Generate items and display on map, implement exception handling
This commit is contained in:
parent
f947338c2d
commit
35862fcc19
37
actions.py
37
actions.py
@ -3,10 +3,11 @@ from __future__ import annotations
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from typing import overload, Optional, Tuple, TYPE_CHECKING
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from typing import overload, Optional, Tuple, TYPE_CHECKING
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import color
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import color
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import exceptions
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if TYPE_CHECKING:
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if TYPE_CHECKING:
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from engine import Engine
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from engine import Engine
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from entity import Actor, Entity
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from entity import Actor, Entity, Item
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class Action:
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class Action:
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@ -31,6 +32,29 @@ class Action:
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"""
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"""
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class ItemAction(Action):
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def __init__(
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self,
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entity: Actor,
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item: Item,
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target_xy: Optional[Tuple[int, int]] = None
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):
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super().__init__(entity)
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self.item = item
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if not target_xy:
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target_xy = entity.x, entity.y
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self.target_xy = target_xy
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@property
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def target_actor(self) -> Optional[Actor]:
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"""Return the actor at this action's destination."""
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return self.engine.game_map.get_actor_at_location(*self.target_xy)
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def perform(self) -> None:
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"""Invoke the item's ability, this action will be given to provide context."""
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self.item.consumable.activate(self)
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class EscapeAction(Action):
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class EscapeAction(Action):
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def perform(self) -> None:
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def perform(self) -> None:
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raise SystemExit()
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raise SystemExit()
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@ -68,7 +92,7 @@ class MeleeAction(ActionWithDirection):
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def perform(self) -> None:
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def perform(self) -> None:
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target = self.target_actor
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target = self.target_actor
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if not target:
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if not target:
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return # No entity to attack.
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raise exceptions.Impossible("Nothing to attack.")
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damage = self.entity.fighter.power - target.fighter.defense
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damage = self.entity.fighter.power - target.fighter.defense
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@ -96,11 +120,14 @@ class MovementAction(ActionWithDirection):
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dest_x, dest_y = self.dest_xy
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dest_x, dest_y = self.dest_xy
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if not self.engine.game_map.in_bounds(dest_x, dest_y):
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if not self.engine.game_map.in_bounds(dest_x, dest_y):
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return # Destination is out of bounds
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# Destination is out of bounds
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raise exceptions.Impossible("That way is blocked.")
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if not self.engine.game_map.tiles["walkable"][dest_x, dest_y]:
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if not self.engine.game_map.tiles["walkable"][dest_x, dest_y]:
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return # Destination is blocked by a tile.
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# Destination is blocked by a tile.
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raise exceptions.Impossible("That way is blocked.")
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if self.engine.game_map.get_blocking_entity_at_location(dest_x, dest_y):
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if self.engine.game_map.get_blocking_entity_at_location(dest_x, dest_y):
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return # Destination is blocked by an entity.
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# Destination is blocked by an entity.
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raise exceptions.Impossible("That way is blocked.")
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self.entity.move(self.dx, self.dy)
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self.entity.move(self.dx, self.dy)
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5
color.py
5
color.py
@ -7,7 +7,12 @@ enemy_atk = (0xFF, 0xC0, 0xC0)
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player_die = (0xFF, 0x30, 0x30)
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player_die = (0xFF, 0x30, 0x30)
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enemy_die = (0xFF, 0xA0, 0x30)
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enemy_die = (0xFF, 0xA0, 0x30)
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invalid = (0xFF, 0xFF, 0x00)
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impossible = (0x80, 0x80, 0x80)
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error = (0xFF, 0x40, 0x40)
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welcome_text = (0x20, 0xA0, 0xFF)
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welcome_text = (0x20, 0xA0, 0xFF)
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health_recovered = (0x0, 0xFF, 0x0)
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bar_text = white
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bar_text = white
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bar_filled = (0x0, 0x60, 0x0)
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bar_filled = (0x0, 0x60, 0x0)
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43
components/consumable.py
Normal file
43
components/consumable.py
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@ -0,0 +1,43 @@
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from __future__ import annotations
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from typing import Optional, TYPE_CHECKING
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import actions
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import color
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from components.base_component import BaseComponent
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from exceptions import Impossible
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if TYPE_CHECKING:
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from entity import Actor, Item
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class Consumable(BaseComponent):
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parent: Item
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def get_action(self, consumer: Actor) -> Optional[actions.Action]:
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"""Try to return the action for this item."""
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return actions.ItemAction(consumer, self.parent)
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def activate(self, action: actions.ItemAction) -> None:
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"""Invoke this item's ability.
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`action` is the context for this activation.
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"""
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raise NotImplementedError()
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class HealingConsumable(Consumable):
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def __init__(self, amount: int):
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self.amount = amount
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def activate(self, action: actions.ItemAction) -> None:
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consumer = action.entity
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amount_recovered = consumer.fighter.heal(self.amount)
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if amount_recovered > 0:
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self.engine.message_log.add_message(
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f"You consume the {self.parent.name}, and recover {amount_recovered} HP!",
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color.health_recovered
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)
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else:
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raise Impossible(f"Your health is already full.")
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@ -47,3 +47,21 @@ class Fighter(BaseComponent):
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self.parent.render_order = RenderOrder.CORPSE
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self.parent.render_order = RenderOrder.CORPSE
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self.engine.message_log.add_message(death_message, death_message_color)
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self.engine.message_log.add_message(death_message, death_message_color)
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def heal(self, amount: int) -> int:
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if self.hp == self.max_hp:
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return 0
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new_hp_value = self.hp + amount
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if new_hp_value > self.max_hp:
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new_hp_value = self.max_hp
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amount_recovered = new_hp_value - self.hp
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self.hp = new_hp_value
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return amount_recovered
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def take_damage(self, amount: int) -> None:
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self.hp -= amount
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@ -6,6 +6,7 @@ from tcod.context import Context
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from tcod.console import Console
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from tcod.console import Console
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from tcod.map import compute_fov
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from tcod.map import compute_fov
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import exceptions
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from input_handlers import MainGameEventHandler
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from input_handlers import MainGameEventHandler
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from message_log import MessageLog
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from message_log import MessageLog
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from render_functions import render_bar, render_names_at_mouse_location
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from render_functions import render_bar, render_names_at_mouse_location
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@ -27,7 +28,10 @@ class Engine:
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def handle_enemy_turns(self) -> None:
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def handle_enemy_turns(self) -> None:
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for entity in set(self.game_map.actors) - {self.player}:
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for entity in set(self.game_map.actors) - {self.player}:
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if entity.ai:
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if entity.ai:
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try:
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entity.ai.perform()
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entity.ai.perform()
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except exceptions.Impossible:
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pass # Ignore impossible action exceptions from AI.
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def update_fov(self) -> None:
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def update_fov(self) -> None:
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"""Recompute the visible area based on the player's point of view."""
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"""Recompute the visible area based on the player's point of view."""
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26
entity.py
26
entity.py
@ -7,6 +7,7 @@ from render_order import RenderOrder
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if TYPE_CHECKING:
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if TYPE_CHECKING:
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from components.ai import BaseAI
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from components.ai import BaseAI
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from components.consumable import Consumable
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from components.fighter import Fighter
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from components.fighter import Fighter
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from game_map import GameMap
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from game_map import GameMap
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@ -105,3 +106,28 @@ class Actor(Entity):
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def is_alive(self) -> bool:
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def is_alive(self) -> bool:
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"""Returns True as long as this actor can perform actions."""
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"""Returns True as long as this actor can perform actions."""
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return bool(self.ai)
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return bool(self.ai)
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class Item(Entity):
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def __init__(
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self,
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*,
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x: int = 0,
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y: int = 0,
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char: str = "?",
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color: Tuple[int, int, int] = (255, 255, 255),
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name: str = "<Unamed>",
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consumable: Consumable,
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):
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super().__init__(
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x=x,
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y=y,
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char=char,
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color=color,
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name=name,
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blocks_movement=False,
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render_order=RenderOrder.ITEM,
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)
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self.consumable = consumable
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self.consumable.parent = self
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@ -1,6 +1,7 @@
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from components.ai import HostileEnemy
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from components.ai import HostileEnemy
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from components.consumable import HealingConsumable
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from components.fighter import Fighter
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from components.fighter import Fighter
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from entity import Actor
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from entity import Actor, Item
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player = Actor(
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player = Actor(
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char="@",
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char="@",
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@ -24,3 +25,10 @@ troll = Actor(
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ai_cls=HostileEnemy,
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ai_cls=HostileEnemy,
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fighter=Fighter(hp=16, defense=1, power=4)
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fighter=Fighter(hp=16, defense=1, power=4)
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)
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)
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health_potion = Item(
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char="!",
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color=(127, 0, 255),
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name="Health Potion",
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consumable=HealingConsumable(amount=4)
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)
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5
exceptions.py
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5
exceptions.py
Normal file
@ -0,0 +1,5 @@
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class Impossible(Exception):
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"""Exception raised when an action is impossible to be performed.
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The reason is given as the exception message.
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"""
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@ -4,7 +4,14 @@ from typing import overload, Optional, TYPE_CHECKING
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import tcod.event
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import tcod.event
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from actions import Action, BumpAction, EscapeAction, WaitAction
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from actions import (
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Action,
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BumpAction,
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EscapeAction,
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WaitAction
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)
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import color
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import exceptions
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if TYPE_CHECKING:
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if TYPE_CHECKING:
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from engine import Engine
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from engine import Engine
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@ -52,10 +59,28 @@ class EventHandler(tcod.event.EventDispatch[Action]):
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def __init__(self, engine: Engine):
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def __init__(self, engine: Engine):
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self.engine = engine
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self.engine = engine
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def handle_events(self, context: tcod.context.Context) -> None:
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def handle_events(self, event: tcod.event.Event) -> None:
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for event in tcod.event.wait():
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self.handle_action(self.dispatch(event))
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context.convert_event(event)
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self.dispatch(event)
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def handle_action(self, action: Optional[Action]) -> bool:
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"""Handle actions returned from event methods.
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Returns True if the action will advance a turn.
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"""
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if action is None:
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return False
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try:
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action.perform()
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except exceptions.Impossible as exc:
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self.engine.message_log.add_message(exc.args[0], color.impossible)
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return False # Skip enemy turn on exceptions.
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self.engine.handle_enemy_turns()
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self.engine.update_fov()
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return True
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def ev_mousemotion(self, event: tcod.event.MouseMotion) -> None:
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def ev_mousemotion(self, event: tcod.event.MouseMotion) -> None:
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if self.engine.game_map.in_bounds(event.tile.x, event.tile.y):
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if self.engine.game_map.in_bounds(event.tile.x, event.tile.y):
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@ -69,20 +94,6 @@ class EventHandler(tcod.event.EventDispatch[Action]):
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class MainGameEventHandler(EventHandler):
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class MainGameEventHandler(EventHandler):
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def handle_events(self, context: tcod.context.Context) -> None:
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for event in tcod.event.wait():
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context.convert_event(event)
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action = self.dispatch(event)
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if action is None:
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continue
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action.perform()
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self.engine.handle_enemy_turns()
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self.engine.update_fov()
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def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[Action]:
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def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[Action]:
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action: Optional[Action] = None
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action: Optional[Action] = None
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@ -106,25 +117,9 @@ class MainGameEventHandler(EventHandler):
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class GameOverEventHandler(EventHandler):
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class GameOverEventHandler(EventHandler):
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def handle_events(self, context: tcod.context.Context) -> None:
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def ev_keydown(self, event: tcod.event.KeyDown) -> None:
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for event in tcod.event.wait():
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if event.sym == tcod.event.K_ESCAPE:
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action = self.dispatch(event)
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raise SystemExit()
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if action is None:
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continue
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action.perform()
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def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[Action]:
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action: Optional[Action] = None
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key = event.sym
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if key == tcod.event.K_ESCAPE:
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action = EscapeAction(self.engine.player)
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# No valid key was pressed
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return action
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CURSOR_Y_KEYS = {
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CURSOR_Y_KEYS = {
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12
main.py
12
main.py
@ -1,5 +1,6 @@
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#!/usr/bin/env python3
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#!/usr/bin/env python3
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import copy
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import copy
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import traceback
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import tcod
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import tcod
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@ -21,6 +22,7 @@ def main() -> None:
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max_rooms = 30
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max_rooms = 30
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max_monsters_per_room = 2
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max_monsters_per_room = 2
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max_items_per_room = 2
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tileset = tcod.tileset.load_tilesheet(
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tileset = tcod.tileset.load_tilesheet(
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"dejavu10x10_gs_tc.png",
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"dejavu10x10_gs_tc.png",
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@ -40,6 +42,7 @@ def main() -> None:
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map_width,
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map_width,
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map_height,
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map_height,
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max_monsters_per_room,
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max_monsters_per_room,
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max_items_per_room,
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engine,
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engine,
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)
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)
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engine.update_fov()
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engine.update_fov()
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@ -62,7 +65,14 @@ def main() -> None:
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engine.event_handler.on_render(console=root_console)
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engine.event_handler.on_render(console=root_console)
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context.present(root_console)
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context.present(root_console)
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engine.event_handler.handle_events(context)
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try:
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for event in tcod.event.wait():
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context.convert_event(event)
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engine.event_handler.handle_events(event)
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except Exception: # Handle exceptions in game.
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traceback.print_exc() # Print error to stderr.
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# Then print the error to the message log.
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engine.message_log.add_message(traceback.format_exc(), color.error)
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if __name__ == "__main__":
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if __name__ == "__main__":
|
||||||
|
12
procgen.py
12
procgen.py
@ -46,8 +46,10 @@ def place_entities(
|
|||||||
room: RectangularRoom,
|
room: RectangularRoom,
|
||||||
dungeon: GameMap,
|
dungeon: GameMap,
|
||||||
maximum_monsters: int,
|
maximum_monsters: int,
|
||||||
|
maximum_items: int,
|
||||||
) -> None:
|
) -> None:
|
||||||
number_of_monsters = random.randint(0, maximum_monsters)
|
number_of_monsters = random.randint(0, maximum_monsters)
|
||||||
|
number_of_items = random.randint(0, maximum_items)
|
||||||
|
|
||||||
for i in range(number_of_monsters):
|
for i in range(number_of_monsters):
|
||||||
x = random.randint(room.x1 + 1, room.x2 - 1)
|
x = random.randint(room.x1 + 1, room.x2 - 1)
|
||||||
@ -59,6 +61,13 @@ def place_entities(
|
|||||||
else:
|
else:
|
||||||
entity_factories.troll.spawn(dungeon, x, y)
|
entity_factories.troll.spawn(dungeon, x, y)
|
||||||
|
|
||||||
|
for i in range(number_of_items):
|
||||||
|
x = random.randint(room.x1 + 1, room.x2 - 1)
|
||||||
|
y = random.randint(room.y1 + 1, room.y2 - 1)
|
||||||
|
|
||||||
|
if not any(entity.x == x and entity.y == y for entity in dungeon.entities):
|
||||||
|
entity_factories.health_potion.spawn(dungeon, x, y)
|
||||||
|
|
||||||
|
|
||||||
def tunnel_between(start: Tuple[int, int], end: Tuple[int, int]) -> Iterator[Tuple[int, int]]:
|
def tunnel_between(start: Tuple[int, int], end: Tuple[int, int]) -> Iterator[Tuple[int, int]]:
|
||||||
"""Return an L-shaped tunnel between these two points."""
|
"""Return an L-shaped tunnel between these two points."""
|
||||||
@ -86,6 +95,7 @@ def generate_dungeon(
|
|||||||
map_width: int,
|
map_width: int,
|
||||||
map_height: int,
|
map_height: int,
|
||||||
max_monsters_per_room: int,
|
max_monsters_per_room: int,
|
||||||
|
max_items_per_room: int,
|
||||||
engine: Engine,
|
engine: Engine,
|
||||||
) -> GameMap:
|
) -> GameMap:
|
||||||
"""Generate a new dungeon map."""
|
"""Generate a new dungeon map."""
|
||||||
@ -120,7 +130,7 @@ def generate_dungeon(
|
|||||||
for x, y in tunnel_between(rooms[-1].center, new_room.center):
|
for x, y in tunnel_between(rooms[-1].center, new_room.center):
|
||||||
dungeon.tiles[x, y] = tile_types.floor
|
dungeon.tiles[x, y] = tile_types.floor
|
||||||
|
|
||||||
place_entities(new_room, dungeon, max_monsters_per_room)
|
place_entities(new_room, dungeon, max_monsters_per_room, max_items_per_room)
|
||||||
|
|
||||||
# Finally, append the new room to the list.
|
# Finally, append the new room to the list.
|
||||||
rooms.append(new_room)
|
rooms.append(new_room)
|
||||||
|
Loading…
Reference in New Issue
Block a user