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game_map.py
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game_map.py
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import libtcodpy as libtcod
from random import randint
from components.ai import BasicMonster, SlimeMonster, ShrubMonster,CharmedMonster
from components.equipment import EquipmentSlots, Equipment
from components.equippable import Equippable
from fighter import Fighter
from components.item import Item
from components.stairs import Stairs
from components.upstair import Upstairs
from entity import Entity
from game_messages import Message
from item_functions import cast_confuse, cast_fireball, cast_lightning, heal, throw_shurikin, eat
from map_objects.rectangle import Rect
from map_objects.tile import Tile
from random_utils import from_dungeon_level, random_choice_from_dict
from render_functions import RenderOrder
class GameMap:
def __init__(self, width, height, dungeon_level=1):
self.width = width
self.height = height
self.tiles = self.initialize_tiles()
self.dungeon_level = dungeon_level
def initialize_tiles(self):
tiles = [[Tile(True) for y in range(self.height)] for x in range(self.width)]
return tiles
def make_map(self, max_rooms, room_min_size, room_max_size,max_maze_rooms,maze_min_size, maze_max_size, map_width, map_height, player, entities):
if self.dungeon_level == 0:
rooms = []
num_rooms = 0
center_of_last_room_x = None
center_of_last_room_y = None
for r in range(max_maze_rooms):
# random width and height
w = randint(maze_min_size, maze_max_size)
h = randint(maze_min_size, maze_max_size)
# random position without going out of the boundaries of the map
x = randint(0, map_width - w - 1)
y = randint(0, map_height - h - 1)
# "Rect" class makes rectangles easier to work with
new_room = Rect(x, y, w, h)
# run through the other rooms and see if they intersect with this one
for other_room in rooms:
if new_room.intersect(other_room):
break
else:
# this means there are no intersections, so this room is valid
# "paint" it to the map's tiles
self.create_room(new_room)
# center coordinates of new room, will be useful later
(new_x, new_y) = new_room.center()
center_of_last_room_x = new_x
center_of_last_room_y = new_y
if num_rooms == 0:
# this is the first room, where the player starts at
player.x = new_x
player.y = new_y
else:
# all rooms after the first:
# connect it to the previous room with a tunnel
# center coordinates of previous room
(prev_x, prev_y) = rooms[num_rooms - 1].center()
# flip a coin (random number that is either 0 or 1)
if randint(0, 1) == 1:
# first move horizontally, then vertically
self.create_h_tunnel(prev_x, new_x, prev_y)
self.create_v_tunnel(prev_y, new_y, new_x)
else:
# first move vertically, then horizontally
self.create_v_tunnel(prev_y, new_y, prev_x)
self.create_h_tunnel(prev_x, new_x, new_y)
self.place_entities(new_room, entities)
# finally, append the new room to the list
rooms.append(new_room)
num_rooms += 1
else:
rooms = []
num_rooms = 0
center_of_last_room_x = None
center_of_last_room_y = None
for r in range(max_rooms):
# random width and height
w = randint(room_min_size, room_max_size)
h = randint(room_min_size, room_max_size)
# random position without going out of the boundaries of the map
x = randint(0, map_width - w - 1)
y = randint(0, map_height - h - 1)
# "Rect" class makes rectangles easier to work with
new_room = Rect(x, y, w, h)
# run through the other rooms and see if they intersect with this one
for other_room in rooms:
if new_room.intersect(other_room):
break
else:
# this means there are no intersections, so this room is valid
# "paint" it to the map's tiles
self.create_room(new_room)
# center coordinates of new room, will be useful later
(new_x, new_y) = new_room.center()
center_of_last_room_x = new_x
center_of_last_room_y = new_y
if num_rooms == 0:
# this is the first room, where the player starts at
player.x = new_x
player.y = new_y
else:
# all rooms after the first:
# connect it to the previous room with a tunnel
# center coordinates of previous room
(prev_x, prev_y) = rooms[num_rooms - 1].center()
# flip a coin (random number that is either 0 or 1)
if randint(0, 1) == 1:
# first move horizontally, then vertically
self.create_h_tunnel(prev_x, new_x, prev_y)
self.create_v_tunnel(prev_y, new_y, new_x)
else:
# first move vertically, then horizontally
self.create_v_tunnel(prev_y, new_y, prev_x)
self.create_h_tunnel(prev_x, new_x, new_y)
self.place_entities(new_room, entities)
# finally, append the new room to the list
rooms.append(new_room)
num_rooms += 1
stairs_component = Stairs(self.dungeon_level + 1)
down_stairs = Entity(center_of_last_room_x, center_of_last_room_y, '>', libtcod.white, 'Stairs',
render_order=RenderOrder.STAIRS, stairs=stairs_component)
entities.append(down_stairs)
upstairs_component = Upstairs(self.dungeon_level + 1)
up_stairs = Entity(player.x, player.y, '<', libtcod.white, 'Stairs',
render_order=RenderOrder.UPSTAIRS, stairs=upstairs_component)
entities.append(up_stairs)
def create_room(self, room):
# go through the tiles in the rectangle and make them passable
for x in range(room.x1 + 1, room.x2):
for y in range(room.y1 + 1, room.y2):
self.tiles[x][y].blocked = False
self.tiles[x][y].block_sight = False
def create_h_tunnel(self, x1, x2, y):
for x in range(min(x1, x2), max(x1, x2) + 1):
self.tiles[x][y].blocked = False
self.tiles[x][y].block_sight = False
def create_v_tunnel(self, y1, y2, x):
for y in range(min(y1, y2), max(y1, y2) + 1):
self.tiles[x][y].blocked = False
self.tiles[x][y].block_sight = False
def place_entities(self, room, entities):
max_monsters_per_room = from_dungeon_level([ [1, 0],[2, 1], [3, 4], [5, 6]], self.dungeon_level)
max_items_per_room = from_dungeon_level([[0, 0], [3, 1]], self.dungeon_level)
min_items_per_room = from_dungeon_level([[1, 0]], self.dungeon_level)
# Get a random number of monsters
number_of_monsters = randint(1, max_monsters_per_room)
# Get a random number of items
number_of_items = randint(0, max_items_per_room)
monster_chances = {
'orc': 80,
'troll': from_dungeon_level([[15, 3], [30, 5], [60, 7]], self.dungeon_level),
'fairy': from_dungeon_level([[15, 3], [30, 5], [60, 7]], self.dungeon_level),
'slime': from_dungeon_level([[20, 3], [30, 5], [60, 7]], self.dungeon_level),
'shrub': from_dungeon_level([[15, 0],[0, 1]], self.dungeon_level),
'stone': from_dungeon_level([[5, 2], [10, 4]], self.dungeon_level)}
item_chances = {
'healing_potion': 35,
'ration': 10,
'sword': from_dungeon_level([[10, 1]], self.dungeon_level),
'shield': from_dungeon_level([[15, 8]], self.dungeon_level),
'lance': from_dungeon_level([[15, 3]], self.dungeon_level),
'rbrace': from_dungeon_level([[15, 3]], self.dungeon_level),
'lightning_scroll': from_dungeon_level([[25, 4]], self.dungeon_level),
'fireball_scroll': from_dungeon_level([[25, 6]], self.dungeon_level),
'confusion_scroll': from_dungeon_level([[10, 2]], self.dungeon_level)
}
for i in range(number_of_monsters):
# Choose a random location in the room
x = randint(room.x1 + 1, room.x2 - 1)
y = randint(room.y1 + 1, room.y2 - 1)
# Check if an entity is already in that location
if not any([entity for entity in entities if entity.x == x and entity.y == y]):
monster_choice = random_choice_from_dict(monster_chances)
if monster_choice == 'orc':
fighter_component = Fighter(hp=20, defense=2, power=5, xp=5000, agility=1,mana = 0,base_psyche = 0)
ai_component = BasicMonster()
monster = Entity(x, y, 'o', libtcod.desaturated_green, 'Orc', blocks=True,
render_order=RenderOrder.ACTOR, fighter=fighter_component, ai=ai_component)
elif monster_choice == 'troll':
fighter_component = Fighter(hp=50, defense=3, power=6, xp=100, agility=1,mana = 0,base_psyche = 0)
ai_component = BasicMonster()
monster = Entity(x, y, 'T', libtcod.darker_green, 'Cave Troll', blocks=True, fighter=fighter_component,
render_order=RenderOrder.ACTOR, ai=ai_component)
elif monster_choice == 'stone':
fighter_component = Fighter(hp=10, defense=25, power=8, xp=160, agility= -1,mana = 0,base_psyche = 0)
ai_component = BasicMonster()
monster = Entity(x, y, 'G', libtcod.gray, 'Stone Golem', blocks=True, fighter=fighter_component,
render_order=RenderOrder.ACTOR, ai=ai_component)
elif monster_choice == 'slime':
fighter_component = Fighter(hp=10, defense=25, power=8, xp=160, agility= 2,mana = 0,base_psyche = 0)
ai_component = SlimeMonster()
monster = Entity(x, y, 's', libtcod.green, 'Slime', blocks=True, fighter=fighter_component,
render_order=RenderOrder.ACTOR, ai=ai_component)
elif monster_choice == 'shrub':
fighter_component = Fighter(hp=1, defense=0, power=5, xp=160, agility= 3,mana = 0,base_psyche = 0)
ai_component = ShrubMonster()
monster = Entity(x, y, '"', libtcod.desaturated_green, 'Thorn-Shrub', blocks=True, fighter=fighter_component,
render_order=RenderOrder.ACTOR, ai=ai_component)
else:
fighter_component = Fighter(hp=10, defense=1, power=2, xp=100, agility=4,mana = 0,base_psyche = 0)
ai_component = BasicMonster()
monster = Entity(x, y, 'f', libtcod.black, 'Fairy', blocks=True,fighter=fighter_component,
render_order=RenderOrder.ACTOR, ai=ai_component)
entities.append(monster)
for i in range(number_of_items):
x = randint(room.x1, room.x2)
y = randint(room.y1, room.y2)
if not any([entity for entity in entities if entity.x == x and entity.y == y]):
item_choice = random_choice_from_dict(item_chances)
if item_choice == 'healing_potion':
item_component = Item(use_function=heal, amount=40)
item = Entity(x, y, '!', libtcod.violet, 'Healing Potion', render_order=RenderOrder.ITEM,
item=item_component)
elif item_choice == 'ration':
item_component = Item(use_function=eat, amount=40)
item = Entity(x, y, '%', libtcod.brown, 'Ration', render_order=RenderOrder.ITEM,
item=item_component)
elif item_choice == 'sword':
item_component = Item(use_function=None)
equippable_component = Equippable(EquipmentSlots.MAIN_HAND and EquipmentSlots.OFF_HAND, power_bonus=3)
item = Entity(x, y, '/', libtcod.white, 'Sword', equippable=equippable_component,item=item_component)
elif item_choice == 'lance':
equippable_component = Equippable(EquipmentSlots.MAIN_HAND, power_bonus=6, defense_bonus=-5)
item_component = Item(use_function=None)
item = Entity(x, y, '/', libtcod.white, 'Lance', equippable=equippable_component,item=item_component)
elif item_choice == 'shield':
item_component = Item(use_function=None)
equippable_component = Equippable(EquipmentSlots.OFF_HAND, defense_bonus=4, agility_bonus =-3)
item = Entity(x, y, '[', libtcod.darker_orange, 'Shield', equippable=equippable_component,item=item_component)
elif item_choice == 'rbrace':
item_component = Item(use_function=None)
equippable_component = Equippable(EquipmentSlots.RIGHT_BRACELET, defense_bonus=4, agility_bonus =-3)
item = Entity(x, y, '[', libtcod.black, 'Right Bracelet of Defense', equippable=equippable_component,item=item_component)
elif item_choice == 'rlightbrace':
item_component = Item(use_function=None)
equippable_component = Equippable(EquipmentSlots.RIGHT_BRACELET, defense_bonus=1, agility_bonus=-1,)
item = Entity(x, y, '[', libtcod.black, 'Rotten Right Bracelet',
equippable=equippable_component,item=item_component)
elif item_choice == 'fireball_scroll':
item_component = Item(use_function=cast_fireball, targeting=True, targeting_message=Message(
'Left-click a target tile for the fireball, or right-click to cancel.', libtcod.light_cyan),
damage=25, radius=3)
item = Entity(x, y, '?', libtcod.red, 'Fireball Scroll', render_order=RenderOrder.ITEM,
item=item_component)
elif item_choice == 'confusion_scroll':
item_component = Item(use_function=cast_confuse, targeting=True, targeting_message=Message(
'Left-click an enemy to confuse it, or right-click to cancel.', libtcod.light_cyan))
item = Entity(x, y, '?', libtcod.light_pink, 'Confusion Scroll', render_order=RenderOrder.ITEM,
item=item_component)
elif item_choice == 'lightning_scroll':
item_component = Item(use_function=cast_lightning, damage=40, maximum_range=5)
item = Entity(x, y, '?', libtcod.yellow, 'Lightning Scroll', render_order=RenderOrder.ITEM,
item=item_component)
else:
item_component = Item(use_function=throw_shurikin, damage=20, maximum_range=10)
item = Entity(x, y, '+', libtcod.gray, 'Shuriken', render_order=RenderOrder.ITEM,
item=item_component)
entities.append(item)
def is_blocked(self, x, y):
if self.tiles[x][y].blocked:
return True
return False
def scrolling_map(p, hs, s, m):
#Get the position of the camera in a scrolling map
if p < hs:
return 0
elif p >= m - hs:
return m - s
else:
return p - hs
def next_floor(self, player, message_log, constants):
self.dungeon_level += 1
entities = [player]
self.tiles = self.initialize_tiles()
self.make_map(constants['max_rooms'], constants['room_min_size'], constants['room_max_size'],
constants['max_maze_rooms'], constants['maze_min_size'], constants['maze_max_size'],
constants['map_width'], constants['map_height'], player, entities)
libtcod.console_flush()
libtcod.console_clear(constants)
player.fighter.heal(player.fighter.max_hp // 2)
message_log.add_message(Message('You take a moment to rest, and recover your strength.', libtcod.light_violet))
return entities
def previous_floor(self, player, message_log, constants):
self.dungeon_level -= 1
entities = [player]
self.tiles = self.initialize_tiles()
self.make_map(constants['max_rooms'], constants['room_min_size'], constants['room_max_size'],
constants['max_maze_rooms'], constants['maze_min_size'], constants['maze_max_size'],
constants['map_width'], constants['map_height'],player, entities,)
player.fighter.heal(player.fighter.max_hp // 2)
message_log.add_message(Message('You take a moment to rest, and recover your strength.', libtcod.light_violet))
return entities