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engine.py
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engine.py
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import tcod as libtcod
from components.inventory import Inventory
from components.fighter import Fighter
from game_states import GameStates
from input_handlers import handle_keys, handle_mouse
from entity import Entity, get_blocking_entities_at_location
from render_functions import render_all, clear_all, RenderOrder
from map_object.game_map import GameMap
from fov_functions import initialize_fov, recompute_fov
from game_message import MessageLog, Message
from death_functions import kill_monster, kill_player
def main():
screen_width = 80
screen_height = 50
bar_width = 20
panel_height = 7
panel_y = screen_height - panel_height
message_x = bar_width + 2
message_width = screen_width - bar_width - 2
message_height = panel_height - 2
map_width = 80
map_height = 43
room_max_size = 10
room_min_size = 6
max_rooms = 30
fov_algorithm = 0
fov_light_wall = True
fov_radius = 10
max_monsters_per_room = 3
max_items_per_room = 2
colors = {
'dark_wall': libtcod.Color(0, 0, 100),
'dark_ground': libtcod.Color(50, 50, 150),
'light_wall': libtcod.Color(130, 110, 50),
'light_ground': libtcod.Color(200, 180, 50)
}
fighter_component = Fighter(hp=30, defense=2, power=5)
inventory_component = Inventory(26)
player = Entity(0, 0, '@', libtcod.white, 'Player', blocks=True,
render_order=RenderOrder.ACTOR, fighter=fighter_component,
inventory=inventory_component)
entities = [player]
libtcod.console_set_custom_font('./img/arial10x10.png',
libtcod.FONT_TYPE_GRAYSCALE | libtcod.FONT_LAYOUT_TCOD)
libtcod.console_init_root(screen_width, screen_height, 'Roguelike', False)
con = libtcod.console_new(screen_width, screen_height)
panel = libtcod.console_new(screen_width, panel_height)
game_map = GameMap(map_width, map_height)
game_map.make_map(max_rooms, room_min_size, room_max_size,
map_width, map_height, player, entities,
max_monsters_per_room, max_items_per_room)
fov_recompute = True
fov_map = initialize_fov(game_map)
message_log = MessageLog(message_x, message_width, message_height)
key = libtcod.Key()
mouse = libtcod.Mouse()
game_state = GameStates.PLAYERS_TURN
previous_game_state = game_state
targeting_item = None
while not libtcod.console_is_window_closed():
libtcod.sys_check_for_event(libtcod.EVENT_KEY_PRESS | libtcod.EVENT_MOUSE, key, mouse)
if fov_recompute:
recompute_fov(fov_map, player.x, player.y,
fov_radius, fov_light_wall, fov_algorithm)
render_all(con, panel, entities, player, game_map, fov_map,
fov_recompute, message_log, screen_width,
screen_height, bar_width, panel_height, panel_y, mouse, colors, game_state)
fov_recompute = False
libtcod.console_flush()
clear_all(con, entities)
action = handle_keys(key, game_state)
mouse_action = handle_mouse(mouse)
move = action.get('move')
pickup = action.get('pickup')
show_inventory = action.get('show_inventory')
drop_inventory = action.get('drop_inventory')
inventory_index = action.get('inventory_index')
exit = action.get('exit')
fullscreen = action.get('fullscreen')
left_click = mouse_action.get('left_click')
right_click = mouse_action.get('right_click')
player_turn_results = []
if move and game_state == GameStates.PLAYERS_TURN:
dx, dy = move
destination_x = player.x + dx
destination_y = player.y + dy
if not game_map.is_blocked(destination_x, destination_y):
target = get_blocking_entities_at_location(entities, destination_x, destination_y)
if target:
attack_results = player.fighter.attack(target)
player_turn_results.extend(attack_results)
else:
player.move(dx, dy)
fov_recompute = True
game_state = GameStates.ENEMY_TURN
elif pickup and game_state == GameStates.PLAYERS_TURN:
for entity in entities:
if entity.item and entity.x == player.x and entity.y == player.y:
pickup_results = player.inventory.add_item(entity)
player_turn_results.extend(pickup_results)
break
else:
message_log.add_message(
Message('There is nothing here to pick up.', libtcod.yellow))
if show_inventory:
previous_game_state = game_state
game_state = GameStates.SHOW_INVENTORY
if drop_inventory:
previous_game_state = game_state
game_state = GameStates.DROP_INVENTORY
if inventory_index is not None and previous_game_state != GameStates.PLAYER_DEAD and inventory_index < len(
player.inventory.items):
item = player.inventory.items[inventory_index]
if game_state == GameStates.SHOW_INVENTORY:
player_turn_results.extend(player.inventory.use(item))
elif game_state == GameStates.DROP_INVENTORY:
player_turn_results.extend(player.inventory.drop_item(item))
if game_state == GameStates.TARGETING:
if left_click:
target_x, target_y = left_click
item_use_results = player.inventory.use(targeting_item,
entities=entities,
fov_map=fov_map,
target_x=target_x,
target_y=target_y)
player_turn_results.extend(item_use_results)
elif right_click:
player_turn_results.append({'targeting_cancelled': True})
if exit:
if game_state in (GameStates.SHOW_INVENTORY, GameStates.DROP_INVENTORY):
game_state = previous_game_state
elif game_state == GameStates.TARGETING:
player_turn_results.append({'targeting_cancelled': True})
else:
return True
if fullscreen:
libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())
for player_turn_result in player_turn_results:
message = player_turn_result.get('message')
dead_entity = player_turn_result.get('dead')
item_added = player_turn_result.get('item_added')
item_consumed = player_turn_result.get('consumed')
item_dropped = player_turn_result.get('item_dropped')
targeting = player_turn_result.get('targeting')
targeting_cancelled = player_turn_result.get('targeting_cancelled')
if message:
message_log.add_message(message)
if targeting_cancelled:
game_state = previous_game_state
message_log.add_message(Message('Targeting cancelled'))
if dead_entity:
if dead_entity == player:
message, game_state = kill_player(dead_entity)
else:
message = kill_monster(dead_entity)
message_log.add_message(message)
if item_added:
entities.remove(item_added)
game_state = GameStates.ENEMY_TURN
if item_consumed:
game_state = GameStates.ENEMY_TURN
if targeting:
previous_game_state = GameStates.PLAYERS_TURN
game_state = GameStates.TARGETING
targeting_item = targeting
message_log.add_message(targeting_item.item.targeting_message)
if item_dropped:
entities.append(item_dropped)
game_state = GameStates.ENEMY_TURN
if game_state == GameStates.ENEMY_TURN:
for entity in entities:
if entity.ai:
enemy_turn_results = entity.ai.take_turn(player, fov_map,
game_map, entities)
for enemy_turn_result in enemy_turn_results:
message = enemy_turn_result.get('message')
dead_entity = enemy_turn_result.get('dead')
if message:
message_log.add_message(message)
if dead_entity:
if dead_entity == player:
message, game_state = kill_player(dead_entity)
else:
message = kill_monster(dead_entity)
message_log.add_message(message)
if game_state == GameStates.PLAYER_DEAD:
break
if game_state == GameStates.PLAYER_DEAD:
break
else:
game_state = GameStates.PLAYERS_TURN
if __name__ == '__main__':
main()