54 lines
2.0 KiB
Python
54 lines
2.0 KiB
Python
from __future__ import annotations
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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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import tile_types
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if TYPE_CHECKING:
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from entity import Entity
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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 = 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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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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