finished part 5 http://rogueliketutorials.com/tutorials/tcod/v2/part-5/
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2
.gitignore
vendored
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2
.gitignore
vendored
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@ -0,0 +1,2 @@
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venv/
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__pycache__/
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32
actions.py
32
actions.py
@ -23,14 +23,36 @@ class EscapeAction(Action):
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def perform(self, engine: Engine, entity: Entity) -> None:
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def perform(self, engine: Engine, entity: Entity) -> None:
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raise SystemExit()
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raise SystemExit()
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class ActionWithDirection(Action):
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class MovementAction(Action):
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def __init__(self, dx: int, dy: int):
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def __init__(self, dx: int, dy: int):
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super().__init__()
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super().__init__()
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self.dx = dx
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self.dx = dx
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self.dy = dy
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self.dy = dy
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def perform(self, engine: Engine, entity: Entity) -> None:
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raise NotImplementedError()
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class MeleeAction(ActionWithDirection):
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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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target = engine.game_map.get_blocking_entity_at_location(dest_x, dest_y)
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if not target:
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return # no entity to blockj
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print(f"You kick {target.name}, much to its annoyance")
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class BumpAction(ActionWithDirection):
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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 engine.game_map.get_blocking_entity_at_location(dest_x, dest_y):
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return MeleeAction(self.dx, self.dy).perform(engine, entity)
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else:
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return MovementAction(self.dx, self.dy).perform(engine, entity)
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class MovementAction(ActionWithDirection):
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def perform(self, engine: Engine, entity: Entity) -> None:
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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_x = entity.x + self.dx
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dest_y = entity.y + self.dy
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dest_y = entity.y + self.dy
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@ -38,6 +60,8 @@ class MovementAction(Action):
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if not engine.game_map.in_bounds(dest_x, dest_y):
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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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return # OOB
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if not engine.game_map.tiles["walkable"][dest_x, dest_y]:
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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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return # can't walk
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if engine.game_map.get_blocking_entity_at_location(dest_x, dest_y):
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return # Blocked
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entity.move(self.dx, self.dy)
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entity.move(self.dx, self.dy)
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15
engine.py
15
engine.py
@ -1,4 +1,4 @@
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from typing import Set, Iterable, Any
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from typing import Iterable, Any
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from tcod.context import Context
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from tcod.context import Context
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from tcod.console import Console
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from tcod.console import Console
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@ -10,19 +10,23 @@ from input_handlers import EventHandler
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class Engine:
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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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def __init__(self, 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.event_handler = event_handler
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self.player = player
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self.player = player
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self.game_map = game_map
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self.game_map = game_map
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self.update_fov()
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self.update_fov()
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def handle_enemy_turns(self) -> None:
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for entity in self.game_map.entities - {self.player}:
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print(f'the {entity.name} wonders when it will move')
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def handle_events(self, events: Iterable[Any]) -> None:
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def handle_events(self, events: Iterable[Any]) -> None:
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for event in events:
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for event in events:
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action = self.event_handler.dispatch(event)
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action = self.event_handler.dispatch(event)
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if action is None:
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if action is None:
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continue
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continue
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action.perform(self, self.player)
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action.perform(self, self.player)
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self.handle_enemy_turns()
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self.update_fov()
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self.update_fov()
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def update_fov(self) -> None:
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def update_fov(self) -> None:
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@ -35,9 +39,6 @@ class Engine:
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def render(self, console: Console, context: Context) -> None:
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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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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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context.present(console)
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console.clear()
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console.clear()
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31
entity.py
31
entity.py
@ -1,14 +1,41 @@
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from typing import Tuple
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from __future__ import annotations
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import copy
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from typing import Tuple, TypeVar, TYPE_CHECKING
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if TYPE_CHECKING:
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from game_map import GameMap
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T = TypeVar("T", bound="Entity")
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class Entity:
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class Entity:
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"""
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"""
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A generic object to represent players, enemies, items, etc.
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A generic object to represent players, enemies, items, etc.
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"""
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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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def __init__(self,
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x: int = 0,
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y: int = 0,
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char: str = "?",
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color: Tuple[int, int, int] = (255,255,255),
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name: str = "<Unnamed>",
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blocks_movement: bool = False,
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):
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self.x = x
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self.x = x
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self.y = y
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self.y = y
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self.char = char
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self.char = char
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self.color = color
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self.color = color
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self.name = name
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self.blocks_movement = blocks_movement
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def spawn(self: T, gamemap: GameMap, x: int, y: int) -> T:
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"""Spawns a copy of this instance at the given location"""
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clone = copy.deepcopy(self)
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clone.x = x
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clone.y = y
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gamemap.entities.add(clone)
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return clone
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def move(self, dx: int, dy: int) -> None:
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def move(self, dx: int, dy: int) -> None:
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self.x += dx
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self.x += dx
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7
entity_factories.py
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7
entity_factories.py
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from entity import Entity
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player = Entity(char="@", color=(255, 255, 255), name="Player", blocks_movement=True)
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orc = Entity(char="o", color=(63, 127, 63), name="Orc", blocks_movement=True)
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troll = Entity(char="T", color=(0, 127, 0), name="Troll", blocks_movement=True)
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25
game_map.py
25
game_map.py
@ -1,23 +1,40 @@
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from __future__ import annotations
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from typing import Iterable, TYPE_CHECKING, Optional
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import numpy as np # type: ignore
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import numpy as np # type: ignore
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from tcod.console import Console
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from tcod.console import Console
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import tile_types
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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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class GameMap:
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def __init__(self, width: int, height: int):
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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.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.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")
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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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self.explored = np.full((width, height), fill_value=False, order="F")
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def get_blocking_entity_at_location(self, location_x: int, location_y: int) -> Optiona9[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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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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return 0 <= x < self.width and 0 <= y < self.height
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def render(self, console: Console) -> None:
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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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console.tiles_rgb[0 : self.width, 0 : self.height] = np.select(
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condlist=[self.visible, self.explored],
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condlist=[self.visible, self.explored],
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choicelist=[self.tiles["light"], self.tiles["dark"]],
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choicelist=[self.tiles["light"], self.tiles["dark"]],
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default=tile_types.SHROUD
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default=tile_types.SHROUD,
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)
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)
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for entity in self.entities:
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if self.visible[entity.x, entity.y]:
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console.print(entity.x, entity.y, entity.char, fg=entity.color)
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@ -2,7 +2,7 @@ from typing import Optional
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import tcod.event
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import tcod.event
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from actions import Action, EscapeAction, MovementAction
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from actions import Action, EscapeAction, BumpAction
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class EventHandler(tcod.event.EventDispatch[Action]):
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class EventHandler(tcod.event.EventDispatch[Action]):
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@ -15,13 +15,13 @@ class EventHandler(tcod.event.EventDispatch[Action]):
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key = event.sym
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key = event.sym
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if key == tcod.event.K_UP:
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if key == tcod.event.K_UP:
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action = MovementAction(dx=0, dy=-1)
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action = BumpAction(dx=0, dy=-1)
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elif key == tcod.event.K_DOWN:
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elif key == tcod.event.K_DOWN:
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action = MovementAction(dx=0, dy=1)
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action = BumpAction(dx=0, dy=1)
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elif key == tcod.event.K_LEFT:
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elif key == tcod.event.K_LEFT:
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action = MovementAction(dx=-1, dy=0)
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action = BumpAction(dx=-1, dy=0)
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elif key == tcod.event.K_RIGHT:
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elif key == tcod.event.K_RIGHT:
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action = MovementAction(dx=1, dy=0)
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action = BumpAction(dx=1, dy=0)
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elif key == tcod.event.K_ESCAPE:
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elif key == tcod.event.K_ESCAPE:
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action = EscapeAction()
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action = EscapeAction()
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24
main.py
24
main.py
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#!/usr/bin/env python3
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#!/usr/bin/env python3
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import tcod
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import tcod
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import copy
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import entity_factories
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from entity import Entity
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from engine import Engine
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from engine import Engine
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from input_handlers import EventHandler
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from input_handlers import EventHandler
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from procgen import generate_dungeon
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from procgen import generate_dungeon
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@ -18,15 +19,15 @@ def main():
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room_min_size = 6
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room_min_size = 6
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max_rooms = 30
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max_rooms = 30
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max_monsters_per_room = 2
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tileset = tcod.tileset.load_tilesheet(
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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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"dejavu10x10_gs_tc.png", 32, 8, tcod.tileset.CHARMAP_TCOD
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)
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)
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event_handler = EventHandler()
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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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player = copy.deepcopy(entity_factories.player)
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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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game_map = generate_dungeon(
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max_rooms=max_rooms,
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max_rooms=max_rooms,
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@ -34,17 +35,18 @@ def main():
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room_max_size=room_max_size,
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room_max_size=room_max_size,
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map_width=map_width,
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map_width=map_width,
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map_height=map_height,
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map_height=map_height,
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player=player
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max_monsters_per_room=max_monsters_per_room,
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player=player,
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)
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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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engine = Engine(event_handler=event_handler, game_map=game_map, player=player)
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with tcod.context.new_terminal(
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with tcod.context.new_terminal(
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screen_width,
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screen_width,
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screen_height,
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screen_height,
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tileset=tileset,
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tileset=tileset,
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title="Yet Another Roguelike Tutorial",
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title="Yet Another Roguelike Tutorial",
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vsync=True
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vsync=True,
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) as context:
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) as context:
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root_console = tcod.Console(screen_width, screen_height, order="F")
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root_console = tcod.Console(screen_width, screen_height, order="F")
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while True:
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while True:
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49
procgen.py
49
procgen.py
@ -6,6 +6,7 @@ from typing import Tuple, Iterator, TYPE_CHECKING, List
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import tcod.los
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import tcod.los
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import tile_types
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import tile_types
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import entity_factories
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from game_map import GameMap
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from game_map import GameMap
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if TYPE_CHECKING:
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if TYPE_CHECKING:
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@ -30,17 +31,17 @@ class RectangularRoom:
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def intersects(self, other: RectangularRoom) -> bool:
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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 True if this room overlaps with another RectangularRoom."""
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return (
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return (
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self.x1 <= other.x2
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self.x1 <= other.x2
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and self.x2 >= other.x1
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and self.x2 >= other.x1
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and self.y1 <= other.y2
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and self.y1 <= other.y2
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and self.y2 >= other.y1
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and self.y2 >= other.y1
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)
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)
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def tunnel_between(
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def tunnel_between(
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start: Tuple[int, int], end: Tuple[int, int]
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start: Tuple[int, int], end: Tuple[int, int]
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) -> Iterator[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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"""return an L shape tunel between points"""
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x1, y1 = start
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x1, y1 = start
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x2, y2 = end
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x2, y2 = end
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if random.random() < 0.5:
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if random.random() < 0.5:
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@ -54,16 +55,30 @@ def tunnel_between(
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for x, y in tcod.los.bresenham((corner_x, corner_y), (x2, y2)).tolist():
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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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yield x, y
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def place_entities(
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room: RectangularRoom, dungeon: GameMap, maximum_monsters: int
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) -> None:
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number_of_monsters = random.randint(0, maximum_monsters)
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for i in range(number_of_monsters):
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x = random.randint(room.x1 + 1, room.x2 -1)
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y = random.randint(room.y1 + 1, room.y2 -1)
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if not any(entity.x == x and entity.y == y for entity in dungeon.entities):
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if random.random() <= 0.8:
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entity_factories.orc.spawn(dungeon, x,y)
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else:
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entity_factories.troll.spawn(dungeon, x,y)
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def generate_dungeon(
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def generate_dungeon(
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max_rooms: int,
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max_rooms: int,
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room_min_size: int,
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room_min_size: int,
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room_max_size: int,
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room_max_size: int,
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map_width: int,
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map_width: int,
|
||||||
map_height: int,
|
map_height: int,
|
||||||
player: Entity
|
max_monsters_per_room: int,
|
||||||
|
player: Entity,
|
||||||
) -> GameMap:
|
) -> GameMap:
|
||||||
dungeon = GameMap(map_width, map_height)
|
dungeon = GameMap(map_width, map_height, entities=[player])
|
||||||
rooms: List[RectangularRoom] = []
|
rooms: List[RectangularRoom] = []
|
||||||
|
|
||||||
for room in range(max_rooms):
|
for room in range(max_rooms):
|
||||||
@ -72,7 +87,7 @@ def generate_dungeon(
|
|||||||
x = random.randint(0, dungeon.width - room_width - 1)
|
x = random.randint(0, dungeon.width - room_width - 1)
|
||||||
y = random.randint(0, dungeon.height - room_height - 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):
|
if any(new_room.intersects(other_room) for other_room in rooms):
|
||||||
continue
|
continue
|
||||||
@ -83,8 +98,10 @@ def generate_dungeon(
|
|||||||
# first room
|
# first room
|
||||||
player.x, player.y = new_room.center
|
player.x, player.y = new_room.center
|
||||||
else:
|
else:
|
||||||
for x,y in tunnel_between(rooms[-1].center, new_room.center):
|
for x, y in tunnel_between(rooms[-1].center, new_room.center):
|
||||||
dungeon.tiles[x,y] = tile_types.floor
|
dungeon.tiles[x, y] = tile_types.floor
|
||||||
|
|
||||||
|
place_entities(new_room, dungeon, max_monsters_per_room)
|
||||||
|
|
||||||
rooms.append(new_room)
|
rooms.append(new_room)
|
||||||
|
|
||||||
|
@ -21,11 +21,11 @@ tile_dt = np.dtype(
|
|||||||
|
|
||||||
|
|
||||||
def new_tile(
|
def new_tile(
|
||||||
*, # keywords only
|
*, # keywords only
|
||||||
walkable: int,
|
walkable: int,
|
||||||
transparent: int,
|
transparent: int,
|
||||||
dark: Tuple[int, Tuple[int, int, int], Tuple[int, int, int]],
|
dark: Tuple[int, Tuple[int, int, int], Tuple[int, int, int]],
|
||||||
light: Tuple[int, Tuple[int, int, int], Tuple[int, int, int]],
|
light: Tuple[int, Tuple[int, int, int], Tuple[int, int, int]],
|
||||||
) -> np.ndarray:
|
) -> np.ndarray:
|
||||||
"""helper function for making tiles"""
|
"""helper function for making tiles"""
|
||||||
return np.array((walkable, transparent, dark, light), dtype=tile_dt)
|
return np.array((walkable, transparent, dark, light), dtype=tile_dt)
|
||||||
|
Loading…
Reference in New Issue
Block a user