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systems.py
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systems.py
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import os, os.path
import random
import shutil
from math import ceil
import sfml as sf
import xml.etree.ElementTree as ET
#This is solely for reparsing xml files to give them indentations so that they are readable..
from xml.dom import minidom
import config
from Entity import Entity
from ClassRetrieval import getClass
#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."""
#print "systemFunction:%s"%(sSystemFuncName)
if sType == 'action':
System_Manager.lActionSystems.append((sSystemFuncName, lEntities))
elif sType == 'state':
System_Manager.lStateSystems.append((sSystemFuncName, lEntities))
@staticmethod
def _Remove_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. But then
again, those might need to be canceled."""
for indx in xrange(len(System_Manager.lStateSystems)):
if System_Manager.lStateSystems[indx][0] == sSystemFuncName:
System_Manager.lStateSystems.pop(indx)
break
for indx in xrange(len(System_Manager.lActionSystems)):
if System_Manager.lActionSystems[indx][0] == sSystemFuncName:
System_Manager.lActionSystems.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
#print "The list of systems to be executed: "
#print lSystems
del System_Manager.lActionSystems[:]
return lSystems
def Update_Position(dEntities):
"""This is designed to update the player's position based on the state it is in, but this may be used for other Entities as well.
Other than from the physics engine, the player's position is handled through this."""
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.)"""
#USE SURFACE_VELOCITY Instead of the impulses. It gives the results that we need easily.
dEntities["player"]._Get_Component("CBODY:main")._Get_Shape("feet").surface_velocity = (200, 0)
dEntities["player"]._Get_Component("STATE_ANIMATIONS:main")._Activate("walk")
#dEntities["player"]._Get_Component("CSHAPE:feet")._Get_Body().
print "Moving player!"
#dEntities["player"]._Get_Component("CBODY:main")._Get_Body().apply_impulse((100,0));
return "NULL,NULL"
#Do a Chipmunk impulse on the colliding shape thingy (the Entity will update the actual position on its own.)
#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.)
#dEntities["player"]._Get_Component("CBODY:main")._Get_Body().apply_impulse((-100,0));
dEntities["player"]._Get_Component("CBODY:main")._Get_Shape("feet").surface_velocity = (-200, 0)
dEntities["player"]._Get_Component("STATE_ANIMATIONS:main")._Activate("walk")
return "NULL,NULL"
#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:Dir")._Get_Storage()
return "NULL,NULL"
def Change_Map_Dir(dEntities):
"""This is for switching the directory that is looked in for Markov Chain map
information. That directory contains the data that will be used for generating
new maps."""
config.Map_Data_Directory = dEntities["button"]._Get_Component("MISC:Dir")._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.Map_Data_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.Map_Data_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":getClass("Position")( {"componentID":"direction", \
"positionX":iLeftBound+1, \
"positionY":iTopBound+1} )})} )
if not os.path.exists(os.getcwd() + config.Map_Data_Directory + "MCData\\"):
os.mkdir(os.getcwd() + config.Map_Data_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.Map_Data_Directory + "MCData\\")
for name in lyst:
if name[-4:] == ".xml":
#If it exists, then we remove that file.
os.remove(os.getcwd() + config.Map_Data_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.Map_Data_Directory. If they don't already exist, then we'll create empty files."""
#Iterate through the relative tile positions available
for y in xrange(config.TILE_YRELATION_MIN,config.TILE_YRELATION_MAX+1):
for x in xrange(config.TILE_XRELATION_MIN,config.TILE_XRELATION_MAX+1):
#This is necessary because it makes no sense to count the 0,0 relative tile for the Markov Chain.
# The 0,0 relative tile is the same as the target tile.
if y == 0 and x == 0:
continue
Relation = ET.Element("RelativePosition", {"Relation":"%d,%d"%(x,y)})
for layer in xrange(config.CHUNK_LAYERS):
maxTileTypes = 0
if layer == 0:
maxTileTypes = config.FOREGROUND_TILE_TYPES
elif layer == 1:
maxTileTypes = config.GROUND_TILE_TYPES
elif layer == 2:
maxTileTypes = config.BACKGROUND_TILE_TYPES
Layer = ET.Element("ChunkLayer", {"Layer":"%d"%(layer)})
#Iterate through the different tile types available for the
# relative tile.
for tileType in xrange(config.GROUND_TILE_TYPES):
RelativeTile = ET.Element("RelativeTile", {"TileType":str(tileType)})
#Iterate through the different tile types available for the
# target tile.
for tileType in xrange(maxTileTypes):
TargetTile = ET.Element("TargetTile", {"TileType":str(tileType)})
TargetTile.text = "0"
RelativeTile.append(TargetTile)
Layer.append(RelativeTile)
Relation.append(Layer)
#This will reparse the xml file and give it indentations so that it's readable.
rough_string = ET.tostring(Relation, 'utf-8')
reparsed = minidom.parseString(rough_string)
prettyRelation = ET.fromstring(reparsed.toprettyxml(indent=" "))
ET.ElementTree(prettyRelation).write(os.getcwd() + config.Map_Data_Directory + "MCData\\" + "%d,%d.xml"%(x,y))
return "NULL,NULL"
def Calculate_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["ChunkCounter"]._Get_Component("COUNT:x")._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()
print "Calculating Markov Chain data for chunk position: ", lWorldPos
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+config.TILE_YRELATION_MIN, y+config.TILE_YRELATION_MAX+1):
for xRelation in xrange(x+config.TILE_XRELATION_MIN, x+config.TILE_XRELATION_MAX+1):
#This is necessary because it makes no sense to count the 0,0 relative tile for the Markov Chain.
# The 0,0 relative tile is the same as the target tile.
if (yRelation-y == 0) and (xRelation-x == 0):
continue
#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():
#This increments the MCData counter for the current tileType transition.
dEntities["MCData"]._Get_Component("LIST:MCData")[z][yRelation-y][xRelation-x][TargetChunk._Get_Component("LIST:Tiles")[yRelation][xRelation][1]._Get_TileID()][TargetChunk._Get_Component("LIST:Tiles")[y][x][z]._Get_TileID()]._Increment()
#print "Incrementing relation %d,%d to"%(xRelation-x,yRelation-y), dEntities["MCData"]._Get_Component("LIST:MCData")[z][yRelation-y][xRelation-x][TargetChunk._Get_Component("LIST:Tiles")[yRelation][xRelation][1]._Get_TileID()][TargetChunk._Get_Component("LIST:Tiles")[y][x][z]._Get_TileID()]._Get_Count()
#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():
#This increments the MCData counter for the current tileType transition.
dEntities["MCData"]._Get_Component("LIST:MCData")[z][yRelation-y][xRelation-x][TargetChunk._Get_Component("LIST:Tiles")[yRelation][xRelation-config.CHUNK_TILES_WIDE][1]._Get_TileID()][TargetChunk._Get_Component("LIST:Tiles")[y][x][z]._Get_TileID()]._Increment()
#print "Incrementing relation %d,%d to"%(xRelation-x,yRelation-y), dEntities["MCData"]._Get_Component("LIST:MCData")[z][yRelation-y][xRelation-x][TargetChunk._Get_Component("LIST:Tiles")[yRelation][xRelation-config.CHUNK_TILES_WIDE][1]._Get_TileID()][TargetChunk._Get_Component("LIST:Tiles")[y][x][z]._Get_TileID()]._Get_Count()
#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():
#This increments the MCData counter for the current tileType transition.
dEntities["MCData"]._Get_Component("LIST:MCData")[z][yRelation-y][xRelation-x][TargetChunk._Get_Component("LIST:Tiles")[yRelation-config.CHUNK_TILES_HIGH][xRelation][1]._Get_TileID()][TargetChunk._Get_Component("LIST:Tiles")[y][x][z]._Get_TileID()]._Increment()
#print "Incrementing relation %d,%d to"%(xRelation-x,yRelation-y), dEntities["MCData"]._Get_Component("LIST:MCData")[z][yRelation-y][xRelation-x][TargetChunk._Get_Component("LIST:Tiles")[yRelation-config.CHUNK_TILES_HIGH][xRelation][1]._Get_TileID()][TargetChunk._Get_Component("LIST:Tiles")[y][x][z]._Get_TileID()]._Get_Count()
#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():
#This increments the MCData counter for the current tileType transition.
dEntities["MCData"]._Get_Component("LIST:MCData")[z][yRelation-y][xRelation-x][TargetChunk._Get_Component("LIST:Tiles")[yRelation][(-1*xRelation)-1][1]._Get_TileID()][TargetChunk._Get_Component("LIST:Tiles")[y][x][z]._Get_TileID()]._Increment()
#print "Incrementing relation %d,%d to"%(xRelation-x,yRelation-y), dEntities["MCData"]._Get_Component("LIST:MCData")[z][yRelation-y][xRelation-x][TargetChunk._Get_Component("LIST:Tiles")[yRelation][(-1*xRelation)-1][1]._Get_TileID()][TargetChunk._Get_Component("LIST:Tiles")[y][x][z]._Get_TileID()]._Get_Count()
#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():
#This increments the MCData counter for the current tileType transition.
dEntities["MCData"]._Get_Component("LIST:MCData")[z][yRelation-y][xRelation-x][TargetChunk._Get_Component("LIST:Tiles")[(-1*yRelation)-1][xRelation][1]._Get_TileID()][TargetChunk._Get_Component("LIST:Tiles")[y][x][z]._Get_TileID()]._Increment()
#print "Incrementing relation %d,%d to"%(xRelation-x,yRelation-y), dEntities["MCData"]._Get_Component("LIST:MCData")[z][yRelation-y][xRelation-x][TargetChunk._Get_Component("LIST:Tiles")[(-1*yRelation)-1][xRelation][1]._Get_TileID()][TargetChunk._Get_Component("LIST:Tiles")[y][x][z]._Get_TileID()]._Get_Count()
#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():
#This increments the MCData counter for the current tileType transition.
dEntities["MCData"]._Get_Component("LIST:MCData")[z][yRelation-y][xRelation-x][TargetChunk._Get_Component("LIST:Tiles")[(-1*yRelation)-1][xRelation-config.CHUNK_TILES_WIDE][1]._Get_TileID()][TargetChunk._Get_Component("LIST:Tiles")[y][x][z]._Get_TileID()]._Increment()
#print "Incrementing relation %d,%d to"%(xRelation-x,yRelation-y), dEntities["MCData"]._Get_Component("LIST:MCData")[z][yRelation-y][xRelation-x][TargetChunk._Get_Component("LIST:Tiles")[(-1*yRelation)-1][xRelation-config.CHUNK_TILES_WIDE][1]._Get_TileID()][TargetChunk._Get_Component("LIST:Tiles")[y][x][z]._Get_TileID()]._Get_Count()
#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():
#This increments the MCData counter for the current tileType transition.
dEntities["MCData"]._Get_Component("LIST:MCData")[z][yRelation-y][xRelation-x][TargetChunk._Get_Component("LIST:Tiles")[(-1*yRelation)-1][(-1*xRelation)-1][1]._Get_TileID()][TargetChunk._Get_Component("LIST:Tiles")[y][x][z]._Get_TileID()]._Increment()
#print "Incrementing relation %d,%d to"%(xRelation-x,yRelation-y), dEntities["MCData"]._Get_Component("LIST:MCData")[z][yRelation-y][xRelation-x][TargetChunk._Get_Component("LIST:Tiles")[(-1*yRelation)-1][(-1*xRelation)-1][1]._Get_TileID()][TargetChunk._Get_Component("LIST:Tiles")[y][x][z]._Get_TileID()]._Get_Count()
#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():
#This increments the MCData counter for the current tileType transition.
dEntities["MCData"]._Get_Component("LIST:MCData")[z][yRelation-y][xRelation-x][TargetChunk._Get_Component("LIST:Tiles")[yRelation-config.CHUNK_TILES_HIGH][xRelation-config.CHUNK_TILES_WIDE][1]._Get_TileID()][TargetChunk._Get_Component("LIST:Tiles")[y][x][z]._Get_TileID()]._Increment()
#print "Incrementing relation %d,%d to"%(xRelation-x,yRelation-y), dEntities["MCData"]._Get_Component("LIST:MCData")[z][yRelation-y][xRelation-x][TargetChunk._Get_Component("LIST:Tiles")[yRelation-config.CHUNK_TILES_HIGH][xRelation-config.CHUNK_TILES_WIDE][1]._Get_TileID()][TargetChunk._Get_Component("LIST:Tiles")[y][x][z]._Get_TileID()]._Get_Count()
#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():
#This increments the MCData counter for the current tileType transition.
dEntities["MCData"]._Get_Component("LIST:MCData")[z][yRelation-y][xRelation-x][TargetChunk._Get_Component("LIST:Tiles")[yRelation-config.CHUNK_TILES_HIGH][(-1*xRelation)-1][1]._Get_TileID()][TargetChunk._Get_Component("LIST:Tiles")[y][x][z]._Get_TileID()]._Increment()
#print "Incrementing relation %d,%d to"%(xRelation-x,yRelation-y), dEntities["MCData"]._Get_Component("LIST:MCData")[z][yRelation-y][xRelation-x][TargetChunk._Get_Component("LIST:Tiles")[yRelation-config.CHUNK_TILES_HIGH][(-1*xRelation)-1][1]._Get_TileID()][TargetChunk._Get_Component("LIST:Tiles")[y][x][z]._Get_TileID()]._Get_Count()
else:
print "The Save_Markov_Data() system function should not have entered this else, because all of the cases should have been covered for where \
the relative tile is located!"
dEntities["ChunkCounter"]._Get_Component("COUNT:x")._Increment()
#Move by offset to the right one chunk.
Move_Chunk_Position( {"ChunkMan":dEntities["ChunkMan"],
"Offset":entities.Entity("", \
"", \
-1, \
{"pos":getClass("Position")( {"componentID":"direction", \
"positionX":1, \
"positionY":0} )})} )
else:
if dEntities["ChunkCounter"]._Get_Component("COUNT:y")._Get_Count() \
< (dEntities["boundary"]._Get_Component("MISC:BottomBound")._Get_Storage() - dEntities["boundary"]._Get_Component("MISC:TopBound")._Get_Storage() +1):
dEntities["ChunkCounter"]._Get_Component("COUNT:y")._Increment()
dEntities["ChunkCounter"]._Get_Component("COUNT:x")._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":getClass("Position")( {"componentID":"direction", \
"positionX":dEntities["boundary"]._Get_Component("MISC:LeftBound")._Get_Storage(), \
"positionY":dEntities["boundary"]._Get_Component("MISC:TopBound")._Get_Storage() \
+ dEntities["ChunkCounter"]._Get_Component("COUNT:y")._Get_Count()} )})} )
else:
#We're done with this system function, so we'll remove it.
System_Manager._Remove_System("Calculate_Markov_Map_Data")
#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.)
#So we need to add the system function that will be used for saving that data.
System_Manager._Add_System("state", "Save_Markov_Map_Data", [ ("Storage", "MCData", "MCData"), ("Storage", "Counter", "TileRelationCounter") ])
#These are being reset so that the Save_Markov_Map_Data can reuse the counters for the tile relations
# (because one tile relation will be normalized and saved at a time.)
dEntities["ChunkCounter"]._Get_Component("COUNT:x")._Set_Counter(config.TILE_XRELATION_MIN)
dEntities["ChunkCounter"]._Get_Component("COUNT:y")._Set_Counter(config.TILE_YRELATION_MIN)
return "NULL,NULL"
def Save_Markov_Map_Data(dEntities):
"""This will simply save the TileType transition data to the xml files for the
Markov Chain. But the data at this point isn't normalized, so we'll have to normalize
it as we go. Then afterward, the Markov Chain data will be ready to be used for the
generation of maps."""
#Here we check to see if we're within the bounds of the tile relation area we
# are interested in.
if dEntities["TileRelationCounter"]._Get_Component("COUNT:x")._Get_Count() \
<= config.TILE_XRELATION_MAX:
#This just makes sure that we're going to ignore the 0,0 tile relation,
# because that represents the transition from one spot to the same spot (we don't want that.)
if dEntities["TileRelationCounter"]._Get_Component("COUNT:x")._Get_Count() != 0 \
and dEntities["TileRelationCounter"]._Get_Component("COUNT:y")._Get_Count() != 0:
print "Saving %d,%d tile relation MCData"%(dEntities["TileRelationCounter"]._Get_Component("COUNT:x")._Get_Count(),dEntities["TileRelationCounter"]._Get_Component("COUNT:y")._Get_Count())
MCTree = ET.parse(os.getcwd() + config.Map_Data_Directory + "MCData\\" + "%d,%d.xml"%(dEntities["TileRelationCounter"]._Get_Component("COUNT:x")._Get_Count(),dEntities["TileRelationCounter"]._Get_Component("COUNT:y")._Get_Count()))
MCRoot = MCTree.getroot()
#Here is where we must normalize and save the xml data for the tile relation
# that we are currently on. (Note that only one tile relation is handled at a time!)
#Each layer has its own individual tile relation data.
for layer in xrange(config.CHUNK_LAYERS):
layerXMLData = MCRoot.find("ChunkLayer[@Layer='%d']"%layer)
#Notice that we're always dealing with the tileTypes of the ground layer when
# we're iterating through the prevTileTypes (which are the tileTypes that
# we're transitioning from.) This is because each layer is to be generated with
# respect to the ground layer.
for prevTileType in xrange(config.GROUND_TILE_TYPES):
prevTileTypeXMLData = layerXMLData.find("RelativeTile[@TileType='%d']"%prevTileType)
#Before looping through the tile types that we're transitioning to,
# we must know the tileTypes that are available with respect to the
# chunk layer (the tileTypes we're transitioning to are variable,
# while the tileTypes we're transitioning from are constant.)
maxTileTypes = 0
#Check if we're transitiong to the foreground layer
if layer == 0:
maxTileTypes = config.FOREGROUND_TILE_TYPES
#Check if we're transitiong to the ground layer
elif layer == 1:
maxTileTypes = config.GROUND_TILE_TYPES
#Check if we're transitiong to the background layer
elif layer == 2:
maxTileTypes = config.BACKGROUND_TILE_TYPES
totalTransitions = 0.
#This is saved just so that the huge thing of embedded lists doesn't have to keep being queried.
#So now this is a list of transition data for the current layer, tile relation and prevTileType.
nextTileTypeMCData = dEntities["MCData"]._Get_Component("LIST:MCData")[layer][dEntities["TileRelationCounter"]._Get_Component("COUNT:y")._Get_Count()][dEntities["TileRelationCounter"]._Get_Component("COUNT:x")._Get_Count()][prevTileType]
#For each state within a tile relation, we must add up the transitions from that state.
# Then we can use that number to normalize the transition probabilities with respect
# to that state.
#After this for loop is done, we have the total transitions and can begin normalizing.
for nextTileType in xrange(maxTileTypes):
totalTransitions += nextTileTypeMCData[nextTileType]._Get_Count()
#print "The tile relation %d,%d now has %d total transitions for the prevTileType %d"%(dEntities["TileRelationCounter"]._Get_Component("COUNT:x")._Get_Count(),dEntities["TileRelationCounter"]._Get_Component("COUNT:y")._Get_Count(),totalTransitions,prevTileType)
#This prevents division by zero for the normalizing process (the transitions are normalized already in a sense too,
# because they are already at zero or zero percent probability.)
if totalTransitions != 0:
#Then we must divide each transition by the total number of transitions and that
# will give us our normalized transition probability.
for nextTileType in xrange(maxTileTypes):
#Here we're just normalizing the transition data for each transition from the current prevTileType, layer and tile relation.
nextTileTypeMCData[nextTileType]._Set_Counter(float(nextTileTypeMCData[nextTileType]._Get_Count())/totalTransitions)
prevTileTypeXMLData.find("TargetTile[@TileType='%d']"%nextTileType).text = str(nextTileTypeMCData[nextTileType]._Get_Count())
#print "The tile relation %d,%d has %f probability of transitioning from %d prevTileType to %d nextTileType on layer %d"%(dEntities["TileRelationCounter"]._Get_Component("COUNT:x")._Get_Count(),dEntities["TileRelationCounter"]._Get_Component("COUNT:y")._Get_Count(),nextTileTypeMCData[nextTileType]._Get_Count(),prevTileType,nextTileType,layer)
#This saves the MCData that we just added to the xml file for the current tile relation.
MCTree.write(os.getcwd() + config.Map_Data_Directory + "MCData\\" + "%d,%d.xml"%(dEntities["TileRelationCounter"]._Get_Component("COUNT:x")._Get_Count(),dEntities["TileRelationCounter"]._Get_Component("COUNT:y")._Get_Count()))
#This will increment the tile relation counter outside of the previous if statement, because it prevents
# us from being stuck at tile relation (0,0) forever.
dEntities["TileRelationCounter"]._Get_Component("COUNT:x")._Increment()
else:
dEntities["TileRelationCounter"]._Get_Component("COUNT:x")._Set_Counter(config.TILE_XRELATION_MIN)
dEntities["TileRelationCounter"]._Get_Component("COUNT:y")._Increment()
#Here we check to see if we're outside the bounds of the tile relation area we are
# interested in.
if dEntities["TileRelationCounter"]._Get_Component("COUNT:y")._Get_Count() \
> config.TILE_YRELATION_MAX:
#Once we hit here, this whole system function is complete and we can remove it from the
# System_Manager
System_Manager._Remove_System("Save_Markov_Map_Data")
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))
#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 Load_MCData(dEntities):
"""This is for loading the MCData from the xml files into an entity that will be used to generate
the chunk data for the new saved game. This is done because it's much faster to query data from an
entity object than from the harddrive (RAM vs Harddrive.) This system function will also load in the
starting chunks for the ChunkManager entity. That is done because there is no Update() system function
being used during the course of the NewGame state. Instead Update() is only being called when it needs
to be within the Generate_World_Data() system function."""
#Gotta fill up that MCData entity with the xml data!
for y in xrange(config.TILE_YRELATION_MIN,config.TILE_YRELATION_MAX+1):
for x in xrange(config.TILE_XRELATION_MIN,config.TILE_XRELATION_MAX+1):
if y == 0 and x == 0:
continue
#Luoad the xml data for the tileRelation.
MCTree = ET.parse(os.getcwd() + config.Map_Data_Directory + "%d,%d.xml"%(x,y))
MCRoot = MCTree.getroot()
for layer in xrange(config.CHUNK_LAYERS):
xmlLayer = MCRoot.find("ChunkLayer[@Layer='%d']"%layer)
for prevTileType in xrange(config.GROUND_TILE_TYPES):
xmlPrevTileType = xmlLayer.find("RelativeTile[@TileType='%d']"%prevTileType)
if layer == 0:
for targetTileType in xrange(config.FOREGROUND_TILE_TYPES):
dEntities["MCData"]._Get_Component("LIST:MCData")[layer][y][x][prevTileType][targetTileType]._Set_Counter(float(xmlPrevTileType.find("TargetTile[@TileType='%d']"%targetTileType).text))
if layer == 1:
for targetTileType in xrange(config.GROUND_TILE_TYPES):
dEntities["MCData"]._Get_Component("LIST:MCData")[layer][y][x][prevTileType][targetTileType]._Set_Counter(float(xmlPrevTileType.find("TargetTile[@TileType='%d']"%targetTileType).text))
if layer == 2:
for targetTileType in xrange(config.BACKGROUND_TILE_TYPES):
dEntities["MCData"]._Get_Component("LIST:MCData")[layer][y][x][prevTileType][targetTileType]._Set_Counter(float(xmlPrevTileType.find("TargetTile[@TileType='%d']"%targetTileType).text))
Update_Load_List({"LoadList":dEntities["ChunkMan"]._Get_Component("LIST:LoadList"), \
"ChunkDataDir":dEntities["ChunkMan"]._Get_Component("MISC:ChunkDataDir")})
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":Entity("", \
"", \
1, \
{"pos":getClass("Position")( {"componentID":"direction", \
"positionX":lOrderOfOffsetsX[iSpiralOffset%4], \
"positionY":lOrderOfOffsetsY[iSpiralOffset%4]} )})} )
#This is called here, because it will speed up the world generation if this is called
# only when it needs to be (and that's right after the chunk position is moved.)
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), \
"MCData":dEntities["MCData"]} )
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":getClass("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_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