This commit is contained in:
Tyrel Souza 2022-01-02 12:19:43 -05:00
parent ceb000f229
commit ea986af048
11 changed files with 38956 additions and 54 deletions

2
.gitignore vendored Normal file
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@ -0,0 +1,2 @@
venv/
__pycache__/

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@ -23,14 +23,36 @@ class EscapeAction(Action):
def perform(self, engine: Engine, entity: Entity) -> None:
raise SystemExit()
class MovementAction(Action):
class ActionWithDirection(Action):
def __init__(self, dx: int, dy: int):
super().__init__()
self.dx = dx
self.dy = dy
def perform(self, engine: Engine, entity: Entity) -> None:
raise NotImplementedError()
class MeleeAction(ActionWithDirection):
def perform(self, engine: Engine, entity: Entity) -> None:
dest_x = entity.x + self.dx
dest_y = entity.y + self.dy
target = engine.game_map.get_blocking_entity_at_location(dest_x, dest_y)
if not target:
return # no entity to blockj
print(f"You kick {target.name}, much to its annoyance")
class BumpAction(ActionWithDirection):
def perform(self, engine: Engine, entity: Entity) -> None:
dest_x = entity.x + self.dx
dest_y = entity.y + self.dy
if engine.game_map.get_blocking_entity_at_location(dest_x, dest_y):
return MeleeAction(self.dx, self.dy).perform(engine, entity)
else:
return MovementAction(self.dx, self.dy).perform(engine, entity)
class MovementAction(ActionWithDirection):
def perform(self, engine: Engine, entity: Entity) -> None:
dest_x = entity.x + self.dx
dest_y = entity.y + self.dy
@ -38,6 +60,8 @@ class MovementAction(Action):
if not engine.game_map.in_bounds(dest_x, dest_y):
return # OOB
if not engine.game_map.tiles["walkable"][dest_x, dest_y]:
return # can't walk
return # can't walk
if engine.game_map.get_blocking_entity_at_location(dest_x, dest_y):
return # Blocked
entity.move(self.dx, self.dy)

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@ -1,4 +1,4 @@
from typing import Set, Iterable, Any
from typing import Iterable, Any
from tcod.context import Context
from tcod.console import Console
@ -10,19 +10,23 @@ from input_handlers import EventHandler
class Engine:
def __init__(self, entities: Set[Entity], event_handler: EventHandler, game_map: GameMap, player: Entity):
self.entities = entities
def __init__(self, event_handler: EventHandler, game_map: GameMap, player: Entity):
self.event_handler = event_handler
self.player = player
self.game_map = game_map
self.update_fov()
def handle_enemy_turns(self) -> None:
for entity in self.game_map.entities - {self.player}:
print(f'the {entity.name} wonders when it will move')
def handle_events(self, events: Iterable[Any]) -> None:
for event in events:
action = self.event_handler.dispatch(event)
if action is None:
continue
action.perform(self, self.player)
self.handle_enemy_turns()
self.update_fov()
def update_fov(self) -> None:
@ -35,9 +39,6 @@ class Engine:
def render(self, console: Console, context: Context) -> None:
self.game_map.render(console)
for entity in self.entities:
if self.game_map.visible[entity.x, entity.y]:
console.print(entity.x, entity.y, entity.char, fg=entity.color)
context.present(console)
console.clear()
console.clear()

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@ -1,14 +1,41 @@
from typing import Tuple
from __future__ import annotations
import copy
from typing import Tuple, TypeVar, TYPE_CHECKING
if TYPE_CHECKING:
from game_map import GameMap
T = TypeVar("T", bound="Entity")
class Entity:
"""
A generic object to represent players, enemies, items, etc.
"""
def __init__(self, x: int, y: int, char: str, color: Tuple[int, int, int]):
def __init__(self,
x: int = 0,
y: int = 0,
char: str = "?",
color: Tuple[int, int, int] = (255,255,255),
name: str = "<Unnamed>",
blocks_movement: bool = False,
):
self.x = x
self.y = y
self.char = char
self.color = color
self.name = name
self.blocks_movement = blocks_movement
def spawn(self: T, gamemap: GameMap, x: int, y: int) -> T:
"""Spawns a copy of this instance at the given location"""
clone = copy.deepcopy(self)
clone.x = x
clone.y = y
gamemap.entities.add(clone)
return clone
def move(self, dx: int, dy: int) -> None:
self.x += dx

7
entity_factories.py Normal file
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@ -0,0 +1,7 @@
from entity import Entity
player = Entity(char="@", color=(255, 255, 255), name="Player", blocks_movement=True)
orc = Entity(char="o", color=(63, 127, 63), name="Orc", blocks_movement=True)
troll = Entity(char="T", color=(0, 127, 0), name="Troll", blocks_movement=True)

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@ -1,23 +1,40 @@
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:
from entity import Entity
class GameMap:
def __init__(self, width: int, height: int):
def __init__(self, width: int, height: int, entities: Iterable[Entity] = ()):
self.width, self.height = width, height
self.tiles = np.full((width,height), fill_value=tile_types.wall, order="F")
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")
self.explored = np.full((width, height), fill_value=False, order="F")
def get_blocking_entity_at_location(self, location_x: int, location_y: int) -> Optiona9[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 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(
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
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)

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@ -2,7 +2,7 @@ from typing import Optional
import tcod.event
from actions import Action, EscapeAction, MovementAction
from actions import Action, EscapeAction, BumpAction
class EventHandler(tcod.event.EventDispatch[Action]):
@ -15,13 +15,13 @@ class EventHandler(tcod.event.EventDispatch[Action]):
key = event.sym
if key == tcod.event.K_UP:
action = MovementAction(dx=0, dy=-1)
action = BumpAction(dx=0, dy=-1)
elif key == tcod.event.K_DOWN:
action = MovementAction(dx=0, dy=1)
action = BumpAction(dx=0, dy=1)
elif key == tcod.event.K_LEFT:
action = MovementAction(dx=-1, dy=0)
action = BumpAction(dx=-1, dy=0)
elif key == tcod.event.K_RIGHT:
action = MovementAction(dx=1, dy=0)
action = BumpAction(dx=1, dy=0)
elif key == tcod.event.K_ESCAPE:
action = EscapeAction()

24
main.py
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@ -1,7 +1,8 @@
#!/usr/bin/env python3
import tcod
import copy
import entity_factories
from entity import Entity
from engine import Engine
from input_handlers import EventHandler
from procgen import generate_dungeon
@ -18,15 +19,15 @@ def main():
room_min_size = 6
max_rooms = 30
max_monsters_per_room = 2
tileset = tcod.tileset.load_tilesheet(
"dejavu10x10_gs_tc.png", 32, 8, tcod.tileset.CHARMAP_TCOD
)
event_handler = EventHandler()
player = Entity(screen_width // 2, screen_height // 2, "@", (255, 255, 255))
npc = Entity(screen_width // 2 - 5, screen_height // 2, "@", (255, 255, 0))
entities = {npc, player}
player = copy.deepcopy(entity_factories.player)
game_map = generate_dungeon(
max_rooms=max_rooms,
@ -34,17 +35,18 @@ def main():
room_max_size=room_max_size,
map_width=map_width,
map_height=map_height,
player=player
max_monsters_per_room=max_monsters_per_room,
player=player,
)
engine = Engine(entities=entities, event_handler=event_handler, game_map=game_map, player=player)
engine = Engine(event_handler=event_handler, game_map=game_map, player=player)
with tcod.context.new_terminal(
screen_width,
screen_height,
tileset=tileset,
title="Yet Another Roguelike Tutorial",
vsync=True
screen_width,
screen_height,
tileset=tileset,
title="Yet Another Roguelike Tutorial",
vsync=True,
) as context:
root_console = tcod.Console(screen_width, screen_height, order="F")
while True:

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@ -6,6 +6,7 @@ from typing import Tuple, Iterator, TYPE_CHECKING, List
import tcod.los
import tile_types
import entity_factories
from game_map import GameMap
if TYPE_CHECKING:
@ -30,17 +31,17 @@ class RectangularRoom:
def intersects(self, other: RectangularRoom) -> bool:
"""Return True if this room overlaps with another RectangularRoom."""
return (
self.x1 <= other.x2
and self.x2 >= other.x1
and self.y1 <= other.y2
and self.y2 >= other.y1
self.x1 <= other.x2
and self.x2 >= other.x1
and self.y1 <= other.y2
and self.y2 >= other.y1
)
def tunnel_between(
start: Tuple[int, int], end: Tuple[int, int]
start: Tuple[int, int], end: Tuple[int, int]
) -> Iterator[Tuple[int, int]]:
""" return an L shape tunel between points"""
"""return an L shape tunel between points"""
x1, y1 = start
x2, y2 = end
if random.random() < 0.5:
@ -54,16 +55,30 @@ def tunnel_between(
for x, y in tcod.los.bresenham((corner_x, corner_y), (x2, y2)).tolist():
yield x, y
def place_entities(
room: RectangularRoom, dungeon: GameMap, maximum_monsters: int
) -> None:
number_of_monsters = random.randint(0, maximum_monsters)
for i in range(number_of_monsters):
x = random.randint(room.x1 + 1, room.x2 -1)
y = random.randint(room.y1 + 1, room.y2 -1)
if not any(entity.x == x and entity.y == y for entity in dungeon.entities):
if random.random() <= 0.8:
entity_factories.orc.spawn(dungeon, x,y)
else:
entity_factories.troll.spawn(dungeon, x,y)
def generate_dungeon(
max_rooms: int,
room_min_size: int,
room_max_size: int,
map_width: int,
map_height: int,
player: Entity
max_rooms: int,
room_min_size: int,
room_max_size: int,
map_width: int,
map_height: int,
max_monsters_per_room: int,
player: Entity,
) -> GameMap:
dungeon = GameMap(map_width, map_height)
dungeon = GameMap(map_width, map_height, entities=[player])
rooms: List[RectangularRoom] = []
for room in range(max_rooms):
@ -72,7 +87,7 @@ def generate_dungeon(
x = random.randint(0, dungeon.width - room_width - 1)
y = random.randint(0, dungeon.height - room_height - 1)
new_room = RectangularRoom(x,y, room_width,room_height)
new_room = RectangularRoom(x, y, room_width, room_height)
if any(new_room.intersects(other_room) for other_room in rooms):
continue
@ -83,8 +98,10 @@ def generate_dungeon(
# first room
player.x, player.y = new_room.center
else:
for x,y in tunnel_between(rooms[-1].center, new_room.center):
dungeon.tiles[x,y] = tile_types.floor
for x, y in tunnel_between(rooms[-1].center, new_room.center):
dungeon.tiles[x, y] = tile_types.floor
place_entities(new_room, dungeon, max_monsters_per_room)
rooms.append(new_room)

38805
tags Normal file

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@ -21,11 +21,11 @@ tile_dt = np.dtype(
def new_tile(
*, # keywords only
walkable: int,
transparent: int,
dark: Tuple[int, Tuple[int, int, int], Tuple[int, int, int]],
light: Tuple[int, Tuple[int, int, int], Tuple[int, int, int]],
*, # keywords only
walkable: int,
transparent: int,
dark: Tuple[int, Tuple[int, int, int], Tuple[int, int, int]],
light: Tuple[int, Tuple[int, int, int], Tuple[int, int, int]],
) -> np.ndarray:
"""helper function for making tiles"""
return np.array((walkable, transparent, dark, light), dtype=tile_dt)