# Eryn Wells ''' This module defines the level map, a number of basic building blocks (Rooms, etc), and objects that generate various parts of a map. ''' import random from typing import Iterable import numpy as np import numpy.typing as npt import tcod from ..configuration import Configuration from ..geometry import Point, Rect, Size from .generator import MapGenerator from .tile import Empty, Shroud class Map: '''A level map''' def __init__(self, config: Configuration, generator: MapGenerator): self.configuration = config map_size = config.map_size self._bounds = Rect(Point(), map_size) shape = map_size.numpy_shape self.tiles = np.full(shape, fill_value=Empty, order='F') self.up_stairs = generator.up_stairs self.down_stairs = generator.down_stairs self.highlighted = np.full(shape, fill_value=False, order='F') # Map tiles that are currently visible to the player self.visible = np.full(shape, fill_value=False, order='F') # Map tiles that the player has explored should_mark_all_tiles_explored = config.sandbox self.explored = np.full(shape, fill_value=should_mark_all_tiles_explored, order='F') self.__walkable_points = None generator.generate(self) @property def bounds(self) -> Rect: '''The bounds of the map''' return self._bounds @property def size(self) -> Size: '''The size of the map''' return self.configuration.map_size @property def composited_tiles(self) -> np.ndarray: # TODO: Hold onto the result here so that this doen't have to be done every time this property is called. return np.select( condlist=[ self.highlighted, self.visible, self.explored], choicelist=[ self.tiles['highlighted'], self.tiles['light'], self.tiles['dark']], default=Shroud) def update_visible_tiles(self, point: Point, radius: int): field_of_view = tcod.map.compute_fov(self.tiles['transparent'], tuple(point), radius=radius) # The player's computed field of view self.visible[:] = field_of_view def random_walkable_position(self) -> Point: '''Return a random walkable point on the map.''' if not self.__walkable_points: self.__walkable_points = [Point(x, y) for x, y in np.ndindex( self.tiles.shape) if self.tiles[x, y]['walkable']] return random.choice(self.__walkable_points) def tile_is_in_bounds(self, point: Point) -> bool: '''Return True if the given point is inside the bounds of the map''' return 0 <= point.x < self.size.width and 0 <= point.y < self.size.height def tile_is_walkable(self, point: Point) -> bool: '''Return True if the tile at the given point is walkable''' if not self.tile_is_in_bounds(point): raise ValueError(f'Point {point!s} is not in bounds') return self.tiles[point.numpy_index]['walkable'] def point_is_visible(self, point: Point) -> bool: '''Return True if the point is visible to the player''' if not self.tile_is_in_bounds(point): raise ValueError(f'Point {point!s} is not in bounds') return self.visible[point.numpy_index] def point_is_explored(self, point: Point) -> bool: '''Return True if the tile at the given point has been explored by the player''' if not self.tile_is_in_bounds(point): raise ValueError(f'Point {point!s} is not in bounds') return self.explored[point.numpy_index] def highlight_points(self, points: Iterable[Point]): '''Update the highlight graph with the list of points to highlight.''' self.highlighted.fill(False) for pt in points: self.highlighted[pt.x, pt.y] = True 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 = '' tiles = self.tiles['light']['ch'] for row in tiles: string += ''.join(chr(n) for n in row) + '\n' return string