Esempio n. 1
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def spawn_troll(x, y):
    monster = Entity(x, y, render_order=RenderOrder.ACTOR, components={
        'ai': BasicMonster(),
        'fighter': Fighter(hp=30, defense=2, power=8, xp=100),
    })
    monster.set_appearance('T', tcod.darker_green, "Troll")
    return monster
Esempio n. 2
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def spawn_dragon(x, y):
    monster = Entity(x, y, render_order=RenderOrder.ACTOR, components={
        'ai': BasicMonster(),
        'fighter': Fighter(hp=35, defense=4, power=12, xp=300),
    })
    monster.set_appearance('D', tcod.light_flame, "Red Dragon")
    return monster
Esempio n. 3
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def spawn_ogre(x, y):
    monster = Entity(x, y, render_order=RenderOrder.ACTOR, components={
        'ai': BasicMonster(),
        'fighter': Fighter(hp=25, defense=1, power=6, xp=75),
    })
    monster.set_appearance('O', tcod.desaturated_green, "Ogre")
    return monster
Esempio n. 4
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def spawn_kobold(x, y):
    monster = Entity(x, y, render_order=RenderOrder.ACTOR, components={
        'ai': BasicMonster(),
        'fighter': Fighter(hp=10, defense=0, power=3, xp=25),
    })
    monster.set_appearance('k', tcod.desaturated_green, "Kobold")
    return monster
Esempio n. 5
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def spawn_orc(x, y):
    monster = Entity(x, y, render_order=RenderOrder.ACTOR, components={
        'ai': BasicMonster(),
        'fighter': Fighter(hp=20, defense=0, power=4, xp=35),
    })
    monster.set_appearance('o', tcod.desaturated_green, "Orc")
    return monster
Esempio n. 6
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    def generate_rooms(self, map_width, map_height, max_rooms, player):
        self.rooms = []
        entities = []
        num_rooms = 0

        center_of_last_room_x = None
        center_of_last_room_y = None

        for r in range(max_rooms):
            # random width and height
            w = randint(self.room_min_size, self.room_max_size)
            h = randint(self.room_min_size, self.room_max_size)
            # random position without going out of the boundaries of the map
            x = randint(0, map_width - w - 1)
            y = randint(0, map_height - h - 1)

            new_room = Rect(x, y, w, h)
            # run through the other rooms and see if they intersect with this one
            for other_room in self.rooms:
                if new_room.intersect(other_room):
                    break
            else:
                entities.extend(self.place_entities(new_room, player))
                entities.extend(self.place_items(new_room))
                self.rooms.append(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:
                    # connect all rooms after the first to the previous room with a tunnel

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

                    self.dig_tunnel_to_previous_room(new_x, new_y, prev_x, prev_y)

                num_rooms += 1

        down_stairs = Entity(center_of_last_room_x, center_of_last_room_y, render_order=RenderOrder.STAIRS,
                             components={'stairs': Stairs(self.dungeon_level + 1), })
        down_stairs.set_appearance('>', tcod.white, 'Stairs')
        entities.append(down_stairs)

        return entities
Esempio n. 7
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def get_game_variables(constants):
    player = Entity(0,
                    0,
                    blocks_movement=True,
                    render_order=RenderOrder.ACTOR,
                    components={
                        'fighter': Fighter(hp=100, defense=1, power=2),
                        'inventory': Inventory(26),
                        'level': Level(),
                        'equipment': Equipment(),
                    })
    player.set_appearance('@', tcod.white, 'Player')
    entities = [player]

    equippable_component = Equippable(EquipmentSlots.MAIN_HAND, power_bonus=2)
    dagger = Entity(0, 0, components={
        'equippable': equippable_component,
    })
    dagger.set_appearance(
        '-',
        tcod.sky,
        'Dagger',
    )
    player.inventory.add_item(dagger)
    player.equipment.toggle_equip(dagger)

    game_map = GameMap(constants['map_width'], constants['map_height'],
                       constants['room_min_size'], constants['room_max_size'])
    entities.extend(game_map.make_map(constants['max_rooms'], player))

    message_log = MessageLog(constants['message_x'],
                             constants['message_width'],
                             constants['message_height'])

    game_state = GameStates.PLAYERS_TURN

    return player, entities, game_map, message_log, game_state
Esempio n. 8
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    def place_items(self, room):
        items = []

        max_items_per_room = from_dungeon_level([[1, 1], [2, 4]], self.dungeon_level)
        number_of_items = randint(0, max_items_per_room)

        item_chances = {
            'healing_potion': 35,
            'super_healing': from_dungeon_level([[10, 3]], self.dungeon_level),
            'lightning_scroll': from_dungeon_level([[25, 4]], self.dungeon_level),
            'fireball_scroll': from_dungeon_level([[25, 6]], self.dungeon_level),
            'confusion_scroll': from_dungeon_level([[4, 2]], self.dungeon_level),
            'short_sword': from_dungeon_level([[5, 2], [10, 3], [5, 5], [0, 6]], self.dungeon_level),
            'long_sword': from_dungeon_level([[5, 3], [10, 5], [5, 7], [0, 8]], self.dungeon_level),
            'mithril_sword': from_dungeon_level([[5, 6], [10, 7], [5, 9]], self.dungeon_level),
            'buckler_shield': from_dungeon_level([[15, 4], [5, 5], [0, 6]], self.dungeon_level),
            'small_shield': from_dungeon_level([[15, 6], [5, 8], [0, 9]], self.dungeon_level),
            'tower_shield': from_dungeon_level([[5, 8], [10, 10]], self.dungeon_level),
            'meteorite_shield': from_dungeon_level([[5, 9], ], self.dungeon_level),
        }

        for i in range(number_of_items):
            x = randint(room.x1 + 1, room.x2 - 1)
            y = randint(room.y1 + 1, room.y2 - 1)
            equippable_component = None
            item_component = None

            item_choice = random_choice_from_dict(item_chances)
            if item_choice == 'super_healing':
                name = "Mega Healing Potion"
                color = tcod.lighter_violet
                char = '!'
                item_component = Item(use_function=heal, amount=80)

            elif item_choice == 'confusion_scroll':
                name = "Scroll of Confusion"
                color = tcod.light_pink
                char = '~'
                item_component = Item(use_function=cast_confuse, targeting=True, targeting_message=Message(
                    'Left-click an enemy to confuse it, or right-click to cancel.', tcod.light_cyan))

            elif item_choice == 'lightning_scroll':
                name = "Scroll of Lightning"
                color = tcod.yellow
                char = '~'
                item_component = Item(use_function=cast_lightning, damage=40, maximum_range=5)

            elif item_choice == 'fireball_scroll':
                name = "Scroll of Fireball"
                color = tcod.flame
                char = '~'
                item_component = Item(
                    use_function=cast_fireball,
                    targeting=True,
                    targeting_message=Message(
                        "Left-click a target tile for the fireball, or right-click to cancel.",
                        tcod.light_cyan),
                    damage=25, radius=3)

            elif item_choice == 'short_sword':
                equippable_component = Equippable(EquipmentSlots.MAIN_HAND, power_bonus=4)
                char = ')'
                color = tcod.light_grey
                name = 'Short Sword'

            elif item_choice == 'long_sword':
                equippable_component = Equippable(EquipmentSlots.MAIN_HAND, power_bonus=5)
                char = ')'
                color = tcod.light_gray
                name = 'Long Sword'

            elif item_choice == 'mithril_sword':
                equippable_component = Equippable(EquipmentSlots.MAIN_HAND, power_bonus=7)
                char = ')'
                color = tcod.dark_sky
                name = 'Mithril Sword'

            elif item_choice == 'buckler_shield':
                equippable_component = Equippable(EquipmentSlots.OFF_HAND, defense_bonus=1)
                char = '['
                color = tcod.gray
                name = 'Buckler Shield'

            elif item_choice == 'small_shield':
                equippable_component = Equippable(EquipmentSlots.OFF_HAND, defense_bonus=2)
                char = '['
                color = tcod.darker_orange
                name = 'Small Shield'

            elif item_choice == 'tower_shield':
                equippable_component = Equippable(EquipmentSlots.OFF_HAND, defense_bonus=4)
                char = '['
                color = tcod.desaturated_orange
                name = 'Tower Shield'

            elif item_choice == 'meteorite_shield':
                equippable_component = Equippable(EquipmentSlots.OFF_HAND, defense_bonus=6)
                char = '['
                color = tcod.dark_blue
                name = 'Meteorite Tower Shield'

            else:  # item_choice == 'healing_potion':
                name = "Healing Potion"
                color = tcod.violet
                char = '!'
                item_component = Item(use_function=heal, amount=40)

            if not any([entity for entity in items if entity.x == x and entity.y == y]):
                item = Entity(x, y, render_order=RenderOrder.ITEM, components={
                    'item': item_component,
                    'equippable': equippable_component,
                })
                item.set_appearance(char, color, name)
                items.append(item)

        return items