Example #1
0
def blind_draw_map(level):
    for tile in chain(*level.map_grid.tiles):
        if not in_fov(tile.location, level):
            tile.explored = False
        elif same_location(level.player.location, tile.location):
            tile.explored = True
        if tile.explored:
            tcod.console_put_char_ex(con, tile.location.x, tile.location.y,
                                     tile_char(level, tile.location),
                                     tcod.color.black,
                                     tile_colour(level, "DARK", tile.location))
Example #2
0
def draw_map(level):
    for tile in chain(*level.map_grid.tiles):
        if in_fov(tile.location, level):
            fov = "LIT"
            tile.explored = True
        else:
            fov = "DARK"
        if tile.explored:
            tcod.console_put_char_ex(con, tile.location.x, tile.location.y,
                                     tile_char(level, tile.location),
                                     tcod.color.black,
                                     tile_colour(level, fov, tile.location))
Example #3
0
def update_monster_state(level, monster):
    fov = in_fov(monster.location, level)
    in_player_room = in_same_room(level.player.location, monster.location,
                                  level.map_grid)
    if monster.hp <= 0:
        monster.state = "DEAD"
    elif fov and monster.state == "SNOOZING" and randint(1, 10) < 9:
        monster.state = "ACTIVE"
    elif (fov
          or in_player_room) and "M" in monster.flags and randint(1, 10) < 10:
        monster.state = "TARGETING"
    elif fov and monster.state == "ACTIVE" and randint(1, 10) < 8:
        monster.state = "TARGETING"
Example #4
0
def monster_move(level, monster):
    update_monster_state(level, monster)
    stationary = "S" in monster.flags
    is_active = monster.state == "ACTIVE"
    is_confused = monster.state.startswith("CONFUSED")
    if is_active or is_confused or is_flying_targeting(monster):
        x, y = movements[choice(list(movements))]
        _move(monster, x, y, level, stationary)
    elif monster.state == "TARGETING":
        diag = 1.95 if is_transparent(monster.location, level) else 0
        try:
            astar = tcod.path_new_using_map(level.map_grid, diag)
            tcod.path_compute(astar, monster.location.x, monster.location.y,
                              level.player.location.x, level.player.location.y)
            next_tile = tcod.path_get(astar, 0)
        except:
            print("ASTAR FAILURE")
            next_tile = (randint(-1, 1), randint(-1, 1))
        x, y = (next_tile[0] - monster.location.x,
                next_tile[1] - monster.location.y)
        _move(monster, x, y, level, stationary)

    close = distance_to(monster.location, level.player.location) > 2
    if "L" in monster.flags and close and in_fov(monster.location, level):
        update_screen(level)
        try:
            astar = tcod.path_new_using_map(level.map_grid, 1.95)
            tcod.path_compute(astar, level.player.location.x,
                              level.player.location.y, monster.location.x,
                              monster.location.y)
            next_tile = tcod.path_get(astar, 0)
        except:
            print("ASTAR FAILURE")
            next_tile = (randint(-1, 1), randint(-1, 1))
        x, y = (next_tile[0] - level.player.location.x,
                next_tile[1] - level.player.location.y)
        _move(level.player, x, y, level)
Example #5
0
def draw_in_map(draw_func, level, item):
    if ((in_fov(item.location, level) or item.found)
            and not (hasattr(item, "flags") and "H" in item.flags)):
        draw_func(item)
Example #6
0
def find_stairs(level):
    if in_fov(level.stairs.location, level):
        level.stairs.found = True