284 lines
10 KiB
Python
284 lines
10 KiB
Python
# Eryn Wells <eryn@erynwells.me>
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'''Defines the core game engine.'''
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import random
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from typing import TYPE_CHECKING, List, MutableSet, NoReturn, Optional
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import tcod
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from . import log
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from . import monsters
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from .actions.action import Action, ActionWithActor
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from .actions.result import ActionResult
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from .ai import HostileEnemy
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from .configuration import Configuration
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from .events import GameOverEventHandler, MainGameEventHandler
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from .geometry import Point, Size
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from .interface import Interface
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from .map import Map
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from .map.generator import RoomsAndCorridorsGenerator
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from .map.generator.room import RandomRectRoomGenerator
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from .map.generator.corridor import ElbowCorridorGenerator
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from .messages import MessageLog
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from .object import Actor, Entity, Hero, Monster
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if TYPE_CHECKING:
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from .events import EventHandler
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class Engine:
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'''The main game engine.
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This class provides the event handling, map drawing, and maintains the list of entities.
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Attributes
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----------
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configuration : Configuration
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Defines the basic configuration for the game
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entities : MutableSet[Entity]
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A set of all the entities on the current map, including the Hero
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hero : Hero
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The hero, the Entity controlled by the player
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map : Map
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A map of the current level
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rng : tcod.random.Random
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A random number generator
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'''
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def __init__(self, config: Configuration):
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self.configuration = config
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self.current_turn = 1
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self.did_begin_turn = False
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self.did_successfully_process_actions_for_turn = False
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self.rng = tcod.random.Random()
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self.message_log = MessageLog()
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map_size = config.map_size
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map_generator = RoomsAndCorridorsGenerator(
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RandomRectRoomGenerator(size=map_size),
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ElbowCorridorGenerator())
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self.map = Map(config, map_generator)
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self.event_handler: 'EventHandler' = MainGameEventHandler(self)
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self.__current_mouse_point: Optional[Point] = None
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self.__mouse_path_points: Optional[List[Point]] = None
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self.entities: MutableSet[Entity] = set()
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try:
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hero_start_position = self.map.up_stairs[0]
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except IndexError:
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hero_start_position = self.map.random_walkable_position()
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self.hero = Hero(position=hero_start_position)
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self.entities.add(self.hero)
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while len(self.entities) < 25:
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should_spawn_monster_chance = random.random()
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if should_spawn_monster_chance < 0.1:
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continue
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while True:
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random_start_position = self.map.random_walkable_position()
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if not any(ent.position == random_start_position for ent in self.entities):
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break
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spawn_monster_chance = random.random()
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if spawn_monster_chance > 0.8:
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monster = Monster(monsters.Troll, ai_class=HostileEnemy, position=random_start_position)
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else:
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monster = Monster(monsters.Orc, ai_class=HostileEnemy, position=random_start_position)
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log.ENGINE.info('Spawning %s', monster)
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self.entities.add(monster)
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self.update_field_of_view()
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# Interface elements
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self.interface = Interface(Size(80, 50), self.map, self.message_log)
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self.message_log.add_message('Greetings adventurer!', fg=(127, 127, 255), stack=False)
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def print_to_console(self, console):
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'''Print the whole game to the given console.'''
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self.map.highlight_points(self.__mouse_path_points or [])
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sorted_entities = sorted(self.entities, key=lambda e: e.render_order.value)
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self.interface.update(self.current_turn, self.hero, sorted_entities)
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self.interface.draw(console)
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def run_event_loop(self, context: tcod.context.Context, console: tcod.Console) -> NoReturn:
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'''Run the event loop forever. This method never returns.'''
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while True:
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console.clear()
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self.print_to_console(console)
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context.present(console)
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self.begin_turn()
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self.event_handler.handle_events(context)
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self.finish_turn()
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def process_input_action(self, action: Action):
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'''Process an Action from player input'''
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if not isinstance(action, ActionWithActor):
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action.perform(self)
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return
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log.ACTIONS_TREE.info('Processing Hero Actions')
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log.ACTIONS_TREE.info('|-> %s', action.actor)
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# Clear the mouse path highlight before handling actions.
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self.__mouse_path_points = None
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result = self._perform_action_until_done(action)
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# Player's action failed, don't proceed with turn.
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if not result.success and result.done:
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self.did_successfully_process_actions_for_turn = False
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return
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self.did_successfully_process_actions_for_turn = True
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self.process_entity_actions()
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self.update_field_of_view()
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def process_entity_actions(self):
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'''Run AI for entities that have them, and process actions from those AIs'''
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hero_position = self.hero.position
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# Copy the list so we only act on the entities that exist at the start of this turn. Sort it by Euclidean
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# distance to the Hero, so entities closer to the hero act first.
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entities = sorted(
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self.entities,
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key=lambda e: e.position.euclidean_distance_to(hero_position))
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log.ACTIONS_TREE.info('Processing Entity Actions')
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for i, ent in enumerate(entities):
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if not isinstance(ent, Actor):
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continue
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ent_ai = ent.ai
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if not ent_ai:
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continue
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if self.map.visible[tuple(ent.position)]:
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log.ACTIONS_TREE.info('%s-> %s', '|' if i < len(entities) - 1 else '`', ent)
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action = ent_ai.act(engine=self)
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if action:
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self._perform_action_until_done(action)
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def _perform_action_until_done(self, action: ActionWithActor) -> ActionResult:
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'''Perform the given action and any alternate follow-up actions until the action chain is done.'''
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result = action.perform(self)
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if log.ACTIONS_TREE.isEnabledFor(log.INFO) and self.map.visible[tuple(action.actor.position)]:
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if result.alternate:
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alternate_string = f'{result.alternate.__class__.__name__}[{result.alternate.actor.symbol}]'
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else:
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alternate_string = str(result.alternate)
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log.ACTIONS_TREE.info(
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'| %s-> %s => success=%s done=%s alternate=%s',
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'|' if not result.success or not result.done else '`',
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action,
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result.success,
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result.done,
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alternate_string)
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while not result.done:
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assert result.alternate is not None, f'Action {result.action} incomplete but no alternate action given'
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action = result.alternate
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result = action.perform(self)
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if log.ACTIONS_TREE.isEnabledFor(log.INFO) and self.map.visible[tuple(action.actor.position)]:
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if result.alternate:
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alternate_string = f'{result.alternate.__class__.__name__}[{result.alternate.actor.symbol}]'
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else:
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alternate_string = str(result.alternate)
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log.ACTIONS_TREE.info(
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'| %s-> %s => success=%s done=%s alternate=%s',
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'|' if not result.success or not result.done else '`',
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action,
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result.success,
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result.done,
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alternate_string)
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if result.success:
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break
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return result
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def update_field_of_view(self):
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'''Compute visible area of the map based on the player's position and point of view.'''
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self.map.update_visible_tiles(self.hero.position, self.hero.sight_radius)
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# Add visible tiles to the explored grid
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self.map.explored |= self.map.visible
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def update_mouse_point(self, mouse_point: Optional[Point]):
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if mouse_point == self.__current_mouse_point:
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return
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should_render_mouse_path = (
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mouse_point
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and self.map.tile_is_in_bounds(mouse_point)
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and self.map.tile_is_walkable(mouse_point))
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if not should_render_mouse_path:
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self.__current_mouse_point = None
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self.__mouse_path_points = None
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return
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self.__current_mouse_point = mouse_point
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path_from_hero_to_mouse_point = tcod.los.bresenham(tuple(self.hero.position), tuple(self.__current_mouse_point))
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mouse_path_points = [Point(x, y) for x, y in path_from_hero_to_mouse_point.tolist()]
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all_mouse_path_points_are_walkable = all(
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self.map.tile_is_walkable(pt) and self.map.point_is_explored(pt) for pt in mouse_path_points)
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if not all_mouse_path_points_are_walkable:
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self.__current_mouse_point = None
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self.__mouse_path_points = None
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return
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self.__mouse_path_points = mouse_path_points
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def begin_turn(self) -> None:
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'''Begin the current turn'''
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if self.did_begin_turn:
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return
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if log.ROOT.isEnabledFor(log.INFO):
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dashes = '-' * 20
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log.ROOT.info('%s Turn %d %s', dashes, self.current_turn, dashes)
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self.did_begin_turn = True
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def finish_turn(self) -> None:
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'''Finish the current turn and prepare for the next turn'''
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if not self.did_successfully_process_actions_for_turn:
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return
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log.ROOT.info('Completed turn %d successfully', self.current_turn)
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self._prepare_for_next_turn()
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def _prepare_for_next_turn(self) -> None:
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self.current_turn += 1
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self.did_begin_turn = False
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self.did_successfully_process_actions_for_turn = False
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def kill_actor(self, actor: Actor) -> None:
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'''Kill an entity. Remove it from the game.'''
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if actor == self.hero:
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# When the hero dies, the game is over.
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log.ACTIONS.info('Time to die.')
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self.event_handler = GameOverEventHandler(self)
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else:
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log.ACTIONS.info('%s dies', actor)
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self.entities.remove(actor)
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