def get_game_variables(constants, kolors, current_roster, current_mm): fighter_component = Fighter(hp=30, protection=2, power=5) inventory_component = Inventory(26) player = Entity(0, 0, '@', tcod.black, 'Player', blocks=True, render_order=RenderOrder.ACTOR, fighter=fighter_component, inventory=inventory_component) entities = [player] map_type = 'Dungeon' #Choices: Dungeon, Cave, World if map_type == 'Dungeon': indoors = True game_map = Dungeon(constants['map_width'], constants['map_height']) game_map.make_map(constants['max_rooms'], constants['room_min_size'], constants['room_max_size'], constants['map_width'], constants['map_height'], player, entities, constants['max_monsters_per_room'], constants['max_items_per_room'], kolors, current_roster, current_mm) elif map_type == 'Cave': indoors = True game_map = Cave(constants['map_width'], constants['map_height']) game_map.make_cave(constants['map_width'], constants['map_height'], player, entities, constants['max_monsters_per_cave'], constants['max_items_per_cave'], kolors, current_roster, current_mm) elif map_type == 'World': indoors = False game_map = World(constants['map_width'], constants['map_height']) game_map.make_world(constants['map_width'], constants['map_height'], player, entities, constants['max_monsters_per_spawn'], kolors, current_roster, current_mm) #Initialize the message log message_log = MessageLog(constants['message_x'], constants['message_width'], constants['message_height']) game_state = GameStates.PLAYERS_TURN return player, entities, game_map, indoors, message_log, game_state
from dungeons import Dungeon dungeon = Dungeon({'style': 'dungeon', 'purpose': 'stronghold'}) dungeon.base_dungeon() dungeon.populate_dungeon('immortal guardians', 3, 'haunted') dungeon.populate_dungeon('hideout', 2, 'bandits') dungeon.write_module() dungeon.save_dungeon_image()