Initial commit http://rogueliketutorials.com/tutorials/tcod/v2/part-5/
This commit is contained in:
commit
ceb000f229
8
.idea/.gitignore
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.idea/.gitignore
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# Default ignored files
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/shelf/
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/workspace.xml
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# Editor-based HTTP Client requests
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/httpRequests/
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# Datasource local storage ignored files
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/dataSources/
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/dataSources.local.xml
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.idea/inspectionProfiles/profiles_settings.xml
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.idea/inspectionProfiles/profiles_settings.xml
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<component name="InspectionProjectProfileManager">
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<settings>
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<option name="USE_PROJECT_PROFILE" value="false" />
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<version value="1.0" />
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</settings>
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</component>
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.idea/misc.xml
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.idea/misc.xml
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="ProjectRootManager" version="2" project-jdk-name="Python 3.9 (roguelike)" project-jdk-type="Python SDK" />
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</project>
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.idea/modules.xml
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.idea/modules.xml
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="ProjectModuleManager">
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<modules>
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<module fileurl="file://$PROJECT_DIR$/.idea/roguelike.iml" filepath="$PROJECT_DIR$/.idea/roguelike.iml" />
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</modules>
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</component>
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</project>
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.idea/roguelike.iml
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.idea/roguelike.iml
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<?xml version="1.0" encoding="UTF-8"?>
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<module type="PYTHON_MODULE" version="4">
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<component name="NewModuleRootManager">
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<content url="file://$MODULE_DIR$">
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<excludeFolder url="file://$MODULE_DIR$/venv" />
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</content>
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<orderEntry type="inheritedJdk" />
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<orderEntry type="sourceFolder" forTests="false" />
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</component>
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</module>
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.idea/vcs.xml
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.idea/vcs.xml
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="VcsDirectoryMappings">
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<mapping directory="$PROJECT_DIR$" vcs="Git" />
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</component>
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</project>
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43
actions.py
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43
actions.py
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from __future__ import annotations
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from typing import TYPE_CHECKING
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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 Action:
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def perform(self, engine: Engine, entity: Entity) -> None:
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"""Perform this action with the objects needed to determine its scope.
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`engine` is the scope this action is being performed in.
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`entity` is the object performing the action.
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This method must be overridden by Action subclasses.
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"""
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raise NotImplementedError()
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class EscapeAction(Action):
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def perform(self, engine: Engine, entity: Entity) -> None:
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raise SystemExit()
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class MovementAction(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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dest_x = entity.x + self.dx
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dest_y = entity.y + self.dy
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if not engine.game_map.in_bounds(dest_x, dest_y):
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return # OOB
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if not engine.game_map.tiles["walkable"][dest_x, dest_y]:
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return # can't walk
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entity.move(self.dx, self.dy)
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BIN
dejavu10x10_gs_tc.png
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BIN
dejavu10x10_gs_tc.png
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Binary file not shown.
After Width: | Height: | Size: 8.2 KiB |
43
engine.py
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engine.py
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from typing import Set, Iterable, Any
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from tcod.context import Context
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from tcod.console import Console
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from tcod.map import compute_fov
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from entity import Entity
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from game_map import GameMap
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from input_handlers import EventHandler
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class Engine:
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def __init__(self, entities: Set[Entity], event_handler: EventHandler, game_map: GameMap, player: Entity):
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self.entities = entities
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self.event_handler = event_handler
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self.player = player
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self.game_map = game_map
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self.update_fov()
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def handle_events(self, events: Iterable[Any]) -> None:
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for event in events:
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action = self.event_handler.dispatch(event)
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if action is None:
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continue
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action.perform(self, self.player)
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self.update_fov()
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def update_fov(self) -> None:
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self.game_map.visible[:] = compute_fov(
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self.game_map.tiles["transparent"],
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(self.player.x, self.player.y),
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radius=8,
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)
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self.game_map.explored |= self.game_map.visible
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def render(self, console: Console, context: Context) -> None:
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self.game_map.render(console)
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for entity in self.entities:
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if self.game_map.visible[entity.x, entity.y]:
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console.print(entity.x, entity.y, entity.char, fg=entity.color)
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context.present(console)
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console.clear()
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15
entity.py
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15
entity.py
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from typing import Tuple
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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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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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def move(self, dx: int, dy: int) -> None:
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self.x += dx
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self.y += dy
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23
game_map.py
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game_map.py
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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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class GameMap:
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def __init__(self, width: int, height: int):
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self.width, self.height = width, height
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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")
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self.explored = np.full((width, height), fill_value=False, order="F")
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def in_bounds(self, x: int, y: int) -> bool:
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return 0 <= x < self.width and 0 <= y < self.height
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def render(self, console: Console) -> None:
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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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29
input_handlers.py
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input_handlers.py
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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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class EventHandler(tcod.event.EventDispatch[Action]):
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def ev_quit(self, event: tcod.event.Quit) -> Optional[Action]:
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raise SystemExit()
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def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[Action]:
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action: Optional[Action] = None
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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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elif key == tcod.event.K_DOWN:
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action = MovementAction(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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elif key == tcod.event.K_RIGHT:
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action = MovementAction(dx=1, dy=0)
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elif key == tcod.event.K_ESCAPE:
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action = EscapeAction()
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return action
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57
main.py
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main.py
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#!/usr/bin/env python3
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import tcod
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from entity import Entity
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from engine import Engine
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from input_handlers import EventHandler
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from procgen import generate_dungeon
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def main():
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screen_width = 80
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screen_height = 50
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map_width = 80
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map_height = 45
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room_max_size = 10
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room_min_size = 6
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max_rooms = 30
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tileset = tcod.tileset.load_tilesheet(
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"dejavu10x10_gs_tc.png", 32, 8, tcod.tileset.CHARMAP_TCOD
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)
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event_handler = EventHandler()
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player = Entity(screen_width // 2, screen_height // 2, "@", (255, 255, 255))
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npc = Entity(screen_width // 2 - 5, screen_height // 2, "@", (255, 255, 0))
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entities = {npc, player}
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game_map = generate_dungeon(
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max_rooms=max_rooms,
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room_min_size=room_min_size,
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room_max_size=room_max_size,
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map_width=map_width,
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map_height=map_height,
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player=player
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)
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engine = Engine(entities=entities, event_handler=event_handler, game_map=game_map, player=player)
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with tcod.context.new_terminal(
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screen_width,
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screen_height,
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tileset=tileset,
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title="Yet Another Roguelike Tutorial",
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vsync=True
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) as context:
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root_console = tcod.Console(screen_width, screen_height, order="F")
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while True:
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engine.render(console=root_console, context=context)
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events = tcod.event.wait()
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engine.handle_events(events)
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if __name__ == "__main__":
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main()
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91
procgen.py
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procgen.py
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from __future__ import annotations
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import random
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from typing import Tuple, Iterator, TYPE_CHECKING, List
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import tcod.los
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import tile_types
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from game_map import GameMap
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if TYPE_CHECKING:
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from entity import Entity
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class RectangularRoom:
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def __init__(self, x: int, y: int, width: int, height: int):
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self.x1 = x
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self.y1 = y
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self.x2 = x + width
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self.y2 = y + height
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@property
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def center(self) -> Tuple[int, int]:
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return (self.x1 + self.x2) // 2, (self.y1 + self.y2) // 2
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@property
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def inner(self) -> Tuple[slice, slice]:
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return slice(self.x1 + 1, self.x2), slice(self.y1 + 1, self.y2)
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def intersects(self, other: RectangularRoom) -> bool:
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"""Return True if this room overlaps with another RectangularRoom."""
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return (
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self.x1 <= other.x2
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and self.x2 >= other.x1
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and self.y1 <= other.y2
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and self.y2 >= other.y1
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)
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def tunnel_between(
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start: Tuple[int, int], end: Tuple[int, int]
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) -> Iterator[Tuple[int, int]]:
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""" return an L shape tunel between points"""
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x1, y1 = start
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x2, y2 = end
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if random.random() < 0.5:
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corner_x, corner_y = x2, y1
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else:
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corner_x, corner_y = x1, y2
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for x, y in tcod.los.bresenham((x1, y1), (corner_x, corner_y)).tolist():
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yield x, y
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for x, y in tcod.los.bresenham((corner_x, corner_y), (x2, y2)).tolist():
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yield x, y
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def generate_dungeon(
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max_rooms: int,
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room_min_size: int,
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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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player: Entity
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) -> GameMap:
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dungeon = GameMap(map_width, map_height)
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rooms: List[RectangularRoom] = []
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for room in range(max_rooms):
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room_width = random.randint(room_min_size, room_max_size)
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room_height = random.randint(room_min_size, room_max_size)
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x = random.randint(0, dungeon.width - room_width - 1)
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y = random.randint(0, dungeon.height - room_height - 1)
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new_room = RectangularRoom(x,y, room_width,room_height)
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if any(new_room.intersects(other_room) for other_room in rooms):
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continue
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dungeon.tiles[new_room.inner] = tile_types.floor
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if len(rooms) == 0:
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# first room
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player.x, player.y = new_room.center
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else:
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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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rooms.append(new_room)
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return dungeon
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3
requirements.txt
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3
requirements.txt
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tcod>=11.14
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numpy>=1.18
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black
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49
tile_types.py
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49
tile_types.py
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from typing import Tuple
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import numpy as np # type: ignore
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graphic_dt = np.dtype(
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[
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("ch", np.int32), # unicode codepoint
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("fg", "3B"), # RGB
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("bg", "3B"),
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]
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)
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tile_dt = np.dtype(
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[
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("walkable", np.bool), # True if can be walked over
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("transparent", np.bool), # True if doesn't block FOV
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("dark", graphic_dt), # graphics for when this tile is not in FOV
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("light", graphic_dt), # graphics for when this tile is not in FOV
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]
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)
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def new_tile(
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*, # keywords only
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walkable: int,
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transparent: int,
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dark: Tuple[int, Tuple[int, int, int], Tuple[int, int, int]],
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light: Tuple[int, Tuple[int, int, int], Tuple[int, int, int]],
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) -> np.ndarray:
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"""helper function for making tiles"""
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return np.array((walkable, transparent, dark, light), dtype=tile_dt)
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# SHROUD represents unexplored, unseen tiles
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SHROUD = np.array((ord(" "), (255, 255, 255), (0, 0, 0)), dtype=graphic_dt)
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floor = new_tile(
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walkable=True,
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transparent=True,
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dark=(ord(" "), (255, 255, 255), (50, 50, 150)),
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light=(ord(" "), (255, 255, 255), (200, 180, 50)),
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)
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wall = new_tile(
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walkable=False,
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transparent=False,
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dark=(ord(" "), (255, 255, 255), (0, 0, 150)),
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light=(ord(" "), (255, 255, 255), (130, 110, 50)),
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)
|
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