# Eryn Wells '''Defines the core game engine.''' import random from typing import MutableSet import tcod from . import log from . import monsters from .actions.action import Action from .actions.result import ActionResult from .ai import HostileEnemy from .configuration import Configuration from .events import EngineEventHandler, GameOverEventHandler from .map import Map from .map.generator import RoomsAndCorridorsGenerator from .map.generator.cellular_atomata import CellularAtomataMapGenerator from .map.generator.corridor import ElbowCorridorGenerator from .map.generator.room import ( BSPRectMethod, CellularAtomatonRoomMethod, OrRoomMethod, RoomGenerator, RectangularRoomMethod) from .messages import MessageLog from .object import Actor, Entity, Hero, Monster 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_generator = RoomsAndCorridorsGenerator( RoomGenerator( RoomGenerator.Configuration( rect_method=BSPRectMethod( BSPRectMethod.Configuration(number_of_rooms=30)), room_method=OrRoomMethod( methods=[ (0.2, CellularAtomatonRoomMethod(CellularAtomataMapGenerator.Configuration())), (0.8, RectangularRoomMethod()) ] ) ) ), ElbowCorridorGenerator()) self.map = Map(config, map_generator) self.event_handler = EngineEventHandler(self) 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() self.message_log.add_message('Greetings adventurer!', fg=(127, 127, 255), stack=False) def process_input_action(self, action: Action): '''Process an Action from player input''' if not isinstance(action, Action): action.perform(self) return self.begin_turn() log.ACTIONS_TREE.info('Processing Hero Actions') log.ACTIONS_TREE.info('|-> %s', action.actor) 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() self.finish_turn() 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: 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}]' 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}]' 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 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)