Add a game map
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game_map.py
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18
game_map.py
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import numpy as np # type: ignore
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from tcod.console import Console
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import tile_types
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class GameMap:
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def __init__(self, width: int, height: int):
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self.width, self.height = width, height;
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self.tiles = np.full((width, height), fill_value=tile_types.floor, order="F")
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self.tiles[30:33, 22] = tile_types.wall
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def in_bounds(self, x: int, y: int) -> bool:
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"""Return True if x and y are inside of the bounds of the map."""
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return 0 <= x < self.width and 0 <= y < self.height
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def render(self, console: Console):
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console.tiles_rgb[0: self.width, 0: self.height] = self.tiles["dark"]
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tile_types.py
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tile_types.py
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from typing import Tuple
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import numpy as np # type: ignore
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# Tile graphics structured type compatible with Console.tiles_rgb.
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graphic_dt = np.dtype(
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[
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("ch", np.int32), # Unicode codepoint.
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("fg", "3B"), # 3 unsigned bytes, for RGB colors.
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("bg", "3B",)
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]
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)
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# Tile struct used for statically defined tile data.
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tile_dt = np.dtype(
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[
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("walkable", np.bool), # True if this tile can be walked over.
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("transparent", np.bool), # True if this tile doesn't block FOV.
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("dark", graphic_dt), # Graphics for when this tile is not in FOV.
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]
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)
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def new_tile(
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*, # Enforce the use of keywords, so that parameter order doesn't matter
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walkable: int,
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transparent: int,
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dark: Tuple[int, Tuple[int, int, int], Tuple[int, int, int]]
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) -> np.ndarray:
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"""Helper function for defining individual tile types"""
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return np.array((walkable, transparent, dark), dtype=tile_dt)
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floor = new_tile(
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walkable=True,
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transparent=True,
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dark=(ord(" "), (255, 255, 255), (50, 50, 150))
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)
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wall = new_tile(
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walkable=False,
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transparent=False,
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dark=(ord(" "), (255, 255, 255), (0, 0, 100))
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)
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