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Copy pathgame_map.py
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106 lines (86 loc) · 3.57 KB
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from __future__ import annotations
import numpy as np
from tcod.console import Console
import tile_types
from typing import Iterable, TYPE_CHECKING, Optional, Iterator
from entity import Actor, Item
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")
self.explored = np.full((width, height), fill_value=False, order="F")
self.elevator_location = (0, 0)
@property
def gamemap(self) -> GameMap:
return self
@property
def actors(self) -> Iterator[Actor]:
yield from (entity for entity in self.entities if isinstance(entity, Actor))
@property
def items(self) -> Iterator[Item]:
yield from (entity for entity in self.entities if isinstance(entity, Item))
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 and actor.is_alive:
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.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)
class GameWorld:
def __init__(
self,
*,
engine: Engine,
map_width: int,
map_height: int,
max_rooms: int,
room_min_size: int,
room_max_size: int,
current_floor: int = 0,
):
self.engine = engine
self.map_width = map_width
self.map_height = map_height
self.max_rooms = max_rooms
self.room_min_size = room_min_size
self.room_max_size = room_max_size
self.current_floor = current_floor
def generate_floor(self) -> None:
from procgen import generate_dungeon, generate_boss_floor
self.current_floor += 1
if self.current_floor == 10:
self.engine.game_map = generate_boss_floor(
map_width=self.map_width,
map_height=self.map_height,
engine=self.engine
)
else:
self.engine.game_map = generate_dungeon(
max_rooms=self.max_rooms,
room_min_size=self.room_min_size,
room_max_size=self.room_max_size,
map_width=self.map_width,
map_height=self.map_height,
engine=self.engine,
)