/
core.py
272 lines (246 loc) · 8.33 KB
/
core.py
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#!/usr/bin/env python
import libtcodpy as tcod
import enum
import game
import map
import gui
class Object:
def __init__(self, x, y, char="?", name="something",color=tcod.lighter_gray, blocks=True, speed=10,
invisible=False, material=None, body=None,
destructible=None, attacker=None, ai=None, pickable=None, container=None, equipment=None):
self.x = x
self.y = y
self.char = char
self._name = name
self.init_name = name
self.color = color
self.blocks = blocks
self.invisible = invisible
self.material = material
self.body = body
self.speed = speed
self.action_points = tcod.random_get_int(0,0,speed)
self.remove = False
self.destructible = destructible
self.ai = ai
self.attacker = attacker
self.pickable = pickable
self.container = container
self.equipment = equipment
self.init_components()
#############################################################################
@property
def set_name(self, new_name):
self._name = new_name
@property
def name(self):
n=[]
#if self.destructible and self.destructible.is_dead(): n.append('dead')
if self.invisible: n.append('invisible')
if self.material: n.append(self.material)
n.append(self._name)
return ' '.join(n)
@property
def speed(self):
bonus = sum(item.equipment.bonus_sp for item in self.get_all_equipped())
return self.speed + bonus
@property
def power(self):
if not self.attacker:
return 0
base = self.attacker.power
bonus = sum(item.equipment.bonus_po for item in self.get_all_equipped())
return base + bonus
@property
def defense(self):
if not self.destructible:
return 0
base = self.destructible.defense
bonus = sum(item.equipment.bonus_de for item in self.get_all_equipped())
return base + bonus
@property
def max_hp(self):
if not self.destructible:
return 0
base = self.destructible.max_hp
bonus = sum(item.equipment.bonus_hp for item in self.get_all_equipped())
return base + bonus
############################################################################
def init_components(self):
if self.destructible:
self.destructible.owner = self
if self.ai:
self.ai.owner = self
if self.attacker:
self.attacker.owner = self
if self.pickable:
self.pickable.owner = self
if self.container:
self.container.owner = self
if self.equipment:
self.equipment.owner = self
#add a pickable component to all equipable items
self.pickable = Pickable()
self.pickable.owner = self
def update(self):
if self.ai:
self.ai.update()
def draw(self, con, skip_fov=False, no_char=False):
'''skip_fov: means seeing with TEH MIND! - also makes invisible display as <space>
no_char: means that the player can 'sense', but not see clearly - aka blinded'''
tcod.console_set_default_foreground(con, self.color)
ch = self.char
if self.invisible and not skip_fov:
return False
if no_char:
ch = ' '
if skip_fov:
tcod.console_put_char(con, self.x, self.y, ch, tcod.BKGND_NONE)
return True
if map.is_fov(self.x, self.y):
tcod.console_put_char(con, self.x, self.y, ch, tcod.BKGND_NONE)
def get_equipped_in_slot(self, slot):
if not self.container:
return None
for obj in self.container.inventory:
if obj.equipment and obj.equipment.slot == slot and obj.equipment.is_equipped:
return obj
return None
def get_all_equipped(self):
if not self.container:
return []
equip_list = []
for obj in self.container.inventory:
if obj.equipment and obj.equipment.is_equipped:
equip_list.append(obj)
return equip_list
def move(self, dx, dy):
if map.is_wall(self.x+dx, self.y+dy) or map.is_blocked(self.x+dx, self.y+dy):
return False
else:
self.x += dx
self.y += dy
return True
def send_back(self):
game.actors.remove(self)
game.actors.insert(0, self)
def send_front(self):
game.actors.remove(self)
game.actors.append(self)
###### CONTAINER
class Container:
def __init__(self, size):
self.size = size
self.inventory = []
def add(self, item):
if len(self.inventory) >= self.size:
return False
self.inventory.append(item)
return True
###### PICKABLE
class Pickable:
def __init__(self, use_function=None):
self.use_function = use_function
self.wearer = None
def pick(self, wearer):
if wearer.container and wearer.container.add(self.owner):
game.actors.remove(self.owner)
return True
return False
def use(self, *args):
pass
def drop(self, wearer):
if not wearer.container:
return False
if self.owner.equipment and self.owner.equipment.is_equipped:
game.log(wearer.name, "can't drop something equipped!")
game.log_turn()
return False
game.log(wearer.name, 'dropped a', self.owner.name)
wearer.container.inventory.remove(self.owner)
game.actors.append(self.owner)
self.owner.x = wearer.x
self.owner.y = wearer.y
return True
##### EQUIPABLE
class Equipment(Object):
def __init__(self, slot, po=0, de=0, hp=0, sp=0):
self.bonus_po = po
self.bonus_de = de
self.bonus_hp = hp
self.bonus_sd = sp
self.slot = slot
self.is_equipped = False
def toggle_equip(self, wearer):
if self.is_equipped:
self.dequip(wearer)
else:
self.equip(wearer)
def equip(self, wearer):
old_equipment = wearer.get_equipped_in_slot(self.slot)
if old_equipment is not None:
old_equipment.equipment.dequip(wearer)
self.is_equipped = True
game.log(wearer.name, 'equipped a', self.owner.name)
return True
def dequip(self, wearer):
if self.is_equipped:
self.is_equipped = False
game.log(wearer.name, 'took off a', self.owner.name)
return True
###### DESTRUCTIBLE
class Destructible:
def __init__(self, hp, defense, corpse_name=None ):
self.max_hp = hp
self.hp = hp
self.defense = defense
self.corpse_name = corpse_name
def take_damage(self, amount):
amount -= self.defense
if amount > 0:
self.hp -= amount
if self.is_dead():
self.die()
else:
return max(amount, 0)
def heal(self, amount):
self.hp += amount
if self.hp > self.max_hp:
amount -= self.hp-self.max_hp
self.hp = self.max_hp
return amount
def die(self):
self.owner.char = "%"
self.owner.color = tcod.dark_red
self.owner.blocks = False
self.owner.send_back()
self.owner.ai = None
def is_dead(self):
return self.hp <= 0
###### ATTACKER
class Attacker:
def __init__(self, power):
self.power = power
def attack(self, target):
#target = map.get_actor(self.owner.x + x, self.owner.y + y)
if target is None:
return False
if target.destructible and not target.destructible.is_dead():
if self.owner.power > target.defense:
target.destructible.take_damage(self.owner.power)
return self.owner.power - target.defense
else:
return 0
return None
def attack_tile(self, x, y):
target = map.get_actor_alive(x, y)
if target:
if self.attack(target):
return target
return None
###### AI
class Ai:
def __init__(self):
pass
def update(self):
pass