2022-01-07 14:35:47 -05:00
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from __future__ import annotations
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2022-01-10 13:21:17 -05:00
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from typing import Iterable, Iterator, Optional, TYPE_CHECKING
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import numpy as np # type: ignore
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2022-01-06 11:41:34 -05:00
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from tcod.console import Console
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2022-01-12 16:24:09 -05:00
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from entity import Actor, Item
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import tile_types
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if TYPE_CHECKING:
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from engine import Engine
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from entity import Entity
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2022-01-06 11:41:34 -05:00
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class GameMap:
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def __init__(
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self, engine: Engine, width: int, height: int, entities: Iterable[Entity] = ()
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):
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self.engine = engine
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self.width, self.height = width, height
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self.entities = set(entities)
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self.tiles = np.full((width, height), fill_value=tile_types.wall, order="F")
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self.visible = np.full(
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(width, height), fill_value=False, order="F"
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) # Tiles the player can currently see
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self.explored = np.full(
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(width, height), fill_value=False, order="F"
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) # Tiles the player has seen before
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self.downstairs_location = (0, 0)
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2022-01-12 13:45:52 -05:00
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@property
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def gamemap(self) -> GameMap:
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return self
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@property
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def actors(self) -> Iterator[Actor]:
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"""Iterate over this map's living actors."""
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yield from (
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entity
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for entity in self.entities
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if isinstance(entity, Actor) and entity.is_alive
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)
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@property
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def items(self) -> Iterator[Item]:
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yield from (entity for entity in self.entities if isinstance(entity, Item))
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def get_blocking_entity_at_location(
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self, location_x: int, location_y: int
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) -> Optional[Entity]:
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for entity in self.entities:
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if (
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entity.blocks_movement
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and entity.x == location_x
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and entity.y == location_y
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):
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return entity
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return None
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def get_actor_at_location(self, x: int, y: int) -> Optional[Actor]:
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for actor in self.actors:
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if actor.x == x and actor.y == y:
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return actor
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return None
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def in_bounds(self, x: int, y: int) -> bool:
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"""Return True if x and y are inside the bounds of the map."""
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return 0 <= x < self.width and 0 <= y < self.height
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def render(self, console: Console):
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"""
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Renders the map.
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If a tile is in the "visible" array, then draw it with the "light" colors.
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If it isn't, but it's in the "explored" array, then draw it with the "dark" colors.
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Otherwise, the default is "SHROUD".
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:param console:
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:return:
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"""
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console.tiles_rgb[0 : self.width, 0 : self.height] = np.select(
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condlist=[self.visible, self.explored],
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choicelist=[self.tiles["light"], self.tiles["dark"]],
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default=tile_types.SHROUD,
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)
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entities_sorted_for_rendering = sorted(
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self.entities, key=lambda x: x.render_order.value
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)
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for entity in entities_sorted_for_rendering:
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# Only print entities that are in the FOV
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if self.visible[entity.x, entity.y]:
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console.print(
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x=entity.x, y=entity.y, string=entity.char, fg=entity.color
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)
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class GameWorld:
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"""
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Holds the settings for the GameMap, and generates new maps when moving down the stairs.
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"""
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def __init__(
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self,
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*,
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engine: Engine,
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map_width: int,
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map_height: int,
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max_rooms: int,
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room_min_size: int,
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room_max_size: int,
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current_floor: int = 0,
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):
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self.engine = engine
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self.map_width = map_width
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self.map_height = map_height
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self.max_rooms = max_rooms
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self.room_min_size = room_min_size
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self.room_max_size = room_max_size
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self.current_floor = current_floor
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def generate_floor(self) -> None:
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from procgen import generate_dungeon
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self.current_floor += 1
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self.engine.game_map = generate_dungeon(
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max_rooms=self.max_rooms,
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room_min_size=self.room_min_size,
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room_max_size=self.room_max_size,
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map_width=self.map_width,
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map_height=self.map_height,
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engine=self.engine,
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)
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