| Games-PMM documentation | Contained in the Games-PMM distribution. |
Games::PMM::Arena - represents the playing arena of a PMM Game
use Games::PMM::Arena; use Games::PMM::Monster; my $arena = Games::PMM::Arena->new(); my $m1 = Games::PMM::Monster->new(); my $m2 = Games::PMM::Monster->new(); $arena->add_monster( $m1, x => 0, y => 0 ); $arena->add_monster( $m2, x => 9, y => 9 ); $m1->facing( 'north' ); $m1->facing( 'south' );
Games::PMM::Arena represents the arena in which monsters battle. It controls the coordinate system and all related issues, including monster movement.
Several of these methods are private, used mostly within this module (and, presumably, any subclasses).
Creates and returns a new Arena object.
Private. Returns the current coordinate structure of this object. You probably don't want to use this directly.
Private. Returns the current monsters structure of this object. You probably don't want to use this directly.
Returns the highest allowed position of the arena along the x axis.
Returns the highest allowed position of the arena along the y axis.
Adds the given monster to the arena at coordinates $x and $y.
Returns true if the given position is available for a monster to move to or false otherwise.
Note: this method's name may change.
Returns true if the given position is within the bounds of the arena or false otherwise.
Returns the coordinates of the given $monster, if it exists within the
arena. If not, this will return undef. Coordinates are returned as a hash
reference, keyed on x and y.
Updates the position of the given $monster within the arena.
Retrieves and returns the monster in the arena at the given coordinates. This will return nothing if there's no monster at the coordinates.
Moves the given $monster forward one step, where "forward" depends on the
monster's current facing.
Moves the given $monster backwards one step, where "backwards" depends on
the monster's current facing.
Looks for other monsters in the arena relative to the $monster's current
facing. Monsters can only see directly ahead of them and only one position to
either side. They are not limited to how far they can see along the
perpendicular axis, however.
This will return a list of data structures, one for each other monster seen.
These data structures will contain x and y coordinates for the monster,
the id of the seen monster, and the distance to the monster.
Note: the distance is the number of moves it would take to reach the other monster's position. This does not count the number of turns it would take. As well, this is not updated as other monsters move.
Moves the monster based on the given coordinates, where $x and $y are
positions to move, not absolute coordinates. For example, if $monster is
currently at 3, 3, passing coordinates of -1, 1 would move the monster to
2,4.
This will return false and will not move the monster if the destination coordinates are out of range or if there is something at that position already.
Causes the given $monster to attack the first thing it finds in front of or
beside it. This will return undef if nothing was in range. Otherwise, it will
return true if something was damaged and zero if something was damaged past its
last point of health.
chromatic, chromatic@wgz.org
No known bugs.
Copyright (c) 2003, chromatic. All rights reserved. This module is distributed under the same terms as Perl itself, in the hope that it is useful but certainly under no guarantee.
| Games-PMM documentation | Contained in the Games-PMM distribution. |
package Games::PMM::Arena; use strict; sub new { bless { x_limit => 9, y_limit => 9, coordinates => [], monsters => {}, }, shift; } sub coordinates { my $self = shift; return $self->{coordinates}; } sub monsters { my $self = shift; $self->{monsters}; } sub x_limit { my $self = shift; $self->{x_limit}; } sub y_limit { my $self = shift; $self->{y_limit}; } sub add_monster { my ($self, $monster, %coordinates) = @_; $self->set_position( monster => $monster, %coordinates ); } sub set_position { my ($self, %args) = @_; my $coords = $self->coordinates(); my $monsters = $self->monsters(); return unless $self->validate_position( %args ); $coords->[ $args{x} ][ $args{y} ] = $args{monster}; $monsters->{ $args{monster}->id() } = [ $args{x}, $args{y} ]; } sub validate_position { my ($self, %args) = @_; my $coords = $self->coordinates(); return unless $self->within_bounds( %args ); return if defined $coords->[ $args{x} ][ $args{y} ]; return 1; } sub within_bounds { my ($self, %args) = @_; my $coords = $self->coordinates(); return if $args{x} > $self->x_limit() or $args{y} > $self->y_limit(); return if $args{x} < 0 or $args{y} < 0; return 1; } sub delete_position { my ($self, %args) = @_; my $coords = $self->coordinates(); my $monsters = $self->monsters(); my $monster = $coords->[ $args{ x } ][ $args{ y } ]; $coords->[ $args{ x } ][ $args{ y } ] = undef; return unless $monster; delete $monsters->{ $monster->id() }; } sub get_position { my ($self, $monster) = @_; my $id = $monster->id(); my $monsters = $self->monsters(); return unless exists $monsters->{ $id }; my ($x, $y) = @{ $monsters->{ $id } }; return { x => $x, y => $y }; } sub update_position { my ($self, $monster, %args) = @_; my $old_pos = $self->get_position( $monster ); return unless $self->validate_position( %args ); $self->delete_position( monster => $monster, %$old_pos ); $self->set_position( monster => $monster, %args ); } sub get_monster { my ($self, %args) = @_; my $coords = $self->coordinates(); return unless $self->within_bounds( %args ); return $coords->[ $args{x} ][ $args{y} ]; } for my $method ( { name => 'forward', modifier => +1 }, { name => 'reverse', modifier => -1 }, ) { no strict 'refs'; *{ $method->{name} } = sub { my ($self, $monster) = @_; my $pos = $self->get_position( $monster ); my $direction = $monster->direction( $method->{modifier} ); $pos->{x} += $direction->{x}; $pos->{y} += $direction->{y}; return unless $self->validate_position( %$pos ); $self->update_position( $monster, %$pos ); }; } sub is_wall { my ($self, %args) = @_; return 1 if $args{x} < 0 or $args{x} > $self->x_limit(); return 1 if $args{y} < 0 or $args{y} > $self->y_limit(); return; } sub get_distance { my ($self, $pos, %to) = @_; my ($small_x, $big_x) = $self->minmax( $to{x}, $pos->{x} ); my ($small_y, $big_y) = $self->minmax( $to{y}, $pos->{y} ); return $big_x - $small_x + $big_y - $small_y; } sub minmax { my ($self, $val1, $val2) = @_; return $val1 < $val2 ? ( $val1, $val2 ) : ( $val2, $val1 ); } sub scan { my ($self, $monster) = @_; my $id = $monster->id(); my $pos = $self->get_position( $monster ); my @seen; while ( my ($monster_id, $data) = each %{ $self->monsters() }) { next if $monster_id == $id; my ($x, $y) = @$data; my $distance = $self->get_distance( $pos, x => $x, y => $y ); next unless $self->can_see( $monster, $pos, distance => $distance, x => $x, y => $y ); push @seen, { id => $monster_id, x => $x, y => $y, distance => $distance, }; } return @seen; } my %facings = ( north => sub { my ($self, $pos) = @_; return { from => $pos->{x}, to => $self->x_limit(), perp => 'y', axis => 'x', }; }, south => sub { my ($self, $pos) = @_; return { from => 0, to => $pos->{x}, perp => 'y', axis => 'x', }; }, east => sub { my ($self, $pos) = @_; return { from => $pos->{y}, to => $self->y_limit(), perp => 'x', axis => 'y', } }, west => sub { my ($self, $pos) = @_; return { from => 0, to => $pos->{y}, perp => 'x', axis => 'y', } }, ); sub can_see { my ($self, $monster, $pos, %args) = @_; my $look = $facings{ $monster->facing() }; my $limits = $self->$look( $pos ); my $axis = $limits->{axis}; my $perp_axis = $limits->{perp}; # can see adjacent monsters, but not behind return ! $self->behind( $monster, $pos, %args ) if $args{distance} == 1; # cannot see non-adjacent monsters on perpendicular axis return if $args{$perp_axis} == $pos->{$perp_axis}; # can see all monsters from current position to boundary along facing axis return 1 if $args{$axis} >= $limits->{from} and $args{$axis} <= $limits->{to}; return; } my %check_behind = ( north => { axis => 'y', mod => -1 }, south => { axis => 'y', mod => +1 }, east => { axis => 'x', mod => -1 }, west => { axis => 'x', mod => +1 }, ); sub behind { my ($self, $monster, $pos, %args) = @_; my $check = $check_behind{ $monster->facing }; return $pos->{$check->{axis}} + $check->{mod} == $args{$check->{axis}}; } sub move_monster { my ($self, $monster, %coords) = @_; my $position = $self->get_position( $monster ); $position->{x} += $coords{x}; $position->{y} += $coords{y}; $self->update_position( $monster, x => $position->{x}, y => $position->{y}, ); } sub attack { my ($self, $monster) = @_; my $victim = $self->get_victim( $monster ); return unless $victim; $victim->damage(); } sub get_victim { my ($self, $monster) = @_; my @nearby = grep { $_->{distance} == 1 } $self->scan( $monster ); return unless @nearby; return $self->get_monster( map { $_ => $nearby[0]->{$_} } qw( x y ) ); } 1; __END__