Example #1
0
File: gui.py Project: hkwu/BOGEY
    def objects_under_mouse(self):
        """Returns list of entities that mouse is hovering over."""
        x = self.handler.mouse.cx
        y = self.handler.mouse.cy
        names = []

        for stairs in self.handler.map_objects['stairs']:
            if (stairs.x == x and stairs.y == y and 
                self.handler.world.map[x][y].seen):
                names.append(stairs.name)

        # Names of mobs
        for entity in self.handler.map_objects['mobs']:
            if (entity.x == x and entity.y == y and 
                libt.map_is_in_fov(self.handler.fov_map, entity.x, entity.y)):
                if entity.state == data.DEAD:
                    names.append(entity.name)
                else:
                    names.append("{} [{}/{}]".format(entity.name, entity.hp, entity.max_hp))

        # Names of items
        for item in self.handler.map_objects['items']:
            if (item.x == x and item.y == y and
                libt.map_is_in_fov(self.handler.fov_map, item.x, item.y)):
                names.append(item.name)

        names = ", ".join(names)
        return names
Example #2
0
def sleeping_gas(x, y, radius, duration):
	path = util.set_full_explore_map(game.current_map)
	libtcod.dijkstra_compute(path, x, y)
	for i in range(-radius, radius + 1):
		for j in range(-radius, radius + 1):
			if libtcod.dijkstra_get_distance(path, x + i, y + j) <= radius and libtcod.dijkstra_get_distance(path, x + i, y + j) >= 0:
				game.current_map.tile[x + i][y + j].update({'icon': game.current_map.tile[x + i][y + j]['icon'], 'back_light_color': libtcod.Color(115, 220, 225), 'back_dark_color': libtcod.Color(0, 143, 189), 'lerp': round(libtcod.random_get_float(game.rnd, 0, 1), 1), 'duration': game.turns + duration, 'type': 'sleep_gas'})
				for obj in game.current_map.objects:
					if obj.item is None:
						if obj.x == x + i and obj.y == y + j:
							if obj.name == 'player':
								game.message.new('You are caught in a sleeping cloud!', game.turns)
								if 'sleep' not in game.player.flags:
									dice = util.roll_dice(1, 50)
									if dice > game.player.wisdom + (game.player.karma / 2):
										game.message.new('You fall asleep!', game.turns, libtcod.Color(0, 143, 189))
										game.player.flags.append('sleep')
							else:
								if libtcod.map_is_in_fov(game.fov_map, obj.x, obj.y):
									game.message.new(obj.entity.article.capitalize() + obj.entity.get_name() + ' is caught in a sleeping cloud!', game.turns)
								if 'sleep' not in obj.entity.flags:
									dice = util.roll_dice(1, 3)
									if dice == 3:
										if libtcod.map_is_in_fov(game.fov_map, obj.x, obj.y):
											game.message.new(obj.entity.article.capitalize() + obj.entity.get_name() + ' falls asleep!', game.turns)
										obj.entity.flags.append('sleep')
Example #3
0
    def render_all(self, target):
        if target is not None:
            global color_light_wall
            global color_light_ground
            for y in xrange(self.map.height):
                for x in xrange(self.map.width):
                    visible = libtcod.map_is_in_fov(self.hero.fov_map, x, y)
                    wall = self.map.tiles[x][y].block_sight
                    if visible:
                        if wall:
                            libtcod.console_set_char_background(target, x, y, color_light_wall, libtcod.BKGND_SET)
                        else:
                            libtcod.console_set_char_background(target, x, y, color_light_ground, libtcod.BKGND_SET)
                        self.map.tiles[x][y].explored = True
                    else:
                        if self.map.tiles[x][y].explored:
                            if wall:
                                libtcod.console_set_char_background(target, x, y, color_dark_wall, libtcod.BKGND_SET)
                            else:
                                libtcod.console_set_char_background(target, x, y, color_dark_ground, libtcod.BKGND_SET )

            for o in self.npcs:
                if libtcod.map_is_in_fov(self.hero.fov_map, o.x, o.y):
                    o.draw(target)
            self.hero.draw(target)
            libtcod.console_blit(target, 0, 0, SCREEN_WIDE, SCREEN_HIGH, 0, 0, 0)
Example #4
0
def cast_fireball():
    global fov_map
    message('Left-click a target tile for the fireball, or right-click to cancel.', libtcod.light_cyan)
    (x, y) = target_tile()
    if x is None: return 'cancelled'
    message('The fireball explodes, burning everything within ' + str(FIREBALL_RADIUS) + ' tiles!', libtcod.orange)
    for obj in objects:  # damage every fighter in range, including the player
        if obj.distance(x, y) <= FIREBALL_RADIUS and obj.fighter:
            if libtcod.map_is_in_fov(fov_map, obj.x, obj.y):
                if obj == player:
                    msg1, msg2 ='', ''
                else:
                    msg1, msg2 = 'The ', 's'
                message(msg1 + obj.name.capitalize() + ' get' + msg2 +' burned for ' + str(FIREBALL_DAMAGE) + ' hit points.', libtcod.orange)
            else:
                message('You hear a cry of pain')
            obj.fighter.take_damage(FIREBALL_DAMAGE)
    render_all()
    # display code
    for num in range(3):
        for x1 in range(x - num, x + num):
            for y1 in range(y - num, y + num):
                if not map[x1][y1].block_sight and libtcod.map_is_in_fov(fov_map, x1, y1):
                    libtcod.console_put_char_ex(0, x1, y1, '*', libtcod.dark_orange, libtcod.red)
        libtcod.console_flush()
        time.sleep(0.1)
    time.sleep(0.25)
Example #5
0
 def refresh(self):
     tcod_map = self.game.dungeon.tcod_map
     if self.entity is self.game.player:
         libtcod.map_compute_fov(tcod_map,
                                 self.entity.x,
                                 self.entity.y,
                                 PLAYER_FOV_RADIUS)
     else:
         libtcod.map_compute_fov(tcod_map,
                                  self.entity.x,
                                  self.entity.y,
                                  self.creature.perception)
     if self.entity is self.game.player:
         for x in range(len(self.fov_map)):
             for y in range(len(self.fov_map[0])):
                 self.fov_map[x][y]=int(libtcod.map_is_in_fov(tcod_map,
                                                              x,y))
     else:
         self.clear()
         for x in range(self.entity.x-self.creature.perception,
                        self.entity.x+self.creature.perception+1):
             for y in range(self.entity.y-self.creature.perception,
                            self.entity.y+self.creature.perception+1):
                 fov_num = int(libtcod.map_is_in_fov(tcod_map,x,y))
                 if fov_num:
                     if (x-self.entity.x==0 or
                         y-self.entity.y==0 or
                         abs(x-self.entity.x)-abs(y-self.entity.y)==0):
                         fov_num += 1
                     if util.distance(self.entity.x,self.entity.y,x,y)<=self.creature.perception//3:
                         fov_num += 1
                 try:
                     self.fov_map[x][y] = fov_num
                 except IndexError: pass
Example #6
0
def cast_fireball(Game, user):
    (x,y) = (None, None)
    target = None
    target = closest_nonclan(data.TORCH_RADIUS, Game, user)

    if user is Game.player: 
        #ask the player for a target tile to throw a fireball at
        message('Left-click a target tile for the fireball. Right-Click or ESC to cancel', Game, libtcod.light_cyan)
        (x,y) = target_tile(Game)
        

    #otherwise this is a mob
    elif target:
        if libtcod.map_is_in_fov(user.fighter.fov, target.x, target.y) and target.dungeon_level == user.dungeon_level:
            (x,y) = (target.x, target.y)

    if x is None or y is None:
        if user is Game.player:
            message('Cancelling fireball', Game, libtcod.red)
        else:
            message(user.name + ' cancels Fireball', Game, libtcod.red, False)
        return data.STATE_CANCELLED

    else:
        theDmg = roll_dice([[data.FIREBALL_DAMAGE/2, data.FIREBALL_DAMAGE*2]])[0]
        
        #create fireball fov based on x,y coords of target
        fov_map_fireball = Game.map[Game.dungeon_levelname].fov_map
        libtcod.map_compute_fov(fov_map_fireball, x, y, data.FIREBALL_RADIUS, data.FOV_LIGHT_WALLS, data.FOV_ALGO)

        for obj in Game.objects[Game.dungeon_levelname]: #damage all fighters within range
            if libtcod.map_is_in_fov(fov_map_fireball, obj.x, obj.y) and obj.fighter:
                message('The fireball explodes', Game, libtcod.orange)
                message(obj.name + ' is burned for '+ str(theDmg) + ' HP', Game, libtcod.orange)
                obj.fighter.take_damage(user, theDmg, Game)
Example #7
0
def draw_map_panel():
    global fov_recompute

    if fov_recompute:
        # recompute FOV if needed (the player moved or something)
        fov_recompute = False
        libtcod.map_compute_fov(fov_map, player.x, player.y, TORCH_RADIUS, FOV_LIGHT_WALLS, FOV_ALGO)

        for y in xrange(MAP_HEIGHT):
            for x in xrange(MAP_WIDTH):
                visible = libtcod.map_is_in_fov(fov_map, x, y)
                wall = tile_map[x][y].block_sight
                if not visible:
                    if tile_map[x][y].explored:
                        if wall:
                            libtcod.console_set_char_background(con, x, y, color_dark_wall, libtcod.BKGND_SET)
                        else:
                            libtcod.console_set_char_background(con, x, y, color_dark_ground, libtcod.BKGND_SET)
                else:
                    if wall:
                        libtcod.console_set_char_background(con, x, y, color_lit_wall, libtcod.BKGND_SET)
                    else:
                        libtcod.console_set_char_background(con, x, y, color_lit_ground, libtcod.BKGND_SET)
                    tile_map[x][y].explored = True

    for object in objects:
        visible = libtcod.map_is_in_fov(fov_map, object.x, object.y)
        if (visible or (object.always_visible and tile_map[object.x][object.y].explored)) \
                and object is not player:
            object.draw()
    player.draw()
Example #8
0
	def is_visible(self):
		if libtcod.map_is_in_fov(data.fov_map, self.x, self.y):
			#If it is, check that it's lit.
			for object in data.current_area.objects:
				if object.light_map:
					if libtcod.map_is_in_fov(object.light_map, self.x, self.y):
						return True
		return False
Example #9
0
def render_local():
    global map_, fov_recompute
    
    if len(R.map_) > R.MAP_VIEW_WIDTH:
        cam_x = scrolling_map(you.x, R.MAP_VIEW_WIDTH_HALF + 1, R.MAP_VIEW_WIDTH, R.MAP_WIDTH)
    else:
        cam_x = 0
    if len(R.map_[0]) > R.MAP_VIEW_HEIGHT:
        cam_y = scrolling_map(you.y, R.MAP_VIEW_HEIGHT_HALF, R.MAP_VIEW_HEIGHT, R.MAP_HEIGHT)
    else:
        cam_y = 0

    # cam_x = scrolling_map(you.x, R.MAP_VIEW_WIDTH / 2, R.MAP_VIEW_WIDTH, R.MAP_WIDTH)
    # cam_y = scrolling_map(you.y, R.MAP_VIEW_HEIGHT / 2, R.MAP_VIEW_HEIGHT, R.MAP_HEIGHT)

    if fov_recompute:
        fov_recompute = False
        libtcod.map_compute_fov(R.locale.floors[you.depth].fov_map, you.x, you.y, 10, True, 0)

        for sc_y in range(R.MAP_VIEW_HEIGHT):  #this refers to the SCREEN position. NOT map.
            for sc_x in range(R.MAP_VIEW_WIDTH):
                x = sc_x + cam_x
                y = sc_y + cam_y

                if sc_x < len(R.map_) and sc_y < len(R.map_[0]):
                        # and x < len(R.map_) and y < len(R.map_[0]):  #if it's within the bounds of the map.
                    tile = R.locale.floors[you.depth].tiles[x][y]
                    visible = libtcod.map_is_in_fov(R.locale.floors[you.depth].fov_map, x, y)
                    if not visible:
                        if tile.explored or debug_mode:
                            libtcod.console_put_char_ex(con, x, y, tile.char, libtcod.dark_green, libtcod.dark_gray)
                        else:
                            libtcod.console_put_char_ex(con, x, y, " ", libtcod.black, libtcod.black)
                        libtcod.console_set_char(con_char, x, y, " ")

                    else:
                        libtcod.console_put_char_ex(con, x, y, tile.char, libtcod.green, libtcod.light_grey)
                        libtcod.console_set_char(con_char, x, y, " ")
                        tile.explored = True
                else:
                    libtcod.console_put_char_ex(con, x, y, " ", libtcod.black, libtcod.black)

        for objects in R.locale_obj:
            #if the tile is explored, then draw the object.
            if libtcod.map_is_in_fov(R.locale.floors[you.depth].fov_map, objects.x, objects.y):
                objects.draw(cam_x, cam_y)
            #if it's explored but out of sight range - draw faded!
            elif R.locale.floors[you.depth].tiles[objects.x][objects.y].explored == True:
                objects.draw_faded(cam_x, cam_y)
        you.draw(cam_x, cam_y)

    libtcod.console_blit(con, 0, 0, R.MAP_VIEW_WIDTH, R.MAP_VIEW_HEIGHT, 0, 0, 0)
    libtcod.console_blit(con_char, 0, 0, R.MAP_VIEW_WIDTH, R.MAP_VIEW_HEIGHT, 0, 0, 0, 1.0, 0.0)
    libtcod.console_blit(inf, 0, 0, R.INFO_BAR_WIDTH, R.SCREEN_HEIGHT, 0, R.MAP_VIEW_WIDTH, 0)
    libtcod.console_flush()
Example #10
0
	def draw(self):

		for n in config.nodes:
			if libtcod.map_is_in_fov(n.node.fov_map, self.x, self.y):
				libtcod.console_set_default_foreground(gfx.con, self.color)
				libtcod.console_put_char(gfx.con, self.x, self.y, self.char, libtcod.BKGND_NONE)

		if libtcod.map_is_in_fov(config.fov_map, self.x, self.y):
			#set the color and then draw the character that represents this object at its position
			libtcod.console_set_default_foreground(gfx.con, self.color)
			libtcod.console_put_char(gfx.con, self.x, self.y, self.char, libtcod.BKGND_NONE)
Example #11
0
 def take_turn(self):
     monster = self.owner
     if libtcod.map_is_in_fov(fov_map, monster.x, monster.y):
         if monster.distance_to(player) > 1:
             monster.move_towards(player)
         else:
             monster.character.attack(player)
     if libtcod.map_is_in_fov(fov_map, monster.x, monster.y):
         if monster.distance_to(player) > 1:
             monster.move_towards(player)
         else:
             monster.character.attack(player)
Example #12
0
	def take_damage(self, x, y, damage, source, show=False):
		self.health -= damage
		if libtcod.map_is_in_fov(game.fov_map, x, y):
			game.hp_anim.append({'x': x, 'y': y, 'damage': str(-damage), 'color': libtcod.light_yellow, 'turns': 0, 'icon': self.icon, 'icon_color': libtcod.red})
		if source == 'player':
			if "sleep" in self.flags:
				if libtcod.map_is_in_fov(game.fov_map, x, y):
					game.message.new('The ' + self.get_name() + 'woke up.', game.turns)
				self.flags.remove('sleep')
		if show:
			if libtcod.map_is_in_fov(game.fov_map, x, y):
				game.message.new(self.article.capitalize() + self.get_name() + ' is hit by ' + source + ' for ' + str(damage) + ' pts of damage!', game.turns)
			elif not self.is_dead():
				game.message.new('You hear a scream.', game.turns)
Example #13
0
def target_tile(max_range=None):
    # return the position of a tile left-clicked in player's FOV (optionally
    # in a range), or (None,None) if right-clicked.
    message("Use the mouse or the keyboard to select a tile...", tcod.blue)
    prevcolor = tcod.black
    mouse_lastx, mouse_lasty = (x, y) = render.prev_mouse_pos

    while True:
        # render the screen. this erases the inventory and shows the names of
        # objects under the mouse.
        render.render_all()
        tcod.console_flush()

        tcod.console_set_char_background(
            render.con, x, y, prevcolor, tcod.BKGND_SET
        )  # set last tile's bg color to normal

        tcod.sys_check_for_event(tcod.EVENT_MOUSE | tcod.EVENT_KEY_PRESS, key, mouse)

        if mouse.dx or mouse.dy:
            (mouse_lastx, mouse_lasty) = (x, y) = (mouse.cx, mouse.cy)
            x = mouse.cx
            y = mouse.cy
            x = x + render.camera_x
            y = y + render.camera_y

        key_pressed = game.get_key(key)
        if key_pressed in direction_keys:
            direction = direction_keys[key_pressed]
            x += direction[0]
            y += direction[1]
        if tcod.map_is_in_fov(terrain.map.fov_map, x, y):
            prevcolor = tcod.console_get_char_background(render.con, x, y)  # for resetting the color later
            tcod.console_set_char_background(render.con, x, y, tcod.sky, tcod.BKGND_SET)  # visualising the target tile
        else:
            x, y = game.player.x, game.player.y  # if not in fov, reset it to the player coords

        if mouse.rbutton_pressed or key.vk == tcod.KEY_ESCAPE:
            tcod.console_set_char_background(render.con, x, y, prevcolor, tcod.BKGND_SET)
            return (None, None)  # cancel if the player right-clicked or pressed Escape

        # accept the target if the player clicked in FOV, and in case a range
        # is specified, if it's in that range
        if (
            (mouse.lbutton_pressed or key.vk == tcod.KEY_ENTER)
            and tcod.map_is_in_fov(terrain.map.fov_map, x, y)
            and (max_range is None or game.player.distance(x, y) <= max_range)
        ):
            tcod.console_set_char_background(render.con, x, y, prevcolor, tcod.BKGND_SET)
            return (x, y)
Example #14
0
def render_all():
    """ Renders everything on screen. """

    # Set globals.
    global fov_recompute

    # Clear root console.
    roguelib.console_clear(0)

    # Display mouse location if in FOV.
    mouse, key = check_for_key_events()
    if roguelib.map_is_in_fov(fov_map, mouse.cx, mouse.cy):
        roguelib.console_put_char_ex(0, mouse.cx, mouse.cy, " ", None, eval(SETTING_DATA[b"Mouse Highlight"][b"COLOR"]))

    # Display objects.
    for obj in objects:

        visible = roguelib.map_is_in_fov(fov_map, obj.x, obj.y)

        # Out of FOV.
        if not visible:

            if obj.explored:

                roguelib.console_set_default_foreground(0, obj.color[1])
                roguelib.console_put_char(0, obj.x, obj.y, obj.image, roguelib.BKGND_NONE)

        # In FOV.
        else:

            roguelib.console_set_default_foreground(0, obj.color[0])
            roguelib.console_put_char(0, obj.x, obj.y, obj.image, roguelib.BKGND_NONE)
            obj.explored = True

    # Recompute FOV if fov_recompute is True.
    if fov_recompute:

        fov_recompute = False
        roguelib.map_compute_fov(fov_map, player.x, player.y, TORCH_RADIUS, FOV_LIGHT_WALLS, FOV_ALGO)

    # Display player.
    roguelib.console_set_default_foreground(0, roguelib.white)
    roguelib.console_put_char(0, player.x, player.y, player.image, roguelib.BKGND_NONE)

    # Render the gui.
    render_gui()

    # Flush the root console.
    roguelib.console_flush()
Example #15
0
 def draw(self, camera, map, distance):
     if libtcod.map_is_in_fov(map.fov_map,self.x,self.y):
         self.explored = True
     if self.explored:
         super(Tile, self).draw(camera, map, distance)
         if self.actor != None:
             if libtcod.map_is_in_fov(map.fov_map, self.actor.x, self.actor.y):
                 self.actor.draw(camera, map, distance)
             return
         elif self.item != None:
             self.item.draw(camera, map, distance)
             return
         elif self.prop != None:
             self.prop.draw(camera, map, distance)
             return
Example #16
0
def check_active_effects():
	for y in range(game.current_map.map_height):
		for x in range(game.current_map.map_width):
			if 'duration' in game.current_map.tile[x][y]:
				if game.current_map.tile[x][y]['duration'] < game.turns:
					explored = game.current_map.tile_is_explored(x, y)
					game.current_map.set_tile_values(game.current_map.tile[x][y]['name'], x, y)
					if game.current_map.tile_is_invisible(x, y):
						game.current_map.tile[x][y].pop('invisible', None)
					if explored:
						game.current_map.tile[x][y].update({'explored': True})

	for obj in game.current_map.objects:
		if obj.name == 'player':
			if 'type' in game.current_map.tile[game.char.x][game.char.y]:
				if game.current_map.tile[game.char.x][game.char.y]['type'] == 'poison_gas':
					game.message.new('You step into poisonous gas!', game.turns)
					if 'poison' not in game.player.flags:
						dice = util.roll_dice(1, 50)
						if dice > game.player.endurance + (game.player.karma / 2):
							game.message.new('You are poisoned!', game.turns, libtcod.Color(0, 112, 0))
							game.player.flags.append('poison')
				if game.current_map.tile[game.char.x][game.char.y]['type'] == 'sleep_gas':
					if 'sleep' not in game.player.flags:
						game.message.new('You step into sleeping gas!', game.turns)
						dice = util.roll_dice(1, 50)
						if dice > game.player.wisdom + (game.player.karma / 2):
							game.message.new('You fall asleep!', game.turns, libtcod.Color(0, 143, 189))
							game.player.flags.append('sleep')

		elif obj.entity:
			if 'type' in game.current_map.tile[obj.x][obj.y]:
				if game.current_map.tile[obj.x][obj.y]['type'] == 'poison_gas':
					if libtcod.map_is_in_fov(game.fov_map, obj.x, obj.y):
						game.message.new(obj.entity.article.capitalize() + obj.entity.get_name() + ' step into poisonous gas!', game.turns)
					if 'poison' not in obj.entity.flags:
						dice = util.roll_dice(1, 3)
						if dice == 3:
							obj.entity.flags.append('poison')
				if game.current_map.tile[obj.x][obj.y]['type'] == 'sleep_gas':
					if 'sleep' not in obj.entity.flags:
						if libtcod.map_is_in_fov(game.fov_map, obj.x, obj.y):
							game.message.new(obj.entity.article.capitalize() + obj.entity.get_name() + ' step into sleeping gas!', game.turns)
						dice = util.roll_dice(1, 3)
						if dice == 3:
							if libtcod.map_is_in_fov(game.fov_map, obj.x, obj.y):
								game.message.new(obj.entity.article.capitalize() + obj.entity.get_name() + ' falls asleep!', game.turns)
							obj.entity.flags.append('sleep')
Example #17
0
 def draw(self):
     #only show if it's visible to the player; or it's set to "always visible" and on an explored tile
     if (libtcod.map_is_in_fov(fov_map, self.x, self.y) or
             (self.always_visible and map[self.x][self.y].explored)):
         #set the color and then draw the character that represents this object at its position
         libtcod.console_set_default_foreground(con, self.color)
         libtcod.console_put_char(con, self.x, self.y, self.char, libtcod.BKGND_NONE)
Example #18
0
 def can_see(self, x, y, z):
     e = self.owner
     # Break out early if we are not on the same level
     if not e.z == z:
         return False
     lbt.map_compute_fov(self.fov_map, e.x, e.y, 10)
     return lbt.map_is_in_fov(self.fov_map, x, y)
Example #19
0
def render_all(con, panel, entities, player, game_map, fov_map, fov_recompute, message_log, screen_width, screen_height, bar_width, panel_height, panel_y, mouse, colors, game_state):
	# Draw all the tiles in the game map
	if fov_recompute:
		for y in range(game_map.height):
			for x in range(game_map.width):
				visible = libtcod.map_is_in_fov(fov_map, x, y)
				wall = game_map.tiles[x][y].block_sight

				if visible:
					if wall:
						libtcod.console_set_char_background(con, x, y, colors.get('light_wall'), libtcod.BKGND_SET)
					else:
						libtcod.console_set_char_background(con, x, y, colors.get('light_ground'), libtcod.BKGND_SET)

					game_map.tiles[x][y].explored = True

				elif game_map.tiles[x][y].explored:
					if wall:
						libtcod.console_set_char_background(con, x, y, colors.get('dark_wall'), libtcod.BKGND_SET)
					else:
						libtcod.console_set_char_background(con, x, y, colors.get('dark_ground'), libtcod.BKGND_SET)   
	
	entities_in_render_order = sorted(entities, key=lambda x: x.render_order.value)
	# Draw all entities in the list
	for entity in entities_in_render_order:
		draw_entity(con, entity, fov_map, game_map)

	libtcod.console_blit(con, 0, 0, screen_width, screen_height, 0, 0, 0)

	libtcod.console_set_default_background(panel, libtcod.black)
	libtcod.console_clear(panel)

	#Print the game messages, one line at a time
	y = 1
	for message in message_log.messages:
		libtcod.console_set_default_foreground(panel, message.color)
		libtcod.console_print_ex(panel, message_log.x, y, libtcod.BKGND_NONE, libtcod.LEFT, message.text)
		y += 1

	render_bar(panel, 1, 1, bar_width, 'HP', player.fighter.hp, player.fighter.max_hp, libtcod.light_red, libtcod.darker_red)

	libtcod.console_print_ex(panel, 1, 3, libtcod.BKGND_NONE, libtcod.LEFT, 'Dungeon level: {0}'.format(game_map.dungeon_level))

	libtcod.console_set_default_foreground(panel, libtcod.light_gray)
	libtcod.console_print_ex(panel, 1, 0, libtcod.BKGND_NONE, libtcod.LEFT, get_names_under_mouse(mouse, entities, fov_map))
	libtcod.console_blit(panel, 0, 0, screen_width, panel_height, 0, 0, panel_y)

	if game_state in (GameStates.SHOW_INVENTORY, GameStates.DROP_INVENTORY):
		if game_state == GameStates.SHOW_INVENTORY:
			inventory_title = 'Press the key next to the item to use it, or Esc to cancel.\n'
		else:
			inventory_title = 'Press the key next to an item to drop it, or Esc to cancel.\n'

		inventory_menu(con, inventory_title, player.inventory, 50, screen_width, screen_height)

	elif game_state == GameStates.LEVEL_UP:
		level_up_menu(con, 'Level up! Choose a stat to raise:', player, 40, screen_width, screen_height)

	elif game_state == GameStates.CHARACTER_SCREEN:
		character_screen(player, 30, 10, screen_width, screen_height)
Example #20
0
	def draw(self):
		#only show if visible to the player
		if (libtcod.map_is_in_fov(fov_map, self.x, self.y) or
				(self.always_visible and map[self.x][self.y].explored) or self.name=='room number'):
			#set the color and then draw the character that represents this object at its position
			libtcod.console_set_default_foreground(con, self.color)
			libtcod.console_put_char(con, self.x, self.y, self.char, libtcod.BKGND_NONE)
Example #21
0
	def take_turn(self):
		monster = self.owner
		
		#simple reciprocal fov by mooching off player's fov_map
		can_see_player = libtcod.map_is_in_fov(fov_map, monster.x, monster.y)
		
		#reset chase timer if monster can see the player
		if can_see_player:
			#alert nearby monsters if monster wasn't already alert
			if self.turns_to_chase_player == 0:
				message("The " + self.owner.name + " shouts!", libtcod.red)
				for object in objects:
					if object != monster and object.distance(monster.x, monster.y) <= SHOUT_RADIUS and object.ai:
						object.ai.turns_to_chase_player = TURNS_MONSTERS_CHASE_PLAYER_AFTER_LOSING_CONTACT
			self.turns_to_chase_player = TURNS_MONSTERS_CHASE_PLAYER_AFTER_LOSING_CONTACT
			
		#chase the player if the chase timer is nonzero (and decrement timer too)
		if self.turns_to_chase_player > 0:
			self.turns_to_chase_player -= 1
			#close on distant player
			if monster.distance_to(player) >= 2:
				if monster.fighter.ranged and can_see_player:
					monster.fighter.shoot(player)
				else:
					monster.move_astar(player)
			#kill adjacent, alive player
			elif player.fighter.hp > 0:
				monster.fighter.attack(player)
Example #22
0
    def spawn_monster(self,param=None,add_param=None):
##============================================================================
        ##use the console to spawn a monster at the closest node
        node_distance = 100#set the distance really high so we can get the closest node
        ##thats also in the fov, incase we have 2 or more nodes in fov
        for node in self.game.Map.spawn_nodes:
            if libtcod.map_is_in_fov(self.game.fov_map,node.node.x,node.node.y):
                distance = self.game.player.distance_to(node.node)
                if distance < node_distance:
                    node_distance = distance
                    closest_node = node
                    
        if not param and not add_param:#random mob
            self.game.objects.append(self.game.build_objects.create_monster(self.game,
                closest_node.node.x,closest_node.node.y))
                
        if param and not add_param:#specific mob
            param = param.lower()
            param = param.replace('-',' ')
            self.game.objects.append(self.game.build_objects.create_monster(self.game,
                closest_node.node.x,closest_node.node.y,mob_name=param))
        
        #if param and add_param:#for mob sub-types (not implemented yet)
        
        for object in self.game.objects:
            object.message = self.game.message
            object.objects = self.game.objects 
Example #23
0
 def take_turn(self):
   monster = self.owner
   if libtcod.map_is_in_fov(fov_map, monster.x, monster.y):
     if monster.distance_to(player) >= 2:
       monster.move_towards(player.x, player.y)
     elif player.fighter.hp > 0:
       monster.fighter.attack(player)
Example #24
0
def turn_passed():                  # called when a turn has passed, runs the AI for non-player entitites
    for object in Objects:
        if object.ai is not None:
            if libtcod.map_is_in_fov(fov_map, object.xcoord, object.ycoord):
                object.ai.move()
            else:
                object.ai.patrol()
Example #25
0
File: fov.py Project: nrook/Spirit
    def recalculate(self, level_, initial_location):
        """
        Set this fov to the squares seen from initial_location on level_.

        level_ - The level on which the field of view is being calculated.
        initial_location - the viewpoint from which the field of view is being
            calculated.
        """
        
        dimensions = level_.dimensions
        map = level_.sight_map

        tcod.map_compute_fov(map, initial_location[0], 
            initial_location[1], FOV_RADIUS, True, tcod.FOV_SHADOW)

        border = set()
        fov_set = set()
        dude_set = set()

        for i in range(initial_location[0] - FOV_RADIUS, 
            initial_location[0] + FOV_RADIUS + 1):

            for j in range(initial_location[1] - FOV_RADIUS,
                initial_location[1] + FOV_RADIUS + 1):
                    
                    if tcod.map_is_in_fov(map, i, j):
                        fov_set.add((i, j))
                        if (i, j) != initial_location and (i, j) in level_.dudeLayer:
                            dude_set.add(level_.dudeLayer[(i, j)])

        self.__the_field = fov_set
        self.dudes = frozenset(dude_set)
Example #26
0
def render():                   # renders everything to the screen
    global fov_map, fov_recompute
    
    if fov_recompute:       #recomputes FOV if needed (player move, etc)
        fov_recompute = False
        libtcod.map_compute_fov(fov_map, player.xcoord, player.ycoord, CONFIG.TORCH_RADIUS, CONFIG.FOV_LIGHT_WALLS, CONFIG.FOV_ALGO)
        
                    
    # redraws the screen
    pygame.display.flip()
    color = BLACK
    screen.fill(color)
    
    # draws objects to the screen
    for object in Objects:
        object.draw()
    
    for monster in Monsters:
        if libtcod.map_is_in_fov(fov_map, monster.xcoord, monster.ycoord):
            monster.draw()
            

    
    player.draw()
    
    GUIrender()
Example #27
0
    def draw(self):
        if game.fov_recompute:
            # recompute FOV if needed (the player moved or something)
            game.fov_recompute = False
            # yuck, shouldn't need to reference
            libtcod.map_compute_fov(self.fov_map, self.protagonist.coords[0], self.protagonist.coords[1], C.TORCH_RADIUS, C.FOV_LIGHT_WALLS, C.FOV_ALGORITHM)

        # go through all tiles, and set their background color according to the FOV
        for y in range(self.height):
            for x in range(self.width):
                visible = libtcod.map_is_in_fov(self.fov_map, x, y) if not C.DEBUG else True
                wall = self.map[x][y].block_sight
                if not visible:
                    # if it's not visible right now, the player can only see it if it's explored
                    if self.map[x][y].explored:
                        if wall:
                            libtcod.console_set_char_background(self.console, x, y, C.COLOR_DARK_WALL, libtcod.BKGND_SET)
                            # libtcod.console_put_char_ex(self.console, x, y, 2242, C.COLOR_DARK_WALL, C.COLOR_BACKGROUND)
                        else:
                            libtcod.console_set_char_background(self.console, x, y, C.COLOR_DARK_GROUND, libtcod.BKGND_SET)
                            # libtcod.console_put_char_ex(self.console, x, y, 2242, C.COLOR_DARK_GROUND, C.COLOR_BACKGROUND)
                else:
                    # it's visible
                    if wall:
                        libtcod.console_set_char_background(self.console, x, y, C.COLOR_LIGHT_WALL, libtcod.BKGND_SET)
                        # libtcod.console_put_char_ex(self.console, x, y, 2242, C.COLOR_LIGHT_WALL, C.COLOR_BACKGROUND)
                    else:
                        libtcod.console_set_char_background(self.console, x, y, C.COLOR_LIGHT_GROUND, libtcod.BKGND_SET)
                        # libtcod.console_put_char_ex(self.console, x, y, 2242, C.COLOR_LIGHT_GROUND, C.COLOR_BACKGROUND)

                    # since it's visible, explore it
                    self.map[x][y].explored = True
Example #28
0
def in_fov(x, y):
    """ Check if given coordinates is within the fov.

    """
    global player
    global fov_map
    return True if libtcod.map_is_in_fov(fov_map, x, y) else False
def _draw_fov_using_terrain(player):
    """
    Overly optimized: this code inlines Map.terrain_at(), Map.is_explored(),
    and ScreenCoords.toWorldCoords() in order to get a 2.5x speedup on
    large maps.
    """
    libtcod.console_clear(_con)
    current_map = player.current_map
    pos = algebra.Location(0, 0)
    for screen_y in range(min(current_map.height, config.MAP_PANEL_HEIGHT)):
        pos.set(player.camera_position.x, player.camera_position.y + screen_y)
        for screen_x in range(min(current_map.width, config.MAP_PANEL_WIDTH)):
            # pos = ScreenCoords.toWorldCoords(player.camera_position, (screen_x, screen_y))
            visible = libtcod.map_is_in_fov(current_map.fov_map, pos.x, pos.y)
            # terrain = current_map.terrain_at(pos)
            terrain = map.terrain_types[current_map.terrain[pos.x][pos.y]]
            if not visible:
                # if current_map.is_explored(pos):
                if current_map._explored[pos.x][pos.y]:
                    libtcod.console_set_char_background(_con, screen_x, screen_y,
                                                        terrain.unseen_color, libtcod.BKGND_SET)
            else:
                libtcod.console_set_char_background(_con, screen_x, screen_y,
                                                    terrain.seen_color, libtcod.BKGND_SET)
                current_map.explore(pos)
            pos.x += 1
Example #30
0
 def take_turn(self,game):
     self.owner.fighter.ticker.schedule_turn(self.owner.fighter.speed,self.owner)
     
     if self.dest and self.owner.distance(self.dest_x,self.dest_y) <= 0:
         self.dest = False
         
     if self.dest and self.owner.distance(self.dest_x,self.dest_y) > 0:
         self.owner.move_towards(self.dest_x,self.dest_y,game.Map.map,game.objects)
         
     if not self.dest:
         picked = False
         while not picked:
             min_x,max_x = self.home_x-self.radius,self.home_x+self.radius
             min_y,max_y = self.home_y-self.radius,self.home_y+self.radius    
         
             mx,my = game.Map.MAP_WIDTH,game.Map.MAP_HEIGHT
             
             #make sure min and max values are within the boundaries of the map
             if not min_x <=0 or not min_y <=0 or not max_x >= my or not max_y >= mx:
                 self.dest_x=libtcod.random_get_int(0,min_x+1,max_x-1)
                 self.dest_y=libtcod.random_get_int(0,min_y+1,max_y-1)
             
                 if not game.Map.map[self.dest_x][self.dest_y].blocked and not self.owner.distance(self.dest_x,self.dest_y) == 0:
                     picked = True
                     
         self.owner.move_towards(self.dest_x,self.dest_y,game.Map.map,game.objects)
         
     if libtcod.map_is_in_fov(game.fov_map, self.owner.x, self.owner.y):
         self.owner.ai = BasicMonster()
         self.owner.ai.owner = self.owner
Example #31
0
 def check_for_stateswap(self):
     monster = self.owner
     if not libtcod.map_is_in_fov(self.gldir.fov_map, monster.x, monster.y):    
         self.pass_into(SimpleSearch)
Example #32
0
def play_game(player, entities, game_map, message_log, game_state, con, panel,
              animation_console, constants):
    fov_recompute = True

    fov_map = initialize_fov(game_map)

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

    game_state = GameStates.PLAYERS_TURN
    previous_game_state = game_state

    camera = Camera(
        x=0,
        y=0,
        width=constants['screen_width'],
        height=constants['screen_height'],
        map_width=constants['map_width'],
        map_height=constants['map_height'],
    )
    camera.update(player)

    targeting_item = None
    weapon_target = None

    while not libtcod.console_is_window_closed():
        libtcod.sys_check_for_event(
            libtcod.EVENT_KEY_PRESS | libtcod.EVENT_MOUSE, key, mouse)

        x_in_camera, y_in_camera = camera.apply(player.x, player.y)

        if fov_recompute:
            recompute_fov(fov_map, player.x, player.y, constants['fov_radius'],
                          constants['fov_light_walls'],
                          constants['fov_algorithm'])

        render_all(con, panel, entities, player, game_map, fov_map,
                   fov_recompute, message_log, constants['screen_width'],
                   constants['screen_height'], constants['bar_width'],
                   constants['panel_height'], constants['panel_y'], mouse,
                   constants['colors'], game_state, camera)

        fov_recompute = False

        libtcod.console_flush()

        clear_all(con, entities, camera)

        action = handle_keys(key, game_state)
        mouse_action = handle_mouse(mouse)

        move = action.get('move')
        wait = action.get('wait')
        pickup = action.get('pickup')
        show_inventory = action.get('show_inventory')
        drop_inventory = action.get('drop_inventory')
        inventory_index = action.get('inventory_index')
        take_stairs = action.get('take_stairs')
        level_up = action.get('level_up')
        show_character_screen = action.get('show_character_screen')
        targeter = action.get('targeter')
        fire = action.get('fire')
        exit = action.get('exit')
        fullscreen = action.get('fullscreen')

        left_click = mouse_action.get('left_click')
        right_click = mouse_action.get('right_click')

        player_turn_results = []

        if move and game_state == GameStates.PLAYERS_TURN:
            dx, dy = move
            destination_x = player.x + dx
            destination_y = player.y + dy

            if not game_map.is_blocked(destination_x, destination_y):
                target = get_blocking_entities_at_location(
                    entities, destination_x, destination_y)

                if target:
                    attack_results = player.fighter.attack(target)
                    player_turn_results.extend(attack_results)

                else:
                    player.move(dx, dy)
                    camera.update(player)

                    fov_recompute = True

                    for entity in entities:
                        if entity != player and entity.x == player.x and entity.y == player.y:

                            see_results = [{
                                'message':
                                Message('{0}(이)가 보인다.'.format(entity.name),
                                        libtcod.white)
                            }]
                            player_turn_results.extend(see_results)

                game_state = GameStates.ENEMY_TURN

        elif wait:
            game_state = GameStates.ENEMY_TURN

        elif pickup and game_state == GameStates.PLAYERS_TURN:
            for entity in entities:
                if entity.item and entity.x == player.x and entity.y == player.y:
                    pickup_results = player.inventory.add_item(entity)
                    player_turn_results.extend(pickup_results)

                    break
            else:
                message_log.add_message(
                    Message('여기에는 주울 수 있는 것이 없다.', libtcod.yellow))

        if targeter:
            previous_game_state = GameStates.PLAYERS_TURN
            testfunc()
            game_state = GameStates.WEAPON_TARGETING

        if show_inventory:
            previous_game_state = game_state
            game_state = GameStates.SHOW_INVENTORY

        if drop_inventory:
            previous_game_state = game_state
            game_state = GameStates.DROP_INVENTORY

        if inventory_index is not None and previous_game_state != GameStates.PLAYER_DEAD and inventory_index < len(
                player.inventory.items):
            item = player.inventory.items[inventory_index]

            if game_state == GameStates.SHOW_INVENTORY:
                player_turn_results.extend(
                    player.inventory.use(item,
                                         entities=entities,
                                         fov_map=fov_map))
            elif game_state == GameStates.DROP_INVENTORY:
                player_turn_results.extend(player.inventory.drop_item(item))

        if take_stairs and game_state == GameStates.PLAYERS_TURN:
            for entity in entities:
                if entity.stairs and entity.x == player.x and entity.y == player.y:
                    entities = game_map.next_floor(player, message_log,
                                                   constants)
                    fov_map = initialize_fov(game_map)
                    fov_recompute = True
                    camera.update(player)
                    libtcod.console_clear(con)

                    break
            else:
                message_log.add_message(Message('여기에는 계단이 없다.',
                                                libtcod.yellow))

        if level_up:
            if level_up == 'hp':
                player.fighter.base_max_hp += 20
                player.fighter.hp += 20
            elif level_up == 'str':
                player.fighter.base_power += 1
            elif level_up == 'def':
                player.fighter.base_ += 1

            game_state = previous_game_state

        if show_character_screen:
            previous_game_state = game_state
            game_state = GameStates.CHARACTER_SCREEN

        if game_state == GameStates.CHARACTER_SCREEN:
            x, y = get_mouse_movement(mouse)
            get_player_tooltip(animation_console, x, y, mouse,
                               constants['screen_width'],
                               constants['screen_height'])
            if left_click:

                game_state = previous_game_state

        if game_state == GameStates.WEAPON_TARGETING:
            wx, wy = get_mouse_movement(mouse)
            get_targeting_radius(
                con, panel, wx, wy, entities, player, game_map, fov_map,
                fov_recompute, message_log, constants['screen_width'],
                constants['screen_height'], constants['bar_width'],
                constants['panel_height'], constants['panel_y'], mouse,
                constants['colors'], game_state, camera, left_click,
                right_click, animation_console)
            if left_click:
                weapon_target_x, weapon_target_y = left_click
                weapon_target_x -= camera.x
                weapon_target_y -= camera.y
                if not libtcod.map_is_in_fov(fov_map, weapon_target_x,
                                             weapon_target_y):
                    message_log.add_message(Message('시야 밖의 적을 목표로 지정할 수는 없다.'))
                for entity in entities:
                    if entity.distance(
                            weapon_target_x,
                            weapon_target_y) == 0 and entity.name == 'Player':
                        message_log.add_message(
                            Message('자기 자신을 목표로 지정할 수는 없다.'))

                    elif entity.distance(
                            weapon_target_x,
                            weapon_target_y) == 0 and entity.fighter:
                        player_turn_results.append({'wep_targetted': True})
                        weapon_target = entity

            elif right_click:
                player_turn_results.append({'targeting_cancelled': True})

        if fire:
            #수동으로 타겟을 잡았거나, 자동 발사로 타겟이 잡혔을 때

            #원거리 무기 미장비시
            if not player.equipment.main_hand:
                message_log.add_message(Message('발사할 수 있는 것을 장비하고 있지 않다.'))

            #원거리 무기 장비시
            elif player.equipment.main_hand.equippable.ranged_weapon == True:
                #타겟이 지정되었을 때
                if weapon_target is not None:
                    print(weapon_target)
                    message_log.add_message(
                        Message('당신은 {0}을(를) 발사한다! '.format(
                            player.equipment.main_hand.name)))
                    attack_results = player.fighter.attack(weapon_target)
                    player_turn_results.extend(attack_results)
                    if weapon_target.fighter.hp <= 0:
                        weapon_target = None
                    game_state = GameStates.ENEMY_TURN
            #타겟이 지정되지 않았을 때 자동 발사
                else:
                    closest_distance = 10 + 1
                    for entity in entities:
                        if entity.fighter and libtcod.map_is_in_fov(
                                fov_map, entity.x, entity.y
                        ) and entity.name != 'Player' and entity.blocks == True:
                            distance = player.distance_to(entity)

                            if distance < closest_distance:
                                weapon_target = entity
                                closest_distance = distance
                    #자동 발사 대상 지정 후 발사, 타겟 지정
                    if weapon_target:
                        message_log.add_message(
                            Message('당신은 {0}을(를) 발사한다! '.format(
                                player.equipment.main_hand.name)))
                        attack_results = player.fighter.attack(weapon_target)
                        player_turn_results.extend(attack_results)
                        if weapon_target.fighter.hp <= 0:
                            weapon_target = None
                        game_state = GameStates.ENEMY_TURN
                    #타겟이 지정되지 않았고 적이 Fov 외에 있을 때
                    else:
                        message_log.add_message(
                            Message('사격할 수 있는 대상이 보이지 않는다.'))
                        weapon_target = None

                    game_state = GameStates.ENEMY_TURN

            else:
                message_log.add_message(Message('발사할 수 있는 것을 장비하고 있지 않다.'))

        if game_state == GameStates.TARGETING:
            x, y = get_mouse_movement(mouse)
            get_targeting_radius(
                con, panel, x, y, entities, player, game_map, fov_map,
                fov_recompute, message_log, constants['screen_width'],
                constants['screen_height'], constants['bar_width'],
                constants['panel_height'], constants['panel_y'], mouse,
                constants['colors'], game_state, camera, left_click,
                right_click, animation_console)

            if left_click:
                target_x, target_y = left_click
                target_x -= camera.x
                target_y -= camera.y
                item_use_results = player.inventory.use(targeting_item,
                                                        entities=entities,
                                                        fov_map=fov_map,
                                                        target_x=target_x,
                                                        target_y=target_y)
                player_turn_results.extend(item_use_results)
            elif right_click:
                player_turn_results.append({'targeting_cancelled': True})

        if exit:
            if game_state in (GameStates.SHOW_INVENTORY,
                              GameStates.DROP_INVENTORY,
                              GameStates.CHARACTER_SCREEN):
                game_state = previous_game_state
            elif game_state == GameStates.LEVEL_UP:
                level_up_menu(con, 'Level up! Choose a stat to raise:', player,
                              40, constants['screen_width'],
                              constants['screen_height'])
            elif game_state == GameStates.CHARACTER_SCREEN:
                character_screen(player, 30, 10, constants['screen_width'],
                                 constants['screen_height'])
            elif game_state == GameStates.TARGETING:
                player_turn_results.append({'targeting_cancelled': True})
            else:
                save_game(player, entities, game_map, message_log, game_state)

                return True

        if fullscreen:
            libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())

        for player_turn_result in player_turn_results:
            message = player_turn_result.get('message')
            dead_entity = player_turn_result.get('dead')
            item_added = player_turn_result.get('item_added')
            item_consumed = player_turn_result.get('consumed')
            item_dropped = player_turn_result.get('item_dropped')
            equip = player_turn_result.get('equip')
            targeting = player_turn_result.get('targeting')
            targeting_cancelled = player_turn_result.get('targeting_cancelled')
            wep_targetted = player_turn_result.get('wep_targetted')
            xp = player_turn_result.get('xp')

            if message:
                message_log.add_message(message)

            if dead_entity:
                if dead_entity == player:
                    message, game_state = kill_player(dead_entity)

                else:
                    victim_cord_x, victim_cord_y = get_victim_cord(dead_entity)

                    explosion(con, panel, victim_cord_x, victim_cord_y,
                              entities, player, game_map, fov_map,
                              fov_recompute, message_log,
                              constants['screen_width'],
                              constants['screen_height'], mouse,
                              constants['colors'], camera, animation_console)

                    blood_splatter(con, game_map, victim_cord_x, victim_cord_y,
                                   constants['colors'])
                    libtcod.console_clear(con)

                    fov_recompute = True
                    message = kill_monster(dead_entity)

                    pass

                message_log.add_message(message)

            if item_added:
                entities.remove(item_added)

                game_state = GameStates.ENEMY_TURN

            if item_consumed:
                game_state = GameStates.ENEMY_TURN

            if item_dropped:
                entities.append(item_dropped)

                game_state = GameStates.ENEMY_TURN

            if equip:
                equip_results = player.equipment.toggle_equip(equip)

                for equip_result in equip_results:
                    equipped = equip_result.get('equipped')
                    dequipped = equip_result.get('dequipped')

                    if equipped:
                        message_log.add_message(
                            Message('{0}(을)를 장비했다.'.format(equipped.name)))

                    if dequipped:
                        message_log.add_message(
                            Message('{0}(을)를 해제했다.'.format(dequipped.name)))

                game_state = GameStates.ENEMY_TURN

            if wep_targetted:
                game_state = previous_game_state
                message_log.add_message(Message('당신은 목표를 조준한다.'))

            if targeting:
                previous_game_state = GameStates.PLAYERS_TURN
                game_state = GameStates.TARGETING

                targeting_item = targeting

                message_log.add_message(targeting_item.item.targeting_message)

            if targeting_cancelled:
                game_state = previous_game_state

                message_log.add_message(Message('목표 지정을 취소하였다.'))

            if xp:
                leveled_up = player.level.add_xp(xp)
                message_log.add_message(
                    Message('당신은 {0}의 경험치를 얻었다..'.format(xp)))

                if leveled_up:
                    message_log.add_message(
                        Message(
                            '레벨 {0}에 도달하였다!'.format(player.level.current_level)
                            + '!', libtcod.yellow))
                    previous_game_state = game_state
                    game_state = GameStates.LEVEL_UP

        if game_state == GameStates.ENEMY_TURN:
            for entity in entities:
                if entity.ai:
                    enemy_turn_results = entity.ai.take_turn(
                        player, fov_map, game_map, entities)

                    for enemy_turn_result in enemy_turn_results:
                        message = enemy_turn_result.get('message')
                        dead_entity = enemy_turn_result.get('dead')

                        if message:
                            message_log.add_message(message)

                        if dead_entity:
                            if dead_entity == player:
                                message, game_state = kill_player(dead_entity)
                            else:
                                message = kill_monster(dead_entity)

                            message_log.add_message(message)

                            if game_state == GameStates.PLAYER_DEAD:
                                break

                    if game_state == GameStates.PLAYER_DEAD:
                        break
            else:
                game_state = GameStates.PLAYERS_TURN
Example #33
0
def get_names_under_mouse(mouse, entities, fov_map):
    (x, y) = (mouse.cx, mouse.cy)

    names = [entity.name for entity in entities if entity.x == x and entity.y == y and libtcod.map_is_in_fov(fov_map, entity.x, entity.y)]

    names = ', '.join(names)

    return names.capitalize()
Example #34
0
def information_menu(x, y):
	for obj in settings.objects:
		if obj.x == x and obj.y == y and tcod.map_is_in_fov(settings.fov_map, obj.x, obj.y):
			index = menu(obj.name.capitalize(), ["Here's a bunch of info about this object."], 50)
			return index
Example #35
0
def play_game(player, entities, game_map, message_log, game_state, constants):
    explosion_radius = 0
    explosion_target = []
    explosion_shape = []
    targeting_item = None
    lineshot_pts = []
    lineshot_clr = ''
    equip_index = 0
    move = ''

    # get the targeting cursor
    targeting_cursor = entity.find_entity_by_name(entities, 'TargetingCursor')

    # build the game map, setting up the fov for the map
    fov_recompute = True
    fov_map = fov_functions.initialize_fov(game_map)

    turn_cnt = 0
    game_state = GameStates.PLAYER_TURRET_TURN
    previous_game_state = game_state
    turret_find = True
    active_turrets = []
    disabled_turrets = []
    entity_turn_order = []
    active_enemy_turrets = []
    enemy_turret_results = []
    death_game_state = ''
    left_click = []

    while True:
        if DEBUG:
            turn_cnt += 1
            print('*******************************')
            print('TURN {} {}'.format(turn_cnt, game_state))
        player_turn_results = []
        found_turrets = False
        if fov_recompute:
            fov_functions.recompute_fov(fov_map, player.x, player.y,
                                        constants['fov_radius'],
                                        constants['fov_light_walls'],
                                        constants['fov_algorithm'])

        # initialize set target mode
        mindist = 1000
        foundtarget = None
        for ent in entities:
            if ent.ai and ent.combatship and ent not in [
                    player, targeting_cursor
            ] and libtcod.map_is_in_fov(fov_map, ent.x, ent.y):
                if ent.combatship.targeted:
                    foundtarget = None
                    break
                else:
                    dist = player.distance_to(ent)
                    if dist < mindist:
                        mindist = dist
                        foundtarget = ent
        if foundtarget is not None:
            foundtarget.combatship.targeted = True

        # player turrets take a turn
        # for targeting turrets (animated), cycle through the whole animation cycle, come back through for next turret
        if game_state == GameStates.PLAYER_TURRET_TURN:
            results = []

            # first get all the active turrets if turret_find flag is set
            if turret_find:
                for item_entity in player.inventory.items:
                    if item_entity.ai is not None and item_entity not in active_turrets and \
                            item_entity.item.max_charge_time is not None:
                        # handle charge time here as well.  Subtract one if charging, fire if charged
                        if not item_entity.item.charge_time:
                            active_turrets.append(item_entity)
                        else:
                            item_entity.item.charge_time -= 1
                found_turrets = True
                turret_find = False
            else:
                for item_entity in player.inventory.items:
                    if item_entity.ai is not None and item_entity not in active_turrets and not item_entity.item.charge_time:
                        active_turrets.append(item_entity)

            if DEBUG:
                print(
                    'DEBUG {} total items is {}, active turrets pre check is {}'
                    .format(player.name, len(player.inventory.items),
                            len(active_turrets)))
            # remove all the disabled turrets and recharging turrets second time through
            active_turrets = [
                turret for turret in active_turrets
                if turret not in disabled_turrets
            ]
            if DEBUG:
                print('DEBUG {} has {} remaining turrets'.format(
                    player.name, len(active_turrets)))
            # now look for a good target, get results if you used the turret and remove it from active turrets
            if active_turrets and not found_turrets:
                for ent in entities:
                    if ent.combatship:
                        if ent.combatship.targeted:
                            results = active_turrets[0].ai.take_turn(
                                player, ent, fov_map, game_map, entities)
                            if results:
                                player_turn_results.extend(results)
                                active_turrets.remove(active_turrets[0])
                                break
                    else:
                        results = []

            # with no shots or no active turrets, switch to players turn
            if not results:
                # do a pass through to rdy up turrets in case you only fired some of your complement
                if active_turrets:
                    for item_entity in player.inventory.items:
                        if item_entity.ai is not None and item_entity not in active_turrets and \
                                item_entity.item.max_charge_time is not None:
                            if item_entity.item.charge_time:
                                item_entity.item.charge_time -= 1
                game_state = GameStates.PLAYERS_TURN
            if not active_turrets:
                turret_find = True

        # print to screen for render_functions.render_all to display/refresh
        render_functions.render_all(entities, player, targeting_cursor,
                                    game_map, fov_map, fov_recompute,
                                    message_log, constants, game_state,
                                    equip_index, left_click, active_turrets,
                                    lineshot_pts, lineshot_clr,
                                    explosion_shape)

        # clear all explosion points and one line point each time (with delay)

        render_functions.clear_all(entities, fov_map)

        # blocking read input (unless an animation is going on)
        key = None
        if game_state not in [
                GameStates.EXPLOSION, GameStates.LINESHOT,
                GameStates.PLAYER_TURRET_TURN, GameStates.ENEMY_TURN,
                GameStates.ENEMY_TURRET_TURN
        ]:
            key = terminal.read()

        action = input_handlers.handle_keys(key, game_state)

        move = action.get('move')
        pickup = action.get('pickup')
        enter = action.get('enter')
        goto_equip = action.get('goto_equip')
        drop_equip = action.get('drop_equip')
        equip_inc = action.get('menupos')
        equip_select = action.get('select')
        set_target = action.get('set_target')
        exit = action.get('exit')
        fullscreen = action.get('fullscreen')
        left_click = action.get('left_click')
        right_click = action.get('right_click')

        # move the player and attack if an entity is in the way
        if move and game_state == GameStates.PLAYERS_TURN:
            dx, dy = move
            destination_x = player.x + dx
            destination_y = player.y + dy
            if not game_map.is_blocked(destination_x, destination_y):
                target = entity.get_blocking_entities_at_location(
                    entities, destination_x, destination_y)
                if target:
                    attack_results = player.combatship.attack(target)
                    player_turn_results.extend(attack_results)
                else:
                    player.move(dx, dy)
                    targeting_cursor.move(dx, dy)
                    fov_recompute = True
                player.combatship.regen_shields()
                game_state = GameStates.ENEMY_TURRET_TURN

        # if you hit g and there is an item under you, add to inventory
        elif pickup and game_state == GameStates.PLAYERS_TURN:
            for ent in entities:
                if ent.item and ent.x == player.x and ent.y == player.y:
                    pickup_results = player.inventory.add_item(ent)
                    player_turn_results.extend(pickup_results)
                    break
            else:
                message_log.add_message(
                    Message('There is nothing here to pick up.', 'yellow'))

        # change modes to show (i) / drop (d) if you hit those keys
        if goto_equip:
            previous_game_state = game_state
            game_state = GameStates.GOTO_EQUIP
        if drop_equip:
            previous_game_state = game_state
            game_state = GameStates.DROP_EQUIP
        if set_target:
            message_log.add_message(
                Message(
                    'Use the arrow keys and press enter to set an enemy target',
                    'light cyan'))
            previous_game_state = game_state
            game_state = GameStates.SET_TARGET

        # handle moving around within the inventory
        if equip_inc is not None and previous_game_state != GameStates.PLAYER_DEAD:
            equip_index += equip_inc
            if equip_index < 0:
                equip_index = 0
            elif equip_index >= len(player.inventory.items) - 1:
                equip_index = len(player.inventory.items) - 1

        # hit enter in inventory, use item / drop item and append to player_turn_results
        if equip_select:
            item = player.inventory.items[equip_index]
            if game_state == GameStates.GOTO_EQUIP:
                player_turn_results.extend(
                    player.inventory.use(item,
                                         entities=entities,
                                         fov_map=fov_map,
                                         inventory_enter_key=True))
            elif game_state == GameStates.DROP_EQUIP:
                player_turn_results.extend(player.inventory.drop_item(item))

        # once you finish animating the line, check if there is a turret left to fire
        # if not, going through the turret turn will rebuild active turrets list for next turn
        if not lineshot_pts and game_state == GameStates.LINESHOT:
            game_state = previous_game_state

        # first time through, build the shape of the explosion
        # second time through (it's been animated and cleared)
        if game_state == GameStates.EXPLOSION:
            if explosion_shape:
                explosion_shape = []
                game_state = previous_game_state
            else:
                explosion_shape = Diamond(
                    (explosion_target[0], explosion_target[1]),
                    explosion_radius)
                explosion_shape.build_diamond()

        # set target mode:
        if game_state == GameStates.SET_TARGET:
            if left_click:
                target_x, target_y = left_click
                for ent in entities:
                    if ent.ai and ent.combatship and ent not in [
                            player, targeting_cursor
                    ]:
                        if ent.x == target_x and ent.y == target_y:
                            ent.combatship.targeted = True
                        else:
                            ent.combatship.targeted = False
                player_turn_results.append({'set_target': True})
            elif right_click:
                player_turn_results.append({'set_target_cancelled': True})
            elif move:
                dx, dy = move
                if dx + dy >= 0:
                    move = 1
                else:
                    move = -1
                for ent in entities:
                    if ent.ai and ent.combatship and ent not in [
                            player, targeting_cursor
                    ]:
                        if ent.combatship.targeted:
                            ships = [
                                ent for ent in entities
                                if ent.ai and ent.combatship
                                and ent not in [player, targeting_cursor] and
                                libtcod.map_is_in_fov(fov_map, ent.x, ent.y)
                            ]
                            ent.combatship.targeted = False

                            ind = ships.index(ent)
                            newind = ind + move
                            if newind >= 0 and newind < len(ships):
                                entities[entities.index(
                                    ships[newind])].combatship.targeted = True
                            else:
                                if move == 1:
                                    entities[entities.index(
                                        ships[0])].combatship.targeted = True
                                else:
                                    entities[entities.index(
                                        ships[-1])].combatship.targeted = True
                            break
                player_turn_results.append({'move_target': True})
            elif enter:
                player_turn_results.append({'set_target': True})
        # targeting mode:
        # left click from mouse_handler targets entity (without using targeting cursor
        # right click cancels target mode
        # move will move around the targeting cursor
        # enter fires and resets cursor
        if game_state == GameStates.TARGETING:
            if left_click:
                target_x, target_y = left_click
                hit, blocked, target_x, target_y = \
                    item_functions.target_with_accuracy(player, target_x, target_y,
                                                        targeting_item.item.function_kwargs.get('accuracy'), game_map,
                                                        entities)
                item_use_results = player.inventory.use(targeting_item,
                                                        entities=entities,
                                                        fov_map=fov_map,
                                                        target_x=target_x,
                                                        target_y=target_y,
                                                        blocked=blocked,
                                                        hit=hit)
                player_turn_results.extend(item_use_results)
                player.combatship.regen_shields()
            elif right_click:
                targeting_cursor.render_order = render_functions.RenderOrder.INACTIVE_TARGETING
                targeting_cursor.x = player.x
                targeting_cursor.y = player.y
                player_turn_results.append({'targeting_cancelled': True})
            elif move:
                targeting_cursor.render_order = render_functions.RenderOrder.ACTIVE_TARGETING
                dx, dy = move
                targeting_cursor.move(dx, dy)

            elif enter:
                render_functions.clear_targeting_line(player, targeting_cursor,
                                                      fov_map)
                hit, blocked, target_x, target_y = \
                    item_functions.target_with_accuracy(player, targeting_cursor.x, targeting_cursor.y,
                                                        targeting_item.item.function_kwargs.get('accuracy'), game_map,
                                                        entities)
                item_use_results = player.inventory.use(targeting_item,
                                                        entities=entities,
                                                        fov_map=fov_map,
                                                        target_x=target_x,
                                                        target_y=target_y,
                                                        blocked=blocked,
                                                        hit=hit)
                player_turn_results.extend(item_use_results)
                targeting_cursor.render_order = render_functions.RenderOrder.INACTIVE_TARGETING
                targeting_cursor.x = player.x
                targeting_cursor.y = player.y
                player.combatship.regen_shields()

        # hit escape at any point
        # if in inventory mode, clears the inventory screen and goes back to player state
        if exit:
            if game_state in [
                    GameStates.GOTO_EQUIP, GameStates.DROP_EQUIP,
                    GameStates.SET_TARGET
            ]:
                terminal.clear()
                fov_recompute = True
                game_state = previous_game_state
            elif game_state == GameStates.TARGETING:
                targeting_cursor.render_order = render_functions.RenderOrder.INACTIVE_TARGETING
                targeting_cursor.x = player.x
                targeting_cursor.y = player.y
                player_turn_results.append({'targeting_cancelled': True})
            else:
                data_loaders.save_game(player, entities, game_map, message_log,
                                       game_state)
                return True

        if fullscreen:
            libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())

        for player_turn_result in player_turn_results:
            message = player_turn_result.get('message')
            autofire = player_turn_result.get('autofire')
            explosion = player_turn_result.get('explosion')
            lineshot = player_turn_result.get('lineshot')
            dead_entity = player_turn_result.get('dead')
            item_added = player_turn_result.get('item_added')
            item_dropped = player_turn_result.get('item_dropped')
            targeting = player_turn_result.get('targeting')
            toggle_turret = player_turn_result.get('toggle_turret')
            targeting_cancelled = player_turn_result.get('targeting_cancelled')
            set_target_result = player_turn_result.get('set_target')
            set_target_cancelled = player_turn_result.get(
                'set_target_cancelled')
            move_target = player_turn_result.get('move_target')

            if message:
                message_log.add_message(message)
            if autofire:
                pass
            if explosion:
                explosion_radius = explosion[0]
                explosion_target = explosion[1]
                game_state = GameStates.EXPLOSION
                previous_game_state = GameStates.ENEMY_TURRET_TURN
            if lineshot:
                lineshot_pts = [
                    step for step in libtcod.line_iter(player.x, player.y,
                                                       lineshot.get('pts')[0],
                                                       lineshot.get('pts')[1])
                ]
                lineshot_clr = lineshot.get('clr')
                game_state = GameStates.LINESHOT
                previous_game_state = GameStates.PLAYER_TURRET_TURN
            if dead_entity:
                if dead_entity == player:
                    message, game_state = death_functions.kill_player(
                        dead_entity)
                else:
                    entity_turn_order.remove(dead_entity)
                    message = death_functions.kill_enemy(dead_entity)

                message_log.add_message(message)
            if item_added:
                entities.remove(item_added)
                game_state = GameStates.ENEMY_TURRET_TURN
            if item_dropped:
                entities.append(item_dropped)
                game_state = GameStates.ENEMY_TURRET_TURN
            if targeting:
                terminal.clear()
                fov_recompute = True
                previous_game_state = GameStates.PLAYERS_TURN
                game_state = GameStates.TARGETING
                targeting_item = targeting
                message_log.add_message(targeting_item.item.targeting_message)
            if toggle_turret:
                if toggle_turret in disabled_turrets:
                    toggle_turret.item.targeting = 'auto_on'
                    disabled_turrets.remove(toggle_turret)
                else:
                    toggle_turret.item.targeting = 'auto_off'
                    disabled_turrets.append(toggle_turret)
                game_state = GameStates.PLAYERS_TURN
            if targeting_cancelled:
                fov_recompute = True
                game_state = previous_game_state
                message_log.add_message(Message('Targeting cancelled.'))
            if set_target_result:
                game_state = GameStates.PLAYERS_TURN
                fov_recompute = True
            if set_target_cancelled:
                game_state = previous_game_state
            if move_target:
                fov_recompute = True

        if game_state == GameStates.ENEMY_TURN:
            active_enemy_turrets = []
            if entity_turn_order:
                ent = entity_turn_order[0]
                entity_turn_order.remove(ent)
                enemy_turn_results = ent.ai.take_turn(player, fov_map,
                                                      game_map, entities,
                                                      constants)
                for enemy_turn_result in enemy_turn_results:
                    message = enemy_turn_result.get('message')
                    dead_entity = enemy_turn_result.get('dead')
                    if message:
                        message_log.add_message(message)
                    if dead_entity:
                        if dead_entity == player:
                            message, game_state = death_functions.kill_player(
                                dead_entity)
                        else:
                            entity_turn_order.remove(dead_entity)
                            message = death_functions.kill_enemy(dead_entity)

                        message_log.add_message(message)

                        if game_state == GameStates.PLAYER_DEAD:
                            break

                if game_state == GameStates.PLAYER_DEAD:
                    break
                elif not entity_turn_order:
                    game_state = GameStates.PLAYER_TURRET_TURN
                else:
                    game_state = GameStates.ENEMY_TURRET_TURN
            else:
                game_state = GameStates.PLAYER_TURRET_TURN

        if game_state == GameStates.ENEMY_TURRET_TURN:
            enemy_turret_results = []
            dead_entity = ''
            if entity_turn_order:
                ent = entity_turn_order[0]
                if not active_enemy_turrets:
                    for item_entity in ent.inventory.items:
                        if item_entity.ai is not None and item_entity not in active_turrets and \
                                item_entity.item.max_charge_time is not None:
                            # handle charge time here as well.  Subtract one if charging, fire if charged
                            if not item_entity.item.charge_time:
                                active_enemy_turrets.append(item_entity)
                            else:
                                item_entity.item.charge_time -= 1
                if DEBUG:
                    print('DEBUG {} {} items, {} with ai'.format(
                        ent.name, len(ent.inventory.items),
                        len([
                            i for i in ent.inventory.items if i.ai is not None
                        ])))
                    print('DEBUG {} position {}'.format(
                        ent.name, [ent.x, ent.y]))
                    print('DEBUG {} has {} remaining turrets'.format(
                        ent.name, len(active_enemy_turrets)))
                if active_enemy_turrets:
                    enemy_turret_results = ent.ai.handle_turret(
                        active_enemy_turrets[0], player, fov_map, game_map,
                        entities, constants)
                    active_enemy_turrets.remove(active_enemy_turrets[0])
                    for result in enemy_turret_results:
                        if DEBUG and result:
                            print('DEBUG {} turret result {}'.format(
                                ent.name, result))
                        dead_entity = result.get('dead')
                        lineshot = result.get('lineshot')
                        message = result.get('message')

                        if dead_entity == player and not death_game_state:
                            message, death_game_state = death_functions.kill_player(
                                dead_entity)
                        if lineshot:
                            lineshot_pts = [
                                step for step in libtcod.line_iter(
                                    ent.x, ent.y,
                                    lineshot.get('pts')[0],
                                    lineshot.get('pts')[1])
                            ]
                            lineshot_clr = lineshot.get('clr')

                            if DEBUG:
                                print(
                                    'DEBUG {} enemy target lineshot {}'.format(
                                        ent.name, lineshot_pts))
                            game_state = GameStates.LINESHOT
                            if not active_enemy_turrets:
                                previous_game_state = GameStates.ENEMY_TURN
                            else:
                                previous_game_state = GameStates.ENEMY_TURRET_TURN
                        if message:
                            message_log.add_message(message)
                    if death_game_state:
                        previous_game_state = death_game_state

                # with no shots or no active turrets, switch to players turn
                if not enemy_turret_results and not dead_entity:
                    # do a pass through to rdy up turrets in case you only fired some of your complement
                    if active_enemy_turrets:
                        for item_entity in ent.inventory.items:
                            if item_entity.ai is not None and item_entity not in active_turrets and \
                                    item_entity.item.max_charge_time is not None:
                                if item_entity.item.charge_time:
                                    item_entity.item.charge_time -= 1
                    game_state = GameStates.ENEMY_TURN
            else:
                game_state = GameStates.ENEMY_TURN

        # build list of enemies
        if not entity_turn_order:
            entity_turn_order = [
                ent for ent in entities if ent.ai is not None
                and libtcod.map_is_in_fov(fov_map, ent.x, ent.y)
            ]
Example #36
0
 def draw(self):
     if (libtcod.map_is_in_fov(fov_map, self.x, self.y)
             or (self.always_visible and map[self.x][self.y].explored)):
         libtcod.console_set_default_foreground(con, self.color)
         libtcod.console_put_char(con, self.x, self.y, self.char,
                                  libtcod.BKGND_NONE)
def draw_entity(con, entity, fov_map, game_map):
    if libtcod.map_is_in_fov(fov_map, entity.x, entity.y) or (
            entity.stairs and game_map.tiles[entity.x][entity.y].explored):
        libtcod.console_set_default_foreground(con, entity.color)
        libtcod.console_put_char(con, entity.x, entity.y, entity.char,
                                 libtcod.BKGND_NONE)
Example #38
0
def render_all():
    global fov_map, color_dark_wall, color_light_wall
    global color_dark_ground, color_light_ground
    global fov_recompute

    if fov_recompute:
        #recompute FOV if needed (the player moved or something)
        fov_recompute = False
        libtcod.map_compute_fov(fov_map, player.x, player.y, TORCH_RADIUS,
                                FOV_LIGHT_WALLS, FOV_ALGO)

        #go through all tiles, and set their background color according to the FOV
        for y in range(MAP_HEIGHT):
            for x in range(MAP_WIDTH):
                visible = libtcod.map_is_in_fov(fov_map, x, y)
                wall = map[x][y].block_sight
                if not visible:
                    #if it's not visible right now, the player can only see it if it's explored
                    if map[x][y].explored:
                        if wall:
                            libtcod.console_set_char_background(
                                con, x, y, color_dark_wall, libtcod.BKGND_SET)
                            # libtcod.console_put_char_ex(con, x, y, '#', libtcod.white, libtcod.dark_blue)
                        else:
                            libtcod.console_set_char_background(
                                con, x, y, color_dark_ground,
                                libtcod.BKGND_SET)
                else:
                    #it's visible
                    if wall:
                        libtcod.console_set_char_background(
                            con, x, y, color_light_wall, libtcod.BKGND_SET)
                    else:
                        libtcod.console_set_char_background(
                            con, x, y, color_light_ground, libtcod.BKGND_SET)
                        #since it's visible, explore it
                    map[x][y].explored = True

    #draw all objects in the list, except the player. we want it to
    #always appear over all other objects! so it's drawn later.
    for object in objects:
        if object != player:
            object.draw()
    player.draw()

    #blit the contents of "con" to the root console
    libtcod.console_blit(con, 0, 0, MAP_WIDTH, MAP_HEIGHT, 0, 0, 0)

    #prepare to render the GUI panel
    libtcod.console_set_default_background(panel, libtcod.black)
    libtcod.console_clear(panel)

    #print the game messages, one line at a time
    y = 1
    for (line, color) in game_msgs:
        libtcod.console_set_default_foreground(panel, color)
        libtcod.console_print_ex(panel, MSG_X, y, libtcod.BKGND_NONE,
                                 libtcod.LEFT, line)
        y += 1

    #show the player's stats
    render_bar(1, 1, BAR_WIDTH, 'HP', player.fighter.hp, player.fighter.max_hp,
               libtcod.light_red, libtcod.darker_red)
    libtcod.console_print_ex(panel, 1, 3, libtcod.BKGND_NONE, libtcod.LEFT,
                             'Dungeon level ' + str(dungeon_level))

    #display names of objects under the mouse
    libtcod.console_set_default_foreground(panel, libtcod.light_gray)
    libtcod.console_print_ex(panel, 1, 0, libtcod.BKGND_NONE, libtcod.LEFT,
                             get_names_under_mouse())

    #blit the contents of "panel" to the root console
    libtcod.console_blit(panel, 0, 0, SCREEN_WIDTH, PANEL_HEIGHT, 0, 0,
                         PANEL_Y)
Example #39
0
	def draw(self):
		#only show if it's visible to the player
		if libtcod.map_is_in_fov(fov_map, self.x, self.y):
			#set the color and then draw the character that represents this object at its position
			libtcod.console_set_default_foreground(con, self.color)
			libtcod.console_put_char(con, self.x, self.y, self.char, libtcod.BKGND_NONE)
Example #40
0
def render_all(con, panel, entities, player, game_map, fov_map, fov_recompute,
               message_log, screen_width, screen_height, bar_width,
               panel_height, panel_y, mouse, colors, game_state):
    if fov_recompute:
        for y in range(game_map.height):
            for x in range(game_map.width):
                visible = libtcod.map_is_in_fov(fov_map, x, y)
                wall = game_map.tiles[x][y].block_sight

                back_col = ''
                fore_col = ''

                if visible:
                    if wall:
                        back_col = 'back_light_wall'
                        fore_col = 'fore_light_wall'
                    else:
                        back_col = 'back_light_ground'
                        fore_col = 'fore_light_ground'

                    game_map.tiles[x][y].explored = True

                elif game_map.tiles[x][y].explored:
                    if wall:
                        back_col = 'back_dark_wall'
                        fore_col = 'fore_dark_wall'
                    else:
                        back_col = 'back_dark_ground'
                        fore_col = 'fore_dark_ground'

                if back_col and fore_col:
                    libtcod.console_put_char_ex(con, x, y,
                                                game_map.tiles[x][y].char,
                                                colors.get(fore_col),
                                                colors.get(back_col))

    # Draw all entities in the list
    entities_in_render_order = sorted(entities,
                                      key=lambda x: x.render_order.value)
    for entity in entities_in_render_order:
        draw_entity(con, entity, fov_map, game_map)

    libtcod.console_blit(con, 0, 0, screen_width, screen_height, 0, 0, 0)

    libtcod.console_set_default_background(panel, libtcod.black)
    libtcod.console_clear(panel)

    # Print the game messages, one line at a time
    y = 1
    for message in message_log.messages:
        libtcod.console_set_default_foreground(panel, message.color)
        libtcod.console_print_ex(panel, message_log.x, y, libtcod.BKGND_NONE,
                                 libtcod.LEFT, message.text)
        y += 1

    render_bar(panel, 1, 1, bar_width, 'HP', player.fighter.hp,
               player.fighter.max_hp, libtcod.light_red, libtcod.darker_red)

    render_bar(panel, 1, 2, bar_width, 'ST', 7, 10, libtcod.light_green,
               libtcod.darker_green)

    render_bar(panel, 1, 3, bar_width, 'MP', 7, 10, libtcod.light_blue,
               libtcod.darker_blue)

    render_bar(panel,
               1,
               4,
               bar_width,
               'XP',
               player.level.current_xp,
               player.level.experience_to_next_level,
               libtcod.light_yellow,
               libtcod.darker_yellow,
               font_color=libtcod.white)

    libtcod.console_print_ex(
        panel, 1, 5, libtcod.BKGND_NONE, libtcod.LEFT,
        'Dungeon level: {0}'.format(game_map.dungeon_level))

    s = ','
    libtcod.console_print_ex(
        panel, 1, 6, libtcod.BKGND_NONE, libtcod.LEFT,
        '{0}'.format(s.join(list(player.fighter.conditions.keys()))))

    libtcod.console_set_default_foreground(panel, libtcod.light_gray)
    libtcod.console_print_ex(panel, 1, 0, libtcod.BKGND_NONE, libtcod.LEFT,
                             get_names_under_mouse(mouse, entities, fov_map))

    libtcod.console_blit(panel, 0, 0, screen_width, panel_height, 0, 0,
                         panel_y)

    if game_state in (GameStates.SHOW_INVENTORY, GameStates.DROP_INVENTORY,
                      GameStates.QUICK_USE, GameStates.QUICK_USE_NUMBER):
        if game_state == GameStates.SHOW_INVENTORY:
            inventory_title = 'Press the key next to an item to use it, or Esc to cancel.\n'
        elif game_state == GameStates.DROP_INVENTORY:
            inventory_title = 'Press the key next to an item to drop it, or Esc to cancel.\n'
        elif game_state == GameStates.QUICK_USE_NUMBER:
            inventory_title = 'Press 1-5 to select a quick use slot'
        elif game_state == GameStates.QUICK_USE:
            inventory_title = 'Press the key next to an item to assign it to a quickslot'

        inventory_menu(con, inventory_title, player, 50, screen_width,
                       screen_height)

    elif game_state == GameStates.LEVEL_UP:
        level_up_menu(con, 'Level up! Choose a stat to raise:', player, 40,
                      screen_width, screen_height)

    elif game_state == GameStates.CHARACTER_SCREEN:
        character_screen(player, 40, 30, screen_width, screen_height)

    elif game_state == GameStates.EXAMINE_SCREEN:
        examine_screen(entities, mouse, fov_map, 40, 30, screen_width,
                       screen_height)
def target_tile(actor, max_range=None):
    """
    Return the position of a tile left-clicked in player's FOV
    (optionally in a range), or (None,None) if right-clicked.
    """
    (key, mouse) = poll()
    (ox, oy) = (mouse.cx, mouse.cy)
    using_mouse = False
    using_keyboard = False
    (kx, ky) = renderer.ScreenCoords.fromWorldCoords(actor.camera_position,
                                                     actor.pos)
    pos = None

    while True:
        # Render the screen. This erases the inventory and shows
        # the names of objects under the mouse.
        libtcod.console_flush()
        (key, mouse) = poll()
        renderer.render_all(actor, (kx, ky))
        actor.current_map.fov_needs_recompute = False
        if (mouse.cx != ox or mouse.cy != oy):
            using_mouse = True
            using_keyboard = False
        (key_pressed, direction, shift) = parse_move(key)
        if key_pressed:
            using_keyboard = True
            if using_mouse:
                (ox, oy) = (mouse.cx, mouse.cy)
            using_mouse = False
            if direction:
                kx += direction.x
                ky += direction.y

        if using_mouse:
            (kx, ky) = (mouse.cx, mouse.cy)
        pos = renderer.ScreenCoords.toWorldCoords(actor.camera_position,
                                                  (kx, ky))
        libtcod.console_set_default_background(renderer._overlay,
                                               libtcod.black)
        libtcod.console_clear(renderer._overlay)
        (ux,
         uy) = renderer.ScreenCoords.fromWorldCoords(actor.camera_position,
                                                     actor.pos)
        libtcod.line_init(ux, uy, kx, ky)

        nx, ny = libtcod.line_step()
        while ((not (nx is None)) and nx >= 0 and ny >= 0
               and nx < config.MAP_PANEL_WIDTH
               and ny < config.MAP_PANEL_HEIGHT):
            libtcod.console_set_char_background(renderer._overlay, nx, ny,
                                                libtcod.sepia,
                                                libtcod.BKGND_SET)
            nx, ny = libtcod.line_step()

        if mouse.rbutton_pressed or key.vk == libtcod.KEY_ESCAPE:
            libtcod.console_clear(renderer._overlay)
            return None

        # Accept the target if the player clicked in FOV
        # and within the range specified.
        if ((mouse.lbutton_pressed or key.vk == libtcod.KEY_ENTER) and
                libtcod.map_is_in_fov(actor.current_map.fov_map, pos.x, pos.y)
                and (max_range is None or actor.distance(pos) <= max_range)):
            libtcod.console_clear(renderer._overlay)
            return pos
Example #42
0
 def draw(self):
     if libtcod.map_is_in_fov(fov_map, self.x, self.y):
         libtcod.console_set_default_foreground(con, self.color)
         libtcod.console_put_char(con, self.x, self.y, self.char,
                                  libtcod.BKGND_NONE)
Example #43
0
 def check_for_stateswap(self):
     monster = self.owner
     if libtcod.map_is_in_fov(self.gldir.fov_map, monster.x, monster.y): 
         self.pass_into(SimpleAttack)
     if self.ai.timer_since_swap > 7 or (self.owner.x, self.owner.y) == (self.target.x, self.target.y): 
         self.pass_into(SimpleIdle)
Example #44
0
 def draw(self, fov_map, con):
     #Draw the character that represents this object, if its in the players field of view
     if libtcod.map_is_in_fov(fov_map, self.x, self.y):
         libtcod.console_set_default_foreground(con, self.color)
         libtcod.console_put_char(con, self.x, self.y, self.char, libtcod.BKGND_NONE)
Example #45
0
def render_all(fov_recompute):
    # main fucntion which draws all objects on the screen every cycle

    #local renders
    player = gameconfig.player
    objects = gameconfig.objects
    level_map = gameconfig.level_map
    fov_map = gameconfig.fov_map
    theme = gameconfig.color_theme

    if fov_recompute:
        libtcod.map_compute_fov(fov_map, player.x, player.y,
                                gameconfig.TORCH_RADIUS,
                                gameconfig.FOV_LIGHT_WALLS,
                                gameconfig.FOV_ALGO)
        # go through all tiles, and set their background color
        for y in range(gameconfig.MAP_HEIGHT):
            for x in range(gameconfig.MAP_WIDTH):
                visible = libtcod.map_is_in_fov(fov_map, x, y)
                wall = level_map[x][y].block_sight
                if not visible:
                    if level_map[x][y].explored:
                        if wall:
                            libtcod.console_set_char_background(
                                gameconfig.con, x, y, theme['color_dark_wall'],
                                libtcod.BKGND_SET)
                        else:
                            libtcod.console_set_char_background(
                                gameconfig.con, x, y,
                                theme['color_dark_ground'], libtcod.BKGND_SET)
                else:
                    if wall:
                        libtcod.console_set_char_background(
                            gameconfig.con, x, y, theme['color_light_wall'],
                            libtcod.BKGND_SET)
                    else:
                        libtcod.console_set_char_background(
                            gameconfig.con, x, y, theme['color_light_ground'],
                            libtcod.BKGND_SET)
                    level_map[x][y].explored = True

    # draw all objects in the list
    for obj in objects:
        if obj != player:
            if libtcod.map_is_in_fov(fov_map, obj.x, obj.y):
                draw_object(obj, gameconfig.con)
    draw_object(player, gameconfig.con)  # draw player last

    #blit the contents of "con" to the root console
    libtcod.console_blit(gameconfig.con, 0, 0, gameconfig.SCREEN_WIDTH,
                         gameconfig.SCREEN_HEIGHT, 0, 0, 0)

    # panel
    libtcod.console_set_default_background(gameconfig.panel, libtcod.black)
    libtcod.console_clear(gameconfig.panel)

    # HUD
    render_hud()
    render_messages()

    libtcod.console_blit(gameconfig.panel, 0, 0, gameconfig.SCREEN_WIDTH,
                         gameconfig.PANEL_HEIGHT, 0, 0, gameconfig.PANEL_Y)

    # clean up
    libtcod.console_flush()
    for obj in objects:
        clear_object(obj, gameconfig.con)
Example #46
0
def render_all():
    global color_light_wall
    global color_light_ground
    global fov_recompute
    global game_msgs

    # go through all tiles, and set their background color according to the FOV
    for y in range(MAP_HEIGHT):
        for x in range(MAP_WIDTH):
            visible = libtcod.map_is_in_fov(fov_map, x, y)
            wall = map[x][y].block_sight
            if not visible:

                # if it's not visible right now, the player can only see it if it's explored
                if map[x][y].explored:
                    # it's out of the player's FOV
                    if wall:
                        libtcod.console_set_char_background(
                            con, x, y, color_dark_wall, libtcod.BKGND_SET)
                    else:
                        libtcod.console_set_char_background(
                            con, x, y, color_dark_ground, libtcod.BKGND_SET)
            else:
                # it's visible
                if wall:
                    libtcod.console_set_char_background(
                        con, x, y, color_light_wall, libtcod.BKGND_SET)
                else:
                    libtcod.console_set_char_background(
                        con, x, y, color_light_ground, libtcod.BKGND_SET)

                map[x][y].explored = True

    # draw all objects in the list
    for object in objects:
        object.draw()
    player.draw()

    # blit the contents of "con" to the root console
    libtcod.console_blit(con, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, 0)

    if fov_recompute:
        # recompute FOV if needed (the player moved or something)
        fov_recompute = False
        libtcod.map_compute_fov(fov_map, player.x, player.y, TORCH_RADIUS,
                                FOV_LIGHT_WALLS, FOV_ALGO)

    # prepare to render the GUI panel
    libtcod.console_set_default_background(panel, libtcod.black)
    libtcod.console_clear(panel)

    # print the game messages, one line at a time
    y = 1
    for (line, color) in game_msgs:
        libtcod.console_set_default_foreground(panel, color)
        libtcod.console_print_ex(panel, MSG_X, y, libtcod.BKGND_NONE,
                                 libtcod.LEFT, line)
        y += 1

    # show the player's stats
    render_bar(
        1,
        1,
        BAR_WIDTH,
        "HP",
        player.fighter.hp,
        player.fighter.max_hp,
        libtcod.light_red,
        libtcod.darker_red,
    )

    # blit the contents of "panel" to the root console
    libtcod.console_blit(panel, 0, 0, SCREEN_WIDTH, PANEL_HEIGHT, 0, 0,
                         PANEL_Y)
Example #47
0
    def take_turn(self, target, fov_map, game_map, entities):
        results = []

        monster = self.owner
        closest_distance = 10
        if self.number_of_turns > 0:
            for entity in entities:
                if entity.ai and entity.ai != PeacefulMonster and entity != monster and libtcod.map_is_in_fov(fov_map, entity.x, entity.y):
                    distance = monster.distance_to(entity)

                    if distance < closest_distance:
                        target = entity
                        closest_distance = distance
                        if monster.distance_to(target) >= 2:
                                monster.move_astar(target, entities, game_map)
                        elif target.fighter.hp > 0:
                            attack_results = monster.fighter.attack(target)
                            results.extend(attack_results)
                    else:
                        random_x = self.owner.x + randint(0, 2) - 1
                        random_y = self.owner.y + randint(0, 2) - 1

                        if random_x != self.owner.x and random_y != self.owner.y:
                            self.owner.move_towards(random_x, random_y, game_map, entities)
            self.number_of_turns -= 1
        else:
            self.owner.ai = self.previous_ai
            results.append({'message': Message('The {0} is no longer charmed!'.format(self.owner.name), libtcod.red)})

        return results
Example #48
0
def render_all(con, panel, entities, player, game_map, fov_map, fov_recompute,
               message_log, screen_width, screen_height, bar_width,
               panel_height, panel_y, mouse, colors):
    # Draw all the tiles in the game map
    if fov_recompute:
        for y in range(game_map.height):
            for x in range(game_map.width):
                visible = libtcod.map_is_in_fov(fov_map, x, y)
                wall = game_map.tiles[x][y].block_sight

                if visible:
                    if wall:
                        libtcod.console_set_char_background(
                            con, x, y, colors.get('light_wall'),
                            libtcod.BKGND_SET)
                    else:
                        libtcod.console_set_char_background(
                            con, x, y, colors.get('light_ground'),
                            libtcod.BKGND_SET)

                    game_map.tiles[x][y].explored = True
                elif game_map.tiles[x][y].explored:
                    if wall:
                        libtcod.console_set_char_background(
                            con, x, y, colors.get('dark_wall'),
                            libtcod.BKGND_SET)
                    else:
                        libtcod.console_set_char_background(
                            con, x, y, colors.get('dark_ground'),
                            libtcod.BKGND_SET)

    # Draw all entities in the list
    entities_in_render_order = sorted(entities,
                                      key=lambda x: x.render_order.value)

    for entity in entities_in_render_order:
        draw_entity(con, entity, fov_map)

    libtcod.console_set_default_foreground(con, libtcod.white)
    libtcod.console_print_ex(
        con, 1, screen_height - 2, libtcod.BKGND_NONE, libtcod.LEFT,
        'HP: {0:02}/{1:02}'.format(player.fighter.hp, player.fighter.max_hp))

    libtcod.console_blit(con, 0, 0, screen_width, screen_height, 0, 0, 0)

    libtcod.console_set_default_background(panel, libtcod.black)
    libtcod.console_clear(panel)

    # Print the game messages, one line at a time
    y = 1
    for message in message_log.messages:
        libtcod.console_set_default_foreground(panel, message.color)
        libtcod.console_print_ex(panel, message_log.x, y, libtcod.BKGND_NONE,
                                 libtcod.LEFT, message.text)
        y += 1

    render_bar(panel, 1, 1, bar_width, 'HP', player.fighter.hp,
               player.fighter.max_hp, libtcod.light_red, libtcod.darker_red)

    libtcod.console_set_default_foreground(panel, libtcod.light_gray)
    libtcod.console_print_ex(panel, 1, 0, libtcod.BKGND_NONE, libtcod.LEFT,
                             get_names_under_mouse(mouse, entities, fov_map))

    libtcod.console_blit(panel, 0, 0, screen_width, panel_height, 0, 0,
                         panel_y)
def render_all(con, panel, entities, player, game_map, fov_map, fov_recompute,
               message_log, screen_width, screen_height, bar_width,
               panel_height, panel_y, mouse, colors, game_state):
    if fov_recompute:
        # Draw all the tiles in the game map
        for y in range(game_map.height):
            for x in range(game_map.width):
                visible = libtcod.map_is_in_fov(fov_map, x, y)
                wall = game_map.tiles[x][y].block_sight

                if visible:
                    if wall:
                        libtcod.console_set_char_background(
                            con, x, y, colors.get('light_wall'),
                            libtcod.BKGND_SET)
                    else:
                        libtcod.console_set_char_background(
                            con, x, y, colors.get('light_ground'),
                            libtcod.BKGND_SET)

                    game_map.tiles[x][y].explored = True
                elif game_map.tiles[x][y].explored:
                    if wall:
                        libtcod.console_set_char_background(
                            con, x, y, colors.get('dark_wall'),
                            libtcod.BKGND_SET)
                    else:
                        libtcod.console_set_char_background(
                            con, x, y, colors.get('dark_ground'),
                            libtcod.BKGND_SET)

    entities_in_render_order = sorted(entities,
                                      key=lambda x: x.render_order.value)

    # Draw all entities in the list
    for entity in entities_in_render_order:
        draw_entity(con, entity, fov_map, game_map)

    libtcod.console_set_default_foreground(con, libtcod.white)
    libtcod.console_print_ex(
        con, 1, screen_height - 2, libtcod.BKGND_NONE, libtcod.LEFT,
        'HP: {0:02}/{1:02}'.format(player.fighter.hp, player.fighter.max_hp))

    libtcod.console_blit(con, 0, 0, screen_width, screen_height, 0, 0, 0)

    libtcod.console_set_default_background(panel, libtcod.black)
    libtcod.console_clear(panel)

    # Print the game messages, one line at a time
    y = 1
    for message in message_log.messages:
        libtcod.console_set_default_foreground(panel, message.color)
        libtcod.console_print_ex(panel, message_log.x, y, libtcod.BKGND_NONE,
                                 libtcod.LEFT, message.text)
        y += 1

    render_bar(panel, 1, 1, bar_width, 'HP', player.fighter.hp,
               player.fighter.max_hp, libtcod.light_red, libtcod.darker_red)
    libtcod.console_print_ex(
        panel, 1, 3, libtcod.BKGND_NONE, libtcod.LEFT,
        'Dungeon level: {0}'.format(game_map.dungeon_level))

    libtcod.console_set_default_foreground(panel, libtcod.light_gray)
    libtcod.console_print_ex(panel, 1, 0, libtcod.BKGND_NONE, libtcod.LEFT,
                             get_names_under_mouse(mouse, entities, fov_map))

    libtcod.console_blit(panel, 0, 0, screen_width, panel_height, 0, 0,
                         panel_y)

    if game_state in (GameStates.SHOW_INVENTORY, GameStates.DROP_INVENTORY):
        if game_state == GameStates.SHOW_INVENTORY:
            inventory_title = 'Press the key next to an item to use it, or Esc to cancel.\n'
        else:
            inventory_title = 'Press the key next to an item to drop it, or Esc to cancel.\n'

        inventory_menu(con, inventory_title, player, 50, screen_width,
                       screen_height)

    elif game_state == GameStates.LEVEL_UP:
        level_up_menu(con, 'level up! Choose a stat to raise:', player, 40,
                      screen_width, screen_height)

    elif game_state == GameStates.CHARACTER_SCREEN:
        character_screen(player, 30, 10, screen_width, screen_height)
def render_all(con, panel, entities, player, game_map, fov_map, fov_recompute,
               message_log, screen_width, screen_height, bar_width,
               panel_height, panel_y, mouse, colors, game_state):
    if fov_recompute:
        # Draw all the tiles in the game map
        for y in range(game_map.height):
            for x in range(game_map.width):
                visible = libtcod.map_is_in_fov(fov_map, x, y)
                wall = game_map.tiles[x][y].block_sight

                if visible:
                    if wall:
                        libtcod.console_set_char_background(
                            con, x, y, colors.get('light_wall'),
                            libtcod.BKGND_SET)
                    else:
                        libtcod.console_set_char_background(
                            con, x, y, colors.get('light_ground'),
                            libtcod.BKGND_SET)

                    game_map.tiles[x][y].explored = True
                elif game_map.tiles[x][y].explored:
                    if wall:
                        libtcod.console_set_char_background(
                            con, x, y, colors.get('dark_wall'),
                            libtcod.BKGND_SET)
                    else:
                        libtcod.console_set_char_background(
                            con, x, y, colors.get('dark_ground'),
                            libtcod.BKGND_SET)

    entities_in_render_order = sorted(entities,
                                      key=lambda x: x.render_order.value)

    # Draw all entities in the list
    for entity in entities_in_render_order:
        draw_entity(con, entity, fov_map, game_map)

    libtcod.console_set_default_foreground(con, libtcod.white)
    libtcod.console_print_ex(
        con, 1, screen_height - 2, libtcod.BKGND_NONE, libtcod.LEFT,
        "HP: {0:02}/{1:02}".format(player.fighter.hp, player.fighter.max_hp))
    ''' Danny code to center player and have window scroll
    r = 20
    libtcod.console_blit(con, player.x - r, player.y - r, 2*r+1, 2*r+1, 0, int(screen_width/2) - r, int(screen_height/2) - r)
    '''
    libtcod.console_blit(con, 0, 0, screen_width, screen_height, 0, 0, 0)

    libtcod.console_set_default_background(panel, libtcod.black)
    libtcod.console_clear(panel)

    y = 1
    for message in message_log.messages:
        libtcod.console_set_default_foreground(panel, message.color)
        libtcod.console_print_ex(panel, message_log.x, y, libtcod.BKGND_NONE,
                                 libtcod.LEFT, message.text)
        y += 1

    render_bar(panel, 1, 1, bar_width, "HP", player.fighter.hp,
               player.fighter.max_hp, libtcod.light_red, libtcod.darker_red)

    render_bar(panel, 1, 2, bar_width, "EXP", player.level.current_xp,
               player.level.experience_to_next_level, libtcod.light_blue,
               libtcod.darker_blue)

    libtcod.console_print_ex(panel, 1, 3, libtcod.BKGND_NONE, libtcod.LEFT,
                             "Gold: {0}".format(player.fighter.gold))

    if player.inventory.search("Health Talisman") is not None:
        libtcod.console_print_ex(
            panel, 1, 4, libtcod.BKGND_NONE, libtcod.LEFT,
            "Talisman HP: {0}".format(player.fighter.talismanhp))

    libtcod.console_print_ex(
        panel, 1, 5, libtcod.BKGND_NONE, libtcod.LEFT,
        "Dungeon Level: {0}".format(game_map.dungeon_level))

    libtcod.console_set_default_foreground(panel, libtcod.light_gray)
    libtcod.console_print_ex(panel, 1, 0, libtcod.BKGND_NONE, libtcod.LEFT,
                             get_names_under_mouse(mouse, entities, fov_map))

    libtcod.console_blit(panel, 0, 0, screen_width, panel_height, 0, 0,
                         panel_y)

    if game_state in (GameStates.SHOW_INVENTORY, GameStates.DROP_INVENTORY):
        if game_state == GameStates.SHOW_INVENTORY:
            inventory_title = "Press the key next to an item to use it, or ESC to cancel.\n"
        else:
            inventory_title = "Press the key next to an item to drop it, or ESC to cancel.\n"

        inventory_menu(con, inventory_title, player, 50, screen_width,
                       screen_height)

    elif game_state == GameStates.SHOW_EQUIPMENT_INVENTORY:
        equipment_inventory_menu(
            con,
            "Press the key next to an item to equip it, or ESC to cancel.\n",
            player.equipment_inventory, 50, screen_width, screen_height)

    elif game_state == GameStates.LEVEL_UP:
        level_up_menu(con, "Level up! Choose a stat to raise:", player, 40,
                      screen_width, screen_height)

    elif game_state == GameStates.CHARACTER_SCREEN:
        character_screen(player, 30, 10, screen_width, screen_height)

    elif game_state == GameStates.SHOW_BAG:
        bag_title = "Press the key next to the option to open the bag.\n"

        bag_menu(con, bag_title, player, 50, screen_width, screen_height)

    elif game_state == GameStates.HELP_MENU:
        help_menu(player, 30, 10, screen_width, screen_height)
Example #51
0
    def take_turn(self, target, fov_map, game_map, entities):
        global npc_target
        global attacks
        results = []

        monster = self.owner
        attacks = randint(1,10)
        closest_distance = 10
        for entity in entities:
            if entity.ai and entity.fighter.is_peaceful == False and entity != monster:
                npc_target = entity
        if monster.fighter.is_peaceful == True and npc_target.ai and npc_target.fighter and npc_target.fighter.is_peaceful == False:
            target = npc_target
            if monster.distance_to(target) >= 2:
                if target.fighter.stealthed == 0:
                    monster.move_astar(target, entities, game_map)
                else:
                    random_x = self.owner.x + randint(0, 2) - 1
                    random_y = self.owner.y + randint(0, 2) - 1

                    if random_x != self.owner.x and random_y != self.owner.y:
                        self.owner.move_towards(random_x, random_y, game_map, entities)
                        attacks = randint(1, 10)
            elif target.fighter.hp > 0:
                target.fighter.poisoned = 1
                target.fighter.poison_timer = 12
                poison_results = monster.fighter.poison_attack(target)
                attack_results = monster.fighter.attack(target)
                results.extend(attack_results)
                results.extend(poison_results)
                attacks = randint(1, 10)
        else:
                if libtcod.map_is_in_fov(fov_map, monster.x, monster.y):

                    if monster.distance_to(target) >= 2:
                        if target.fighter.stealthed == 0:
                            monster.move_astar(target, entities, game_map)
                        else:
                            random_x = self.owner.x + randint(0, 2) - 1
                            random_y = self.owner.y + randint(0, 2) - 1

                            if random_x != self.owner.x and random_y != self.owner.y:
                                self.owner.move_towards(random_x, random_y, game_map, entities)
                                attacks = randint(1, 10)
                    elif target.fighter.hp > 0 and target.fighter.poisoned == 0 and 8 <= attacks >= 9 <= attacks <= 10:
                        target.fighter.poisoned = 1
                        target.fighter.poison_timer = 12
                        poison_results = monster.fighter.poison_attack(target)
                        attack_results = monster.fighter.attack(target)
                        results.extend(attack_results)
                        results.extend(poison_results)
                        attacks = randint(1, 10)
                    elif target.fighter.hp > 0:
                        attack_results = monster.fighter.attack(target)
                        results.extend(attack_results)
                        attacks = randint(1, 10)
                else:
                    random_x = self.owner.x + randint(0, 2) - 1
                    random_y = self.owner.y + randint(0, 2) - 1

                    if random_x != self.owner.x and random_y != self.owner.y:
                        self.owner.move_towards(random_x, random_y, game_map, entities)

        return results
Example #52
0
    def take_turn(self, target, fov_map, game_map, entities):
        global npc_target

        results = []

        monster = self.owner
        closest_distance = 10
        for entity in entities:
            if entity.ai and entity.fighter.is_peaceful == False and entity != monster:
                npc_target = entity
        if monster.fighter.is_peaceful == True and npc_target.ai and npc_target.fighter and npc_target.fighter.is_peaceful == False :

            distance = monster.distance_to(npc_target)

            if distance < closest_distance:
                target = npc_target
                closest_distance = distance
                if monster.distance_to(target) >= 2:
                    monster.move_astar(target, entities, game_map)
                elif target.fighter.hp > 0:
                    attack_results = monster.fighter.attack(target)
                    results.extend(attack_results)
            else:
                random_x = self.owner.x + randint(0, 2) - 1
                random_y = self.owner.y + randint(0, 2) - 1

                if random_x != self.owner.x and random_y != self.owner.y:
                    self.owner.move_towards(random_x, random_y, game_map, entities)
        else:
                if monster.fighter.is_peaceful == False and libtcod.map_is_in_fov(fov_map, monster.x, monster.y):

                    if monster.distance_to(target) >= 2:
                        if target.fighter.stealthed == 0:
                            monster.move_astar(target, entities, game_map)
                        else:
                            random_x = self.owner.x + randint(0, 2) - 1
                            random_y = self.owner.y + randint(0, 2) - 1

                            if random_x != self.owner.x and random_y != self.owner.y:
                                self.owner.move_towards(random_x, random_y, game_map, entities)
                    elif target.fighter.hp > 0:
                        fighter_component = Fighter(hp=20, defense=2, power=5, xp=100, agility=1, mana=0, base_psyche=0,
                                                    attack_dice_minimum=2, attack_dice_maximum=6, ac=3, will=3,
                                                    talk_message='The Bee-Spawn buzzes')
                        ai_component = BasicMonster()
                        food_component = Item(use_function=eat, amount=25,
                                              eat_message='That meal tastes like jelly!')

                        monster = Entity(self.owner.x, self.owner.y, 'b', libtcod.white, 'Bee-Spawn', blocks=True,
                                         render_order=RenderOrder.ACTOR, fighter=fighter_component, ai=ai_component,
                                         item=food_component)
                        entities.append(monster)
                        attack_results = monster.fighter.attack(target)
                        results.extend(attack_results)
                else:
                    random_x = self.owner.x + randint(0, 2) - 1
                    random_y = self.owner.y + randint(0, 2) - 1

                    if random_x != self.owner.x and random_y != self.owner.y:
                        self.owner.move_towards(random_x, random_y, game_map, entities)

        return results
Example #53
0
def handle_keys():
    #global keys

    if defn.key.vk == libtcod.KEY_ENTER and defn.key.lalt:
        #Alt+Enter: toggle fullscreen
        libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())

    elif defn.key.vk == libtcod.KEY_ESCAPE:
        return 'exit'  #exit game

    if defn.game_state == 'playing':

        #autoplay module
        if defn.autoplaying != None:
            #if any hostile monsters are in view, stop autoplaying:
            for obj in defn.objects:
                if obj.creature and obj.creature.alignment != 'player' and libtcod.map_is_in_fov(
                        defn.fov_map, obj.x, obj.y):
                    gui.message(
                        'Seeing enemies, you decide to pay a bit more attention to what you are doing.',
                        libtcod.white)
                    defn.autoplaying = None
                    break

            #Move.

            if defn.autoplaying == 'autoexplore':

                #first check if standing on an item. If so, pick it up.
                for obj in defn.dungeon[defn.player.x][
                        defn.player.
                        y].objects:  #look for an item in the player's tile
                    if obj.item and len(defn.inventory) < 26:
                        #we have an error where a full inventory will cause the player to remain on the same spot, continually trying to pick up the item.
                        if obj.item.pick_up() == 'cancelled':
                            defn.autoplaying == None
                        return
                    #compute fog of war (FOW) dijkstra map
                unexplored_tiles = []
                for y in range(defn.MAP_HEIGHT):
                    for x in range(defn.MAP_WIDTH):
                        if not defn.dungeon[x][y].explored:
                            unexplored_tiles.append(defn.dungeon[x][y])
                    #if inventory is not full, compute item map
                item_tiles = []
                if len(defn.inventory) < 26:
                    for obj in defn.objects:
                        if obj.item and defn.dungeon[obj.x][obj.y].explored:
                            item_tiles.append(defn.dungeon[obj.x][obj.y])

                    #check whether any target squares were found
                dijkstra_autoexplore_map = djks.Map(unexplored_tiles +
                                                    item_tiles)
                dijkstra_autoexplore_map.compute_map()
                #if there is a next point, move there, otherwise cancel autoplay:
                if dijkstra_autoexplore_map.array[defn.player.x][
                        defn.player.y] < 999:
                    destination = dijkstra_autoexplore_map.get_next_step(
                        defn.player.x, defn.player.y)
                    defn.player.creature.try_to_move(destination.x,
                                                     destination.y)
                    return
                else:
                    #cancel autoplay; we're done
                    defn.autoplaying = None
            elif defn.autoplaying == 'autoascend':

                #go up if standing on the portal
                if defn.stairs.x == defn.player.x and defn.stairs.y == defn.player.y:
                    dgen.next_level()
                    defn.autoplaying = None
                    return
                    #see if the portal is visible:
                portals = []
                for y in range(defn.MAP_HEIGHT):
                    for x in range(defn.MAP_WIDTH):
                        if defn.stairs in defn.dungeon[x][
                                y].objects and defn.dungeon[x][y].explored:
                            portals.append(defn.dungeon[x][y])
                if portals:
                    dijkstra_autoascend_map = djks.Map(portals)
                    dijkstra_autoascend_map.compute_map()
                    destination = dijkstra_autoascend_map.get_next_step(
                        defn.player.x, defn.player.y)
                    defn.player.creature.try_to_move(destination.x,
                                                     destination.y)
                    return
                    #cancel autoplay; we're done
                    defn.autoplaying = None
                else:
                    #no portals found; cancel autoplay
                    gui.message(
                        'You have no idea where the nearest portal is.',
                        libtcod.white)
                    defn.autoplaying = None

            else:
                #stop autoexploring when a key is pressed.
                defn.autoplaying = None

        #autofight with tab
        if defn.key.vk == libtcod.KEY_TAB:
            enemy_tiles = []
            for obj in defn.objects:
                if obj.creature and obj.creature.alignment != 'player' and libtcod.map_is_in_fov(
                        defn.fov_map, obj.x, obj.y):
                    enemy_tiles.append(defn.dungeon[obj.x][obj.y])
            if enemy_tiles:
                #create dijkstra map and roll towards nearest enemy.
                dijkstra_autofight_map = djks.Map(enemy_tiles)
                dijkstra_autofight_map.compute_map()
                destination = dijkstra_autofight_map.get_next_step(
                    defn.player.x, defn.player.y)
                defn.player.creature.try_to_move(destination.x, destination.y)
                return
            else:
                gui.message('No enemies in sight!', libtcod.white)

        #cancel autoplay if any key is pressed

        if defn.key.vk != libtcod.KEY_NONE:
            defn.autoplaying = None

        #movement keys

        try:
            (dx0, dx1) = {
                libtcod.KEY_KP1: (-1, 1),
                libtcod.KEY_KP2: (0, 1),
                libtcod.KEY_KP3: (1, 1),
                libtcod.KEY_KP4: (-1, 0),
                libtcod.KEY_KP6: (1, 0),
                libtcod.KEY_KP7: (-1, -1),
                libtcod.KEY_KP8: (0, -1),
                libtcod.KEY_KP9: (1, -1)
            }[defn.key.vk]
            player_move_or_attack(dx0, dx1)
        except:

            if defn.key.vk == libtcod.KEY_KP5:
                return

            key_char = chr(defn.key.c)

            if key_char == ',':
                #pick up an item
                for obj in defn.dungeon[defn.player.x][
                        defn.player.
                        y].objects:  #look for an item in the player's tile
                    if obj.item:
                        obj.item.pick_up()
                        return

            if key_char == '?':
                gui.msgbox(
                    'Use the numpad keys to move around. You can mouse-over any object to identify it. The following keys can be used to get more information:'
                    + '\n\nI = examine an item in your inventory' +
                    '\nZ = examine a spell in your spellbook' +
                    '\nc = access information about your character' +
                    '\nx = get information on a nearby object' +
                    '\n\nThe following keys may be used to interact with your environment:'
                    + '\n\nCOMMA = pick up item from current position' +
                    '\ni = use an item from your inventory' +
                    '\nd = drop an item from your inventory' +
                    '\nz = choose a spell from your spellbook to cast' +
                    '\ns = summon an ally from a previous level' +
                    '\n\nTo avoid tedious repetition, you can automate certain tasks:'
                    + '\n\n< = travel to the nearest portal and pass through' +
                    '\no = autoexplore (press any key to stop exploring)' +
                    '\nTAB = move towards/attack nearest enemy' +
                    '\n\nYour objective on each level is to find the exit and ascend to the next level. Enemies will get more dangerous the further you go, so it will be to your advantage to pick up equipment that you find lying around.',
                    50)

            if key_char == 'i':
                #show the inventory; if an item is selected, use it
                chosen_item = inventory_menu(
                    'Press the key next to an item to use it, or any other to cancel.\n'
                )
                if chosen_item is not None:
                    if chosen_item.use() != 'cancelled':
                        return

            if key_char == 'I':
                #show the inventory; if an item is selected, describe it
                chosen_item = inventory_menu(
                    'Press the key next to an item to examine it, or any other to cancel.\n'
                )
                if chosen_item is not None:
                    info = chosen_item.owner
                    info.describe()

            if key_char == 'z':
                spellbook = defn.player.spellbook
                #show the spellbook; if a spell is selected, use it
                chosen_spell = spellbook_menu(
                    'Press the key next to a spell to cast it, or any other to cancel.\n'
                )
                if chosen_spell is not None:
                    if defn.player.creature.cast_spell(
                            chosen_spell) != 'cancelled':
                        spellbook.remove(chosen_spell, 1)
                    return

            if key_char == 'Z':
                #show the inventory; if an item is selected, describe it
                chosen_spell = spellbook_menu(
                    'Press the key next to a spell for more information, or any other to cancel.\n'
                )
                if chosen_spell is not None:
                    chosen_spell.describe()

            if key_char == 'd':
                #show the inventory; if an item is selected, drop it
                chosen_item = inventory_menu(
                    'Press the key next to an item to drop it, or any other to cancel.\n'
                )
                if chosen_item is not None:
                    chosen_item.drop()
                    chosen_item.owner.send_to_back()
                    return

                chosen_item = inventory_menu(
                    'Press the key next to an item to drop it, or any other to cancel.\n'
                )
                if chosen_item is not None:
                    chosen_item.drop()
                    return

            if key_char == '<':
                #go up if standing on the portal
                if defn.stairs.x == defn.player.x and defn.stairs.y == defn.player.y:
                    dgen.next_level()
                    defn.autoplaying = None
                #head toward portal and then blank input key in preparation for override.
                defn.autoplaying = 'autoascend'
                defn.key.vk = libtcod.KEY_NONE

            if key_char == 'o':
                #initialize autoexplore and then blank input key in preparation for override.
                defn.autoplaying = 'autoexplore'
                defn.key.vk = libtcod.KEY_NONE

            if key_char == 'c':
                #show character information
                #first, compute traits
                traits_inc = []
                appended_traits = []
                for trait in defn.player.traits:
                    if trait[0] not in appended_traits:
                        if len(trait) == 2:
                            if trait[0][-1:] == '+':  #sum them
                                trait_inc = [
                                    trait[0],
                                    data.sum_values_from_list(
                                        defn.player.traits, trait[0])
                                ]
                            else:  #find max
                                trait_inc = [
                                    trait[0],
                                    data.max_value_from_list(
                                        defn.player.traits, trait[0])
                                ]
                            traits_inc.append(trait_inc)
                            appended_traits.append(trait_inc[0])
                        else:
                            traits_inc.append(trait)
                            appended_traits.append(trait)
                traits = ''

                for trait in traits_inc:
                    if len(trait) == 1:
                        traits += '\n   ' + trait[0].capitalize()
                    else:
                        traits += '\n   ' + trait[0].capitalize() + str(
                            trait[1])

                #next, compute conditions

                conditions_inc = []
                appended_conditions = []
                for condition in defn.player.creature.conditions:
                    if condition not in appended_conditions:
                        conditions_inc.append([
                            condition,
                            data.count_instances_in_list(
                                defn.player.creature.conditions, condition)
                        ])
                        appended_conditions.append(condition)

                conditions = ''

                for condition in conditions_inc:
                    conditions += '\n   ' + condition[0].capitalize(
                    ) + ' (' + str(condition[1]) + ')'

                level_up_xp = defn.LEVEL_UP_BASE + defn.player.properties[
                    'level'] * defn.LEVEL_UP_FACTOR
                gui.msgbox(
                    'Character Information\n\nLevel: ' +
                    str(defn.player.properties['level']) + '\nExperience: ' +
                    str(defn.player.creature.xp) +
                    '\nExperience to level up: ' + str(level_up_xp) +
                    '\n\nLife: ' + str(defn.player.creature.max_hp) +
                    '\nMana Capacity: ' + str(defn.player.creature.max_mana) +
                    '\n\nAttack: ' +
                    str(defn.player.creature.active_attack.name.capitalize()) +
                    '\n\nTraits:' + traits + '\n\nConditions' + conditions,
                    defn.CHARACTER_SCREEN_WIDTH)

            if key_char == 'x':
                #first, select a target object
                target = None
                gui.message(
                    'Click on the object you would like to know more about, or right click to cancel.',
                    libtcod.white)
                rangemap = defn.fov_map
                while True:
                    #render the screen. this erases the inventory and shows the names of objects under the mouse.
                    libtcod.console_flush()
                    libtcod.sys_check_for_event(
                        libtcod.EVENT_KEY_PRESS | libtcod.EVENT_MOUSE,
                        defn.key, defn.mouse)
                    game.render_all()

                    (x, y) = (defn.mouse.cx, defn.mouse.cy)

                    if defn.mouse.lbutton_pressed and libtcod.map_is_in_fov(
                            defn.fov_map, x, y):
                        for j in range(defn.MAP_HEIGHT):
                            for i in range(defn.MAP_WIDTH):
                                if libtcod.map_is_in_fov(rangemap, i, j):
                                    libtcod.console_set_char_background(
                                        defn.con, i, j,
                                        defn.dungeon[i][j].color,
                                        libtcod.BKGND_SET)
                        break

                    if defn.mouse.rbutton_pressed or defn.key.vk == libtcod.KEY_ESCAPE:
                        for j in range(defn.MAP_HEIGHT):
                            for i in range(defn.MAP_WIDTH):
                                if libtcod.map_is_in_fov(rangemap, i, j):
                                    libtcod.console_set_char_background(
                                        defn.con, i, j,
                                        defn.dungeon[i][j].color,
                                        libtcod.BKGND_SET)
                        break
                if x != None:
                    for obj in defn.dungeon[x][y].objects:
                        target = obj
                        #describe the target more fully if it is a creature
                        if target.creature:
                            traits_inc = []
                            appended_traits = []
                            for trait in target.traits:
                                if trait[0] not in appended_traits:
                                    if len(trait) == 2:
                                        if trait[0][-1:] == '+':  #sum them
                                            trait_inc = [
                                                trait[0],
                                                data.sum_values_from_list(
                                                    target.traits, trait[0])
                                            ]
                                        else:  #find max
                                            trait_inc = [
                                                trait[0],
                                                data.max_value_from_list(
                                                    target.traits, trait[0])
                                            ]
                                        traits_inc.append(trait_inc)
                                        appended_traits.append(trait_inc[0])
                                    else:
                                        traits_inc.append(trait)
                                        appended_traits.append(trait)
                            traits = ''

                            for trait in traits_inc:
                                if len(trait) == 1:
                                    traits += '\n   ' + trait[0].capitalize()
                                else:
                                    traits += '\n   ' + trait[0].capitalize(
                                    ) + str(trait[1])

                            #next, compute conditions

                            conditions_inc = []
                            appended_conditions = []
                            for condition in target.creature.conditions:
                                if condition not in appended_conditions:
                                    conditions_inc.append([
                                        condition,
                                        data.count_instances_in_list(
                                            target.creature.conditions,
                                            condition)
                                    ])
                                    appended_conditions.append(condition)

                            conditions = ''

                            for condition in conditions_inc:
                                conditions += '\n   ' + condition[
                                    0].capitalize() + ' (' + str(
                                        condition[1]) + ')'

                            title = target.title.capitalize()
                            if target.title == target.name:
                                title = title + ', ' + target.properties['name']
                            #now describe the creature
                            gui.msgbox(
                                title + '\n\nLevel: ' +
                                str(target.properties['level']) +
                                '\n\nAttack: ' +
                                str(target.creature.active_attack.name.
                                    capitalize()) + '\n\nTraits:' + traits +
                                '\n\nConditions:' + conditions + '\n\n' +
                                target.properties['description'],
                                defn.CHARACTER_SCREEN_WIDTH)

                        else:
                            target.describe()
                        break

                        #later, can add menu in case of multiple objects
            if key_char == 's':
                #summon an ally
                creature = summoning_menu(
                    'Press the key next to a creature to select it, or any other to cancel.\n'
                )
                if creature != None:
                    gui.message(
                        'Left-click on an open tile to summon creature there, or right-click to cancel.',
                        libtcod.light_cyan)
                    x0, x1 = spfn.target_tile(3)
                    if mpop.place_object(creature, [x0, x1]) != 'failed':
                        defn.player.creatures.remove(creature)
                    else:
                        gui.message('There\'s something in the way...',
                                    libtcod.light_cyan)

            #if key_char == 'w':
            #defn.player.creature.heal(30)
            #dgen.next_level()
            #defn.inventory.append(idic.get_item('scroll of animate dead',0,0))
            #defn.inventory.append(idic.get_item('scroll of heal',0,0))
            #defn.inventory.append(idic.get_item('scroll of minor heal',0,0))

            return 'didnt-take-turn'
def render_all(con, panel, entities, player, game_map, fov_map, fov_recompute,
               message_log, screen_width, screen_height, bar_width,
               panel_height, panel_y, mouse, colors, kill_count, game_state,
               wall_tile, floor_tile):
    if fov_recompute:
        for y in range(game_map.height):
            for x in range(game_map.width):
                visible = libtcod.map_is_in_fov(fov_map, x, y)
                wall = game_map.tiles[x][y].block_sight

                if visible:
                    if wall:
                        libtcod.console_put_char_ex(con, x, y, wall_tile,
                                                    libtcod.white,
                                                    libtcod.black)
                    else:
                        libtcod.console_put_char_ex(con, x, y, floor_tile,
                                                    libtcod.white,
                                                    libtcod.black)

                    game_map.tiles[x][y].explored = True
                elif game_map.tiles[x][y].explored:
                    if wall:
                        libtcod.console_put_char_ex(con, x, y, wall_tile,
                                                    libtcod.grey,
                                                    libtcod.black)
                    else:
                        libtcod.console_put_char_ex(con, x, y, floor_tile,
                                                    libtcod.grey,
                                                    libtcod.black)

    entities_in_render_order = sorted(entities,
                                      key=lambda x: x.render_order.value)

    for entity in entities_in_render_order:
        draw_entity(con, entity, fov_map, game_map, floor_tile)

    libtcod.console_set_default_foreground(con, libtcod.white)

    # Danny code to center player and have window scroll
    #r = 20
    #libtcod.console_blit(con, player.x - r, player.y - r, 2*r+1, 2*r+1, 0, int(screen_width/2) - r, int(screen_height/2) - r)

    libtcod.console_blit(con, 0, 0, screen_width, screen_height, 0, 0, 0)

    libtcod.console_set_default_background(panel, libtcod.black)
    libtcod.console_clear(panel)

    y = 1
    for message in message_log.messages:
        libtcod.console_set_default_foreground(panel, message.color)
        libtcod.console_print_ex(panel, message_log.x, y, libtcod.BKGND_NONE,
                                 libtcod.LEFT, message.text)
        y += 1

    # DESCRIPTION NAMES (0)
    libtcod.console_set_default_foreground(panel, libtcod.light_gray)
    libtcod.console_print_ex(panel, 1, 0, libtcod.BKGND_NONE, libtcod.LEFT,
                             get_names_under_mouse(mouse, entities, fov_map))

    # HP BAR (1)
    render_bar(panel, 1, 1, bar_width, "HP", player.fighter.hp,
               player.fighter.max_hp, libtcod.light_red, libtcod.darker_red)

    # MANA BAR (2)
    render_bar(panel, 1, 2, bar_width, "MANA", player.fighter.mana,
               player.fighter.max_mana, libtcod.light_purple,
               libtcod.darker_purple)

    # EXP BAR (3)
    render_bar(panel, 1, 3, bar_width, "EXP", player.level.current_xp,
               player.level.experience_to_next_level, libtcod.light_blue,
               libtcod.darker_blue)

    # HEALTH TALISMAN BAR (4)
    if player.inventory.search("Health Talisman") is not None:
        render_bar(panel, 1, 4, bar_width, "Talisman HP",
                   player.fighter.talismanhp, player.fighter.max_hp,
                   libtcod.light_red, libtcod.darker_red)

    # GOLD COUNTER (5)
    libtcod.console_print_ex(panel, 1, 5, libtcod.BKGND_NONE, libtcod.LEFT,
                             "Gold: {0}".format(player.fighter.gold))

    # DUNGEON LEVEL (6)
    libtcod.console_print_ex(
        panel, 1, 6, libtcod.BKGND_NONE, libtcod.LEFT,
        "Dungeon Level: {0}".format(game_map.dungeon_level))

    libtcod.console_blit(panel, 0, 0, screen_width, panel_height, 0, 0,
                         panel_y)

    # BORDERS
    #libtcod.console_print_ex(con, 0, screen_height - 8, libtcod.BKGND_NONE, libtcod.LEFT, "*" * screen_width)
    #libtcod.console_print_ex(con, 0, 0, libtcod.BKGND_NONE, libtcod.LEFT, "*" * screen_width)

    #for i in range(9, screen_height + 1):
    #libtcod.console_print_ex(con, 0, screen_height - i, libtcod.BKGND_NONE, libtcod.LEFT, "*")
    #libtcod.console_print_ex(con, screen_width - 1, screen_height - i, libtcod.BKGND_NONE, libtcod.LEFT, "*")

    # END BORDERS

    if game_state in (GameStates.SHOW_INVENTORY, GameStates.DROP_INVENTORY):
        if game_state == GameStates.SHOW_INVENTORY:
            inventory_title = "Press the key next to an item to use it, or ESC to cancel.\n"
        elif game_state == GameStates.DROP_INVENTORY:
            inventory_title = "Press the key next to an item to drop it, or ESC to cancel.\n"

        inventory_menu(con, inventory_title, player, 50, screen_width,
                       screen_height)

    elif game_state in (GameStates.SHOW_EQUIPMENT_INVENTORY,
                        GameStates.DROP_EQUIPMENT):
        if game_state == GameStates.SHOW_EQUIPMENT_INVENTORY:
            inventory_title = "Press the key next to an item to equip it, or ESC to cancel.\n"
        else:
            inventory_title = "Press the key next to the equipment to drop it, or ESC to cancel.\n"

        equipment_inventory_menu(con, inventory_title, player, 50,
                                 screen_width, screen_height)

    elif game_state == GameStates.LEVEL_UP:
        level_up_menu(con, "Level up! Choose a stat to raise:\n", player, 46,
                      screen_width, screen_height)

    elif game_state == GameStates.CHARACTER_SCREEN:
        character_screen(player, 30, 10, screen_width, screen_height,
                         kill_count)

    elif game_state == GameStates.SHOW_BAG:
        bag_title = "Press the key next to the option to open the bag.\n"

        bag_menu(con, bag_title, player, 50, screen_width, screen_height)

    elif game_state == GameStates.HELP_MENU:
        help_menu(player, 30, 10, screen_width, screen_height)

    elif game_state == GameStates.QUIT_MENU:
        quit_title = "ARE YOU SURE YOU WANT\n  TO QUIT THE GAME?\n"

        quit_menu(con, quit_title, player, 21, screen_width, screen_height)

    elif game_state == GameStates.DROP_MENU:
        drop_title = "Which inventory would you like to drop items from?"

        drop_menu(con, drop_title, player, 50, screen_width, screen_height)

    elif game_state == GameStates.SELL_MENU:
        shop_title = "Welcome to the Shop!\nWhat would you like to sell?\n"

        sell_menu(con, shop_title, player, 50, screen_width, screen_height)

    elif game_state == GameStates.BUY_MENU:
        shop_title = "Welcome to the Shop!\nWhat would you like to buy?\n"

        buy_menu(con, shop_title, player, 50, screen_width, screen_height,
                 game_map.shop_items)

    elif game_state == GameStates.SELL_EQUIPMENT_MENU:
        shop_title = "Welcome to the Shop!\nWhat would you like to sell?\n"

        sell_equipment_menu(con, shop_title, player, 50, screen_width,
                            screen_height)

    elif game_state == GameStates.BUY_EQUIPMENT_MENU:
        shop_title = "Welcome to the Shop!\nWhat would you like to buy?\n"

        buy_equipment_menu(con, shop_title, player, 50, screen_width,
                           screen_height, game_map.shop_equipment_items)

    elif game_state == GameStates.SHOP_MENU:
        shop_title = "Welcome to the Shop!\nWhat would you like to do?\n"

        shop_menu(con, shop_title, player, 50, screen_width, screen_height)
Example #55
0
 def draw(self):
     if libtcod.map_is_in_fov(fov_map, self.x, self.y):
         # Set the color and then draw the character that represents this object at its position.
         libtcod.console_set_default_foreground(con, self.color)
         libtcod.console_put_char(con, self.x, self.y, self.char,
                                  libtcod.BKGND_NONE)
Example #56
0
def render_all():
    global color_dark_wall, color_light_wall
    global color_dark_ground, color_light_ground
    global fov_recompute

    if fov_recompute:
        #recompute FOV if needed (such as player movement or spellcasting or light or something)
        fov_recompute = True
        libtcod.map_compute_fov(fov_map, player.x, player.y, TORCH_RADIUS,
                                FOV_LIGHT_WALLS, FOV_ALGO)

        #Go through tiles, set BG color
        for y in range(MAP_HEIGHT):
            for x in range(MAP_WIDTH):
                visible = libtcod.map_is_in_fov(fov_map, x, y)
                wall = map[x][y].block_sight
                if not visible:
                    #Even if it isn't visible it should be "remembered"
                    if map[x][y].explored:
                        #out of player FOV
                        if wall:
                            libtcod.console_set_back(con, x, y,
                                                     color_dark_wall,
                                                     libtcod.BKGND_SET)
                        else:
                            libtcod.console_set_back(con, x, y,
                                                     color_dark_ground,
                                                     libtcod.BKGND_SET)
                else:
                    #it is visible
                    if wall:
                        libtcod.console_set_back(con, x, y, color_light_wall,
                                                 libtcod.BKGND_SET)
                    else:
                        libtcod.console_set_back(con, x, y, color_light_ground,
                                                 libtcod.BKGND_SET)
                    map[x][y].explored = True

        #Draw all objects in the object list
        for object in objects:
            if object != player:
                object.draw()
        player.draw()

        #Blit the contents of the "con" console to the root console
        libtcod.console_blit(con, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, 0)

        #prepare to render GUI panels
        libtcod.console_set_background_color(panel, libtcod.black)
        libtcod.console_clear(panel)

        #print the game messages one line at a time
        y = 1
        for (line, color) in game_msgs:
            libtcod.console_set_foreground_color(panel, color)
            libtcod.console_print_left(panel, MSG_X, y, libtcod.BKGND_NONE,
                                       line)
            y += 1

        #show player's stats
        render_bar(1, 1, BAR_WIDTH, 'HP', player.combat.hp,
                   player.combat.max_hp, libtcod.light_red, libtcod.darker_red)
        libtcod.console_print_left(panel, 1, 3, libtcod.BKGND_NONE,
                                   'Dungeon level ' + str(dungeon_level))

        #Display names of things under mouse
        libtcod.console_set_foreground_color(panel, libtcod.light_gray)
        libtcod.console_print_left(panel, 1, 0, libtcod.BKGND_NONE,
                                   get_names_under_mouse())

        #blit the contents of the 'panel' to the root console
        libtcod.console_blit(panel, 0, 0, SCREEN_WIDTH, PANEL_HEIGHT, 0, 0,
                             PANEL_Y)
Example #57
0
 def draw(self, con, fov_map):
     con = con
     if libtcod.map_is_in_fov(fov_map, self.x, self.y):
         libtcod.console_set_default_foreground(con, self.colour)
         libtcod.console_put_char(con, int(self.x), int(self.y), self.char,
                                  libtcod.BKGND_NONE)
Example #58
0
def render_all(con, panel, entities, player, game_map, fov_map, fov_recompute, message_log, screen_width, screen_height, bar_width, panel_height, panel_y, mouse, colors, kill_count, game_state, wall_tile, floor_tile, grass_tile):
    if fov_recompute:
        for y in range(game_map.height):
            for x in range(game_map.width):
                visible = libtcod.map_is_in_fov(fov_map, x, y)
                wall = game_map.tiles[x][y].block_sight

                if game_map.dungeon_level == 0:
                    if visible:
                        if wall:
                            libtcod.console_put_char_ex(con, x, y, wall_tile, libtcod.white, libtcod.black)
                        else:
                            libtcod.console_put_char_ex(con, x, y, grass_tile, libtcod.white, libtcod.black)

                        game_map.tiles[x][y].explored = True

                    elif game_map.tiles[x][y].explored:
                        if wall:
                            libtcod.console_put_char_ex(con, x, y, wall_tile, libtcod.grey, libtcod.black)
                        else:
                            libtcod.console_put_char_ex(con, x, y, grass_tile, libtcod.grey, libtcod.black)

                else:
                    if visible:
                        if wall:
                            libtcod.console_put_char_ex(con, x, y, wall_tile, libtcod.white, libtcod.black)
                        else:
                            libtcod.console_put_char_ex(con, x, y, floor_tile, libtcod.white, libtcod.black)

                        game_map.tiles[x][y].explored = True

                    elif game_map.tiles[x][y].explored:
                        if wall:
                            libtcod.console_put_char_ex(con, x, y, wall_tile, libtcod.grey, libtcod.black)
                        else:
                            libtcod.console_put_char_ex(con, x, y, floor_tile, libtcod.grey, libtcod.black)

    entities_in_render_order = sorted(entities, key=lambda x: x.render_order.value)

    for entity in entities_in_render_order:
        draw_entity(con, entity, fov_map, game_map, floor_tile)

    libtcod.console_set_default_foreground(con, libtcod.black)

    libtcod.console_blit(con, 0, 0, screen_width, screen_height, 0, 0, 0)

    libtcod.console_set_default_background(panel, libtcod.black)
    libtcod.console_clear(panel)

    y = 1
    for message in message_log.messages:
        libtcod.console_set_default_foreground(panel, message.color)
        libtcod.console_print_ex(panel, message_log.x, y, libtcod.BKGND_NONE,libtcod.LEFT, message.text)
        y += 1

# 0 - Description names under mouse
# 1 - HP
# 2 - Talisman Health
# 3 - Mana
# 4 - EXP
# 5 - Status
# 6 - Gold
# 7 - Dungeon Level

    libtcod.console_set_default_foreground(panel, libtcod.light_gray)
    libtcod.console_print_ex(panel, 0, 0, libtcod.BKGND_NONE, libtcod.LEFT, get_names_under_mouse(mouse, entities, fov_map))
    
    # BORDERS
    #render_line(panel, 0, 1, screen_width, libtcod.darkest_sky)
    #render_vert(panel, 20, 2, 1, 7, libtcod.darkest_sky)

    render_bar(panel, 0, 1, bar_width, "HP", player.fighter.hp, player.fighter.max_hp, libtcod.light_red, libtcod.darker_red)

    if player.inventory.search("Health Talisman") is not None:
        render_bar(panel, 0, 2, bar_width, "Talisman HP", player.fighter.talismanhp, player.fighter.max_hp, libtcod.light_red, libtcod.darker_red)
        render_bar(panel, 0, 3, bar_width, "MANA", player.fighter.mana, player.fighter.max_mana, libtcod.dark_purple, libtcod.darker_purple)
        render_bar(panel, 0, 4, bar_width, "EXP", player.level.current_xp, player.level.experience_to_next_level, libtcod.light_blue, libtcod.darker_blue)
    else:
        render_bar(panel, 0, 2, bar_width, "MANA", player.fighter.mana, player.fighter.max_mana, libtcod.dark_purple, libtcod.darker_purple)
        render_bar(panel, 0, 3, bar_width, "EXP", player.level.current_xp, player.level.experience_to_next_level, libtcod.light_blue, libtcod.darker_blue)    


    if player.fighter.status is not None:
        status = player.fighter.status.name
        libtcod.console_print_ex(panel, 0, 6, libtcod.BKGND_NONE, libtcod.LEFT, "Status: {0}".format(status))


    libtcod.console_print_ex(panel, 0, 7, libtcod.BKGND_NONE, libtcod.LEFT, "Gold: {0}".format(player.fighter.gold))
    
    if game_map.dungeon_level == 0:
        libtcod.console_print_ex(panel, 0, 8, libtcod.BKGND_NONE, libtcod.LEFT, "Village")
    else:
        libtcod.console_print_ex(panel, 0, 8, libtcod.BKGND_NONE, libtcod.LEFT, "Dungeon Level: {0}".format(game_map.dungeon_level))


    libtcod.console_blit(panel, 0, 0, screen_width, panel_height, 0, 0, panel_y)

    if game_state in (GameStates.SHOW_INVENTORY, GameStates.DROP_INVENTORY):
        if game_state == GameStates.SHOW_INVENTORY:
            inventory_title = "Press the key next to an item to use it, or ESC to cancel.\n"
        elif game_state == GameStates.DROP_INVENTORY:
            inventory_title = "Press the key next to an item to drop it, or ESC to cancel.\n"

        inventory_menu(con, inventory_title, player, 50, screen_width, screen_height)

    elif game_state in (GameStates.SHOW_EQUIPMENT_INVENTORY, GameStates.DROP_EQUIPMENT):
        if game_state == GameStates.SHOW_EQUIPMENT_INVENTORY:
            inventory_title = "Press the key next to an item to equip it, or ESC to cancel.\n"
        else:
            inventory_title = "Press the key next to the equipment to drop it, or ESC to cancel.\n"

        equipment_inventory_menu(con, inventory_title, player, 50, screen_width, screen_height)

    elif game_state == GameStates.LEVEL_UP:
        level_up_menu(con, "Level up! Choose a stat to raise:\n", player, 46, screen_width, screen_height)

    elif game_state == GameStates.CHARACTER_SCREEN:
        character_screen(player, 30, 10, screen_width, screen_height, kill_count)

    elif game_state == GameStates.SHOW_BAG:
        bag_title = "Press the key next to the option to open the bag.\n"

        bag_menu(con, bag_title, player, 50, screen_width, screen_height)

    elif game_state == GameStates.HELP_MENU:
        help_menu(player, 30, 10, screen_width, screen_height)

    elif game_state == GameStates.QUIT_MENU:
        quit_title = "ARE YOU SURE YOU WANT\n  TO QUIT THE GAME?\n"

        quit_menu(con, quit_title, player, 21, screen_width, screen_height)

    elif game_state == GameStates.DROP_MENU:
        drop_title = "Which inventory would you like to drop items from?"

        drop_menu(con, drop_title, player, 50, screen_width, screen_height)

    elif game_state == GameStates.SELL_MENU:
        shop_title = "Welcome to the Shop!\nWhat would you like to sell?\n"

        sell_menu(con, shop_title, player, 50, screen_width, screen_height)

    elif game_state == GameStates.BUY_MENU:
        shop_title = "Welcome to the Shop!\nWhat would you like to buy?\n"

        buy_menu(con, shop_title, player, 50, screen_width, screen_height, game_map.shop_items)

    elif game_state == GameStates.SELL_EQUIPMENT_MENU:
        shop_title = "Welcome to the Shop!\nWhat would you like to sell?\n"

        sell_equipment_menu(con, shop_title, player, 50, screen_width, screen_height)

    elif game_state == GameStates.BUY_EQUIPMENT_MENU:
        shop_title = "Welcome to the Shop!\nWhat would you like to buy?\n"

        buy_equipment_menu(con, shop_title, player, 50, screen_width, screen_height, game_map.shop_equipment_items)

    elif game_state == GameStates.SHOP_MENU:
        shop_title = "Welcome to the Shop!\nWhat would you like to do?\n"

        shop_menu(con, shop_title, player, 50, screen_width, screen_height)
def draw_entity(con, entity, fov_map, colors):
    if libtcod.map_is_in_fov(fov_map, entity.x, entity.y):
        libtcod.console_set_default_foreground(con, entity.color)
        libtcod.console_put_char(con, entity.x, entity.y, entity.char,
                                 libtcod.BKGND_NONE)
Example #60
0
    def draw(self):
        is_visible = libtcod.map_is_in_fov(FOV_MAP, self.x, self.y)

        if is_visible:
            SURFACE_MAIN.blit(self.sprite, (self.x * constants.CELL_WIDTH,
                                            self.y * constants.CELL_HEIGHT))