BulletML.FromDocument: Type detector. Various setstate bug fixes.
[python-bulletml.git] / bulletml / impl.py
index 3326cec..0548b9d 100644 (file)
@@ -1,7 +1,4 @@
-"""BulletML implementation.
-
-http://www.asahi-net.or.jp/~cs8k-cyu/bulletml/index_e.html
-"""
+"""BulletML implementation."""
 
 from __future__ import division
 
@@ -31,12 +28,10 @@ class Action(object):
         self.aiming = False
         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
         self.finished = False
         if parent:
@@ -66,13 +61,13 @@ class Action(object):
         self.previous_fire_direction = other.previous_fire_direction
         self.previous_fire_speed = other.previous_fire_speed
 
-    def step(self):
+    def step(self, owner, rank, created, sin=math.sin, cos=math.cos):
         """Advance by one frame."""
-        created = []
+        s_params = self.params
 
         if self.speed_frames > 0:
             self.speed_frames -= 1
-            self.owner.speed += self.speed
+            owner.speed += self.speed
 
         if self.direction_frames > 0:
             # The Noiz implementation was a little weird here, I think
@@ -81,21 +76,21 @@ class Action(object):
             # check is supposed to do, exactly.
             self.direction_frames -= 1
             if self.aiming and self.direction_frames <= 0:
-                self.owner.direction += self.owner.aim
+                owner.direction += owner.aim
             else:
-                self.owner.direction += self.direction
+                owner.direction += self.direction
 
         if self.accel_frames > 0:
             self.accel_frames -= 1
-            self.owner.mx += self.mx
-            self.owner.my += self.my
+            owner.mx += self.mx
+            owner.my += self.my
 
         if self.pc is None:
-            return created
+            return
 
         if self.wait_frames > 0:
             self.wait_frames -= 1
-            return created
+            return
 
         while True:
             self.pc += 1
@@ -109,39 +104,38 @@ class Action(object):
                     self.finished = True
                     if self.parent is not None:
                         self.parent.copy_state(self)
-                        self.owner.replace(self, self.parent)
+                        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, repeat)
-                self.owner.replace(self, child)
-                created.extend(child.step())
+                repeat, (actions, params) = action(s_params, rank)
+                child = Action(owner, self, actions, params, rank, repeat)
+                owner.replace(self, child)
+                child.step(owner, rank, created, sin, cos)
                 break
 
             elif isinstance(action, (parser.ActionDef, parser.ActionRef)):
-                actions, params = action(self.params, self.rank)
-                child = Action(self.owner, self, actions, params, self.rank)
-                self.owner.replace(self, child)
-                created.extend(child.step())
+                actions, params = action(s_params, rank)
+                child = Action(owner, self, actions, params, rank)
+                owner.replace(self, child)
+                child.step(owner, rank, created, sin, cos)
                 break
 
             elif isinstance(action, (parser.FireDef, parser.FireRef)):
-                direction, speed, actions = action(self.params, self.rank)
+                direction, speed, actions, offset = action(s_params, rank)
                 if direction:
                     direction, type = direction
                     if type == "aim" or type is None:
-                        direction += self.owner.aim
+                        direction += owner.aim
                     elif type == "sequence":
                         direction += self.previous_fire_direction
                     elif type == "relative":
-                        direction += self.owner.direction
+                        direction += owner.direction
                 else:
-                    direction = self.owner.aim
+                    direction = owner.aim
                 self.previous_fire_direction = direction
 
                 if speed:
@@ -151,83 +145,112 @@ class Action(object):
                     elif type == "relative":
                         # The reference Noiz implementation uses
                         # prvFireSpeed here, but the standard is
-                        # pretty clear -- "0 means that the direction
-                        # of this fire and the direction of the bullet
-                        # are the same".
-                        speed += self.owner.speed
+                        # pretty clear -- "In case of the type is
+                        # "relative", ... the speed is relative to the
+                        # speed of this bullet."
+                        speed += 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)
+                x, y = owner.x, owner.y
+                if offset:
+                    off_x, off_y = offset(s_params, rank)
+                    if offset.type == "relative":
+                        s = sin(direction)
+                        c = cos(direction)
+                        x += c * off_x + s * off_y
+                        y += s * off_x - c * off_y
+                    else:
+                        x += off_x
+                        y += off_y
+
+                bullet = Bullet(
+                    x, y, direction, speed, owner.target, actions, self, rank)
                 created.append(bullet)
 
             elif isinstance(action, parser.ChangeSpeed):
-                frames, (speed, type) = action(self.params, self.rank)
+                frames, (speed, type) = action(s_params, rank)
                 self.speed_frames = frames
-                if type == "sequence":
+                if frames <= 0:
+                    if type == "absolute":
+                        owner.speed = speed
+                    elif type == "relative":
+                        owner.speed += speed
+                elif type == "sequence":
                     self.speed = speed
                 elif type == "relative":
                     self.speed = speed / frames
                 else:
-                    self.speed = (speed - self.owner.speed) / frames
+                    self.speed = (speed - owner.speed) / frames
 
             elif isinstance(action, parser.ChangeDirection):
-                frames, (direction, type) = action(self.params, self.rank)
+                frames, (direction, type) = action(s_params, rank)
                 self.direction_frames = frames
                 self.aiming = False
                 if type == "sequence":
                     self.direction = direction
                 else:
                     if type == "absolute":
-                        self.direction = (
-                            direction - self.owner.direction) % PI_2
-                    elif type == "relative":
-                        self.direction = direction
-                    else:
+                        direction -= owner.direction
+                    elif type != "relative": # aim or default
                         self.aiming = True
-                        self.direction = (
-                            direction
-                            + self.owner.aim
-                            - self.owner.direction) % PI_2
+                        direction += owner.aim - owner.direction
 
-                    if self.direction > math.pi:
-                        self.direction -= PI_2
-                    if self.direction < -math.pi:
-                        self.direction += PI_2
-                    self.direction /= self.direction_frames
+                    # Normalize to [-pi, pi).
+                    direction = (direction + math.pi) % PI_2 - math.pi
+                    if frames <= 0:
+                        owner.direction += direction
+                    else:
+                        self.direction = direction / frames
 
             elif isinstance(action, parser.Accel):
-                frames, horizontal, vertical = action(self.params, self.rank)
+                frames, horizontal, vertical = action(s_params, rank)
                 self.accel_frames = frames
                 if horizontal:
                     mx, type = horizontal
-                    if type == "sequence":
+                    if frames <= 0:
+                        if type == "absolute":
+                            owner.mx = mx
+                        elif type == "relative":
+                            owner.mx += mx
+                    elif type == "sequence":
                         self.mx = mx
                     elif type == "absolute":
-                        self.mx = (mx - self.owner.mx) / frames
+                        self.mx = (mx - owner.mx) / frames
                     elif type == "relative":
                         self.mx = mx / frames
                 if vertical:
                     my, type = vertical
-                    if type == "sequence":
+                    if frames <= 0:
+                        if type == "absolute":
+                            owner.my = my
+                        elif type == "relative":
+                            owner.my += my
+                    elif type == "sequence":
                         self.my = my
                     elif type == "absolute":
-                        self.my = (my - self.owner.my) / frames
+                        self.my = (my - owner.my) / frames
                     elif type == "relative":
                         self.my = my / frames
 
+            elif isinstance(action, parser.Tag):
+                owner.tags.add(action.tag)
+
+            elif isinstance(action, parser.Untag):
+                try:
+                    owner.tags.remove(action.tag)
+                except KeyError:
+                    pass
+
             elif isinstance(action, parser.Wait):
-                self.wait_frames = action(self.params, self.rank)
+                self.wait_frames = action(s_params, rank)
                 break
 
             elif isinstance(action, parser.Vanish):
-                self.owner.vanish()
+                owner.vanish()
                 break
 
-        return created
-
 class Bullet(object):
     """Simple bullet implementation.
 
@@ -239,17 +262,19 @@ class Bullet(object):
     speed - speed of movement, in units per frame
     target - object with .x and .y fields for "aim" directions
     vanished - set to true by a <vanish> action
+    rank - game difficulty, 0 to 1, default 0.5
+    tags - string tags set by the running actions
 
     Contructor Arguments:
-    x, y, direction, speed, target - same as the attributes
+    x, y, direction, speed, target, rank - same as the attributes
     actions - internal action list
     parent - parent of actions, None for manually-created bullets
-    rank - game difficulty, 0 to 1
+
 
     """
 
     def __init__(self, x=0, y=0, direction=0, speed=0, target=None,
-                 actions=(), parent=None, rank=None):
+                 actions=(), parent=None, rank=0.5):
         self.x = self.px = x
         self.y = self.py = y
         self.mx = 0
@@ -258,8 +283,8 @@ class Bullet(object):
         self.speed = speed
         self.vanished = False
         self.target = target
-        if rank is None:
-            rank = parent.rank if parent else 0.5
+        self.rank = rank
+        self.tags = set()
         # New bullets reset the parent hierarchy.
         self._actions = [Action(self, None, action, params, rank)
                          for action, params in actions]
@@ -316,7 +341,7 @@ class Bullet(object):
         else:
             self._actions[idx] = new
 
-    def step(self):
+    def step(self, sin=math.sin, cos=math.cos):
         """Advance by one frame.
 
         This updates the position and velocity, and may also set the
@@ -327,11 +352,11 @@ class Bullet(object):
         created = []
 
         for action in self._actions:
-            created.extend(action.step())
+            action.step(self, self.rank, created, sin, cos)
 
         self.px = self.x
         self.py = self.y
-        self.x += self.mx + math.sin(self.direction) * self.speed
-        self.y += self.my - math.cos(self.direction) * self.speed
+        self.x += self.mx + sin(self.direction) * self.speed
+        self.y += self.my - cos(self.direction) * self.speed
 
         return created