Draw a path from the hero to the current mouse point
Add a highlight grid to Map, with locations set to True if that point should be drawn with a "highlight" treatment. Add the highlight graphic_dtype to all Tiles.
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parent
f05dfdef55
commit
6c9d01771f
4 changed files with 80 additions and 29 deletions
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@ -68,7 +68,9 @@ class Engine:
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self.map = Map(map_size, map_generator)
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self.event_handler: 'EventHandler' = MainGameEventHandler(self)
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self.current_mouse_point: Optional[Point] = None
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self.__current_mouse_point: Optional[Point] = None
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self.__mouse_path_points: Optional[List[Point]] = None
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self.entities: MutableSet[Entity] = set()
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@ -103,6 +105,8 @@ class Engine:
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def print_to_console(self, console):
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'''Print the whole game to the given console.'''
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self.map.highlight_points(self.__mouse_path_points or [])
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self.map.print_to_console(console)
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console.print(x=1, y=45, string='HP:')
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@ -124,7 +128,7 @@ class Engine:
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ent.print_to_console(console)
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if ent.position == self.current_mouse_point:
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if ent.position == self.__current_mouse_point:
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entities_at_mouse_position.append(ent)
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if len(entities_at_mouse_position) > 0:
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@ -141,12 +145,15 @@ class Engine:
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self.event_handler.handle_events(context)
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self.finish_turn()
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def process_input_action(self, action: Action) -> ActionResult:
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def process_input_action(self, action: Action):
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'''Process an Action from player input'''
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log.ACTIONS_TREE.info('Processing Hero Actions')
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log.ACTIONS_TREE.info('|-> %s', action.actor)
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# Clear the mouse path highlight before handling actions.
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self.__mouse_path_points = None
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result = self._perform_action_until_done(action)
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# Player's action failed, don't proceed with turn.
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@ -225,7 +232,7 @@ class Engine:
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return result
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def update_field_of_view(self) -> None:
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def update_field_of_view(self):
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'''Compute visible area of the map based on the player's position and point of view.'''
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# FIXME: Move this to the Map class
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self.map.visible[:] = tcod.map.compute_fov(
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@ -233,9 +240,37 @@ class Engine:
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tuple(self.hero.position),
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radius=8)
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# Visible tiles should be added to the explored list
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# Add visible tiles to the explored grid
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self.map.explored |= self.map.visible
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def update_mouse_point(self, mouse_point: Optional[Point]):
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if mouse_point == self.__current_mouse_point:
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return
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should_render_mouse_path = (
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mouse_point
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and self.map.tile_is_in_bounds(mouse_point)
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and self.map.tile_is_walkable(mouse_point))
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if not should_render_mouse_path:
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self.__current_mouse_point = None
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self.__mouse_path_points = None
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return
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self.__current_mouse_point = mouse_point
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path_from_hero_to_mouse_point = tcod.los.bresenham(tuple(self.hero.position), tuple(self.__current_mouse_point))
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mouse_path_points = [Point(x, y) for x, y in path_from_hero_to_mouse_point.tolist()]
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all_mouse_path_points_are_walkable = all(
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self.map.tile_is_walkable(pt) and self.map.point_is_explored(pt) for pt in mouse_path_points)
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if not all_mouse_path_points_are_walkable:
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self.__current_mouse_point = None
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self.__mouse_path_points = None
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return
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self.__mouse_path_points = mouse_path_points
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def begin_turn(self) -> None:
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'''Begin the current turn'''
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if self.did_begin_turn:
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