going-rogue/erynrl/engine.py

109 lines
3.6 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
import tcod
from . import log
from . import monsters
from .ai import HostileEnemy
from .events import MainGameEventHandler
from .geometry import Size
from .map import Map
from .object import Entity, Hero, Monster
if TYPE_CHECKING:
from .events import EventHandler
@dataclass
class Configuration:
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.rng = tcod.random.Random()
self.map = Map(configuration.map_size)
self.hero = Hero(position=self.map.generator.rooms[0].center)
self.event_handler: 'EventHandler' = MainGameEventHandler(self)
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()
def print_to_console(self, console):
'''Print the whole game to the given console.'''
self.map.print_to_console(console)
hp, max_hp = self.hero.fighter.hit_points, self.hero.fighter.maximum_hit_points
console.print(x=1, y=47, string=f'HP: {hp}/{max_hp}')
for ent in sorted(self.entities, key=lambda e: e.render_order.value):
# 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 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.event_handler.wait_for_events()
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