#!/usr/bin/env python3 # Eryn Wells import logging import random import tcod from .actions import ExitAction, MovePlayerAction, RegenerateRoomsAction from .events import EventHandler from .geometry import Direction, Point, Size from .map import Map from .object import Entity from dataclasses import dataclass from typing import MutableSet LOG = logging.getLogger('engine') EVENT_LOG = logging.getLogger('events') @dataclass class Configuration: map_size: Size class Engine: def __init__(self, event_handler: EventHandler, configuration: Configuration): self.event_handler = event_handler self.configuration = configuration self.rng = tcod.random.Random() map_size = configuration.map_size self.map = Map(map_size) first_room = self.map.generator.rooms[0] player_start_position = first_room.center self.player = Entity('@', position=player_start_position, fg=tcod.white) self.entities: MutableSet[Entity] = {self.player} for _ in range(self.rng.randint(5, 15)): position = self.map.random_walkable_position() self.entities.add(Entity('@', position=position, fg=tcod.yellow)) self.update_field_of_view() def handle_event(self, event: tcod.event.Event): action = self.event_handler.dispatch(event) if not action: return action.perform(self, self.player) directions = list(Direction.all()) moved_entities: MutableSet[Entity] = {self.player} for ent in self.entities: if ent == self.player: continue while True: new_position = ent.position + random.choice(directions) overlaps_with_previously_moved_entity = any(new_position == moved_ent.position for moved_ent in moved_entities) if not overlaps_with_previously_moved_entity and self.map.tile_is_walkable(new_position): ent.position = new_position moved_entities.add(ent) break self.update_field_of_view() def print_to_console(self, console): self.map.print_to_console(console) for ent in self.entities: # 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 update_field_of_view(self) -> None: '''Compute visible area of the map based on the player's position and point of view.''' self.map.visible[:] = tcod.map.compute_fov( self.map.tiles['transparent'], tuple(self.player.position), radius=8) # Visible tiles should be added to the explored list self.map.explored |= self.map.visible