Esempio n. 1
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    def generate_chunk(self, x, y, game_map):
        size = game_map.chunk_size

        assert x % size == 0
        assert y % size == 0

        game_map.chunks.add((x, y))

        height_map, max_noise, min_noise = make_noise_map(x, y, size)

        for (j, k) in height_map:
            height_map[(j, k)] = (height_map[(j, k)] - min_noise) / (
                    max_noise - min_noise)
            terrain = self.world.create_entity(name='Terrain')
            self.world.add_component(terrain, Position(j, k))
            self.world.add_component(terrain, Renderable('.',
                                                         color='dark yellow', layer=Layers.MAP))
            self.world.add_component(terrain, Physics())
            if height_map[(j, k)] < 0.3:
                water = self.world.create_entity(name='Water')
                self.world.add_component(water, Position(j, k))
                self.world.add_component(water, Renderable('~',  color='blue',layer=Layers.MAP))
                self.world.add_component(water, Physics())
            elif height_map[(j, k)] < 0.7:
                if randint(0, 100) > 90:
                    tree = self.world.create_entity(name='Tree')
                    self.world.add_component(tree, Position(j, k))
                    self.world.add_component(tree, Physics(collidable=True))
                    self.world.add_component(tree, Renderable('*', color='green',layer=Layers.MAP))

            elif height_map[(j, k)] < 1:
                mountain = self.world.create_entity(name='Mountain')
                self.world.add_component(mountain, Position(j, k))
                self.world.add_component(mountain, Physics(collidable=True))
                self.world.add_component(mountain, Renderable('^', color='grey',layer=Layers.MAP))
Esempio n. 2
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def test_position_class_instantiates_with_data():
    simple_fixture()
    with freeze_time(dt(2017, 3, 7)):
        vcn = Position("VCN.TO", data=Data())

    assert vcn is not None
    assert vcn.ticker_name == "VCN.TO"
    assert "total_returns" in vcn.__repr__()
    assert "total_returns" in str(vcn)
    simple_fixture_teardown()
Esempio n. 3
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 def __init__(self, accounts=None, from_day=None, tickers=None, data=None):
     self._data = data
     self.accounts = determine_accounts(accounts)
     if not tickers:
         tickers = Tickers(from_day, data=self._data)
     self.ticker_names = tickers.ticker_names
     self.positions = {
         name: Position(
             name,
             accounts=self.accounts,
             from_day=from_day,
             ticker=tickers.tickers[name],
             data=self._data,
         )
         for name in self.ticker_names
     }
     if len(self.ticker_names) > 0:
         self.units = self._collect_feature("units")
         self.costs = self._collect_feature("cost")
         self.costs_per_unit = self._collect_feature("cost_per_unit")
         self.current_prices = self._collect_feature("current_price")
         self.market_values = self._collect_feature("market_value")
         self.open_profits = self._collect_feature("open_profit")
         self.distributions = self._collect_feature("distributions")
         self.distribution_returns = self._collect_feature(
             "distribution_returns")
         self.appreciation_returns = self._collect_feature(
             "appreciation_returns")
         self.total_returns = self._collect_feature("total_returns")
Esempio n. 4
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    def create_boss(self):
        def en_collision(state, e1, e2):
            if e2.contains_component(Player):
                combat = e1.get_component(InitiateCombat)
                state.combat_launch_entity = e1
                combat.on_interact(state)
                self.combat_mechanic.enemies[1] = copy.copy(
                    e1.get_component(InitiateCombat).combat_entities[0])
                self.combat_mechanic.enemies[1].get_component(
                    Stats).reinit_HP()

        return Entity('Boss').add_component(
            Combat(copy.deepcopy(self.load_combat_images.obtain('Boss'))),
            Stats(10, (4, 8, 3, 1)), Position(None, None, None),
            AlignedBox(-4.5, -4.5, 4.5, 4.5), Collider(en_collision),
            GridMovement(C.PLAYER_WALK_RELOAD),
            Orientable(C.DIRECTION_E, C.PLAYER_WALK_RELOAD),
            Sprite({
                tuple(self.load_images.obtain_entity('Boss', 1)):
                lambda e: e.get_component(Orientable).orientation == C.
                DIRECTION_N,
                tuple(self.load_images.obtain_entity('Boss', 1)):
                lambda e: e.get_component(Orientable
                                          ).orientation == C.DIRECTION_O,
                tuple(self.load_images.obtain_entity('Boss', 1)):
                lambda e: e.get_component(Orientable
                                          ).orientation == C.DIRECTION_S,
                tuple(self.load_images.obtain_entity('Boss', 1)):
                lambda e: True
            }))
Esempio n. 5
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    def drop_item(self, entity, item):
        self.world.add_component(item, Position())
        item_pos = self.world.component_for_entity(item, Position)
        entity_pos = self.world.component_for_entity(entity, Position)

        item_pos.x = entity_pos.x
        item_pos.y = entity_pos.y

        self.remove_item(entity, item)
Esempio n. 6
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 def create_devil(self):
     sprite_img = self.load_combat_images.obtain('Devil')
     sprite_img.width = 48
     sprite_img.height = 48
     return Entity('Devil').add_component(
         Combat(copy.deepcopy(self.load_combat_images.obtain('Devil'))),
         Stats(20, (0.2, 0, 2, 1)), Position(None, None, None),
         AlignedBox(-0.5, -0.5, 0.5, 0.5),
         GridMovement(C.PLAYER_WALK_RELOAD),
         Orientable(C.DIRECTION_E, C.PLAYER_WALK_RELOAD),
         Sprite({sprite_img: lambda e: True}))
Esempio n. 7
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 def create_npc_dialogue(self):
     return Entity().add_component(
         Position(None, None, None), AlignedBox(-0.5, -0.5, 0.5, 0.5),
         GridMovement(C.PLAYER_WALK_RELOAD),
         Orientable(C.DIRECTION_O, C.PLAYER_WALK_RELOAD),
         Sprite({
             tuple(self.load_images.obtain_entity('NPC Intro', 3)):
             lambda e: e.get_component(Orientable
                                       ).orientation == C.DIRECTION_N,
             tuple(self.load_images.obtain_entity('NPC Intro', 1)):
             lambda e: e.get_component(Orientable
                                       ).orientation == C.DIRECTION_O,
             tuple(self.load_images.obtain_entity('NPC Intro', 0)):
             lambda e: e.get_component(Orientable).orientation == C.
             DIRECTION_S,
             tuple(self.load_images.obtain_entity('NPC Intro', 2)):
             lambda e: True
         }))
Esempio n. 8
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 def create_player(self):
     return Entity().add_component(
         Stats(5), Inventory(), Controllable(),
         GridMovement(C.PLAYER_WALK_RELOAD),
         Orientable(C.DIRECTION_O, C.PLAYER_WALK_RELOAD),
         Position(None, None, None), AlignedBox(-0.5, -0.5, 0.5, 0.5),
         Sprite({
             tuple(self.load_images.obtain_entity('Player', 3)):
             lambda e: e.get_component(Orientable
                                       ).orientation == C.DIRECTION_N,
             tuple(self.load_images.obtain_entity('Player', 1)):
             lambda e: e.get_component(Orientable).orientation == C.
             DIRECTION_O,
             tuple(self.load_images.obtain_entity('Player', 0)):
             lambda e: e.get_component(Orientable
                                       ).orientation == C.DIRECTION_S,
             tuple(self.load_images.obtain_entity('Player', 2)):
             lambda e: True
         }), Player())
Esempio n. 9
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 def create_wolf(self):
     return Entity('Wolf').add_component(
         Combat(copy.deepcopy(self.load_combat_images.obtain('Wolf'))),
         Stats(30, (0.2, 0, 3, 1)), Position(None, None, None),
         AlignedBox(-0.5, -0.5, 0.5, 0.5),
         GridMovement(C.PLAYER_WALK_RELOAD),
         Orientable(C.DIRECTION_E, C.PLAYER_WALK_RELOAD),
         Sprite({
             tuple(self.load_images.obtain_entity('Wolf', 3)):
             lambda e: e.get_component(Orientable).orientation == C.
             DIRECTION_N,
             tuple(self.load_images.obtain_entity('Wolf', 1)):
             lambda e: e.get_component(Orientable
                                       ).orientation == C.DIRECTION_O,
             tuple(self.load_images.obtain_entity('Wolf', 0)):
             lambda e: e.get_component(Orientable
                                       ).orientation == C.DIRECTION_S,
             tuple(self.load_images.obtain_entity('Wolf', 2)):
             lambda e: True
         }))
Esempio n. 10
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def get_game_variables():
    fighter_component = Fighter(hp=100, defense=1, power=2)
    inventory_component = Inventory(26)
    level_component = Level()
    equipment_component = Equipment()
    position_component = Position(0, 0)
    player = Entity('@',
                    tcod.white,
                    'Player',
                    blocks=True,
                    position=position_component,
                    render_order=RenderOrder.ACTOR,
                    fighter=fighter_component,
                    inventory=inventory_component,
                    level=level_component,
                    equipment=equipment_component)
    entities = [player]

    equippable_component = Equippable(EquipmentSlots.MAIN_HAND, power_bonus=2)
    dagger = Entity('-',
                    tcod.sky,
                    'Dagger',
                    equippable=equippable_component,
                    position=position_component)
    player.inventory.add_item(dagger)
    player.equipment.toggle_equip(dagger)

    game_map = GameMap(c.MAP_WIDTH, c.MAP_HEIGHT)
    game_map.make_map(c.MAX_ROOMS, c.ROOM_MIN_SIZE, c.ROOM_MAX_SIZE,
                      c.MAP_WIDTH, c.MAP_HEIGHT, player, entities)

    message_log = MessageLog(c.MESSAGE_X, c.MESSAGE_WIDTH, c.MESSAGE_HEIGHT)

    game_state = GameStates.PLAYERS_TURN

    return player, entities, game_map, message_log, game_state
Esempio n. 11
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def test_values():
    simple_fixture()
    with freeze_time(dt(2017, 3, 7)):
        vcn = Position("VCN.TO", data=Data())
        vcn.calc_weight(vcn.values["market_value"])

    assert vcn.units("2017-03-01") is None
    assert vcn.units("2017-03-02") == 0
    assert vcn.units("2017-03-03") == 100
    assert vcn.units("2017-03-04") == 100
    assert vcn.units("2017-03-08") is None

    assert vcn.cost("2017-03-01") is None
    assert vcn.cost("2017-03-02") == 0
    assert vcn.cost("2017-03-03") == 3010.35
    assert vcn.cost("2017-03-04") == 3010.35
    assert vcn.cost("2017-03-08") is None

    assert vcn.cost_per_unit("2017-03-01") is None
    assert math.isnan(vcn.cost_per_unit("2017-03-02"))
    assert vcn.cost_per_unit("2017-03-03") == 30.1035
    assert vcn.cost_per_unit("2017-03-04") == 30.1035
    assert vcn.cost_per_unit("2017-03-08") is None

    assert vcn.current_price("2017-03-01") is None
    assert vcn.current_price("2017-03-02") == 30.00
    assert vcn.current_price("2017-03-03") == 30.10
    assert vcn.current_price("2017-03-06") == 29.85
    assert vcn.current_price("2017-03-08") is None

    assert vcn.market_value("2017-03-01") is None
    assert vcn.market_value("2017-03-02") == 0
    assert vcn.market_value("2017-03-03") == 3010.0
    assert vcn.market_value("2017-03-06") == 2985.0
    assert vcn.market_value("2017-03-08") is None

    assert vcn.open_profit("2017-03-01") is None
    assert vcn.open_profit("2017-03-02") == 0
    assert vcn.open_profit("2017-03-03") == approx(-0.35)
    assert vcn.open_profit("2017-03-06") == approx(-25.35)
    assert vcn.open_profit("2017-03-08") is None

    assert vcn.distributions("2017-03-01") is None
    assert vcn.distributions("2017-03-02") == 0
    assert vcn.distributions("2017-03-03") == 10.1
    assert vcn.distributions("2017-03-06") == 20.0
    assert vcn.distributions("2017-03-08") is None

    assert vcn.distribution_returns("2017-03-01") is None
    assert math.isnan(vcn.distribution_returns("2017-03-02"))
    assert vcn.distribution_returns("2017-03-03") == 10.1 / 3010.35
    assert vcn.distribution_returns("2017-03-06") == 20.0 / 3010.35
    assert vcn.distribution_returns("2017-03-08") is None

    assert vcn.appreciation_returns("2017-03-01") is None
    assert math.isnan(vcn.appreciation_returns("2017-03-02"))
    assert vcn.appreciation_returns("2017-03-03") == (3010.0 -
                                                      3010.35) / 3010.35
    assert vcn.appreciation_returns("2017-03-06") == (2985.0 -
                                                      3010.35) / 3010.35
    assert vcn.appreciation_returns("2017-03-08") is None

    assert vcn.total_returns("2017-03-01") is None
    assert vcn.total_returns("2017-03-02") == 0
    assert vcn.total_returns("2017-03-03") == approx(
        (3010.0 + 10.1 - 3010.35) / 3010.35)
    assert vcn.total_returns("2017-03-06") == approx(
        (2985.0 + 20.0 - 3010.35) / 3010.35)
    assert vcn.total_returns("2017-03-08") is None

    assert vcn.weight("2017-03-01") is None
    assert vcn.weight("2017-03-02") == 0
    assert vcn.weight("2017-03-06") == 1
    simple_fixture_teardown()
Esempio n. 12
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def test_position_class_instantiates():
    vcn = Position("VCN.TO", data=Data())
    assert vcn is not None
    assert vcn.ticker_name == "VCN.TO"
    assert "Empty" in vcn.__repr__()
    assert "Empty" in str(vcn)
Esempio n. 13
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def play_game():
    world = World()

    player = world.create_entity(Renderable(char='@', layer=Layers.ENTITIES),
                                 Position(x=10, y=10),
                                 Action(cost=1),
                                 Camera(width=20, height=20),
                                 Damager(attack_power=100),
                                 Physics(collidable=True),
                                 Inventory(26),
                                 Health(),
                                 Joystick(),
                                 Condition(),
                                 name='Player')

    world.create_entity(GameMap(player=player))

    world.create_entity(Item(coast=5, weight=4),
                        Position(x=1, y=10),
                        Renderable(char='-', color='blue', layer=Layers.ITEMS),
                        Physics(),
                        name='Dagger')

    world.create_entity(Renderable(char='s',
                                   color='red',
                                   layer=Layers.ENTITIES),
                        Position(x=19, y=10),
                        Action(cost=3),
                        Physics(collidable=True),
                        Damager(),
                        Health(),
                        Condition(),
                        Ai(NPC()),
                        name='Worm')

    world.create_entity(Renderable(char='g',
                                   color='green',
                                   layer=Layers.ENTITIES),
                        Position(x=2, y=10),
                        Action(cost=2),
                        Physics(collidable=True),
                        Damager(),
                        Health(),
                        Condition(),
                        Ai(NPC()),
                        name='Goblin')

    processors = [
        InputProcessor, MapProcessor, ActionProcessor, PhysicProcessor,
        ConditionProcessor, EventSystem, CameraProcessor, RenderProcessor
    ]

    for prior, processor in enumerate(processors):
        world.add_processor(processor(), priority=prior)

    world.get_processor(MapProcessor).get_current_map()
    world.get_processor(MapProcessor).process()
    world.get_processor(CameraProcessor).get_camera()
    world.get_processor(CameraProcessor).process()
    world.get_processor(EventSystem).process()
    world.get_processor(RenderProcessor).process()
    blt.refresh()

    while True:

        world.process()
Esempio n. 14
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    def make_map(self, max_rooms: int, room_min_size: int, room_max_size: int,
                 map_width: int, map_height: int, player, entities):
        rooms: List[Rect] = []
        num_rooms: int = 0

        item_components = get_item_classes()
        center_of_last_room_x: int
        center_of_last_room_y: int

        for r in range(max_rooms):
            w: int = randint(room_min_size, room_max_size)
            h: int = randint(room_min_size, room_max_size)
            x: int = randint(0, map_width - w - 1)
            y: int = randint(0, map_height - h - 1)

            new_room: Rect = Rect(x, y, w, h)

            # for-else loop
            for other_room in rooms:
                if new_room.intersect(other_room):
                    break
            else:
                # this means there are no intersections, so this room is valid
                # "paint" it to the map's tiles
                self.create_room(new_room)

                # center coordinates of new room, will be useful later
                (new_x, new_y) = new_room.center()
                center_of_last_room_x = new_x
                center_of_last_room_y = new_y

                if num_rooms == 0:
                    # this is the first room, where the player starts at
                    player.pos.x = new_x
                    player.pos.y = new_y
                else:
                    # all rooms after the first:
                    # connect it to the previous room with a tunnel

                    # center coordinates of previous room
                    (prev_x, prev_y) = rooms[num_rooms - 1].center()

                    # flip a coin (random number that is either 0 or 1)
                    if randint(0, 1) == 1:
                        # first move horizontally, then vertically
                        self.create_h_tunnel(prev_x, new_x, prev_y)
                        self.create_v_tunnel(prev_y, new_y, new_x)
                    else:
                        # first move vertically, then horizontally
                        self.create_v_tunnel(prev_y, new_y, prev_x)
                        self.create_h_tunnel(prev_x, new_x, new_y)

                    self.place_entities(new_room, entities, item_components)

                # finally, append the new room to the list
                rooms.append(new_room)
                num_rooms += 1
        stairs_component = Stairs(self.dungeon_level + 1)
        pos_comp = Position(center_of_last_room_x, center_of_last_room_y)
        down_stairs = Entity('>',
                             tcod.white,
                             'Stairs',
                             position=pos_comp,
                             render_order=RenderOrder.STAIRS,
                             stairs=stairs_component)
        entities.append(down_stairs)
Esempio n. 15
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    def place_entities(self, room: Rect, entities, item_components):
        # Get a random number of monsters
        max_monsters_per_room = from_dungeon_level([[2, 1], [3, 4], [5, 6]],
                                                   self.dungeon_level)
        max_items_per_room = from_dungeon_level([[1, 1], [2, 4]],
                                                self.dungeon_level)
        number_of_monsters = randint(0, max_monsters_per_room)
        number_of_items = randint(0, max_items_per_room)

        monster_chances = {
            'orc':
            80,
            'troll':
            from_dungeon_level([[15, 3], [30, 5], [60, 7]], self.dungeon_level)
        }
        item_chances = {
            'healing_potion': 35,
            'sword': from_dungeon_level([[5, 4]], self.dungeon_level),
            'shield': from_dungeon_level([[15, 8]], self.dungeon_level),
            'lightning_scroll': from_dungeon_level([[25, 4]],
                                                   self.dungeon_level),
            'fireball_scroll': from_dungeon_level([[25, 6]],
                                                  self.dungeon_level),
            'confusion_scroll': from_dungeon_level([[10, 2]],
                                                   self.dungeon_level)
        }

        for i in range(number_of_monsters):
            # Choose a random location in the room
            x: int = randint(room.x1 + 1, room.x2 - 1)
            y: int = randint(room.y1 + 1, room.y2 - 1)
            pos_comp = Position(x, y)

            if not any([
                    entity for entity in entities
                    if entity.pos.x == x and entity.pos.y == y
            ]):
                monster_choice = random_choice_from_dict(monster_chances)
                if monster_choice == 'orc':
                    fighter_component = Fighter(hp=20,
                                                defense=0,
                                                power=4,
                                                xp=35)
                    ai_component = BasicMonster()
                    monster = Entity('o',
                                     tcod.desaturated_green,
                                     'Orc',
                                     blocks=True,
                                     position=pos_comp,
                                     render_order=RenderOrder.ACTOR,
                                     fighter=fighter_component,
                                     ai=ai_component)
                elif monster_choice == 'troll':
                    fighter_component = Fighter(hp=30,
                                                defense=2,
                                                power=8,
                                                xp=100)
                    ai_component = BasicMonster()
                    monster = Entity('T',
                                     tcod.darker_green,
                                     'Troll',
                                     blocks=True,
                                     position=pos_comp,
                                     render_order=RenderOrder.ACTOR,
                                     fighter=fighter_component,
                                     ai=ai_component)
                entities.append(monster)

        for i in range(number_of_items):
            x = randint(room.x1 + 1, room.x2 - 1)
            y = randint(room.y1 + 1, room.y2 - 1)
            pos_comp = Position(x, y)

            if not any([
                    entity for entity in entities
                    if entity.pos.x == x and entity.pos.y == y
            ]):
                item_choice = random_choice_from_dict(item_chances)
                if item_choice == 'healing_potion':
                    item_component = item_components['HealingPotion'](1)
                    item = Entity('!',
                                  tcod.violet,
                                  'Healing Potion',
                                  position=pos_comp,
                                  render_order=RenderOrder.ITEM,
                                  item=item_component)
                elif item_choice == 'sword':
                    equippable_component = Equippable(EquipmentSlots.MAIN_HAND,
                                                      power_bonus=3)
                    item = Entity('/',
                                  tcod.sky,
                                  'Sword',
                                  position=pos_comp,
                                  equippable=equippable_component)
                elif item_choice == 'shield':
                    equippable_component = Equippable(EquipmentSlots.OFF_HAND,
                                                      defense_bonus=1)
                    item = Entity('[',
                                  tcod.darker_orange,
                                  'Shield',
                                  position=pos_comp,
                                  equippable=equippable_component)
                elif item_choice == 'fireball_scroll':
                    item_component = item_components['FireballScroll'](1)
                    item = Entity('#',
                                  tcod.red,
                                  'Fireball Scroll',
                                  position=pos_comp,
                                  render_order=RenderOrder.ITEM,
                                  item=item_component)
                elif item_choice == 'confusion_scroll':
                    item_component = item_components['ConfuseScroll'](1)
                    item = Entity('#',
                                  tcod.light_pink,
                                  'Confusion Scroll',
                                  position=pos_comp,
                                  render_order=RenderOrder.ITEM,
                                  item=item_component)
                elif item_choice == 'lightning_scroll':
                    item_component = item_components['LightningScroll'](1)
                    item = Entity('#',
                                  tcod.yellow,
                                  'Lightning Scroll',
                                  position=pos_comp,
                                  render_order=RenderOrder.ITEM,
                                  item=item_component)
                entities.append(item)