Esempio n. 1
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def test_map():
    map = libtcodpy.map_new(16, 16)
    assert libtcodpy.map_get_width(map) == 16
    assert libtcodpy.map_get_height(map) == 16
    libtcodpy.map_copy(map, map)
    libtcodpy.map_clear(map)
    libtcodpy.map_set_properties(map, 0, 0, True, True)
    assert libtcodpy.map_is_transparent(map, 0, 0)
    assert libtcodpy.map_is_walkable(map, 0, 0)
    libtcodpy.map_is_in_fov(map, 0, 0)
    libtcodpy.map_delete(map)
 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)
    def take_turn(self):
        #a basic monster takes its turn. if you can see it, it can see you
        monster = self.owner
        if libtcod.map_is_in_fov(fov_map, monster.x, monster.y):
 
            #move towards player if far away
            if monster.distance_to(player) >= 2:
                monster.move_towards(player.x, player.y)
 
            #close enough, attack! (if the player is still alive.)
            elif player.fighter.hp > 0:
                monster.fighter.attack(player)
def get_names_under_mouse():
    global mouse
 
    #return a string with the names of all objects under the mouse
    (x, y) = (mouse.cx, mouse.cy)
 
    #create a list with the names of all objects at the mouse's coordinates and in FOV
    names = [obj.name for obj in objects
        if obj.x == x and obj.y == y and libtcod.map_is_in_fov(fov_map, obj.x, obj.y)]
 
    names = ', '.join(names)  #join the names, separated by commas
    return names.capitalize()
def closest_monster(max_range):
    #find closest enemy, up to a maximum range, and in the player's FOV
    closest_enemy = None
    closest_dist = max_range + 1  #start with (slightly more than) maximum range
 
    for object in objects:
        if object.fighter and not object == player and libtcod.map_is_in_fov(fov_map, object.x, object.y):
            #calculate distance between this object and the player
            dist = player.distance_to(object)
            if dist < closest_dist:  #it's closer, so remember it
                closest_enemy = object
                closest_dist = dist
    return closest_enemy
Esempio n. 6
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def cast_freezeray(*args, **kwargs):
    entities = kwargs.get('entities')
    fov_map = kwargs.get('fov_map')
    damage = kwargs.get('damage')
    target_x = kwargs.get('target_x')
    target_y = kwargs.get('target_y')

    results = []

    if not libtcod.map_is_in_fov(fov_map, target_x, target_y):
        results.append({
            'consumed':
            False,
            'message':
            Message('You cannot target a tile outside your field of view.',
                    libtcod.yellow)
        })
        return results

    for entity in entities:
        if entity.x == target_x and entity.y == target_y and entity.ai:
            frozen_ai = Frozen(entity.ai, 10)

            frozen_ai.owner = entity
            entity.ai = frozen_ai

            entity.fighter.take_damage(damage)
            results.append({
                'consumed':
                True,
                'message':
                Message(
                    'The ice bolt connects! {} is frozen!'.format(
                        entity.name, damage), libtcod.green)
            })

            break
    else:
        results.append({
            'consumed':
            False,
            'message':
            Message('There is no targetable enemy at that location.',
                    libtcod.yellow)
        })

    return results
Esempio n. 7
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def draw_map(map_to_draw):
    cam_x, cam_y = globalvars.CAMERA.map_address
    display_map_w = constants.CAM_WIDTH // constants.CELL_WIDTH
    display_map_h = constants.CAM_HEIGHT // constants.CELL_HEIGHT

    render_w_min = cam_x - (display_map_w // 2)
    render_h_min = cam_y - (display_map_h // 2)

    render_w_max = cam_x + (display_map_w // 2)
    render_h_max = cam_y + (display_map_h // 2)

    if render_w_min < 0: render_w_min = 0
    if render_h_min < 0: render_h_min = 0

    if render_w_max > constants.MAP_WIDTH: render_w_max = constants.MAP_WIDTH
    if render_h_max > constants.MAP_HEIGHT: render_h_max = constants.MAP_HEIGHT

    for x in range(render_w_min, render_w_max):
        for y in range(render_h_min, render_h_max):

            tile_assignment = map_to_draw[x][y].assignment

            is_visible = libtcodpy.map_is_in_fov(globalvars.FOV_MAP, x, y)

            if is_visible:

                map_to_draw[x][y].explored = True

                if map_to_draw[x][y].block_path == True:
                    globalvars.SURFACE_MAP.blit(
                        globalvars.ASSETS.wall_dict[tile_assignment],
                        (x * constants.CELL_WIDTH, y * constants.CELL_HEIGHT))
                else:
                    globalvars.SURFACE_MAP.blit(
                        globalvars.ASSETS.S_FLOOR[0],
                        (x * constants.CELL_WIDTH, y * constants.CELL_HEIGHT))

            elif map_to_draw[x][y].explored:

                if map_to_draw[x][y].block_path == True:
                    globalvars.SURFACE_MAP.blit(
                        globalvars.ASSETS.wall_ex_dict[tile_assignment],
                        (x * constants.CELL_WIDTH, y * constants.CELL_HEIGHT))
                else:
                    globalvars.SURFACE_MAP.blit(
                        globalvars.ASSETS.S_FLOOREXPLORED[0],
                        (x * constants.CELL_WIDTH, y * constants.CELL_HEIGHT))
def cast_confusion(*args, **kwargs):
    player = args[0]
    entities = kwargs.get('entities')
    fov_map = kwargs.get('fov_map')
    target_x = kwargs.get('target_x')
    target_y = kwargs.get('target_y')
    turns_confused = 10 + player.fighter.magic

    results = []

    if not libtcod.map_is_in_fov(fov_map, target_x, target_y):
        results.append({
            'consumed':
            False,
            'message':
            Message("You can't target a location outside your field of view.",
                    libtcod.red)
        })
        return results

    for entity in entities:
        if entity.x == target_x and entity.y == target_y and entity.ai:
            confused_ai = ConfusedMonster(entity.ai, turns_confused)

            confused_ai.owner = entity
            entity.ai = confused_ai

            results.append({
                'consumed':
                True,
                'message':
                Message(
                    "The eyes of the {0} look vacant, as it starts to stumble around! They are confused for {1} turns!"
                    .format(entity.name, turns_confused), libtcod.light_green)
            })

            break
    else:
        results.append({
            'consumed':
            False,
            'message':
            Message("There is no targetable enemy at that location.",
                    libtcod.red)
        })

    return results
Esempio n. 9
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def cast_fireball(*args, **kwargs):
    """ Targeting spell - determine if damage occurs for target and apply

    """

    entities = kwargs.get("entities")
    fov_map = kwargs.get("fov_map")
    damage = kwargs.get("damage")
    radius = kwargs.get("radius")
    target_x_pos = kwargs.get("target_x_pos")
    target_y_pos = kwargs.get("target_y_pos")

    results = []

    if not tcod.map_is_in_fov(fov_map, target_x_pos, target_y_pos):
        results.append({
            "consumed":
            False,
            "message":
            Message("You cannot target a tile outside your field of view.",
                    tcod.yellow),
        })
        return results

    results.append({
        "consumed":
        True,
        "message":
        Message(
            f"The fireball explodes, burning everything within {radius} tiles!",
            tcod.orange,
        ),
    })

    for entity in entities:
        if entity.distance(target_x_pos,
                           target_y_pos) <= radius and entity.fighter:
            results.append({
                "message":
                Message(
                    f"The {entity.name} gets burned for {damage} hit points.",
                    tcod.orange,
                )
            })
            results.extend(entity.fighter.take_damage(damage))

    return results
Esempio n. 10
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def render_all():
    tcod.console_set_default_foreground(con, tcod.white)
    tcod.console_print_ex(
        con, 1, SCREEN_HEIGHT - 2, tcod.BKGND_NONE, tcod.LEFT,
        'HP: ' + str(player.fighter.hp) + '/' + str(player.fighter.max_hp))

    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
        tcod.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 = tcod.map_is_in_fov(fov_map, x, y)
                wall = map[x][y].block_sight
                if not visible:
                    # it's out of the player's FOV
                    if wall:
                        tcod.console_set_char_background(
                            con, x, y, color_dark_wall, tcod.BKGND_SET)
                    else:
                        tcod.console_set_char_background(
                            con, x, y, color_dark_ground, tcod.BKGND_SET)
                else:
                    # it's visible
                    if wall:
                        tcod.console_set_char_background(
                            con, x, y, color_light_wall, tcod.BKGND_SET)
                    else:
                        tcod.console_set_char_background(
                            con, x, y, color_light_ground, tcod.BKGND_SET)

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

    player.draw()

    # blit the contents of "con" to the root console
    tcod.console_blit(con, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, 0)
Esempio n. 11
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def cast_fireball(*args, **kwargs):
    """
    kwargs:\n
    'entities' - all entities\n
    'fov_map' - we need only those who in FOV\n
    'damage' - cast damage\n
    'radius' - explosion radius\n
    'target_x' - target x coord
    'target_y' - target y coord
    """
    entities = kwargs.get('entities')
    fov_map = kwargs.get('fov_map')
    damage = kwargs.get('damage')
    radius = kwargs.get('radius')
    target_x = kwargs.get('target_x')
    target_y = kwargs.get('target_y')

    results = []

    if not libtcod.map_is_in_fov(fov_map, target_x, target_y):
        results.append({
            'item_consumed':
            False,
            'message':
            Message('You cannot target a tile outside view', libtcod.yellow)
        })

    results.append({
        'item_consumed':
        True,
        'message':
        Message(
            'The Fireball explodes, burning everything within {0} radius!'.
            format(radius), libtcod.orange)
    })

    for entity in entities:
        if entity.distance(target_x, target_y) <= radius and entity.fighter:
            results.append({
                'message':
                Message(
                    'The {0} gets burned for {1} hit points'.format(
                        entity.name, damage), libtcod.orange)
            })
            results.extend(entity.fighter.take_damage(damage))

    return results
def cast_sleep(*args, **kwargs):
    player = args[0]
    entities = kwargs.get('entities')
    fov_map = kwargs.get('fov_map')
    target_x = kwargs.get('target_x')
    target_y = kwargs.get('target_y')
    turns_asleep = 5 + player.fighter.magic

    results = []

    if not libtcod.map_is_in_fov(fov_map, target_x, target_y):
        results.append({
            'consumed':
            False,
            'message':
            Message("You can't target a location outside your field of view.",
                    libtcod.red)
        })
        return results

    for entity in entities:
        if entity.x == target_x and entity.y == target_y and entity.ai:
            asleep_ai = AsleepMonster(entity.ai, turns_asleep)

            asleep_ai.owner = entity
            entity.ai = asleep_ai

            results.append({
                'consumed':
                True,
                'message':
                Message(
                    "The {0} falls asleep! They are asleep for {1} turns!".
                    format(entity.name, turns_asleep), libtcod.light_green)
            })

            break
    else:
        results.append({
            'consumed':
            False,
            'message':
            Message("There is no targetable enemy at that location.",
                    libtcod.red)
        })

    return results
Esempio n. 13
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def cast_confuse(*args, **kwargs):
    entities = kwargs.get("entities")
    fov_map = kwargs.get("fov_map")
    target_x = kwargs.get("target_x")
    target_y = kwargs.get("target_y")

    results = []

    if not tcod.map_is_in_fov(fov_map, target_x, target_y):
        results.append({
            "consumed":
            False,
            "message":
            Message(
                "You cannot target a tile outside of your field of view.",
                tcod.yellow,
            ),
        })
        return results

    for entity in entities:
        if entity.x == target_x and entity.y == target_y and entity.ai:
            confused_ai = ConfusedMonster(entity.ai, 10)

            confused_ai.owner = entity
            entity.ai = confused_ai

            results.append({
                "consumed":
                True,
                "message":
                Message(
                    f"The eyes of the {entity.name} look vacant, as he starts to stumble around!",
                    tcod.light_green,
                ),
            })
            break
    else:
        results.append({
            "consumed":
            False,
            "message":
            Message("There is no targetable enemy at that location.",
                    tcod.yellow),
        })

    return results
Esempio n. 14
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    def take_turn(self, target, fov_map, game_map):
        results = []
        monster = self.owner

        # Return without doing anything until it spots the player for the first time
        if not self.player_spotted and not libtcod.map_is_in_fov(fov_map, monster.x, monster.y):
            return results

        self.player_spotted = True
        self.owner.move_towards(target.x, target.y, game_map, ignore_blocking=True)

        if monster.distance_to(target) == 0:
            results.append({'message': Message("The wraith has haunted you!")})
            target.status_effects.add_status(status_effects.DamageOverTime('Haunted', 5, 10))
            results.extend(monster.fighter.take_damage(1))
        
        return results
Esempio n. 15
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def cast_confuse(*args, **kwargs):
    entities = kwargs.get("entities")
    fov_map = kwargs.get("fov_map")
    target_x = kwargs.get("target_x")
    target_y = kwargs.get("target_y")

    results = []

    if not libtcod.map_is_in_fov(fov_map, target_x, target_y):
        results.append({
            "consumed":
            False,
            "message":
            Message(
                "You cannot feel the love of a tile outside your field of view(Future-octopus-vision)",
                libtcod.light_magenta)
        })
        return results

    for entity in entities:
        if entity.x == target_x and entity.y == target_y and entity.ai:
            confused_ai = ConfusedMonster(entity.ai, 10)
            confused_ai.owner = entity
            entity.ai = confused_ai

            results.append({
                "consumed":
                True,
                "message":
                Message(
                    "The {0}'s love starts to fade away, he looks like he went crazy!"
                    .format(entity.name), libtcod.light_sepia)
            })

            break

    else:
        results.append({
            "consumed":
            False,
            "message":
            Message("There is no targetable enemy at that location.",
                    libtcod.dark_crimson)
        })

    return results
Esempio n. 16
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def cast_lightning(*args, **kwargs):
    caster = args[0]
    entities = kwargs.get('entities')
    fov_map = kwargs.get('fov_map')
    damage = kwargs.get('damage')
    maximum_range = kwargs.get('maximum_range')

    results = []

    target = None
    closest_distance = maximum_range + 1

    for entity in entities:
        if entity.fighter and entity != caster and libtcod.map_is_in_fov(
                fov_map,
                entity.x,
                entity.y,
        ):
            distance = caster.distance_to(entity)

            if distance < closest_distance:
                target = entity
                closest_distance = distance
    if target:
        results.append({
            'consumed':
            True,
            'target':
            target,
            'message':
            Message(
                'A lighting bolt strikes the {0} with a loud thunder! The damage is {1}'
                .format(target.name, damage))
        })
        results.extend(target.fighter.take_damage(damage))
    else:
        results.append({
            'consumed':
            False,
            'target':
            None,
            'message':
            Message('No enemy is close enough to strike.', libtcod.red)
        })

    return results
Esempio n. 17
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def render_all(con, panel, entities, player, game_map, fov_map, fov_recompute, message_log, screenWidth, screenHeight, bar_width, panel_height, panel_y, mouse, colors):
	#draw all tiles in the game
	if fov_recompute:
		for y in range(game_map.height):
			for x in range(game_map.width):
				visible = tcod.map_is_in_fov(fov_map, x, y)
				wall = game_map.tiles[x][y].block_sight

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

					game_map.tiles[x][y].explored = True
				elif game_map.tiles[x][y].explored:
					if wall:
						tcod.console_set_char_background(con, x, y, colors.get('dark_wall'), tcod.BKGND_SET)
					else:
						tcod.console_set_char_background(con, x, y, colors.get('dark_ground'), tcod.BKGND_SET)
				else:
					tcod.console_set_char_background(con, x, y, colors.get('nothing'), tcod.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)

	tcod.console_blit(con, 0, 0, screenWidth, screenHeight, 0, 0, 0)

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

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

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

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

	tcod.console_blit(panel, 0, 0, screenWidth, panel_height, 0, 0, panel_y)
Esempio n. 18
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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.
    global key, mouse
    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,key,mouse)
        render_all()
        (x, y) = (mouse.cx, mouse.cy)
 
        if mouse.rbutton_pressed or key.vk == libtcod.KEY_ESCAPE:
            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 and libtcod.map_is_in_fov(fov_map, x, y) and
            (max_range is None or player.distance(x, y) <= max_range)):
            return (x, y)
Esempio n. 19
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def cast_lightning(*args, **kwargs):
    caster = args[0]
    entities = kwargs.get('entities')
    fov_map = kwargs.get('fov_map')
    damage = kwargs.get('damage')
    maximum_range = kwargs.get('maximum_range')

    results = []

    target = None
    closest_distance = maximum_range + 1

    for entity in entities:
        if entity.fighter and entity != caster and libtcod.map_is_in_fov(
                fov_map, entity.x, entity.y):
            distance = caster.distance_to(entity)

            if distance < closest_distance:
                target = entity
                closest_distance = distance

    if target:
        results.append({
            'consumed':
            True,
            'target':
            target,
            'message':
            Message(
                'A baleful energy rips through the air and strikes {0} for {1} damage'
                .format(target.name, damage))
        })
        results.extend(target.fighter.take_damage(damage))
    else:
        results.append({
            'consumed':
            False,
            'target':
            None,
            'message':
            Message(
                'The lightning would be useless, there are no enemies near.',
                libtcod.red)
        })

    return results
Esempio n. 20
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    def closest_enemy(self, max_range):
        # Find closest enemy, up to a maximum range, and in the player's FOV
        closest_thing = None
        closest_dist = max_range + 1  # Start with (slightly more than) the maximum range

        for object in gameMap.objects:
            if object.get_component(
                    "Fighter"
            ) and not object == self and libtcod.map_is_in_fov(
                    gameMap.fov_map, object.x, object.y):
                # Calculate distance between this object and the player
                dist = self.distance_to(object)
                if dist < closest_dist:  # It's closer, so remember it
                    closest_thing = object
                    closest_dist = dist

        return closest_thing
Esempio n. 21
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def get_names_under_mouse():
    global mouse

    # Return a string with the names of all the objects under the mouse
    (x, y) = (mouse.cx, mouse.cy)

    # Create a list with the names of all objects at the mouse's coordinates and in the FOV
    names = [
        obj.name for obj in gameMap.objects if obj.x == x and obj.y == y and
        (libtcod.map_is_in_fov(gameMap.fov_map, obj.x, obj.y) or ignore_FOV or
         (obj.always_visible and gameMap.map[obj.x][obj.y].explored))
    ]

    names = ', '.join(
        names)  # Joins all the names together, seperated by commas

    return names.capitalize()
def cast_eldritch_blast_feat(*args, **kwargs):
    entities = kwargs.get('entities')
    fov_map = kwargs.get('fov_map')
    damage = kwargs.get('damage')
    ability_power = kwargs.get('ability_power')
    target_x = kwargs.get('target_x')
    target_y = kwargs.get('target_y')

    results = []

    if not libtcod.map_is_in_fov(fov_map, target_x, target_y):
        results.append({
            'performed':
            False,
            'message':
            Message('You cannot target a tile outside your field of view.',
                    libtcod.yellow)
        })
        return results

    for entity in entities:
        if entity.x == target_x and entity.y == target_y:
            results.append({
                'performed':
                True,
                'message':
                Message(
                    'The {0} gets blasted for {1} hit points.'.format(
                        entity.name, damage + (2 * ability_power)),
                    libtcod.orange)
            })
            results.extend(
                entity.fighter.take_damage(damage + (2 * ability_power)))

            break

    else:
        results.append({
            'performed':
            False,
            'message':
            Message('There is no targetable enemy at that location.',
                    libtcod.yellow)
        })

    return results
Esempio n. 23
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def target_tile(max_range=None):
    global key, mouse

    while True:
        tcod.console_flush()
        tcod.sys_check_for_event(tcod.EVENT_KEY | tcod.EVENT_MOUSE, key, mouse)
        render_all()

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

        if mouse.lbutton_pressed and tcod.map_is_in_fov(
                fov_map, x, y) and (max_range is None
                                    or player.distance(x, y) <= max_range):
            return (x, y)

        if mouse.rbutton_pressed or key.vk == tcod.KEY_ESCAPE:
            return (None, None)
Esempio n. 24
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def cast_confuse(*args, **kwargs):
    entities = kwargs.get('entities')
    fov_map = kwargs.get('fov_map')
    target_x = kwargs.get('target_x')
    target_y = kwargs.get('target_y')

    results = []

    #todo change map_is_in_fov to map.Map.fov
    if not libtcod.map_is_in_fov(fov_map, target_x, target_y):
        results.append({
            'consumed':
            False,
            'message':
            Message('You cannot target a tile outside your field of view.',
                    'minor_error')
        })
        return results

    for entity in entities:
        # Entity at location x,y with an ai and isn't a corpse
        if entity.x == target_x and entity.y == target_y and entity.ai and entity.render_order != RenderOrder.CORPSE:
            confused_ai = ai.ConfusedMonster(entity.ai, 10)

            confused_ai.owner = entity
            entity.ai = confused_ai

            results.append({
                'consumed':
                True,
                'message':
                Message(
                    '{0} looks confused, as they starts to stumble around!'.
                    format(entity.full_name), 'minor_effect')
            })

            break
    else:
        results.append({
            'consumed':
            False,
            'message':
            Message('There is no enemy at that location.', 'minor_error')
        })

    return results
Esempio n. 25
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def cast_confuse(*args, **kwargs):
    entities = kwargs.get("entities")
    fov_map = kwargs.get("fov_map")
    target_x = kwargs.get("target_x")
    target_y = kwargs.get("target_y")

    results = []

    if not libtcod.map_is_in_fov(fov_map, target_x, target_y):
        results.append({
            "consumed":
            False,
            "message":
            Message("You must target a tile in your line of sight.",
                    libtcod.yellow),
        })
        return results

    for entity in entities:
        if entity.x == target_x and entity.y == target_y and entity.ai:
            confused_ai = ConfusedMonster(entity.ai, 10)

            confused_ai.owner = entity
            entity.ai = confused_ai

            results.append({
                "consumed":
                True,
                "message":
                Message(
                    "The {0} is stuck by a flash of light and starts to stumble around."
                    .format(entity.name),
                    libtcod.lighter_purple,
                ),
            })

            break
    else:
        results.append({
            "consumed":
            False,
            "message":
            Message("There are no targetable enemies there.", libtcod.yellow),
        })

    return results
def get_names_under_mouse(mouse, entities, fov_map):
    """Displays names of entities under mouse pointer.

    Args:
        mouse(Mouse): TCOD Mouse object.
        entities(list): List of entities to check names of.
        fov_map(Map): TCOD Map object used for calculating FOV.
    """

    (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()
Esempio n. 27
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def cast_confusion(*args, **kwargs) -> list:
    entities = kwargs.get("entities")  # Entity list
    fov_map = kwargs.get("fov_map")  # field of view
    target_x = kwargs.get("target_x")  # target x position
    target_y = kwargs.get("target_y")  # Target y position

    results = []

    if not libtcod.map_is_in_fov(fov_map, target_x, target_y):
        results.append({
            "consumed":
            False,
            "message":
            Message("You cannot target something you can't see.",
                    libtcod.yellow),
        })
        return results

    for entity in entities:
        if entity.x == target_x and entity.y == target_y and entity.ai:
            confused_ai = ConfusedMonster(entity.ai, 10)

            confused_ai.owner = entity
            entity.ai = confused_ai

            results.append({
                "consumed":
                True,
                "message":
                Message(
                    f"The eyes of the {entity.name} look vacant, as he starts to stumble around!",
                    libtcod.light_green,
                ),
            })

            break
    else:
        results.append({
            "consumed":
            False,
            "message":
            Message("There is no targetable enemy at that location.",
                    libtcod.yellow),
        })

    return results
Esempio n. 28
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File: ai.py Progetto: bashhack/py-rl
    def take_turn(self, target, fov_map, game_map, entities):
        """ Determines if monster moves or attacks

        """

        results = []

        monster = self.owner

        if tcod.map_is_in_fov(fov_map, monster.x_pos, monster.y_pos):
            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)

        return results
Esempio n. 29
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    def take_turn(self, target, fov_map, game_map, entities):
        results = []

        monster = self.owner
        if libtcod.map_is_in_fov(fov_map, monster.x, monster.y):

            if monster.distance_to(target) >= 2:
               # monster.move_towards(target.x, target.y, game_map, entities)
                monster.move_astar(target, game_map, entities)
            elif target.fighter.hp > 0:
                attack_results = monster.fighter.attack(target)
                results.extend(attack_results)
        # If monsters don't see you they just move in a random direction
        else:
            monster.wander(game_map, entities)

        return results
def shoot_arrow(*args, **kwargs):
	caster = args[0]
	entities = kwargs.get('entities')
	fov_map = kwargs.get('fov_map')
	maximum_range = kwargs.get('maximum_range')

	results = []

	target = None
	closest_distance = maximum_range + 1

	for entity in entities:
		if entity.fighter and entity != caster and libtcod.map_is_in_fov(fov_map, entity.x, entity.y):
			distance = caster.distance_to(entity)

			if distance < closest_distance:
				target = entity
				closest_distance = distance

	if target == None:
		damage = 0
	else:
		damage = round(caster.fighter.power * (10 / (10 + target.fighter.defense)))

	if caster.inventory.search("Fire Arrow"):
		if target:
			results.append({'staff_used': True, 'target': target, 'message': Message("You shoot a fire arrow at the {0}! It dealt {1} damage.".format(target.name, str(damage)), libtcod.white)})
			results.extend(target.fighter.take_damage(damage))
			target.fighter.status = Burn(3, 3, target)
			print("Monster Status: " + target.fighter.status)
			arrow = caster.inventory.search("Fire Arrow")
			caster.inventory.remove_item(arrow)
		else:
			results.append({'consumed': False, 'target': None, 'message': Message("No enemy is close enough to shoot...", libtcod.orange)})
	elif caster.inventory.search("Arrow"):
		if target:
			results.append({'staff_used': True, 'target': target, 'message': Message("You shoot an arrow at the {0}! It dealt {1} damage.".format(target.name, str(damage)), libtcod.white)})
			results.extend(target.fighter.take_damage(damage))
			arrow = caster.inventory.search("Arrow")
			caster.inventory.remove_item(arrow)
		else:
			results.append({'consumed': False, 'target': None, 'message': Message("No enemy is close enough to shoot...", libtcod.orange)})
	else:
		results.append({'consumed': False, 'target': None, 'message': Message("You don't have any arrows!", libtcod.orange)})

	return results
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.
    global key, mouse
    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,key,mouse)
        render_all()
        (x, y) = (mouse.cx, mouse.cy)
 
        if mouse.rbutton_pressed or key.vk == libtcod.KEY_ESCAPE:
            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 and libtcod.map_is_in_fov(fov_map, x, y) and
            (max_range is None or player.distance(x, y) <= max_range)):
            return (x, y)
Esempio n. 32
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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 entities
    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)

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

            y = 1
            for message in message_log.messages:
                libtcod.console_set_default_foreground(panel, libtcod.white)
                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)

            if game_state == GameStates.SHOW_INVENTORY:
                inventory_menu(con, 'Press key next to item to use, or Esc to cancel\n', player.inventory, 50, screen_width, screen_height)
Esempio n. 33
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def cast_confuse(*args, **kwargs):

    entities = kwargs.get('entities')
    fov_map = kwargs.get('fov_map')
    target_x = kwargs.get('target_x')
    target_y = kwargs.get('target_y')

    results = []

    if not libtcod.map_is_in_fov(fov_map, target_x, target_y):
        results.append({
            'consumed':
            False,
            'message':
            Message('You cannot target a tile outside your field of view.',
                    libtcod.yellow)
        })
        return results

    for entity in entities:
        if entity.x == target_x and entity.y == target_y and entity.ai:
            confused_ai = ConfusedMonster(entity.ai, 10)

            confused_ai.owner = entity
            entity.ai = confused_ai

            results.append({
                'consumed':
                True,
                'message':
                Message(
                    'The eyes of {0} look vacant, as he starts to stumble around!'
                    .format(entity.name), libtcod.light_green)
            })

            break
    else:
        results.append({
            'consumed':
            False,
            'message':
            Message('There is no targetable enemy at that location.',
                    libtcod.yellow)
        })

    return results
Esempio n. 34
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    def handleMessage(self, name, value):
        if name == 'processExplosions':
            self.events = {'explosions':None}
            explosionList = []
            avatars = value['avatars']
            worldMap = value['map']
            items = value['items']
            self.addedItems = []

            for item in items + avatars:
                keys = item.events.keys()
                if item.active == True and 'explode-multi' in keys:
                    for data in item.events['explode-multi']:
                        [x,y] = data['coord']
                        foo = Entity({})
                        foo.x = x
                        foo.y = y
                        self.addExplosion({'params': data}, foo, worldMap)
                    item.events['explode-multi'] = {}

                if item.active == True and 'explode' in item.events.keys():
                    details = item.events['explode']
                    if 'params' in details.keys():    
                        self.addExplosion(details, item, worldMap)
                    item.events['explode'] = {}

            for item in items + self.addedItems:
                if type(item).__name__ == 'Exploder' and item.active == True:
                    affectedSpaces = []
                    fov_map = libtcod.map_new(worldMap.MAP_WIDTH, worldMap.MAP_HEIGHT)
                    for y in range(item.y - item.radius, item.y + item.radius):
                        for x in range(item.x - item.radius, item.x + item.radius):
                            not_block_sight = not worldMap.mapArray[x][y].block_sight if (x>0 and x< worldMap.MAP_WIDTH - 1 and y > 0 and y < worldMap.MAP_HEIGHT - 1) else False
                            not_block = not worldMap.mapArray[x][y].blocked if (x>0 and x< worldMap.MAP_WIDTH - 1 and y > 0 and y < worldMap.MAP_HEIGHT - 1) else False
                            libtcod.map_set_properties(fov_map, x, y, not_block_sight, not_block)
                    libtcod.map_compute_fov(fov_map, item.x, item.y, item.radius, False, 0)
                    for y in range(item.y - item.radius, item.y + item.radius):
                        for x in range(item.x - item.radius, item.x + item.radius):
                            if libtcod.map_is_in_fov(fov_map, x, y):
                                affectedSpaces.append([x, y])
                                worldMap.mapArray[x][y].msg('create', {'duration':item.duration, 'type':item.name, 'power':item.power, 'owner':item.pwner, 'maxSpreads':item.maxSpreads, 'original':id(item)})
                        
                    explosionList.append({'originator':item, 'name':item.name, 'affectedSpaces':affectedSpaces})
                    item.active = False

            self.events = {'explosions':explosionList}
Esempio n. 35
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    def take_turn(self, target, fov_map, game_map, entities):
        results = []

        monster = self.owner
        if libtcod.map_is_in_fov(fov_map, monster.x, monster.y):

            if monster.distance_to(target) >= 2:
                monster.move_astar(target=target,
                                   entities=entities,
                                   game_map=game_map)

            elif target.party.members and monster.party.random_member_no_cooldown(
            ):
                attack_results = monster.party.random_member_no_cooldown(
                ).attack(target=target)
                results.extend(attack_results)
        return results
def cast_weaken(*args, **kwargs):
    caster = args[0]
    entities = kwargs.get('entities')
    damage = kwargs.get('amount')
    maximum_range = kwargs.get('maximum_range')
    fov_map = kwargs.get('fov_map')

    results = []

    target = None
    closest_distance = maximum_range + 1

    for entity in entities:
        if entity.combat_entity and entity != caster and tcod.map_is_in_fov(
                fov_map, entity.x, entity.y) and entity.combat_entity.hp > 0:
            distance = caster.distance_to_target(entity)

            if distance < closest_distance:
                target = entity
                closest_distance = distance

    if target:
        damage = damage - target.combat_entity.defense
        results.append({
            'spell_success':
            True,
            'target':
            target,
            'message':
            Message(
                'You drain the {0} of part of its power!'.format(target.name),
                tcod.pink)
        })
        results.extend(target.combat_entity.update_power(damage * (-1)))
    else:
        results.append({
            'spell_success':
            False,
            'target':
            None,
            'message':
            Message('There is no enemy close enough for this spell.',
                    tcod.pink)
        })

    return results
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)
                        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, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, 0)
 
    #show the player's stats
    libtcod.console_set_default_foreground(con, libtcod.white)
    libtcod.console_print_ex(0, 1, SCREEN_HEIGHT - 2, libtcod.BKGND_NONE, libtcod.LEFT,
        'HP: ' + str(player.fighter.hp) + '/' + str(player.fighter.max_hp))
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)
                        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
    for object in objects:
        object.draw()
 
    #blit the contents of "con" to the root console
    libtcod.console_blit(con, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, 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)
Esempio n. 40
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 def is_visible(self, x, y):
     return T.map_is_in_fov(self.fov_map, x, y) and \
         distance(x, y, self.player.x, self.player.y) <= \
         self.player.fov_range
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)
                        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)
 
    #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)