Implementation.
authorJoe Wreschnig <joe.wreschnig@gmail.com>
Tue, 16 Mar 2010 05:47:00 +0000 (22:47 -0700)
committerJoe Wreschnig <joe.wreschnig@gmail.com>
Tue, 16 Mar 2010 05:47:00 +0000 (22:47 -0700)
bulletml/__init__.py
bulletml/impl.py [new file with mode: 0644]

index 9dc15d1d5ce5743d4e98423bbe04605c05e72df9..4643d0089a4ad47d771a062f16eb0efef03b91b3 100644 (file)
@@ -4,3 +4,4 @@ http://www.asahi-net.or.jp/~cs8k-cyu/bulletml/index_e.html
 """
 
 from bulletml.parser import BulletML
+from bulletml.impl import Bullet, Action
diff --git a/bulletml/impl.py b/bulletml/impl.py
new file mode 100644 (file)
index 0000000..c228a33
--- /dev/null
@@ -0,0 +1,274 @@
+"""BulletML implementation.
+
+http://www.asahi-net.or.jp/~cs8k-cyu/bulletml/index_e.html
+"""
+
+from __future__ import division
+
+import math
+
+from bulletml import parser, errors
+
+# TODO(jfw): This is very non-Pythonic, it's pretty much just the
+# BulletML reference ActionImpl translated to Python.
+
+class Action(object):
+    """Running action implementation."""
+
+    def __init__(self, owner, parent, actions, params, rank):
+        self.actions = actions
+        self.parent = parent
+        self.repeat = 0
+        self.wait_frames = 0
+        self.speed = 0
+        self.speed_frames = 0
+        self.aim_direction = 0
+        self.direction = 0
+        self.direction_frames = 0
+        self.aiming = False
+        self.aim_mx = 0
+        self.aim_my = 0
+        self.mx = 0
+        self.my = 0
+        self.owner = owner
+        self.accel_frames = 0
+        self.previous_fire_direction = 0
+        self.previous_fire_speed = 0
+        self.params = params
+        self.rank = rank
+        self.pc = -1
+        if parent:
+            self.copy_state(parent)
+
+    def vanish(self):
+        if self.parent:
+            self.parent.vanish()
+        self.repeat = 0
+        self.pc = None
+
+    def copy_state(self, other):
+        self.direction_frames = other.direction_frames
+        self.direction = other.direction
+        self.aiming = other.aiming
+        self.speed_frames = other.speed_frames
+        self.speed = other.speed
+        self.accel_frames = other.accel_frames
+        self.mx = other.mx
+        self.my = other.my
+        self.previous_fire_direction = other.previous_fire_direction
+        self.previous_fire_speed = other.previous_fire_speed
+
+    def step(self):
+        created = []
+
+        if self.speed_frames > 0:
+            self.speed_frames -= 1
+            self.owner.speed += self.speed
+        if self.direction_frames > 0:
+            self.direction_frames -= 1
+            if self.direction_frames <= 0:
+                if self.aiming:
+                    self.owner.direction += self.owner.aim
+            else:
+                self.owner.direction += self.direction
+        if self.accel_frames > 0:
+            self.accel_frames -= 1
+            self.owner.mx += self.mx
+            self.owner.my += self.my
+
+        if self.pc is None:
+            return created
+
+        if self.wait_frames > 0:
+            self.wait_frames -= 1
+            return created
+
+        while True:
+            self.pc += 1
+            if self.pc >= len(self.actions):
+                self.repeat -= 1
+                if self.repeat <= 0:
+                    if self.parent is not None:
+                        self.parent.copy_state(self)
+                        self.owner.replace(self, self.parent)
+                    break
+                else:
+                    self.pc = 0
+
+            action = self.actions[self.pc]
+
+            if isinstance(action, parser.Repeat):
+                repeat, (actions, params) = action(self.params, self.rank)
+                child = Action(self.owner, self, actions, params, self.rank)
+                child.repeat = repeat
+                self.owner.replace(self, child)
+                created.extend(child.step())
+                break
+
+            elif isinstance(action, (parser.ActionDef, parser.ActionRef)):
+                action, params = action(self.params, self.rank)
+                child = Action(self.owner, self, actions, params, self.rank)
+                self.owner.replace(self, child)
+                created.extend(child.step())
+                break
+
+            elif isinstance(action, (parser.FireDef, parser.FireRef)):
+                direction, speed, actions = action(self.params, self.rank)
+                if direction:
+                    direction, type = direction
+                    if type == "aim":
+                        direction += self.owner.aim
+                    elif type == "sequence":
+                        direction += self.previous_fire_direction
+                    elif type == "relative":
+                        direction += self.owner.direction
+                else:
+                    direction = self.owner.aim
+                self.previous_fire_direction = direction
+
+
+                if speed:
+                    speed, type = speed
+                    if type == "sequence":
+                        speed += self.previous_fire_speed
+                    elif type == "relative":
+                        # FIXME(jfw): Reference impl uses prvFireSpeed
+                        # here?  That doesn't seem right at all.
+                        speed += self.owner.speed
+                else:
+                    speed = 1
+                self.previous_fire_speed = speed
+
+                bullet = Bullet(self.owner.x, self.owner.y, direction, speed,
+                                self.owner.target, actions, self)
+                created.append(bullet)
+
+            elif isinstance(action, parser.ChangeSpeed):
+                frames, (speed, type) = action(self.params, self.rank)
+                self.speed_frames = frames
+                if type == "sequence":
+                    self.speed = speed
+                elif type == "relative":
+                    self.speed = speed / frames
+                else:
+                    self.speed = (speed - self.owner.speed) / frames
+
+            elif isinstance(action, parser.ChangeDirection):
+                frames, (direction, type) = action(self.params, self.rank)
+                self.direction_frames = frames
+                self.aiming = False
+                if type == "sequence":
+                    self.aiming = False
+                    self.direction = direction
+                else:
+                    if type == "absolute":
+                        self.aiming = False
+                        self.direction = (
+                            direction - self.owner.direction) % 360
+                    elif type == "relative":
+                        self.aiming = False
+                        self.direction = direction
+                    else:
+                        self.aiming = True
+                        self.direction = (
+                            direction
+                            + self.owner.aim
+                            - self.owner.direction) % 360
+
+                    while self.direction > 180:
+                        self.direction -= 360
+                    while self.direction < -180:
+                        self.direction += 360
+                    self.direction /= self.direction_frames
+
+            elif isinstance(action, parser.Accel):
+                frames, horizontal, vertical = action(self.params, self.rank)
+                self.accel_frames = frames
+                if horizontal:
+                    mx, type = horizontal
+                    if type == "sequence":
+                        self.mx = mx
+                    elif type == "absolute":
+                        self.mx = (mx - bullet.mx) / frames
+                    elif type == "relative":
+                        self.mx = mx / frames
+                if vertical:
+                    my, type = vertical
+                    if type == "sequence":
+                        self.my = my
+                    elif type == "absolute":
+                        self.my = (my - bullet.my) / frames
+                    elif type == "relative":
+                        self.my = my / frames
+
+            elif isinstance(action, parser.Wait):
+                self.wait_frames = action(self.params, self.rank)
+                break
+
+            elif isinstance(action, parser.Vanish):
+                self.owner.vanish()
+                break
+
+        return created
+
+class Bullet(object):
+    """Simple bullet implementation."""
+
+    def __init__(self, x=0, y=0, direction=0, speed=0, target=None,
+                 actions=(), parent=None):
+        self.x = self.px = x
+        self.y = self.py = y
+        self.mx = 0
+        self.my = 0
+        self.direction = direction
+        self.speed = speed
+        self.vanished = False
+        self.target = target
+        self.actions = []
+        if actions and not parent:
+            raise errors.Error
+        for action, params in actions:
+            self.actions.append(
+                Action(self, parent, action, params, parent.rank))
+
+    def __repr__(self):
+        return ("%s(%r, %r, accel=%r, direction=%r, speed=%r, "
+                "actions=%r, target=%r, vanished=%r)") % (
+            type(self).__name__, self.x, self.y, (self.mx, self.my),
+            self.direction, self.speed, self.actions, self.target,
+            self.vanished)
+
+    @property
+    def aim(self):
+        """Angle to the target."""
+        if self.target is None:
+            return self.direction
+        else:
+            return math.atan2(self.target.x - self.x, self.target.y - self.y)
+
+    def vanish(self):
+        """Vanish this bullet and stop all actions."""
+        self.vanished = True
+        for action in self.actions:
+            action.vanish()
+        self.actions = []
+
+    def replace(self, old, new):
+        try:
+            idx = self.actions.index(old)
+        except ValueError:
+            pass
+        else:
+            self.actions[idx] = new
+
+    def step(self):
+        created = []
+
+        for action in self.actions:
+            created.extend(action.step())
+
+        direction = math.degrees(self.direction)
+        self.x += self.mx + math.sin(direction) * self.speed
+        self.y += self.my + math.cos(direction) * self.speed
+
+        return created