Do pathfinding from the hero to the mouse point
It works finally! And uses A*!
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parent
a8bbc47668
commit
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4 changed files with 42 additions and 35 deletions
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@ -28,7 +28,8 @@ class Interface:
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self.map_window = MapWindow(
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Rect.from_raw_values(0, 0, size.width, size.height - 5),
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engine.map)
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engine.map,
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engine.hero)
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self.info_window = InfoWindow(
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Rect.from_raw_values(0, size.height - 5, 28, 5))
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self.message_window = MessageLogWindow(
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@ -43,7 +44,7 @@ class Interface:
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hero = self.engine.hero
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self.info_window.update_hero(hero)
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self.map_window.update_drawable_map_bounds(hero)
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self.map_window.update_drawable_map_bounds()
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sorted_entities = sorted(self.engine.entities, key=lambda e: e.render_order.value)
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self.map_window.entities = sorted_entities
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@ -64,6 +65,7 @@ class Interface:
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context.present(self.console)
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for event in tev.wait():
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context.convert_event(event)
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did_handle = self.event_handler.dispatch(event)
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if did_handle:
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continue
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@ -1,23 +1,25 @@
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# Eryn Wells <eryn@erynwells.me>
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from typing import Optional
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from typing import Generic, Optional, TypeVar
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from tcod import event as tev
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from tcod.console import Console
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from ...geometry import Point, Rect, Vector
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WindowT = TypeVar('WindowT', bound='Window')
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class Window:
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'''A user interface window. It can be framed and it can handle events.'''
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class EventHandler(tev.EventDispatch[bool]):
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class EventHandler(tev.EventDispatch[bool], Generic[WindowT]):
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'''
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Handles events for a Window. Event dispatch methods return True if the event
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was handled and no further action is needed.
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'''
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def __init__(self, window: 'Window'):
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def __init__(self, window: WindowT):
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super().__init__()
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self.window = window
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@ -1,6 +1,6 @@
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# Eryn Wells <eryn@erynwells.me>
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from typing import List
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from typing import List, Optional
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import numpy as np
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import tcod.event as tev
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@ -16,7 +16,7 @@ from ...object import Entity, Hero
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class MapWindow(Window):
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'''A Window that displays a game map'''
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class EventHandler(Window.EventHandler):
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class EventHandler(Window.EventHandler['MapWindow']):
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'''An event handler for the MapWindow.'''
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def ev_mousemotion(self, event: tev.MouseMotion) -> bool:
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@ -24,23 +24,40 @@ class MapWindow(Window):
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if not mouse_point:
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return False
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# TODO: Convert window point to map point
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# TODO: Perform a path finding operation from the hero to the mouse point
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# TODO: Highlight those points on the map
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log.UI.info('Mouse point in window %s', mouse_point)
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hero = self.window.hero
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if not hero:
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return False
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map_point = self.window.convert_window_point_to_map(mouse_point)
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log.UI.info('Mouse point in map %s', map_point)
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map_ = self.window.map
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path = map_.find_walkable_path_from_point_to_point(hero.position, map_point)
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map_.highlight_points(path)
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return False
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# pylint: disable=redefined-builtin
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def __init__(self, bounds: Rect, map: Map, **kwargs):
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super().__init__(bounds, **kwargs)
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def __init__(self, bounds: Rect, map: Map, hero: Hero, **kwargs):
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super().__init__(bounds, event_handler=self.__class__.EventHandler(self), **kwargs)
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self.map = map
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self.drawable_map_bounds = map.bounds
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self.hero = hero
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self.entities: List[Entity] = []
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self._draw_bounds = self.drawable_bounds
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def update_drawable_map_bounds(self, hero: Hero):
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def convert_window_point_to_map(self, point: Point) -> Point:
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'''
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Convert a point in window coordinates to a point relative to the map's
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origin point.
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'''
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return point - Vector.from_point(self._draw_bounds.origin)
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def update_drawable_map_bounds(self):
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'''
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Figure out what portion of the map is drawable and update
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`self.drawable_map_bounds`. This method attempts to keep the hero
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@ -59,7 +76,7 @@ class MapWindow(Window):
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return
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# Attempt to keep the player centered in the viewport.
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hero_point = hero.position
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hero_point = self.hero.position
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if viewport_is_wider_than_map:
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x = 0
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@ -115,8 +132,6 @@ class MapWindow(Window):
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drawable_map_bounds = self.drawable_map_bounds
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drawable_bounds = self.drawable_bounds
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log.UI.info('Drawing map')
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map_slice = np.s_[
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drawable_map_bounds.min_x: drawable_map_bounds.max_x + 1,
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drawable_map_bounds.min_y: drawable_map_bounds.max_y + 1]
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@ -126,19 +141,12 @@ class MapWindow(Window):
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console_draw_bounds.min_x: console_draw_bounds.max_x + 1,
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console_draw_bounds.min_y: console_draw_bounds.max_y + 1]
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log.UI.debug('Map bounds=%s, slice=%s', drawable_map_bounds, map_slice)
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log.UI.debug('Console bounds=%s, slice=%s', drawable_bounds, console_slice)
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console.tiles_rgb[console_slice] = self.map.composited_tiles[map_slice]
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log.UI.info('Done drawing map')
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def _draw_entities(self, console):
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map_bounds_vector = Vector.from_point(self.drawable_map_bounds.origin)
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draw_bounds_vector = Vector.from_point(self._draw_bounds.origin)
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log.UI.info('Drawing entities')
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for ent in self.entities:
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# Only draw entities that are in the field of view
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if not self.map.point_is_visible(ent.position):
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@ -161,5 +169,3 @@ class MapWindow(Window):
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string=ent.symbol,
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fg=ent.foreground,
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bg=tuple(map_tile_at_entity_position['bg'][:3]))
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log.UI.info('Done drawing entities')
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@ -111,16 +111,13 @@ class Map:
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for pt in points:
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self.highlighted[pt.x, pt.y] = True
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def print_to_console(self, console: tcod.Console, bounds: Rect) -> None:
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'''Render the map to the console.'''
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size = self.size
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# If a tile is in the visible array, draw it with the "light" color. If it's not, but it's in the explored
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# array, draw it with the "dark" color. Otherwise, draw it as Empty.
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console.tiles_rgb[0:size.width, 0:size.height] = np.select(
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condlist=[self.highlighted, self.visible, self.explored],
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choicelist=[self.tiles['highlighted'], self.tiles['light'], self.tiles['dark']],
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default=Shroud)
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def find_walkable_path_from_point_to_point(self, point_a: Point, point_b: Point) -> Iterable[Point]:
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'''
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Find a path between point A and point B using tcod's A* implementation.
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'''
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a_star = tcod.path.AStar(self.tiles['walkable'])
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path = a_star.get_path(point_a.x, point_a.y, point_b.x, point_b.y)
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return map(lambda t: Point(t[0], t[1]), path)
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def __str__(self):
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string = ''
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