Move the roguebasin package to erynrl
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14 changed files with 2 additions and 2 deletions
96
erynrl/engine.py
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96
erynrl/engine.py
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# Eryn Wells <eryn@erynwells.me>
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'''Defines the core game engine.'''
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import logging
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import random
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from dataclasses import dataclass
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from typing import MutableSet
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import tcod
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from . import monsters
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from .ai import HostileEnemy
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from .geometry import Size
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from .map import Map
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from .object import Entity, Hero, Monster
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LOG = logging.getLogger('engine')
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@dataclass
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class Configuration:
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map_size: Size
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class Engine:
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'''The main game engine.
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This class provides the event handling, map drawing, and maintains the list of entities.
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Attributes
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----------
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configuration : Configuration
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Defines the basic configuration for the game
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entities : MutableSet[Entity]
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A set of all the entities on the current map, including the Hero
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hero : Hero
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The hero, the Entity controlled by the player
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map : Map
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A map of the current level
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rng : tcod.random.Random
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A random number generator
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'''
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def __init__(self, configuration: Configuration):
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self.configuration = configuration
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self.rng = tcod.random.Random()
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self.map = Map(configuration.map_size)
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self.hero = Hero(position=self.map.generator.rooms[0].center)
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self.entities: MutableSet[Entity] = {self.hero}
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for room in self.map.rooms:
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should_spawn_monster_chance = random.random()
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if should_spawn_monster_chance < 0.4:
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continue
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floor = list(room.walkable_tiles)
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for _ in range(2):
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while True:
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random_start_position = random.choice(floor)
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if not any(ent.position == random_start_position for ent in self.entities):
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break
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spawn_monster_chance = random.random()
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if spawn_monster_chance > 0.8:
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monster = Monster(monsters.Troll, ai_class=HostileEnemy, position=random_start_position)
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else:
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monster = Monster(monsters.Orc, ai_class=HostileEnemy, position=random_start_position)
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LOG.info('Spawning %s', monster)
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self.entities.add(monster)
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self.update_field_of_view()
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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.print_to_console(console)
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hp, max_hp = self.hero.fighter.hit_points, self.hero.fighter.maximum_hit_points
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console.print(x=1, y=47, string=f'HP: {hp}/{max_hp}')
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for ent in sorted(self.entities, key=lambda e: e.render_order.value):
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# Only print entities that are in the field of view
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if not self.map.visible[tuple(ent.position)]:
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continue
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ent.print_to_console(console)
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def update_field_of_view(self) -> None:
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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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self.map.tiles['transparent'],
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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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self.map.explored |= self.map.visible
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