Add basic attacking action
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parent
12dd66727b
commit
1636f60096
31
actions.py
31
actions.py
@ -25,13 +25,29 @@ class EscapeAction(Action):
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raise SystemExit()
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class MovementAction(Action):
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class ActionWithDirection(Action):
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def __init__(self, dx: int, dy: int):
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super().__init__()
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self.dx = dx
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self.dy = dy
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def perform(self, engine: Engine, entity: Entity) -> None:
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raise NotImplementedError()
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class MeleeAction(ActionWithDirection):
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def perform(self, engine: Engine, entity: Entity) -> None:
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dest_x = entity.x + self.dx
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dest_y = entity.y + self.dy
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target = engine.game_map.get_blocking_entity_at_location(dest_x, dest_y)
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if not target:
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return # No entity to attack.
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print(f"You kick the {target.name}, much to its annoyance!")
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class MovementAction(ActionWithDirection):
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def perform(self, engine: Engine, entity: Entity) -> None:
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dest_x = entity.x + self.dx
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dest_y = entity.y + self.dy
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@ -40,5 +56,18 @@ class MovementAction(Action):
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return # Destination is out of bounds
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if not engine.game_map.tiles["walkable"][dest_x, dest_y]:
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return # Destination is blocked by a tile.
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if engine.game_map.get_blocking_entity_at_location(dest_x, dest_y):
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return # Destination is blocked by an entity.
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entity.move(self.dx, self.dy)
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class BumpAction(ActionWithDirection):
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def perform(self, engine: Engine, entity: Entity) -> None:
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dest_x = entity.x + self.dx
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dest_y = entity.y + self.dy
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if engine.game_map.get_blocking_entity_at_location(dest_x, dest_y):
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return MeleeAction(self.dx, self.dy).perform(engine, entity)
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else:
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return MovementAction(self.dx, self.dy).perform(engine, entity)
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31
entity.py
31
entity.py
@ -1,15 +1,42 @@
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from typing import Tuple
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from __future__ import annotations
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import copy
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from typing import Tuple, TypeVar, TYPE_CHECKING
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if TYPE_CHECKING:
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from game_map import GameMap
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T = TypeVar("T", bound="Entity")
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class Entity:
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"""
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A generic object to represent players, enemies, items, etc.
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"""
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def __init__(self, x: int, y: int, char: str, color: Tuple[int, int, int]):
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def __init__(
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self,
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x: int = 0,
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y: int = 0,
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char: str = "?",
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color: Tuple[int, int, int] = (255, 255, 255),
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name: str = "<Unnamed>",
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blocks_movement: bool = False,
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):
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self.x = x
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self.y = y
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self.char = char
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self.color = color
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self.name = name
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self.blocks_movement = blocks_movement
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def spawn(self: T, gamemap: GameMap, x: int, y: int) -> T:
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"""Spawn a copy of this instance at the given location."""
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clone = copy.deepcopy(self)
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clone.x = x
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clone.y = y
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gamemap.entities.add(clone)
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return clone
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def move(self, dx: int, dy: int):
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# Move the entity by a given amount
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21
entity_factories.py
Normal file
21
entity_factories.py
Normal file
@ -0,0 +1,21 @@
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from entity import Entity
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player = Entity(
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char="@",
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color=(255, 255, 255),
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name="PLayer",
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blocks_movement=True
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)
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orc = Entity(
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char="o",
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color=(63, 127, 63),
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name="Orc",
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blocks_movement=True
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)
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troll = Entity(
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char="T",
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color=(0, 127, 0),
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name="Troll",
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blocks_movement=True
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)
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11
game_map.py
11
game_map.py
@ -1,6 +1,6 @@
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from __future__ import annotations
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from typing import Iterable, TYPE_CHECKING
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from typing import Iterable, Optional, TYPE_CHECKING
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import numpy as np # type: ignore
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from tcod.console import Console
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@ -14,12 +14,19 @@ if TYPE_CHECKING:
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class GameMap:
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def __init__(self, width: int, height: int, entities: Iterable[Entity] = ()):
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self.width, self.height = width, height
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self.entities = entities
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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((width, height), fill_value=False, order="F") # Tiles the player can currently see
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self.explored = np.full((width, height), fill_value=False, order="F") # Tiles the player has seen before
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def get_blocking_entity_at_location(self, location_x: int, location_y: int) -> Optional[Entity]:
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for entity in self.entities:
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if entity.blocks_movement and entity.x == location_x and entity.y == location_y:
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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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@ -2,7 +2,7 @@ from typing import Optional
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import tcod.event
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from actions import Action, EscapeAction, MovementAction
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from actions import Action, EscapeAction, BumpAction
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class EventHandler(tcod.event.EventDispatch[Action]):
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@ -15,13 +15,13 @@ class EventHandler(tcod.event.EventDispatch[Action]):
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key = event.sym
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if key == tcod.event.K_UP:
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action = MovementAction(dx=0, dy=-1)
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action = BumpAction(dx=0, dy=-1)
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elif key == tcod.event.K_DOWN:
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action = MovementAction(dx=0, dy=1)
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action = BumpAction(dx=0, dy=1)
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elif key == tcod.event.K_LEFT:
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action = MovementAction(dx=-1, dy=0)
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action = BumpAction(dx=-1, dy=0)
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elif key == tcod.event.K_RIGHT:
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action = MovementAction(dx=1, dy=0)
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action = BumpAction(dx=1, dy=0)
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elif key == tcod.event.K_ESCAPE:
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action = EscapeAction()
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9
main.py
9
main.py
@ -1,8 +1,10 @@
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#!/usr/bin/env python3
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import copy
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import tcod
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from engine import Engine
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from entity import Entity
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import entity_factories
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from input_handlers import EventHandler
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from procgen import generate_dungeon
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@ -18,6 +20,8 @@ def main() -> None:
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room_min_size = 6
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max_rooms = 30
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max_monsters_per_room = 2
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tileset = tcod.tileset.load_tilesheet(
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"dejavu10x10_gs_tc.png",
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32,
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@ -27,7 +31,7 @@ def main() -> None:
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event_handler = EventHandler()
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player = Entity(int(screen_width / 2), int(screen_height / 2), "@", (255, 255, 255))
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player = copy.deepcopy(entity_factories.player)
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game_map = generate_dungeon(
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max_rooms,
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@ -35,6 +39,7 @@ def main() -> None:
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room_max_size,
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map_width,
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map_height,
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max_monsters_per_room,
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player,
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)
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22
procgen.py
22
procgen.py
@ -5,6 +5,7 @@ from typing import Iterator, List, Tuple, TYPE_CHECKING
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import tcod
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import entity_factories
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from game_map import GameMap
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import tile_types
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@ -41,6 +42,24 @@ class RectangularRoom:
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)
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def place_entities(
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room: RectangularRoom,
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dungeon: GameMap,
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maximum_monsters: int,
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) -> None:
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number_of_monsters = random.randint(0, maximum_monsters)
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for i in range(number_of_monsters):
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x = random.randint(room.x1 + 1, room.x2 - 1)
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y = random.randint(room.y1 + 1, room.y2 - 1)
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if not any(entity.x == x and entity.y == y for entity in dungeon.entities):
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if random.random() < 0.8:
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entity_factories.orc.spawn(dungeon, x, y)
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else:
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entity_factories.troll.spawn(dungeon, x, y)
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def tunnel_between(start: Tuple[int, int], end: Tuple[int, int]) -> Iterator[Tuple[int, int]]:
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"""Return an L-shaped tunnel between these two points."""
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x1, y1 = start
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@ -66,6 +85,7 @@ def generate_dungeon(
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room_max_size: int,
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map_width: int,
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map_height: int,
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max_monsters_per_room: int,
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player: Entity,
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) -> GameMap:
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"""Generate a new dungeon map."""
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@ -99,6 +119,8 @@ def generate_dungeon(
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for x, y in tunnel_between(rooms[-1].center, new_room.center):
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dungeon.tiles[x, y] = tile_types.floor
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place_entities(new_room, dungeon, max_monsters_per_room)
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# Finally, append the new room to the list.
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rooms.append(new_room)
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