Do pathfinding from the hero to the mouse point

It works finally! And uses A*!
This commit is contained in:
Eryn Wells 2023-03-07 22:18:31 -08:00
parent a8bbc47668
commit 2d82d9834f
4 changed files with 42 additions and 35 deletions

View file

@ -28,7 +28,8 @@ class Interface:
self.map_window = MapWindow(
Rect.from_raw_values(0, 0, size.width, size.height - 5),
engine.map)
engine.map,
engine.hero)
self.info_window = InfoWindow(
Rect.from_raw_values(0, size.height - 5, 28, 5))
self.message_window = MessageLogWindow(
@ -43,7 +44,7 @@ class Interface:
hero = self.engine.hero
self.info_window.update_hero(hero)
self.map_window.update_drawable_map_bounds(hero)
self.map_window.update_drawable_map_bounds()
sorted_entities = sorted(self.engine.entities, key=lambda e: e.render_order.value)
self.map_window.entities = sorted_entities
@ -64,6 +65,7 @@ class Interface:
context.present(self.console)
for event in tev.wait():
context.convert_event(event)
did_handle = self.event_handler.dispatch(event)
if did_handle:
continue

View file

@ -1,23 +1,25 @@
# Eryn Wells <eryn@erynwells.me>
from typing import Optional
from typing import Generic, Optional, TypeVar
from tcod import event as tev
from tcod.console import Console
from ...geometry import Point, Rect, Vector
WindowT = TypeVar('WindowT', bound='Window')
class Window:
'''A user interface window. It can be framed and it can handle events.'''
class EventHandler(tev.EventDispatch[bool]):
class EventHandler(tev.EventDispatch[bool], Generic[WindowT]):
'''
Handles events for a Window. Event dispatch methods return True if the event
was handled and no further action is needed.
'''
def __init__(self, window: 'Window'):
def __init__(self, window: WindowT):
super().__init__()
self.window = window

View file

@ -1,6 +1,6 @@
# Eryn Wells <eryn@erynwells.me>
from typing import List
from typing import List, Optional
import numpy as np
import tcod.event as tev
@ -16,7 +16,7 @@ from ...object import Entity, Hero
class MapWindow(Window):
'''A Window that displays a game map'''
class EventHandler(Window.EventHandler):
class EventHandler(Window.EventHandler['MapWindow']):
'''An event handler for the MapWindow.'''
def ev_mousemotion(self, event: tev.MouseMotion) -> bool:
@ -24,23 +24,40 @@ class MapWindow(Window):
if not mouse_point:
return False
# TODO: Convert window point to map point
# TODO: Perform a path finding operation from the hero to the mouse point
# TODO: Highlight those points on the map
log.UI.info('Mouse point in window %s', mouse_point)
hero = self.window.hero
if not hero:
return False
map_point = self.window.convert_window_point_to_map(mouse_point)
log.UI.info('Mouse point in map %s', map_point)
map_ = self.window.map
path = map_.find_walkable_path_from_point_to_point(hero.position, map_point)
map_.highlight_points(path)
return False
# pylint: disable=redefined-builtin
def __init__(self, bounds: Rect, map: Map, **kwargs):
super().__init__(bounds, **kwargs)
def __init__(self, bounds: Rect, map: Map, hero: Hero, **kwargs):
super().__init__(bounds, event_handler=self.__class__.EventHandler(self), **kwargs)
self.map = map
self.drawable_map_bounds = map.bounds
self.hero = hero
self.entities: List[Entity] = []
self._draw_bounds = self.drawable_bounds
def update_drawable_map_bounds(self, hero: Hero):
def convert_window_point_to_map(self, point: Point) -> Point:
'''
Convert a point in window coordinates to a point relative to the map's
origin point.
'''
return point - Vector.from_point(self._draw_bounds.origin)
def update_drawable_map_bounds(self):
'''
Figure out what portion of the map is drawable and update
`self.drawable_map_bounds`. This method attempts to keep the hero
@ -59,7 +76,7 @@ class MapWindow(Window):
return
# Attempt to keep the player centered in the viewport.
hero_point = hero.position
hero_point = self.hero.position
if viewport_is_wider_than_map:
x = 0
@ -115,8 +132,6 @@ class MapWindow(Window):
drawable_map_bounds = self.drawable_map_bounds
drawable_bounds = self.drawable_bounds
log.UI.info('Drawing map')
map_slice = np.s_[
drawable_map_bounds.min_x: drawable_map_bounds.max_x + 1,
drawable_map_bounds.min_y: drawable_map_bounds.max_y + 1]
@ -126,19 +141,12 @@ class MapWindow(Window):
console_draw_bounds.min_x: console_draw_bounds.max_x + 1,
console_draw_bounds.min_y: console_draw_bounds.max_y + 1]
log.UI.debug('Map bounds=%s, slice=%s', drawable_map_bounds, map_slice)
log.UI.debug('Console bounds=%s, slice=%s', drawable_bounds, console_slice)
console.tiles_rgb[console_slice] = self.map.composited_tiles[map_slice]
log.UI.info('Done drawing map')
def _draw_entities(self, console):
map_bounds_vector = Vector.from_point(self.drawable_map_bounds.origin)
draw_bounds_vector = Vector.from_point(self._draw_bounds.origin)
log.UI.info('Drawing entities')
for ent in self.entities:
# Only draw entities that are in the field of view
if not self.map.point_is_visible(ent.position):
@ -161,5 +169,3 @@ class MapWindow(Window):
string=ent.symbol,
fg=ent.foreground,
bg=tuple(map_tile_at_entity_position['bg'][:3]))
log.UI.info('Done drawing entities')

View file

@ -111,16 +111,13 @@ class Map:
for pt in points:
self.highlighted[pt.x, pt.y] = True
def print_to_console(self, console: tcod.Console, bounds: Rect) -> None:
'''Render the map to the console.'''
size = self.size
# If a tile is in the visible array, draw it with the "light" color. If it's not, but it's in the explored
# array, draw it with the "dark" color. Otherwise, draw it as Empty.
console.tiles_rgb[0:size.width, 0:size.height] = np.select(
condlist=[self.highlighted, self.visible, self.explored],
choicelist=[self.tiles['highlighted'], self.tiles['light'], self.tiles['dark']],
default=Shroud)
def find_walkable_path_from_point_to_point(self, point_a: Point, point_b: Point) -> Iterable[Point]:
'''
Find a path between point A and point B using tcod's A* implementation.
'''
a_star = tcod.path.AStar(self.tiles['walkable'])
path = a_star.get_path(point_a.x, point_a.y, point_b.x, point_b.y)
return map(lambda t: Point(t[0], t[1]), path)
def __str__(self):
string = ''