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globals.py
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"""
Global variables.
WARNING: Never use `from globals import *`!
Since these global variables are modified during runtime, using `import *`
would lead to unpredictable consequences.
"""
# Imports, sorted alphabetically.
# Python packages
from ConfigParser import ConfigParser, NoSectionError, NoOptionError
import argparse
from math import pi
import os
# Third-party packages
import pyglet
from pyglet.resource import get_settings_path
# Modules from this project
# Nothing for now...
APP_NAME = 'pyCraftr' # should I stay or should I go?
DEBUG = False
IP_ADDRESS = "neb.nebtown.info" # The IP Address to connect to
#
# Game modes
#
SURVIVAL_MODE = 'survival'
CREATIVE_MODE = 'creative'
GAME_MODE_CHOICES = (SURVIVAL_MODE, CREATIVE_MODE)
GAME_MODE = CREATIVE_MODE
FLAT_MODE = False
#
# User input
#
# Movement
MOVE_FORWARD_KEY = 'W'
MOVE_BACKWARD_KEY = 'S'
MOVE_LEFT_KEY = 'A'
MOVE_RIGHT_KEY = 'D'
JUMP_KEY = 'SPACE'
CROUCH_KEY = 'LSHIFT'
FLY_KEY = 'TAB'
# Action
INVENTORY_KEY = 'E'
INVENTORY_SORT_KEY = 'M'
INVENTORY_1_KEY = '1'
INVENTORY_2_KEY = '2'
INVENTORY_3_KEY = '3'
INVENTORY_4_KEY = '4'
INVENTORY_5_KEY = '5'
INVENTORY_6_KEY = '6'
INVENTORY_7_KEY = '7'
INVENTORY_8_KEY = '8'
INVENTORY_9_KEY = '9'
INVENTORY_10_KEY = '0'
TALK_KEY = 'T'
VALIDATE_KEY = 'ENTER'
# Settings
SOUND_UP_KEY = 'PAGEUP'
SOUND_DOWN_KEY = 'PAGEDOWN'
TOGGLE_HUD_KEY = 'F3'
SCREENCAP_KEY = 'F2'
# Various
SAVE_KEY = 'V'
ESCAPE_KEY = 'ESCAPE'
KEY_BINDINGS = dict(
(k.lower()[:-4], v) for k, v in locals().items() if k[-4:] == '_KEY'
)
#
# Saves
#
DISABLE_SAVE = True
SAVE_FILENAME = None
#
# Game engine
#
SECTOR_SIZE = 8
TILESET_SIZE = 16 # The tileset therefore contains TILESET_SIZE ** 2 tiles.
#
# Game logic
#
BLOCKS_DIR = {} # Block ID => block object
ITEMS_DIR = {} # Item ID => item object
VERTEX_CUBE = 'cube'
VERTEX_CROSS = 'cross'
VERTEX_GRID = 'grid'
VERTEX_MODES = (
VERTEX_CUBE,
VERTEX_CROSS,
VERTEX_GRID,
)
# items and blocks share a common id table
# ids of items should be >= ITEM_ID_MIN
ITEM_ID_MIN = 256
TIME_RATE = 240 * 10 # Rate of change (steps per hour).
SPREADING_MUTATION_DELAY = 4 # in seconds
#
# Terrain generation
#
TERRAIN_CHOICES = { # hill_height & max_trees mandatory for the moment.
'plains': {
'hill_height': 2,
'max_trees': 700,
},
'desert': {
'hill_height': 5,
'max_trees': 50,
},
'island': {
'hill_height': 8,
'max_trees': 700,
},
'mountains': {
'hill_height': 12,
'max_trees': 4000,
},
'snow': {
'hill_height': 4,
'max_trees': 1500,
}
}
DEFAULT_TERRAIN_CHOICE = 'island' # was 'plains', makes more sense for islands, player stranded on an island
TERRAIN_CHOICE = DEFAULT_TERRAIN_CHOICE
TERRAIN = TERRAIN_CHOICES[DEFAULT_TERRAIN_CHOICE]
SEED = None
TREE_CHANCE = 0.006
WILDFOOD_CHANCE = 0.0005
GRASS_CHANCE = 0.05
#
# Biome
#
DESERT, PLAINS, MOUNTAINS, SNOW, FOREST = range(5)
OLD_BIOME = DEFAULT_TERRAIN_CHOICE
NEW_BIOME = 'plains'
# THE LARGER THE NUMBER, THE MORE TO WALK TO ANEW BIOME
BIOME_BLOCK_TRIGGER = 80
BIOME_NEGATIVE_BLOCK_TRIGGER = -80
BIOME_BLOCK_COUNT = 0
#
# Graphical rendering
#
FULLSCREEN = False
WINDOW_WIDTH = 850 # Screen width (in pixels)
WINDOW_HEIGHT = 480 # Screen height (in pixels)
MAX_FPS = 60 # Maximum frames per second.
QUEUE_PROCESS_SPEED = 0.3 / MAX_FPS #Try shrinking this if chunk loading is laggy, higher loads chunks faster
VISIBLE_SECTORS_RADIUS = 8
DELOAD_SECTORS_RADIUS = 12
DRAW_DISTANCE_CHOICES = {
'short': 60.0,
'medium': 60.0 * 1.5,
'long': 60.0 * 2.0
}
DEFAULT_DRAW_DISTANCE_CHOICE = 'short'
DRAW_DISTANCE_CHOICE = DEFAULT_DRAW_DISTANCE_CHOICE
DRAW_DISTANCE = DRAW_DISTANCE_CHOICES[DRAW_DISTANCE_CHOICE]
FOV = 65.0 # TODO: add menu option to change FOV
NEAR_CLIP_DISTANCE = 0.1 # TODO: make min and max clip distance dynamic
FAR_CLIP_DISTANCE = 200.0 # Maximum render distance,
# ignoring effects of sector_size
MOTION_BLUR = False
TEXTURE_PACK = 'default'
HUD_ENABLED = True
#
# Sound
#
EFFECT_VOLUME = 1
#
# Tool types
#
WOODEN_TOOL, STONE_TOOL, IRON_TOOL, DIAMOND_TOOL, GOLDEN_TOOL = range(5)
PICKAXE, AXE, SHOVEL, HOE, SWORD = range(5)
HELMET, CHESTPLATE, LEGGINGS, BOOTS = range(4)
#
# Static aliases
#
DEG_RAD = pi / 180.0
HALF_PI = pi / 2.0 # 90 degrees
#
# Recipes
#
recipes = None
smelting_recipes = None
#
# Timer
#
TIMER_INTERVAL = 1
main_timer = None
#
# Global files & directories
#
game_dir = get_settings_path(APP_NAME)
if not os.path.exists(game_dir):
os.makedirs(game_dir)
config = ConfigParser()
config_file = os.path.join(game_dir, 'game.cfg')
config.read(config_file)
LAUNCH_OPTIONS = argparse.Namespace()
ANCHOR_NONE = 0
ANCHOR_LEFT = 1
ANCHOR_TOP = 1 << 1
ANCHOR_RIGHT = 1 << 2
ANCHOR_BOTTOM = 1 << 3
ICONS_PATH = os.path.join('resources', 'textures', 'icons')
TEXTURES_PATH = os.path.join('resources', 'textures')
DEFAULT_FONT = 'ChunkFive Roman'
class InvalidChoice(Exception):
pass
class InvalidKey(Exception):
pass
def get_key(key_name):
key_code = getattr(pyglet.window.key, key_name, None)
if key_code is None:
# Handles cases like pyglet.window.key._1
key_code = getattr(pyglet.window.key, '_' + key_name, None)
if key_code is None:
raise InvalidKey('%s is not a valid key.' % key_name)
return key_code
def get_or_update_config(section, option, default_value, conv=str, choices=()):
user_value = False
try:
if conv is bool:
user_value = config.getboolean(section, option)
else:
user_value = conv(config.get(section, option))
except NoSectionError:
config.add_section(section)
except NoOptionError:
pass
if not user_value:
user_value = default_value
# If the option is already set:
if choices and user_value not in choices:
raise InvalidChoice('"%s" %s.%s must be in %s' %
(user_value, section, option, repr(tuple(choices))))
config.set(section, option, str(user_value))
return user_value
def initialize_config():
#
# General
#
global DEBUG, FULLSCREEN, WINDOW_WIDTH, WINDOW_HEIGHT, DRAW_DISTANCE_CHOICE, DRAW_DISTANCE_CHOICES, DRAW_DISTANCE, MOTION_BLUR, TEXTURE_PACK
general = 'General'
DEBUG = get_or_update_config(
general, 'debug', DEBUG, conv=bool)
#
# Graphics
#
graphics = 'Graphics'
FULLSCREEN = get_or_update_config(
graphics, 'fullscreen', FULLSCREEN, conv=bool)
WINDOW_WIDTH = get_or_update_config(
graphics, 'width', WINDOW_WIDTH, conv=int)
WINDOW_HEIGHT = get_or_update_config(
graphics, 'height', WINDOW_HEIGHT, conv=int)
DRAW_DISTANCE_CHOICE = get_or_update_config(
graphics, 'draw_distance', DRAW_DISTANCE_CHOICE,
choices=DRAW_DISTANCE_CHOICES)
DRAW_DISTANCE = DRAW_DISTANCE_CHOICES[DRAW_DISTANCE_CHOICE]
MOTION_BLUR = get_or_update_config(
graphics, 'motion_blur', MOTION_BLUR, conv=bool)
TEXTURE_PACK = get_or_update_config(
graphics, 'texture_pack', TEXTURE_PACK, conv=str)
#
# World
#
world = 'World'
# TODO: This setting must be removed when terrain generation will improve.
get_or_update_config(world, 'size', 64, conv=int)
#
# Controls
#
controls = 'Controls'
# Adds missing keys to configuration file and converts to pyglet keys.
for control, default_key_name in KEY_BINDINGS.items():
key_name = get_or_update_config(controls, control, default_key_name)
try:
pyglet_key = get_key(key_name)
except InvalidKey:
pyglet_key = get_key(default_key_name)
config.set(controls, control, default_key_name)
globals()[control.upper() + '_KEY'] = pyglet_key
#
# Save config file
#
with open(config_file, 'wb') as handle:
config.write(handle)
initialize_config()