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