Beispiel #1
0
    def move(self,
             dx,
             dy,
             map,
             entities,
             map_console,
             message_console,
             messages,
             returnval=False):
        if (self.x + dx > -1 and self.x + dx < map.width and self.y + dy > -1
                and self.y + dy < map.height):

            target_entity = blocking_entity(entities, self.x + dx, self.y + dy)
            if target_entity is not None:
                if target_entity.faction == self.faction:
                    self.talk(target_entity, message_console, messages)
                elif target_entity.faction != self.faction:
                    self.attack(target_entity, message_console, messages)
                if returnval:
                    return True
            elif map.t_[self.x + dx][self.y + dy].block_m:
                if (returnval and map.t_[self.x + dx][self.y + dy].type !=
                        "pit") or not returnval:
                    if self.dispname == "Boulder" and map.t_[self.x + dx][
                            self.y + dy].type == "pit":
                        self.x += dx
                        self.y += dy
                        self.stats.hp == 0
                        self.char == ord(" ")
                        map.t_[self.x][self.y] = mp.newtile(
                            cx.TERRAIN["floor"])
                        map.walls_and_pits()
                        entities.remove(self)
                        re.messageprint(message_console,
                                        "The boulder filled in a pit!",
                                        messages)
                    else:
                        if self.dispname != "Boulder":
                            message = "A " + map.t_[self.x + dx][
                                self.y + dy].type + " blocks your way."
                            re.messageprint(message_console, message, messages)
                    if returnval:
                        return True
                else:
                    self.x += dx
                    self.y += dy
                    if returnval:
                        return True

            else:
                self.x += dx
                self.y += dy
                if returnval:
                    return False
Beispiel #2
0
    def attack(self, other, message_console, messages):

        damage = self.stats.at - other.stats.df
        message = re.construct_message(self, other, " attack ", " attacks ",
                                       " for ", damage, " HP")
        other.stats.hp -= damage
        if other.stats.hp < 1:
            message += " " + re.construct_message(
                other, other, " die", " dies", "", 0, "", "!", True)
            other.block_m = False
            other.char = ord("%")
            other.draw_order = cx.DrawOrder.FLOOR
        if message != "":
            re.messageprint(message_console, message, messages)
Beispiel #3
0
 def jump(self, dx, dy, map, entities, map_console, message_console,
          messages):
     if (self.x + dx > -1 and self.x + dx < map.width and self.y + dy > -1
             and self.y + dy < map.height):
         target_entity = blocking_entity(entities, self.x + dx, self.y + dy)
         if map.t_[self.x + dx][self.y + dy].block_j:
             re.messageprint(message_console, "*THUD*", messages)
             return False
         if target_entity is not None and target_entity.block_j:
             re.messageprint(message_console, "*THUD*", messages)
             return False
         else:
             self.x += dx
             self.y += dy
             return True
Beispiel #4
0
    def move(self, dx, dy, map, entities, message_console, messages):
        if (self.x + dx > -1 and self.x + dx < map.width and self.y + dy > -1
                and self.y + dy < map.height):

            target_entity = blocking_entity(entities, self.x + dx, self.y + dy)
            if target_entity is not None:
                if target_entity.faction == self.faction:
                    self.talk(target_entity, message_console, messages)
                elif target_entity.faction != self.faction:
                    self.attack(target_entity, message_console, messages)
            elif map.t_[self.x + dx][self.y + dy].block_m:
                re.messageprint(message_console,
                                "You're blocked in that direction!", messages)
            else:
                self.x += dx
                self.y += dy
    def istrapped(self, map, entities, map_console, message_console, messages,
                  player_gold):
        trap_entity = trap_at(entities, self.x, self.y)
        if (trap_entity is not None):
            if trap_entity.trapstate == 0:
                if trap_entity.dispname not in ["gold", "stairs", "artifact"]:
                    trap_entity.trapstate = 1
                    message = re.construct_message(self,
                                                   trap_entity,
                                                   " trigger the ",
                                                   " triggers the ",
                                                   "",
                                                   0,
                                                   unit="",
                                                   s_end=" trap!",
                                                   shortmsg=False)
                    re.messageprint(message_console, message, messages)

                else:
                    if trap_entity.dispname == "gold":
                        trap_entity.trapstate = 1
                        grand = randint(8, 32)
                        message = "You collect " + str(grand) + chr(
                            CHARS["gold"]) + "!"
                        if grand % 7 == 2:
                            message = "You trigger the Gold trap! (Just kidding! " + message + ")"
                        re.messageprint(message_console, message, messages)
                        player_gold += grand
                    elif trap_entity.dispname == "stairs":
                        trap_entity.trapstate = 1
                        message = "You go down the stairs!"
                        re.messageprint(message_console, message, messages)
                    elif trap_entity.dispname == "artifact":
                        trap_entity.trapstate = 1
                        message = "You got the artifact! +2500 gold! You have won the game!"
                        player_gold += 2500
                        re.messageprint(message_console, message, messages)

        return player_gold
Beispiel #6
0
    def talk(self, other, message_console, messages):

        message = re.construct_message(self, other, " talk to ", " talks to ")
        if message != "":
            re.messageprint(message_console, message, messages)
Beispiel #7
0
def main():

    #basic screen setup

    screen_width = 64
    screen_height = 36
    map_w = 44
    map_h = 31

    map_console_w = 44
    map_console_h = 31

    #tcod events setup

    key = tcod.Key()
    mouse = tcod.Mouse()

    #create player and put player in entities array

    player = ec.Entity(3, 3, CHARS["person"], "white", "black", 1,
                       cx.Faction.Ally, cx.DrawOrder.PLAYER, True, "You")
    entities = [player]

    player_state = 1  #player is alive

    player_gold = 0
    player_floor = 1

    # get and shuffle trap chars. 4 for floor tiles, and 4 for map glyphs

    G_TEMP_CHARS = TRAP_CHARS

    shuffle(G_TEMP_CHARS)

    G_TRAP_CHARS = G_TEMP_CHARS[0:4]
    G_GLYPH_CHARS = G_TEMP_CHARS[4:8]
    for x in range(0, len(G_GLYPH_CHARS)):
        G_GLYPH_CHARS[x] += 64

    #create new level map

    level_map, paper_map = new_level(map_w, map_h, entities, G_TRAP_CHARS,
                                     G_GLYPH_CHARS)

    tcod.console_set_custom_font(
        cx.FONT_FILE[cx.SETTINGS[1]["sel"]],
        tcod.FONT_TYPE_GRAYSCALE | tcod.FONT_LAYOUT_ASCII_INROW, 32, 16)
    main_console = tcod.console_init_root(screen_width, screen_height,
                                          "The Unreliable Cartographer", False,
                                          3, "F", True)

    map_console = tcod.console.Console(map_console_w, map_console_h, "F", None)

    message_console = tcod.console.Console(
        map_console.width, main_console.height - map_console.height)

    status_console = tcod.console.Console(
        main_console.width - map_console.width, main_console.height, "F", None)
    status_console.print(status_console.width // 2, 1,
                         "The Unreliable\nCartographer", COLORS["white"],
                         COLORS["black"], tcod.BKGND_DEFAULT, tcod.CENTER)
    re.legend_print(status_console, G_GLYPH_CHARS, 0, 3)

    messages = []

    for x in range(0, message_console.height):
        messages.append("")

    welcome_message = "Welcome to The Unreliable Cartographer, a game about exploring ancient ruins to find an ancient artifact with a map of increasingly dubious accuracy. Controls are on the left panel. We hope you like it!"
    re.messageprint(message_console, welcome_message, messages)

    fg_sh = 15
    bg_sh = 0

    fov = player.fov(level_map, entities)

    jump_trigger = False
    no_enemies = False
    quit_trigger = False
    new_floor = False
    reset_trigger = False

    fov = player.fov(level_map, entities)
    re.draw_paper_map(paper_map, map_console)

    while True:

        draw_loop(player, level_map, paper_map, map_console, main_console,
                  message_console, status_console, entities, player_state)
        status_con(status_console, 2, status_console.height - 2, player_floor,
                   player_gold)
        for event in tcod.event.wait():
            if event.type == "KEYDOWN":
                action = key_input(event.sym)

                #pause = False
                move = action.get('move')
                exit = action.get('exit')
                pause = action.get('pause')
                jump = action.get('jump')
                controlchange = action.get('controlchange')
                greset = action.get('reset')
                if player_state == 1:
                    if move:
                        dx, dy = move
                        if not jump_trigger:
                            player.move(dx, dy, level_map, entities,
                                        map_console, message_console, messages)
                        elif jump_trigger:
                            for z in range(0, 2):
                                if player.jump(dx, dy, level_map, entities,
                                               map_console, message_console,
                                               messages) == False:
                                    break
                                else:
                                    draw_loop(player, level_map, paper_map,
                                              map_console, main_console,
                                              message_console, status_console,
                                              entities, player_state)
                                    sleep(0.0080)
                            jump_trigger = False
                        player.lastx = dx
                        player.lasty = dy
                        quit_trigger = False
                        reset_trigger = False
                    if jump:
                        if not jump_trigger:
                            re.messageprint(
                                message_console, "Press " + chr(511) +
                                " to jump; other keys cancel.", messages)
                            jump_trigger = True
                            no_enemies = True
                        elif jump_trigger:
                            re.messageprint(message_console, "Jump cancelled.",
                                            messages)
                            jump_trigger = False
                            no_enemies = True
                        quit_trigger = False
                        reset_trigger = False
                    player_gold = player.istrapped(level_map, entities,
                                                   map_console,
                                                   message_console, messages,
                                                   player_gold)
                    if not no_enemies:
                        for entity in entities:
                            if entity.dispname == "Boulder":
                                entity.move(entity.persistent_x,
                                            entity.persistent_y, level_map,
                                            entities, map_console,
                                            message_console, messages)
                        for entity in entities:
                            if entity.istrap and entity.trapstate > 0:
                                entity.do_trap(level_map, paper_map,
                                               main_console, map_console, fov,
                                               message_console, messages,
                                               entities)
                                if entity.dispname == "gold":
                                    entities.remove(entity)
                                if entity.dispname == "stairs":
                                    new_floor = True
                                if entity.dispname == "artifact":
                                    player_state = 0
                    elif no_enemies:
                        no_enemies = False

                    if level_map.t_[player.x][player.y].type == "pit":
                        fov = player.fov(level_map, entities)
                        for z in CHARS["person_fall"]:
                            player.char = z
                            draw_loop(player, level_map, paper_map,
                                      map_console, main_console,
                                      message_console, status_console,
                                      entities, player_state)
                        player_state = 0
                        entities.remove(player)
                        re.messageprint(message_console,
                                        "Oh, dear! You've fallen down a pit!",
                                        messages)

                    if player.stats.hp < 1:
                        player_state = 0
                    status_con(status_console, 2, status_console.height - 2,
                               player_floor, player_gold)
                if exit:
                    if quit_trigger == False:
                        re.messageprint(
                            message_console,
                            "Quit? [ESC] for 'Yes' or anything else for 'no'.",
                            messages)
                        no_enemies = True
                        quit_trigger = True
                        reset_trigger = False
                    elif quit_trigger:
                        return True
                if greset:
                    if reset_trigger == False:
                        re.messageprint(
                            message_console,
                            "Reset game? [R/r] for 'Yes' or anything else for 'no'.",
                            messages)
                        no_enemies = True
                        reset_trigger = True
                    elif reset_trigger:
                        reset_trigger = False
                        entities.clear()
                        level_map.t_.clear()
                        paper_map.t_.clear()

                        player = ec.Entity(3, 3, CHARS["person"], "white",
                                           "black", 1, cx.Faction.Ally,
                                           cx.DrawOrder.PLAYER, True, "You")
                        entities = [player]

                        player_gold = 0
                        player_floor = 1

                        shuffle(G_TEMP_CHARS)
                        G_TRAP_CHARS = G_TEMP_CHARS[0:4]
                        G_GLYPH_CHARS = G_TEMP_CHARS[4:8]
                        for x in range(0, len(G_GLYPH_CHARS)):
                            G_GLYPH_CHARS[x] += 64
                        re.legend_print(status_console, G_GLYPH_CHARS, 0, 3)
                        map_console.clear(
                            15,
                            COLORS["black"],
                        )
                        level_map, paper_map = new_level(
                            map_w, map_h, entities, G_TRAP_CHARS,
                            G_GLYPH_CHARS, player_floor)
                        new_floor = False
                        re.draw_paper_map(paper_map, map_console)
                        fov = player.fov(level_map, entities)
                        status_con(status_console, 2,
                                   status_console.height - 2, player_floor,
                                   player_gold)
                        messages.extend(["", "", "", "", ""])
                        re.messageprint(message_console,
                                        "Game has been reset!", messages)
                        player_state = 1
                if controlchange:
                    no_enemies = True
                    cx.SETTINGS[0]["sel"] = (cx.SETTINGS[0]["sel"] + 1) % 3
                    re.legend_print(status_console, G_GLYPH_CHARS, 0, 3)
                    quit_trigger = False
                    reset_trigger = False
                    re.messageprint(
                        message_console, "Changed controls to " +
                        cx.INPUT_SEL_NAME[cx.SETTINGS[0]["sel"]] + ".",
                        messages)

            elif event.type == "WINDOWCLOSE":
                return True

        if new_floor:

            entities.clear()
            level_map.t_.clear()
            paper_map.t_.clear()

            player = ec.Entity(3, 3, CHARS["person"], "white", "black", 1,
                               cx.Faction.Ally, cx.DrawOrder.PLAYER, True,
                               "You")

            entities = [player]

            player_floor += 1

            map_console.clear()
            level_map, paper_map = new_level(map_w, map_h, entities,
                                             G_TRAP_CHARS, G_GLYPH_CHARS,
                                             player_floor)
            new_floor = False
            re.draw_paper_map(paper_map, map_console)
            fov = player.fov(level_map, entities)
            status_con(status_console, 2, status_console.height - 2,
                       player_floor, player_gold)