# Eryn Wells from typing import List import numpy as np from tcod.console import Console from .. import log from ..geometry import Point, Rect, Size, Vector from ..map import Map from ..object import Entity, Hero class Window: '''A user interface window. It can be framed.''' def __init__(self, bounds: Rect, *, framed: bool = True): self.bounds = bounds self.is_framed = framed @property def drawable_bounds(self) -> Rect: ''' The bounds of the window that is drawable, inset by its frame if `is_framed` is `True`. ''' if self.is_framed: return self.bounds.inset_rect(1, 1, 1, 1) return self.bounds def draw(self, console: Console): '''Draw the window to the conole''' if self.is_framed: console.draw_frame( self.bounds.origin.x, self.bounds.origin.y, self.bounds.size.width, self.bounds.size.height) drawable_bounds = self.drawable_bounds console.draw_rect(drawable_bounds.min_x, drawable_bounds.min_y, drawable_bounds.width, drawable_bounds.height, ord(' '), (255, 255, 255), (0, 0, 0)) class MapWindow(Window): '''A Window that displays a game map''' # pylint: disable=redefined-builtin def __init__(self, bounds: Rect, map: Map, **kwargs): super().__init__(bounds, **kwargs) self.map = map self.drawable_map_bounds = map.bounds self.entities: List[Entity] = [] self._draw_bounds = self.drawable_bounds def update_drawable_map_bounds(self, hero: Hero): ''' Figure out what portion of the map is drawable and update `self.drawable_map_bounds`. This method attempts to keep the hero centered in the map viewport, while not overscrolling the map in either direction. ''' bounds = self.drawable_bounds map_bounds = self.map.bounds viewport_is_wider_than_map = bounds.width > map_bounds.width viewport_is_taller_than_map = bounds.height > map_bounds.height if viewport_is_wider_than_map and viewport_is_taller_than_map: # The whole map fits within the window's drawable bounds self.drawable_map_bounds = map_bounds return # Attempt to keep the player centered in the viewport. hero_point = hero.position if viewport_is_wider_than_map: x = 0 else: x = min(max(0, hero_point.x - bounds.mid_x), map_bounds.max_x - bounds.width) if viewport_is_taller_than_map: y = 0 else: y = min(max(0, hero_point.y - bounds.mid_y), map_bounds.max_y - bounds.height) origin = Point(x, y) size = Size(min(bounds.width, map_bounds.width), min(bounds.height, map_bounds.height)) self.drawable_map_bounds = Rect(origin, size) def _update_draw_bounds(self): ''' The area where the map should actually be drawn, accounting for the size of the viewport (`drawable_bounds`)and the size of the map (`self.map.bounds`). ''' drawable_map_bounds = self.drawable_map_bounds drawable_bounds = self.drawable_bounds viewport_is_wider_than_map = drawable_bounds.width >= drawable_map_bounds.width viewport_is_taller_than_map = drawable_bounds.height >= drawable_map_bounds.height if viewport_is_wider_than_map: # Center the map horizontally in the viewport origin_x = drawable_bounds.min_x + (drawable_bounds.width - drawable_map_bounds.width) // 2 width = drawable_map_bounds.width else: origin_x = drawable_bounds.min_x width = drawable_bounds.width if viewport_is_taller_than_map: # Center the map vertically in the viewport origin_y = drawable_bounds.min_y + (drawable_bounds.height - drawable_map_bounds.height) // 2 height = drawable_map_bounds.height else: origin_y = drawable_bounds.min_y height = drawable_bounds.height self._draw_bounds = Rect(Point(origin_x, origin_y), Size(width, height)) def draw(self, console: Console): super().draw(console) self._update_draw_bounds() self._draw_map(console) self._draw_entities(console) def _draw_map(self, console: Console): 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] console_draw_bounds = self._draw_bounds console_slice = np.s_[ 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): continue # Entity positions are relative to the (0, 0) point of the Map. In # order to render them in the correct position in the console, we # need to transform them into viewport-relative coordinates. entity_position = ent.position map_tile_at_entity_position = self.map.composited_tiles[entity_position.numpy_index] position = ent.position - map_bounds_vector + draw_bounds_vector if isinstance(ent, Hero): log.UI.debug('Hero position: map=%s, window=%s', entity_position, position) console.print( x=position.x, y=position.y, string=ent.symbol, fg=ent.foreground, bg=tuple(map_tile_at_entity_position['bg'][:3])) log.UI.info('Done drawing entities')