Reformat with black
This commit is contained in:
parent
142950e474
commit
8ceb5f0e5d
@ -61,10 +61,7 @@ class PickupAction(Action):
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class ItemAction(Action):
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class ItemAction(Action):
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def __init__(
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def __init__(
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self,
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self, entity: Actor, item: Item, target_xy: Optional[Tuple[int, int]] = None
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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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):
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super().__init__(entity)
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super().__init__(entity)
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self.item = item
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self.item = item
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@ -101,8 +98,7 @@ class TakeStairsAction(Action):
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if (self.entity.x, self.entity.y) == self.engine.game_map.downstairs_location:
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if (self.entity.x, self.entity.y) == self.engine.game_map.downstairs_location:
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self.engine.game_world.generate_floor()
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self.engine.game_world.generate_floor()
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self.engine.message_log.add_message(
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self.engine.message_log.add_message(
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"You descent the staircase.",
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"You descent the staircase.", color.descend
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color.descend
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)
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)
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else:
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else:
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raise exceptions.Impossible("There are no stairs here.")
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raise exceptions.Impossible("There are no stairs here.")
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@ -13,7 +13,6 @@ if TYPE_CHECKING:
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class BaseAI(Action):
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class BaseAI(Action):
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def get_path_to(self, dest_x: int, dest_y: int) -> List[Tuple[int, int]]:
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def get_path_to(self, dest_x: int, dest_y: int) -> List[Tuple[int, int]]:
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"""Compute and return a path to the target position.
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"""Compute and return a path to the target position.
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@ -52,10 +51,7 @@ class ConfusedEnemy(BaseAI):
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"""
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"""
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def __init__(
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def __init__(
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self,
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self, entity: Actor, previous_ai: Optional[BaseAI], turns_remaining: int
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entity: Actor,
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previous_ai: Optional[BaseAI],
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turns_remaining: int
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):
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):
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super().__init__(entity)
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super().__init__(entity)
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@ -65,7 +61,9 @@ class ConfusedEnemy(BaseAI):
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def perform(self) -> None:
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def perform(self) -> None:
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# Rever the AI back to the original state if the effect has run its course.
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# Rever the AI back to the original state if the effect has run its course.
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if self.turns_remaining <= 0:
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if self.turns_remaining <= 0:
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self.engine.message_log.add_message(f"The {self.entity.name} is no longer confused.")
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self.engine.message_log.add_message(
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f"The {self.entity.name} is no longer confused."
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)
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self.entity.ai = self.previous_ai
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self.entity.ai = self.previous_ai
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else:
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else:
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# Pick a random direction
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# Pick a random direction
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@ -11,7 +11,7 @@ from exceptions import Impossible
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from input_handlers import (
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from input_handlers import (
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ActionOrHandler,
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ActionOrHandler,
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AreaRangedAttackHandler,
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AreaRangedAttackHandler,
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SingleRangedAttackHandler
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SingleRangedAttackHandler,
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)
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)
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if TYPE_CHECKING:
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if TYPE_CHECKING:
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@ -46,8 +46,7 @@ class ConfusionConsumable(Consumable):
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def get_action(self, consumer: Actor) -> SingleRangedAttackHandler:
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def get_action(self, consumer: Actor) -> SingleRangedAttackHandler:
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self.engine.message_log.add_message(
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self.engine.message_log.add_message(
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"Select a target location.",
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"Select a target location.", color.needs_target
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color.needs_target
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)
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)
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return SingleRangedAttackHandler(
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return SingleRangedAttackHandler(
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@ -90,7 +89,7 @@ class HealingConsumable(Consumable):
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if amount_recovered > 0:
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if amount_recovered > 0:
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self.engine.message_log.add_message(
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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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f"You consume the {self.parent.name}, and recover {amount_recovered} HP!",
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color.health_recovered
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color.health_recovered,
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)
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)
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self.consume()
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self.consume()
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else:
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else:
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@ -104,8 +103,7 @@ class FireballDamageConsumable(Consumable):
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def get_action(self, consumer: Actor) -> AreaRangedAttackHandler:
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def get_action(self, consumer: Actor) -> AreaRangedAttackHandler:
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self.engine.message_log.add_message(
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self.engine.message_log.add_message(
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"Select a target location.",
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"Select a target location.", color.needs_target
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color.needs_target
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)
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)
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return AreaRangedAttackHandler(
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return AreaRangedAttackHandler(
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@ -17,7 +17,7 @@ class Level(BaseComponent):
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current_xp: int = 0,
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current_xp: int = 0,
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level_up_base: int = 0,
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level_up_base: int = 0,
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level_up_factor: int = 150,
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level_up_factor: int = 150,
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xp_given: int = 0
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xp_given: int = 0,
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):
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):
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self.current_level = current_level
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self.current_level = current_level
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self.current_xp = current_xp
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self.current_xp = current_xp
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@ -57,12 +57,12 @@ class Engine:
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)
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)
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render_functions.render_dungeon_level(
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render_functions.render_dungeon_level(
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console,
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console, dungeon_level=self.game_world.current_floor, location=(0, 47)
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dungeon_level=self.game_world.current_floor,
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location=(0, 47)
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)
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)
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render_functions.render_names_at_mouse_location(console, x=21, y=44, engine=self)
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render_functions.render_names_at_mouse_location(
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console, x=21, y=44, engine=self
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)
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def save_as(self, filename: str) -> None:
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def save_as(self, filename: str) -> None:
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"""Save this Engine instance as a compressed file."""
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"""Save this Engine instance as a compressed file."""
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@ -97,7 +97,7 @@ class Actor(Entity):
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ai_cls: Type[BaseAI],
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ai_cls: Type[BaseAI],
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fighter: Fighter,
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fighter: Fighter,
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inventory: Inventory,
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inventory: Inventory,
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level: Level
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level: Level,
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):
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):
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super().__init__(
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super().__init__(
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x=x,
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x=x,
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25
game_map.py
25
game_map.py
@ -15,11 +15,7 @@ if TYPE_CHECKING:
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class GameMap:
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class GameMap:
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def __init__(
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def __init__(
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self,
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self, engine: Engine, width: int, height: int, entities: Iterable[Entity] = ()
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engine: Engine,
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width: int,
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height: int,
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entities: Iterable[Entity] = ()
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):
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):
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self.engine = engine
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self.engine = engine
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self.width, self.height = width, height
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self.width, self.height = width, height
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@ -27,14 +23,10 @@ class GameMap:
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self.tiles = np.full((width, height), fill_value=tile_types.wall, order="F")
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self.tiles = np.full((width, height), fill_value=tile_types.wall, order="F")
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self.visible = np.full(
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self.visible = np.full(
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(width, height),
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(width, height), fill_value=False, order="F"
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fill_value=False,
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order="F"
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) # Tiles the player can currently see
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) # Tiles the player can currently see
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self.explored = np.full(
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self.explored = np.full(
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(width, height),
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(width, height), fill_value=False, order="F"
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fill_value=False,
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order="F"
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) # Tiles the player has seen before
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) # Tiles the player has seen before
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self.downstairs_location = (0, 0)
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self.downstairs_location = (0, 0)
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@ -57,9 +49,7 @@ class GameMap:
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yield from (entity for entity in self.entities if isinstance(entity, Item))
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yield from (entity for entity in self.entities if isinstance(entity, Item))
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def get_blocking_entity_at_location(
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def get_blocking_entity_at_location(
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self,
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self, location_x: int, location_y: int
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location_x: int,
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location_y: int
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) -> Optional[Entity]:
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) -> Optional[Entity]:
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for entity in self.entities:
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for entity in self.entities:
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if (
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if (
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@ -106,10 +96,7 @@ class GameMap:
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# Only print entities that are in the FOV
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# Only print entities that are in the FOV
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if self.visible[entity.x, entity.y]:
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if self.visible[entity.x, entity.y]:
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console.print(
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console.print(
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x=entity.x,
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x=entity.x, y=entity.y, string=entity.char, fg=entity.color
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y=entity.y,
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string=entity.char,
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fg=entity.color
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)
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)
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@ -127,7 +114,7 @@ class GameWorld:
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max_rooms: int,
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max_rooms: int,
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room_min_size: int,
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room_min_size: int,
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room_max_size: int,
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room_max_size: int,
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current_floor: int = 0
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current_floor: int = 0,
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):
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):
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self.engine = engine
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self.engine = engine
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@ -7,12 +7,7 @@ from typing import overload, Callable, Optional, Tuple, TYPE_CHECKING, Union
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import tcod.event
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import tcod.event
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import actions
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import actions
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from actions import (
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from actions import Action, BumpAction, PickupAction, WaitAction
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Action,
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BumpAction,
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PickupAction,
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WaitAction
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)
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import color
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import color
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import exceptions
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import exceptions
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@ -30,7 +25,6 @@ MOVE_KEYS = {
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tcod.event.K_END: (-1, 1),
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tcod.event.K_END: (-1, 1),
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tcod.event.K_PAGEUP: (1, -1),
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tcod.event.K_PAGEUP: (1, -1),
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tcod.event.K_PAGEDOWN: (1, 1),
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tcod.event.K_PAGEDOWN: (1, 1),
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# Numpad keys
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# Numpad keys
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tcod.event.K_KP_1: (-1, 1),
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tcod.event.K_KP_1: (-1, 1),
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tcod.event.K_KP_2: (0, 1),
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tcod.event.K_KP_2: (0, 1),
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@ -40,7 +34,6 @@ MOVE_KEYS = {
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tcod.event.K_KP_7: (-1, -1),
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tcod.event.K_KP_7: (-1, -1),
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tcod.event.K_KP_8: (0, -1),
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tcod.event.K_KP_8: (0, -1),
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tcod.event.K_KP_9: (1, -1),
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tcod.event.K_KP_9: (1, -1),
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# Vi keys
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# Vi keys
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tcod.event.K_h: (-1, 0),
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tcod.event.K_h: (-1, 0),
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tcod.event.K_j: (0, 1),
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tcod.event.K_j: (0, 1),
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@ -183,7 +176,9 @@ class AskUserEventHandler(EventHandler):
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return self.on_exit()
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return self.on_exit()
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def ev_mousebuttondown(self, event: tcod.event.MouseButtonDown) -> Optional[ActionOrHandler]:
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def ev_mousebuttondown(
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self, event: tcod.event.MouseButtonDown
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) -> Optional[ActionOrHandler]:
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"""By default any mouse click exits this input handler."""
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"""By default any mouse click exits this input handler."""
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return self.on_exit()
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return self.on_exit()
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@ -221,20 +216,12 @@ class CharacterScreenEventHandler(AskUserEventHandler):
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bg=(0, 0, 0),
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bg=(0, 0, 0),
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)
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)
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console.print(
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console.print(x + 1, y + 1, f"Level: {self.engine.player.level.current_level}")
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x + 1,
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console.print(x + 1, y + 2, f"XP: {self.engine.player.level.current_xp}")
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y + 1,
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f"Level: {self.engine.player.level.current_level}"
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)
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console.print(
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x + 1,
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y + 2,
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f"XP: {self.engine.player.level.current_xp}"
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)
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console.print(
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console.print(
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x + 1,
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x + 1,
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y + 3,
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y + 3,
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f"XP for next Level: {self.engine.player.level.experience_to_next_level}"
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f"XP for next Level: {self.engine.player.level.experience_to_next_level}",
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)
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)
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console.print(
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console.print(
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x=x + 1, y=y + 4, string=f"Attack: {self.engine.player.fighter.power}"
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x=x + 1, y=y + 4, string=f"Attack: {self.engine.player.fighter.power}"
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@ -263,7 +250,7 @@ class LevelUpEventHandler(AskUserEventHandler):
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title=self.TITLE,
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title=self.TITLE,
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clear=True,
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clear=True,
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fg=(255, 255, 255),
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fg=(255, 255, 255),
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bg=(0, 0, 0)
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bg=(0, 0, 0),
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)
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)
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console.print(x + 1, 1, "Congratulations! You level up!")
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console.print(x + 1, 1, "Congratulations! You level up!")
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@ -272,17 +259,17 @@ class LevelUpEventHandler(AskUserEventHandler):
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console.print(
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console.print(
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x=x + 1,
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x=x + 1,
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y=4,
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y=4,
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string=f"a) Constitution (+20 HP, from {self.engine.player.fighter.max_hp})"
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string=f"a) Constitution (+20 HP, from {self.engine.player.fighter.max_hp})",
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)
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)
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console.print(
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console.print(
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x=x + 1,
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x=x + 1,
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y=5,
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y=5,
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string=f"b) Strength (+1 attack, from {self.engine.player.fighter.power})"
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string=f"b) Strength (+1 attack, from {self.engine.player.fighter.power})",
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)
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)
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console.print(
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console.print(
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x=x + 1,
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x=x + 1,
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y=6,
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y=6,
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string=f"c) Agility (+1 defense, from {self.engine.player.fighter.defense})"
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string=f"c) Agility (+1 defense, from {self.engine.player.fighter.defense})",
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)
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)
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def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[ActionOrHandler]:
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def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[ActionOrHandler]:
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@ -304,7 +291,9 @@ class LevelUpEventHandler(AskUserEventHandler):
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|
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return super().ev_keydown(event)
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return super().ev_keydown(event)
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def ev_mousebuttondown(self, event: tcod.event.MouseButtonDown) -> Optional[ActionOrHandler]:
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def ev_mousebuttondown(
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self, event: tcod.event.MouseButtonDown
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) -> Optional[ActionOrHandler]:
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"""
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"""
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Don't allow the player to click to exit the menu, like normal
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Don't allow the player to click to exit the menu, like normal
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"""
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"""
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@ -443,7 +432,9 @@ class SelectIndexHandler(AskUserEventHandler):
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|
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return super().ev_keydown(event)
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return super().ev_keydown(event)
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|
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def ev_mousebuttondown(self, event: tcod.event.MouseButtonDown) -> Optional[ActionOrHandler]:
|
def ev_mousebuttondown(
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|
self, event: tcod.event.MouseButtonDown
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) -> Optional[ActionOrHandler]:
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"""Left click confirms a selection."""
|
"""Left click confirms a selection."""
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if self.engine.game_map.in_bounds(*event.tile):
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if self.engine.game_map.in_bounds(*event.tile):
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if event.button == 1:
|
if event.button == 1:
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@ -470,7 +461,7 @@ class SingleRangedAttackHandler(SelectIndexHandler):
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def __init__(
|
def __init__(
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self,
|
self,
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engine: Engine,
|
engine: Engine,
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callback: Callable[[Tuple[int, int]], Optional[ActionOrHandler]]
|
callback: Callable[[Tuple[int, int]], Optional[ActionOrHandler]],
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):
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):
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super().__init__(engine)
|
super().__init__(engine)
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|
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@ -490,7 +481,7 @@ class AreaRangedAttackHandler(SelectIndexHandler):
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self,
|
self,
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engine: Engine,
|
engine: Engine,
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radius: int,
|
radius: int,
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callback: Callable[[Tuple[int, int]], Optional[ActionOrHandler]]
|
callback: Callable[[Tuple[int, int]], Optional[ActionOrHandler]],
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):
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):
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super().__init__(engine)
|
super().__init__(engine)
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|
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@ -598,12 +589,7 @@ class HistoryViewer(EventHandler):
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# Draw a frame with a custom banner title.
|
# Draw a frame with a custom banner title.
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log_console.draw_frame(0, 0, log_console.width, log_console.height)
|
log_console.draw_frame(0, 0, log_console.width, log_console.height)
|
||||||
log_console.print_box(
|
log_console.print_box(
|
||||||
0,
|
0, 0, log_console.width, 1, "┤Message history├", alignment=tcod.CENTER
|
||||||
0,
|
|
||||||
log_console.width,
|
|
||||||
1,
|
|
||||||
"┤Message history├",
|
|
||||||
alignment=tcod.CENTER
|
|
||||||
)
|
)
|
||||||
|
|
||||||
# Render the message log using the cursor parameter.
|
# Render the message log using the cursor parameter.
|
||||||
|
5
main.py
5
main.py
@ -21,10 +21,7 @@ def main() -> None:
|
|||||||
screen_height = 50
|
screen_height = 50
|
||||||
|
|
||||||
tileset = tcod.tileset.load_tilesheet(
|
tileset = tcod.tileset.load_tilesheet(
|
||||||
"dejavu10x10_gs_tc.png",
|
"dejavu10x10_gs_tc.png", 32, 8, tcod.tileset.CHARMAP_TCOD
|
||||||
32,
|
|
||||||
8,
|
|
||||||
tcod.tileset.CHARMAP_TCOD
|
|
||||||
)
|
)
|
||||||
|
|
||||||
handler: input_handlers.BaseEventHandler = setup_game.MainMenu()
|
handler: input_handlers.BaseEventHandler = setup_game.MainMenu()
|
||||||
|
@ -26,11 +26,7 @@ class MessageLog:
|
|||||||
self.messages: List[Message] = []
|
self.messages: List[Message] = []
|
||||||
|
|
||||||
def add_message(
|
def add_message(
|
||||||
self,
|
self, text: str, fg: Tuple[int, int, int] = color.white, *, stack: bool = True
|
||||||
text: str,
|
|
||||||
fg: Tuple[int, int, int] = color.white,
|
|
||||||
*,
|
|
||||||
stack: bool = True
|
|
||||||
) -> None:
|
) -> None:
|
||||||
"""Add a message to this log.
|
"""Add a message to this log.
|
||||||
`text` is the message text, `fg` is the text color.
|
`text` is the message text, `fg` is the text color.
|
||||||
@ -60,11 +56,7 @@ class MessageLog:
|
|||||||
def wrap(string: str, width: int) -> Iterable[str]:
|
def wrap(string: str, width: int) -> Iterable[str]:
|
||||||
"""Return a wrapped text message."""
|
"""Return a wrapped text message."""
|
||||||
for line in string.splitlines(): # Handle newlines in messages.
|
for line in string.splitlines(): # Handle newlines in messages.
|
||||||
yield from textwrap.wrap(
|
yield from textwrap.wrap(line, width, expand_tabs=True)
|
||||||
line,
|
|
||||||
width,
|
|
||||||
expand_tabs=True
|
|
||||||
)
|
|
||||||
|
|
||||||
@classmethod
|
@classmethod
|
||||||
def render_messages(
|
def render_messages(
|
||||||
|
23
procgen.py
23
procgen.py
@ -40,16 +40,15 @@ enemy_chances: Dict[int, List[Tuple[Entity, int]]] = {
|
|||||||
|
|
||||||
|
|
||||||
def get_max_value_for_floor(
|
def get_max_value_for_floor(
|
||||||
max_value_by_floor: List[Tuple[int, int]],
|
max_value_by_floor: List[Tuple[int, int]], floor: int
|
||||||
floor: int
|
|
||||||
) -> int:
|
) -> int:
|
||||||
current_value = 0
|
current_value = 0
|
||||||
|
|
||||||
for floor_minimum, value in max_value_by_floor:
|
for floor_minimum, value in max_value_by_floor:
|
||||||
if floor_minimum > floor:
|
if floor_minimum > floor:
|
||||||
break;
|
break
|
||||||
else:
|
else:
|
||||||
current_value = value;
|
current_value = value
|
||||||
|
|
||||||
return current_value
|
return current_value
|
||||||
|
|
||||||
@ -75,9 +74,7 @@ def get_entities_at_random(
|
|||||||
entity_weighted_chance_values = list(entity_weighted_chances.values())
|
entity_weighted_chance_values = list(entity_weighted_chances.values())
|
||||||
|
|
||||||
chosen_entities = random.choices(
|
chosen_entities = random.choices(
|
||||||
entities,
|
entities, weights=entity_weighted_chance_values, k=number_of_entities
|
||||||
weights=entity_weighted_chance_values,
|
|
||||||
k=number_of_entities
|
|
||||||
)
|
)
|
||||||
|
|
||||||
return chosen_entities
|
return chosen_entities
|
||||||
@ -125,14 +122,10 @@ def place_entities(
|
|||||||
)
|
)
|
||||||
|
|
||||||
monsters: List[Entity] = get_entities_at_random(
|
monsters: List[Entity] = get_entities_at_random(
|
||||||
enemy_chances,
|
enemy_chances, number_of_monsters, floor_number
|
||||||
number_of_monsters,
|
|
||||||
floor_number
|
|
||||||
)
|
)
|
||||||
items: List[Entity] = get_entities_at_random(
|
items: List[Entity] = get_entities_at_random(
|
||||||
item_chances,
|
item_chances, number_of_items, floor_number
|
||||||
number_of_items,
|
|
||||||
floor_number
|
|
||||||
)
|
)
|
||||||
|
|
||||||
for entity in monsters + items:
|
for entity in monsters + items:
|
||||||
@ -143,7 +136,9 @@ def place_entities(
|
|||||||
entity.spawn(dungeon, x, y)
|
entity.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."""
|
||||||
x1, y1 = start
|
x1, y1 = start
|
||||||
x2, y2 = end
|
x2, y2 = end
|
||||||
|
@ -33,12 +33,7 @@ def render_bar(
|
|||||||
|
|
||||||
if bar_width > 0:
|
if bar_width > 0:
|
||||||
console.draw_rect(
|
console.draw_rect(
|
||||||
x=0,
|
x=0, y=45, width=bar_width, height=1, ch=1, bg=color.bar_filled
|
||||||
y=45,
|
|
||||||
width=bar_width,
|
|
||||||
height=1,
|
|
||||||
ch=1,
|
|
||||||
bg=color.bar_filled
|
|
||||||
)
|
)
|
||||||
|
|
||||||
console.print(
|
console.print(
|
||||||
@ -50,9 +45,7 @@ def render_bar(
|
|||||||
|
|
||||||
|
|
||||||
def render_dungeon_level(
|
def render_dungeon_level(
|
||||||
console: Console,
|
console: Console, dungeon_level: int, location: Tuple[int, int]
|
||||||
dungeon_level: int,
|
|
||||||
location: Tuple[int, int]
|
|
||||||
) -> None:
|
) -> None:
|
||||||
"""
|
"""
|
||||||
Render the level the player is currently on, at the given location.
|
Render the level the player is currently on, at the given location.
|
||||||
@ -63,10 +56,7 @@ def render_dungeon_level(
|
|||||||
|
|
||||||
|
|
||||||
def render_names_at_mouse_location(
|
def render_names_at_mouse_location(
|
||||||
console: Console,
|
console: Console, x: int, y: int, engine: Engine
|
||||||
x: int,
|
|
||||||
y: int,
|
|
||||||
engine: Engine
|
|
||||||
) -> None:
|
) -> None:
|
||||||
mouse_x, mouse_y = engine.mouse_location
|
mouse_x, mouse_y = engine.mouse_location
|
||||||
|
|
||||||
|
@ -44,8 +44,7 @@ def new_game() -> Engine:
|
|||||||
engine.update_fov()
|
engine.update_fov()
|
||||||
|
|
||||||
engine.message_log.add_message(
|
engine.message_log.add_message(
|
||||||
"Hello and welcome, adventurer, to yet another dungeon!",
|
"Hello and welcome, adventurer, to yet another dungeon!", color.welcome_text
|
||||||
color.welcome_text
|
|
||||||
)
|
)
|
||||||
|
|
||||||
return engine
|
return engine
|
||||||
@ -83,11 +82,9 @@ class MainMenu(input_handlers.BaseEventHandler):
|
|||||||
)
|
)
|
||||||
|
|
||||||
menu_width = 24
|
menu_width = 24
|
||||||
for i, text in enumerate([
|
for i, text in enumerate(
|
||||||
"[N] Play a new game",
|
["[N] Play a new game", "[C] Continue last game", "[Q] Quit"]
|
||||||
"[C] Continue last game",
|
):
|
||||||
"[Q] Quit"
|
|
||||||
]):
|
|
||||||
console.print(
|
console.print(
|
||||||
console.width // 2,
|
console.width // 2,
|
||||||
console.height // 2 - 2 + i,
|
console.height // 2 - 2 + i,
|
||||||
@ -98,7 +95,9 @@ class MainMenu(input_handlers.BaseEventHandler):
|
|||||||
bg_blend=tcod.BKGND_ALPHA(64),
|
bg_blend=tcod.BKGND_ALPHA(64),
|
||||||
)
|
)
|
||||||
|
|
||||||
def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[input_handlers.BaseEventHandler]:
|
def ev_keydown(
|
||||||
|
self, event: tcod.event.KeyDown
|
||||||
|
) -> Optional[input_handlers.BaseEventHandler]:
|
||||||
if event.sym in (tcod.event.K_q, tcod.event.K_ESCAPE):
|
if event.sym in (tcod.event.K_q, tcod.event.K_ESCAPE):
|
||||||
raise SystemExit()
|
raise SystemExit()
|
||||||
elif event.sym == tcod.event.K_c:
|
elif event.sym == tcod.event.K_c:
|
||||||
|
@ -7,7 +7,10 @@ graphic_dt = np.dtype(
|
|||||||
[
|
[
|
||||||
("ch", np.int32), # Unicode codepoint.
|
("ch", np.int32), # Unicode codepoint.
|
||||||
("fg", "3B"), # 3 unsigned bytes, for RGB colors.
|
("fg", "3B"), # 3 unsigned bytes, for RGB colors.
|
||||||
("bg", "3B",)
|
(
|
||||||
|
"bg",
|
||||||
|
"3B",
|
||||||
|
),
|
||||||
]
|
]
|
||||||
)
|
)
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user