Class: Demiurge::TmxLocation
- Defined in:
- lib/demiurge/tmx.rb
Overview
A TmxLocation is a special location that is attached to a tile layout, a TMX file. This affects the size and shape of the room, and how agents may travel through it. TmxLocations have X and Y coordinates (grid coordinates) for their positions.
Constant Summary
Constants inherited from ActionItem
Instance Attribute Summary
Attributes inherited from StateItem
Class Method Summary collapse
-
.position_to_coords(pos) ⇒ Object
Parse a tiled position string and return the X and Y tile coordinates.
-
.position_to_loc_coords(pos) ⇒ Object
Parse a tiled position string and return the location name and the X and Y tile coordinates.
-
.tile_cache_entry(state_manasource_tile_layout, state_tile_layout) ⇒ Object
Technically a StateItem of any kind has to be okay with its state changing totally out from under it at any time.
Instance Method Summary collapse
-
#any_legal_position ⇒ Object
For a TmxLocation's legal position, find somewhere not covered as a collision on the collision map.
-
#can_accomodate_agent?(agent, position) ⇒ Boolean
Determine whether this position can accomodate the given agent's shape and size.
-
#can_accomodate_dimensions?(left_x, upper_y, width, height) ⇒ Boolean
Determine whether this coordinate location can accomodate a rectangular item of the given coordinate dimensions.
-
#can_accomodate_shape?(left_x, upper_y, shape) ⇒ Boolean
Determine whether this coordinate location can accomodate an item of the given shape.
-
#item_change_position(item, old_pos, new_pos) ⇒ Object
When an item changes position in a TmxLocation, check if the new position leads out an exit.
-
#tiles ⇒ Object
Return the tile object for this location.
-
#tmx_object_by_name(name) ⇒ Object
Return a TMX object's structure, for an object of the given name, or nil.
-
#tmx_object_coords_by_name(name) ⇒ Object
Return the tile coordinates of the TMX object with the given name, or nil.
-
#valid_coordinate?(x, y) ⇒ Boolean
This checks the coordinate's validity, but not relative to any specific person/item/whatever that could occupy the space.
-
#valid_position?(pos) ⇒ Boolean
This just determines if the position is valid at all.
Methods inherited from Location
#add_exit, #exits, #finished_init, #initialize, #location, #location_name, #zone, #zone_name
Methods inherited from Container
#contents_names, #ensure_contains, #ensure_does_not_contain, #finished_init, #initialize, #intentions_for_next_step, #item_change_location, #move_item_inside, #receive_offer
Methods inherited from ActionItem
#__state_internal, #finished_init, #get_action, #get_actions_with_tags, #initialize, #intentions_for_next_step, #location, #location_name, #position, #register_actions, #run_action, #zone, #zone_name
Methods inherited from StateItem
#agent?, from_name_type, #get_structure, #initialize, #intentions_for_next_step, #state, #state_type, #zone?
Constructor Details
This class inherits a constructor from Demiurge::Location
Class Method Details
.position_to_coords(pos) ⇒ Object
Parse a tiled position string and return the X and Y tile coordinates
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# File 'lib/demiurge/tmx.rb', line 140 def self.position_to_coords(pos) loc, x, y = position_to_loc_coords(pos) return x, y end |
.position_to_loc_coords(pos) ⇒ Object
Parse a tiled position string and return the location name and the X and Y tile coordinates
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# File 'lib/demiurge/tmx.rb', line 146 def self.position_to_loc_coords(pos) loc, coords = pos.split("#",2) if coords x, y = coords.split(",") return loc, x.to_i, y.to_i else return loc, nil, nil end end |
.tile_cache_entry(state_manasource_tile_layout, state_tile_layout) ⇒ Object
Technically a StateItem of any kind has to be okay with its state changing totally out from under it at any time. One way around that for TMX is a tile cache to parse new entries and re-return old ones. This means if a file is changed at runtime, its cache entry won't be reloaded.
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# File 'lib/demiurge/tmx.rb', line 297 def self.tile_cache_entry(state_manasource_tile_layout, state_tile_layout) smtl = state_manasource_tile_layout stl = state_tile_layout @tile_cache ||= { "manasource_tile_layout" => {}, "tile_layout" => {}, } if smtl @tile_cache["manasource_tile_layout"][smtl] ||= Demiurge.sprites_from_manasource_tmx(smtl) elsif stl @tile_cache["tile_layout"][stl] ||= Demiurge.sprites_from_tmx(stl) else raise "A TMX location must have some kind of tile layout!" end end |
Instance Method Details
#any_legal_position ⇒ Object
For a TmxLocation's legal position, find somewhere not covered as a collision on the collision map.
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# File 'lib/demiurge/tmx.rb', line 241 def any_legal_position loc_tiles = self.tiles if tiles[:collision] # We have a collision layer? Fabulous. Scan upper-left to lower-right until we get something non-collidable. (0...tiles[:spritestack][:width]).each do |x| (0...tiles[:spritestack][:height]).each do |y| if tiles[:collision][y][x] == 0 # We found a walkable spot. return "#{@name}##{x},#{y}" end end end else # Is there a start location? If so, return it. Guaranteed good, right? start_loc = tiles[:objects].detect { |obj| obj[:name] == "start location" } if start_loc x = start_loc[:x] / tiles[:spritestack][:tilewidth] y = start_loc[:y] / tiles[:spritestack][:tileheight] return "#{@name}##{x},#{y}" end # If no start location and no collision data, is there a first location with coordinates? if tiles[:objects].first[:x] obj = tiles[:objects].first return "#{@name}##{x},#{y}" end # Screw it, just return the upper left corner. return "#{@name}#0,0" end end |
#can_accomodate_agent?(agent, position) ⇒ Boolean
Determine whether this position can accomodate the given agent's shape and size.
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# File 'lib/demiurge/tmx.rb', line 195 def can_accomodate_agent?(agent, position) loc, x, y = TmxLocation.position_to_loc_coords(position) raise "Location #{@name.inspect} asked about different location #{loc.inspect} in can_accomodate_agent!" if loc != @name shape = agent.state["shape"] || "humanoid" can_accomodate_shape?(x, y, shape) end |
#can_accomodate_dimensions?(left_x, upper_y, width, height) ⇒ Boolean
Determine whether this coordinate location can accomodate a rectangular item of the given coordinate dimensions.
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# File 'lib/demiurge/tmx.rb', line 204 def can_accomodate_dimensions?(left_x, upper_y, width, height) return false if left_x < 0 || upper_y < 0 right_x = left_x + width - 1 lower_y = upper_y + height - 1 return false if right_x >= tiles[:spritestack][:width] || lower_y >= tiles[:spritestack][:height] return true unless tiles[:collision] (left_x..right_x).each do |x| (upper_y..lower_y).each do |y| return false if tiles[:collision][y][x] != 0 end end return true end |
#can_accomodate_shape?(left_x, upper_y, shape) ⇒ Boolean
Determine whether this coordinate location can accomodate an item of the given shape.
For now, don't distinguish between walkable/swimmable or whatever, just say a collision value of 0 means valid, everything else is invalid.
TODO: figure out some configurable way to specify what tile value means invalid for TMX maps with more complex collision logic.
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# File 'lib/demiurge/tmx.rb', line 228 def can_accomodate_shape?(left_x, upper_y, shape) case shape when "humanoid" return can_accomodate_dimensions?(left_x, upper_y, 2, 1) when "tiny" return can_accomodate_dimensions?(left_x, upper_y, 1, 1) else raise "Unknown shape #{shape.inspect} passed to can_accomodate_shape!" end end |
#item_change_position(item, old_pos, new_pos) ⇒ Object
When an item changes position in a TmxLocation, check if the new position leads out an exit. If so, send them where the exit leads instead.
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# File 'lib/demiurge/tmx.rb', line 159 def item_change_position(item, old_pos, new_pos) exit = @state["exits"].detect { |e| e["from"] == new_pos } return super unless exit # No exit? Do what you were going to. # Going to hit an exit? Cancel this motion and enqueue an # intention to do so? Or just send them through? If the former, # it's very hard to unblockably pass through an exit, even if # that's what's wanted. If the latter, it's very hard to make # going through an exit blockable. # Eh, just send them through for now. We'll figure out how to # make detecting and blocking exit intentions easy later. item_change_location(item, old_pos, exit["to"]) end |
#tiles ⇒ Object
Return the tile object for this location
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# File 'lib/demiurge/tmx.rb', line 272 def tiles raise("A TMX location (name: #{@name.inspect}) must have a tile layout!") unless state["tile_layout"] || state["manasource_tile_layout"] TmxLocation.tile_cache_entry(state["manasource_tile_layout"], state["tile_layout"]) end |
#tmx_object_by_name(name) ⇒ Object
Return a TMX object's structure, for an object of the given name, or nil.
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# File 'lib/demiurge/tmx.rb', line 278 def tmx_object_by_name(name) tiles[:objects].detect { |o| o[:name] == name } end |
#tmx_object_coords_by_name(name) ⇒ Object
Return the tile coordinates of the TMX object with the given name, or nil.
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# File 'lib/demiurge/tmx.rb', line 283 def tmx_object_coords_by_name(name) obj = tiles[:objects].detect { |o| o[:name] == name } if obj [ obj[:x] / tiles[:spritesheet][:tilewidth], obj[:y] / tiles[:spritesheet][:tileheight] ] else nil end end |
#valid_coordinate?(x, y) ⇒ Boolean
This checks the coordinate's validity, but not relative to any specific person/item/whatever that could occupy the space.
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# File 'lib/demiurge/tmx.rb', line 187 def valid_coordinate?(x, y) return false if x < 0 || y < 0 return false if x >= tiles[:spritestack][:width] || y >= tiles[:spritestack][:height] return true unless tiles[:collision] return tiles[:collision][y][x] == 0 end |
#valid_position?(pos) ⇒ Boolean
This just determines if the position is valid at all. It does not check walkable/swimmable or even if it's big enough for a humanoid to stand in.
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# File 'lib/demiurge/tmx.rb', line 178 def valid_position?(pos) return false unless pos[0...@name.size] == @name return false unless pos[@name.size] == "#" x, y = pos[(@name.size + 1)..-1].split(",", 2).map(&:to_i) valid_coordinate?(x, y) end |