rogueliketutorials/game_map.py

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from __future__ import annotations
from typing import Iterable, TYPE_CHECKING, Optional
import numpy as np # type: ignore
from tcod.console import Console
import tile_types
if TYPE_CHECKING:
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from engine import Engine
from entity import Entity
class GameMap:
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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")
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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
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def get_blocking_entity_at_location(
self, location_x: int, location_y: int
) -> Optional[Entity]:
for entity in self.entities:
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if (
entity.blocks_movement
and entity.x == location_x
and entity.y == location_y
):
return entity
return None
def in_bounds(self, x: int, y: int) -> bool:
return 0 <= x < self.width and 0 <= y < self.height
def render(self, console: Console) -> None:
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,
)
for entity in self.entities:
if self.visible[entity.x, entity.y]:
console.print(entity.x, entity.y, entity.char, fg=entity.color)