going-rogue/erynrl/engine.py

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# Eryn Wells <eryn@erynwells.me>
'''Defines the core game engine.'''
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import random
from dataclasses import dataclass
from typing import TYPE_CHECKING, MutableSet, NoReturn
import tcod
from . import log
from . import monsters
from .actions import Action, ActionResult
from .ai import HostileEnemy
from .events import MainGameEventHandler
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from .geometry import Size
from .map import Map
from .object import Actor, Entity, Hero, Monster
if TYPE_CHECKING:
from .events import EventHandler
@dataclass
class Configuration:
map_size: Size
class Engine:
'''The main game engine.
This class provides the event handling, map drawing, and maintains the list of entities.
Attributes
----------
configuration : Configuration
Defines the basic configuration for the game
entities : MutableSet[Entity]
A set of all the entities on the current map, including the Hero
hero : Hero
The hero, the Entity controlled by the player
map : Map
A map of the current level
rng : tcod.random.Random
A random number generator
'''
def __init__(self, configuration: Configuration):
self.configuration = configuration
self.rng = tcod.random.Random()
self.map = Map(configuration.map_size)
self.hero = Hero(position=self.map.generator.rooms[0].center)
self.event_handler: 'EventHandler' = MainGameEventHandler(self)
self.entities: MutableSet[Entity] = {self.hero}
for room in self.map.rooms:
should_spawn_monster_chance = random.random()
if should_spawn_monster_chance < 0.4:
continue
floor = list(room.walkable_tiles)
for _ in range(2):
while True:
random_start_position = random.choice(floor)
if not any(ent.position == random_start_position for ent in self.entities):
break
spawn_monster_chance = random.random()
if spawn_monster_chance > 0.8:
monster = Monster(monsters.Troll, ai_class=HostileEnemy, position=random_start_position)
else:
monster = Monster(monsters.Orc, ai_class=HostileEnemy, position=random_start_position)
log.ENGINE.info('Spawning %s', monster)
self.entities.add(monster)
self.update_field_of_view()
def print_to_console(self, console):
'''Print the whole game to the given console.'''
self.map.print_to_console(console)
hp, max_hp = self.hero.fighter.hit_points, self.hero.fighter.maximum_hit_points
console.print(x=1, y=47, string=f'HP: {hp}/{max_hp}')
for ent in sorted(self.entities, key=lambda e: e.render_order.value):
# Only print entities that are in the field of view
if not self.map.visible[tuple(ent.position)]:
continue
ent.print_to_console(console)
def run_event_loop(self, context: tcod.context.Context, console: tcod.Console) -> NoReturn:
'''Run the event loop forever. This method never returns.'''
while True:
console.clear()
self.print_to_console(console)
context.present(console)
self.event_handler.wait_for_events()
def process_hero_action(self, action: Action) -> ActionResult:
'''Process an Action for the hero.'''
log.ACTIONS_TREE.info('Processing Hero Actions')
log.ACTIONS_TREE.info('|-> %s', action.actor)
return self._perform_action_until_done(action)
def process_entity_actions(self):
hero_position = self.hero.position
# Copy the list so we only act on the entities that exist at the start of this turn. Sort it by Euclidean
# distance to the Hero, so entities closer to the hero act first.
entities = sorted(
self.entities,
key=lambda e: e.position.euclidean_distance_to(hero_position))
log.ACTIONS_TREE.info('Processing Entity Actions')
for i, ent in enumerate(entities):
if not isinstance(ent, Actor):
continue
ent_ai = ent.ai
if not ent_ai:
continue
if self.map.visible[tuple(ent.position)]:
log.ACTIONS_TREE.info('%s-> %s', '|' if i < len(entities) - 1 else '`', ent)
action = ent_ai.act(self)
self._perform_action_until_done(action)
def _perform_action_until_done(self, action: Action) -> ActionResult:
'''Perform the given action and any alternate follow-up actions until the action chain is done.'''
result = action.perform(self)
if log.ACTIONS_TREE.isEnabledFor(log.INFO) and self.map.visible[tuple(action.actor.position)]:
if result.alternate:
alternate_string = f'{result.alternate.__class__.__name__}[{result.alternate.actor.symbol}]'
else:
alternate_string = str(result.alternate)
log.ACTIONS_TREE.info('| %s-> %s => success=%s done=%s alternate=%s',
'|' if not result.success or not result.done else '`',
action,
result.success,
result.done,
alternate_string)
while not result.done:
action = result.alternate
assert action is not None, f'Action {result.action} incomplete but no alternate action given'
result = action.perform(self)
if log.ACTIONS_TREE.isEnabledFor(log.INFO) and self.map.visible[tuple(action.actor.position)]:
if result.alternate:
alternate_string = f'{result.alternate.__class__.__name__}[{result.alternate.actor.symbol}]'
else:
alternate_string = str(result.alternate)
log.ACTIONS_TREE.info('| %s-> %s => success=%s done=%s alternate=%s',
'|' if not result.success or not result.done else '`',
action,
result.success,
result.done,
alternate_string)
if result.success:
break
return result
def update_field_of_view(self) -> None:
'''Compute visible area of the map based on the player's position and point of view.'''
# FIXME: Move this to the Map class
self.map.visible[:] = tcod.map.compute_fov(
self.map.tiles['transparent'],
tuple(self.hero.position),
radius=8)
# Visible tiles should be added to the explored list
self.map.explored |= self.map.visible