going-rogue/erynrl/engine.py

259 lines
9.5 KiB
Python

# Eryn Wells <eryn@erynwells.me>
'''Defines the core game engine.'''
import random
from dataclasses import dataclass
from typing import TYPE_CHECKING, MutableSet, NoReturn, Optional
import tcod
from . import log
from . import monsters
from .actions import Action, ActionResult
from .ai import HostileEnemy
from .events import GameOverEventHandler, MainGameEventHandler
from .geometry import Point, Rect, Size
from .interface import color
from .interface.percentage_bar import PercentageBar
from .map import Map
from .messages import MessageLog
from .object import Actor, Entity, Hero, Monster
if TYPE_CHECKING:
from .events import EventHandler
@dataclass
class Configuration:
'''Configuration of the game engine'''
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.current_turn = 1
self.did_begin_turn = False
self.did_successfully_process_actions_for_turn = False
self.rng = tcod.random.Random()
self.map = Map(configuration.map_size)
self.message_log = MessageLog()
self.event_handler: 'EventHandler' = MainGameEventHandler(self)
self.current_mouse_point: Optional[Point] = None
self.hero = Hero(position=self.map.generator.rooms[0].center)
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()
# Interface elements
self.hit_points_bar = PercentageBar(position=Point(4, 45), width=20, colors=list(color.HealthBar.bar_colors()))
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.print_to_console(console)
console.print(x=1, y=45, string='HP:')
hp, max_hp = self.hero.fighter.hit_points, self.hero.fighter.maximum_hit_points
self.hit_points_bar.percent_filled = hp / max_hp
self.hit_points_bar.render_to_console(console)
console.print(x=6, y=45, string=f'{hp}/{max_hp}', fg=color.WHITE)
console.print(x=1, y=46, string=f'Turn: {self.current_turn}')
messages_rect = Rect(Point(x=27, y=45), Size(width=40, height=5))
self.message_log.render_to_console(console, messages_rect)
entities_at_mouse_position = []
for ent in sorted(self.entities, key=lambda e: e.render_order.value):
# Only process entities that are in the field of view
if not self.map.visible[tuple(ent.position)]:
continue
ent.print_to_console(console)
if ent.position == self.current_mouse_point:
entities_at_mouse_position.append(ent)
if len(entities_at_mouse_position) > 0:
console.print(x=1, y=43, string=', '.join(e.name for e in entities_at_mouse_position))
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) -> ActionResult:
'''Process an Action from player input'''
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()
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(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
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)