# Eryn Wells '''Defines the core game engine.''' import random from dataclasses import dataclass from typing import TYPE_CHECKING, MutableSet, NoReturn import tcod from . import log from . import monsters from .actions import Action, ActionResult from .ai import HostileEnemy from .events import MainGameEventHandler from .geometry import Size from .map import Map from .object import Actor, Entity, Hero, Monster if TYPE_CHECKING: from .events import EventHandler @dataclass class Configuration: map_size: Size class Engine: '''The main game engine. This class provides the event handling, map drawing, and maintains the list of entities. Attributes ---------- configuration : Configuration Defines the basic configuration for the game entities : MutableSet[Entity] A set of all the entities on the current map, including the Hero hero : Hero The hero, the Entity controlled by the player map : Map A map of the current level rng : tcod.random.Random A random number generator ''' def __init__(self, configuration: Configuration): self.configuration = configuration self.rng = tcod.random.Random() self.map = Map(configuration.map_size) self.hero = Hero(position=self.map.generator.rooms[0].center) self.event_handler: 'EventHandler' = MainGameEventHandler(self) self.entities: MutableSet[Entity] = {self.hero} for room in self.map.rooms: should_spawn_monster_chance = random.random() if should_spawn_monster_chance < 0.4: continue floor = list(room.walkable_tiles) for _ in range(2): while True: random_start_position = random.choice(floor) if not any(ent.position == random_start_position for ent in self.entities): break spawn_monster_chance = random.random() if spawn_monster_chance > 0.8: monster = Monster(monsters.Troll, ai_class=HostileEnemy, position=random_start_position) else: monster = Monster(monsters.Orc, ai_class=HostileEnemy, position=random_start_position) log.ENGINE.info('Spawning %s', monster) self.entities.add(monster) self.update_field_of_view() def print_to_console(self, console): '''Print the whole game to the given console.''' self.map.print_to_console(console) hp, max_hp = self.hero.fighter.hit_points, self.hero.fighter.maximum_hit_points console.print(x=1, y=47, string=f'HP: {hp}/{max_hp}') for ent in sorted(self.entities, key=lambda e: e.render_order.value): # Only print entities that are in the field of view if not self.map.visible[tuple(ent.position)]: continue ent.print_to_console(console) def run_event_loop(self, context: tcod.context.Context, console: tcod.Console) -> NoReturn: '''Run the event loop forever. This method never returns.''' while True: console.clear() self.print_to_console(console) context.present(console) self.event_handler.wait_for_events() def process_hero_action(self, action: Action) -> ActionResult: '''Process an Action for the hero.''' log.ACTIONS_TREE.info('Processing Hero Actions') log.ACTIONS_TREE.info('|-> %s', action.actor) return self._perform_action_until_done(action) def process_entity_actions(self): hero_position = self.hero.position # Copy the list so we only act on the entities that exist at the start of this turn. Sort it by Euclidean # distance to the Hero, so entities closer to the hero act first. entities = sorted( self.entities, key=lambda e: e.position.euclidean_distance_to(hero_position)) log.ACTIONS_TREE.info('Processing Entity Actions') for i, ent in enumerate(entities): if not isinstance(ent, Actor): continue ent_ai = ent.ai if not ent_ai: continue if self.map.visible[tuple(ent.position)]: log.ACTIONS_TREE.info('%s-> %s', '|' if i < len(entities) - 1 else '`', ent) action = ent_ai.act(self) self._perform_action_until_done(action) def _perform_action_until_done(self, action: Action) -> ActionResult: '''Perform the given action and any alternate follow-up actions until the action chain is done.''' result = action.perform(self) if log.ACTIONS_TREE.isEnabledFor(log.INFO) and self.map.visible[tuple(action.actor.position)]: if result.alternate: alternate_string = f'{result.alternate.__class__.__name__}[{result.alternate.actor.symbol}]' else: alternate_string = str(result.alternate) log.ACTIONS_TREE.info('| %s-> %s => success=%s done=%s alternate=%s', '|' if not result.success or not result.done else '`', action, result.success, result.done, alternate_string) while not result.done: action = result.alternate assert action is not None, f'Action {result.action} incomplete but no alternate action given' result = action.perform(self) if log.ACTIONS_TREE.isEnabledFor(log.INFO) and self.map.visible[tuple(action.actor.position)]: if result.alternate: alternate_string = f'{result.alternate.__class__.__name__}[{result.alternate.actor.symbol}]' else: alternate_string = str(result.alternate) log.ACTIONS_TREE.info('| %s-> %s => success=%s done=%s alternate=%s', '|' if not result.success or not result.done else '`', action, result.success, result.done, alternate_string) if result.success: break return result def update_field_of_view(self) -> None: '''Compute visible area of the map based on the player's position and point of view.''' # FIXME: Move this to the Map class self.map.visible[:] = tcod.map.compute_fov( self.map.tiles['transparent'], tuple(self.hero.position), radius=8) # Visible tiles should be added to the explored list self.map.explored |= self.map.visible