260 lines
9.5 KiB
Python
260 lines
9.5 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 dataclasses import dataclass
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from typing import TYPE_CHECKING, 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
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from .actions.result import ActionResult
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from .ai import HostileEnemy
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from .events import GameOverEventHandler, MainGameEventHandler
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from .geometry import Point, Rect, Size
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from .interface import color
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from .interface.percentage_bar import PercentageBar
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from .map import Map
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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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@dataclass
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class Configuration:
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'''Configuration of the game engine'''
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map_size: Size
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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, configuration: Configuration):
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self.configuration = configuration
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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.map = Map(configuration.map_size)
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self.message_log = MessageLog()
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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.hero = Hero(position=self.map.generator.rooms[0].center)
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self.entities: MutableSet[Entity] = {self.hero}
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for room in self.map.rooms:
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should_spawn_monster_chance = random.random()
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if should_spawn_monster_chance < 0.4:
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continue
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floor = list(room.walkable_tiles)
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for _ in range(2):
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while True:
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random_start_position = random.choice(floor)
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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.hit_points_bar = PercentageBar(position=Point(4, 45), width=20, colors=list(color.HealthBar.bar_colors()))
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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.print_to_console(console)
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console.print(x=1, y=45, string='HP:')
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hp, max_hp = self.hero.fighter.hit_points, self.hero.fighter.maximum_hit_points
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self.hit_points_bar.percent_filled = hp / max_hp
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self.hit_points_bar.render_to_console(console)
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console.print(x=6, y=45, string=f'{hp}/{max_hp}', fg=color.WHITE)
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console.print(x=1, y=46, string=f'Turn: {self.current_turn}')
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messages_rect = Rect(Point(x=27, y=45), Size(width=40, height=5))
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self.message_log.render_to_console(console, messages_rect)
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entities_at_mouse_position = []
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for ent in sorted(self.entities, key=lambda e: e.render_order.value):
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# Only process entities that are in the field of view
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if not self.map.visible[tuple(ent.position)]:
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continue
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ent.print_to_console(console)
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if ent.position == self.current_mouse_point:
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entities_at_mouse_position.append(ent)
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if len(entities_at_mouse_position) > 0:
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console.print(x=1, y=43, string=', '.join(e.name for e in entities_at_mouse_position))
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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) -> ActionResult:
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'''Process an Action from player input'''
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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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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(self)
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self._perform_action_until_done(action)
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def _perform_action_until_done(self, action: Action) -> 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('| %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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action = result.alternate
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assert action is not None, f'Action {result.action} incomplete but no alternate action given'
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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('| %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) -> None:
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'''Compute visible area of the map based on the player's position and point of view.'''
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# FIXME: Move this to the Map class
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self.map.visible[:] = tcod.map.compute_fov(
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self.map.tiles['transparent'],
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tuple(self.hero.position),
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radius=8)
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# Visible tiles should be added to the explored list
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self.map.explored |= self.map.visible
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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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