# Eryn Wells '''Defines the core game engine.''' import random from typing import TYPE_CHECKING, List, MutableSet, NoReturn, Optional import tcod from . import log from . import monsters from .actions.action import Action, ActionWithActor from .actions.result import ActionResult from .ai import HostileEnemy from .configuration import Configuration from .events import GameOverEventHandler, MainGameEventHandler from .geometry import Point, Size from .interface import Interface from .map import Map from .map.generator import RoomsAndCorridorsGenerator from .map.generator.room import RandomRectRoomGenerator from .map.generator.corridor import ElbowCorridorGenerator from .messages import MessageLog from .object import Actor, Entity, Hero, Monster if TYPE_CHECKING: from .events import EventHandler 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, config: Configuration): self.configuration = config self.current_turn = 1 self.did_begin_turn = False self.did_successfully_process_actions_for_turn = False self.rng = tcod.random.Random() self.message_log = MessageLog() map_size = config.map_size map_generator = RoomsAndCorridorsGenerator( RandomRectRoomGenerator(size=map_size), ElbowCorridorGenerator()) self.map = Map(config, map_generator) self.event_handler: 'EventHandler' = MainGameEventHandler(self) self.__current_mouse_point: Optional[Point] = None self.__mouse_path_points: Optional[List[Point]] = None self.entities: MutableSet[Entity] = set() try: hero_start_position = self.map.up_stairs[0] except IndexError: hero_start_position = self.map.random_walkable_position() self.hero = Hero(position=hero_start_position) self.entities.add(self.hero) while len(self.entities) < 25: should_spawn_monster_chance = random.random() if should_spawn_monster_chance < 0.1: continue while True: random_start_position = self.map.random_walkable_position() 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() # Interface elements self.interface = Interface(Size(80, 50), self.map, self.message_log) self.message_log.add_message('Greetings adventurer!', fg=(127, 127, 255), stack=False) def print_to_console(self, console): '''Print the whole game to the given console.''' self.map.highlight_points(self.__mouse_path_points or []) sorted_entities = sorted(self.entities, key=lambda e: e.render_order.value) self.interface.update(self.current_turn, self.hero, sorted_entities) self.interface.draw(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.begin_turn() self.event_handler.handle_events(context) self.finish_turn() def process_input_action(self, action: Action): '''Process an Action from player input''' if not isinstance(action, ActionWithActor): action.perform(self) return log.ACTIONS_TREE.info('Processing Hero Actions') log.ACTIONS_TREE.info('|-> %s', action.actor) # Clear the mouse path highlight before handling actions. self.__mouse_path_points = None result = self._perform_action_until_done(action) # Player's action failed, don't proceed with turn. if not result.success and result.done: self.did_successfully_process_actions_for_turn = False return self.did_successfully_process_actions_for_turn = True self.process_entity_actions() self.update_field_of_view() def process_entity_actions(self): '''Run AI for entities that have them, and process actions from those AIs''' 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(engine=self) if action: self._perform_action_until_done(action) def _perform_action_until_done(self, action: ActionWithActor) -> 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: assert result.alternate is not None, f'Action {result.action} incomplete but no alternate action given' action = result.alternate 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): '''Compute visible area of the map based on the player's position and point of view.''' self.map.update_visible_tiles(self.hero.position, self.hero.sight_radius) # Add visible tiles to the explored grid self.map.explored |= self.map.visible def update_mouse_point(self, mouse_point: Optional[Point]): if mouse_point == self.__current_mouse_point: return should_render_mouse_path = ( mouse_point and self.map.tile_is_in_bounds(mouse_point) and self.map.tile_is_walkable(mouse_point)) if not should_render_mouse_path: self.__current_mouse_point = None self.__mouse_path_points = None return self.__current_mouse_point = mouse_point path_from_hero_to_mouse_point = tcod.los.bresenham(tuple(self.hero.position), tuple(self.__current_mouse_point)) mouse_path_points = [Point(x, y) for x, y in path_from_hero_to_mouse_point.tolist()] all_mouse_path_points_are_walkable = all( self.map.tile_is_walkable(pt) and self.map.point_is_explored(pt) for pt in mouse_path_points) if not all_mouse_path_points_are_walkable: self.__current_mouse_point = None self.__mouse_path_points = None return self.__mouse_path_points = mouse_path_points def begin_turn(self) -> None: '''Begin the current turn''' if self.did_begin_turn: return if log.ROOT.isEnabledFor(log.INFO): dashes = '-' * 20 log.ROOT.info('%s Turn %d %s', dashes, self.current_turn, dashes) self.did_begin_turn = True def finish_turn(self) -> None: '''Finish the current turn and prepare for the next turn''' if not self.did_successfully_process_actions_for_turn: return log.ROOT.info('Completed turn %d successfully', self.current_turn) self._prepare_for_next_turn() def _prepare_for_next_turn(self) -> None: self.current_turn += 1 self.did_begin_turn = False self.did_successfully_process_actions_for_turn = False def kill_actor(self, actor: Actor) -> None: '''Kill an entity. Remove it from the game.''' if actor == self.hero: # When the hero dies, the game is over. log.ACTIONS.info('Time to die.') self.event_handler = GameOverEventHandler(self) else: log.ACTIONS.info('%s dies', actor) self.entities.remove(actor)