 1
iStartY = 0
iEndY = 0
iStepY = 1
#Check to see if topLeft is the area we'll start in.
if iGreatestIndx == 0:
#Since the left and upper chunks aren't empty
#We will start the generation from the left and upper corner.
iStartX = 0
iEndX = config.CHUNK_TILES_WIDE
iStepX = 1
iStartY = 0
iEndY = config.CHUNK_TILES_HIGH
iStepY = 1
#Check to see if bottomLeft is the area we'll start in.
elif iGreatestIndx == 2:
#Since the left and down chunks aren't empty
#We will start the generation from the left and down corner.
iStartX = 0
iEndX = config.CHUNK_TILES_WIDE
iStepX = 1
iStartY = config.CHUNK_TILES_HIGH-1
iEndY = -1
iStepY = -1
#Check to see if topRight is the area we'll start in.
elif iGreatestIndx == 1:
#Since the right and upper chunks aren't empty
#We will start the generation from the right and upper corner.
iStartX = config.CHUNK_TILES_WIDE-1
iEndX = -1
iStepX = -1
iStartY = 0
iEndY = config.CHUNK_TILES_HIGH
iStepY = 1
#Check to see if bottomRight is the area we'll start in.
elif iGreatestIndx == 3:
#Since the right and down chunks aren't empty
#We will start the generation from the right and down corner.
iStartX = config.CHUNK_TILES_WIDE-1
iEndX = -1
iStepX = -1
iStartY = config.CHUNK_TILES_HIGH-1
iEndY = -1
iStepY = -1
#This will be what we pass to Alter_Tiles()
# after we figure out what the tiles will be changed to.
lTiles = []
#Then iterate through the tiles within the Chunk accordingly.
#The tiles don't need their world position in order to
# access the tiles.
for y in xrange(iStartY, iEndY, iStepY):
for x in xrange(iStartX, iEndX, iStepX):
for z in xrange(config.CHUNK_LAYERS):
#This will hold all the tileTypes that
# were generated.
lTileTypes = []
#Now we'll iterate through the compatible position
# relations for the Markov Chains.
for yRelation in xrange(y-6, y+6):
for xRelation in xrange(x-8, x+8):
#To see if the tile in relation exists, we
# must know the chunk that it is on.
#This checks to see if the relation is within the Chunk that is being
# generated.
if (yRelation >= 0 and yRelation < config.CHUNK_TILES_HIGH) \
and (xRelation >= 0 and xRelation < config.CHUNK_TILES_WIDE):
#So then we can check to see if the tile in this relation has
# been generated yet.
#This checks to see if the yRelation shows that the tile may have
# been generated already.
#If it hasn't already been generated, we'll ignore it.
if ( (y - yRelation)*iStepY >= 0 ):
#This checks to see if the xRelation shows that the tile may have
# been generated already.
if ( (x - xRelation)*iStepX >= 0 ):
#This should only execute when we know the tile exists for
# the particular relation.
#Here we get a random (weighted by markov chain) tileType
# that will be added to a list of tileTypes
lTileTypes.append( Calc_New_TileType_For_Relation([xRelation, yRelation], \
TargetChunk._Get_Component("LIST:Tiles")[yRelation][xRelation][z]) )
#If the relation isn't within the chunk, then it must be within a neighboring chunk.
#So we'll first check to see if the right chunk has the relation position.
elif (yRelation >= 0 and yRelation < config.CHUNK_TILES_HIGH) \
and (xRelation >= config.CHUNK_TILES_WIDE):
if not RChunk._Get_Component("FLAG:IsEmpty")._Get_Flag():
lTileTypes.append( Calc_New_TileType_For_Relation([xRelation, yRelation], \
RChunk._Get_Component("LIST:Tiles")[yRelation][xRelation-config.CHUNK_TILES_WIDE][z]) )
#Then we'll check to see if the down chunk has the relation position.
elif (yRelation >= config.CHUNK_TILES_HIGH) \
and (xRelation >= 0 and xRelation < config.CHUNK_TILES_WIDE):
if not DChunk._Get_Component("FLAG:IsEmpty")._Get_Flag():
lTileTypes.append( Calc_New_TileType_For_Relation([xRelation, yRelation], \
DChunk._Get_Component("LIST:Tiles")[yRelation-config.CHUNK_TILES_HIGH][xRelation][z]) )
#Then we'll check to see if the left chunk has the relation position.
elif (yRelation >= 0 and yRelation < config.CHUNK_TILES_HIGH) \
and (xRelation < 0):
if not LChunk._Get_Component("FLAG:IsEmpty")._Get_Flag():
lTileTypes.append( Calc_New_TileType_For_Relation([xRelation, yRelation], \
LChunk._Get_Component("LIST:Tiles")[yRelation][(-1*xRelation)-1][z]) )
#Then we'll check to see if the up chunk has the relation position.
elif (yRelation < 0) \
and (xRelation >= 0 and xRelation < config.CHUNK_TILES_WIDE):
if not UChunk._Get_Component("FLAG:IsEmpty")._Get_Flag():
lTileTypes.append( Calc_New_TileType_For_Relation([xRelation, yRelation], \
UChunk._Get_Component("LIST:Tiles")[(-1*yRelation)-1][xRelation][z]) )
#Then we'll check to see if the up right chunk has the relation position.
elif (yRelation < 0) \
and (xRelation >= config.CHUNK_TILES_WIDE):
if not URChunk._Get_Component("FLAG:IsEmpty")._Get_Flag():
lTileTypes.append( Calc_New_TileType_For_Relation([xRelation, yRelation], \
URChunk._Get_Component("LIST:Tiles")[(-1*yRelation)-1][xRelation-config.CHUNK_TILES_WIDE][z]) )
#Then we'll check to see if the up left chunk has the relation position.
elif (yRelation < 0) \
and (xRelation < 0):