2022-01-07 14:35:47 -05:00
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from __future__ import annotations
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from typing import Iterable, Optional, TYPE_CHECKING
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2022-01-07 14:35:47 -05:00
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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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import tile_types
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2022-01-07 14:35:47 -05:00
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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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class GameMap:
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def __init__(
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self,
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engine: Engine,
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width: int,
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height: int,
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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),
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fill_value=False,
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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),
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fill_value=False,
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order="F"
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) # Tiles the player has seen before
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def get_blocking_entity_at_location(
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self,
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location_x: int,
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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 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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for entity in self.entities:
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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(x=entity.x, y=entity.y, string=entity.char, fg=entity.color)
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