from __future__ import annotations from typing import Iterable, TYPE_CHECKING, Optional, Iterator import numpy as np # type: ignore from tcod.console import Console from entity import Actor import tile_types if TYPE_CHECKING: from engine import Engine from entity import Entity class GameMap: 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") 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 @property def actors(self) -> Iterator[Actor]: yield from ( entity for entity in self.entities if isinstance(entity, Actor) and entity.is_alive ) def get_blocking_entity_at_location( self, location_x: int, location_y: int ) -> Optional[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 get_actor_at_location(self, x: int, y: int) -> Optional[Actor]: for actor in self.actors: if actor.x == x and actor.y == y: return actor 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, ) entities_sorted_for_rendering = sorted( self.entities, key=lambda x: x.render_order.value ) for entity in entities_sorted_for_rendering: if self.visible[entity.x, entity.y]: console.print( x=entity.x, y=entity.y, string=entity.char, fg=entity.color )