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 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 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 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)