Exemplo n.º 1
0
    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)
Exemplo n.º 2
0
    def place_entities(self, room, entities):
        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)

        # Get a random number of monsters
        number_of_monsters = randint(0, max_monsters_per_room)
        number_of_items = randint(0, max_items_per_room)

        monster_chances = {
            'rat':
            from_dungeon_level([[80, 1], [40, 3], [15, 5]],
                               self.dungeon_level),
            'goblin':
            from_dungeon_level([[15, 1], [40, 3], [15, 5]],
                               self.dungeon_level),
            'orc':
            from_dungeon_level([[20, 2], [30, 4], [60, 6]],
                               self.dungeon_level),
            'troll':
            from_dungeon_level([[15, 3], [30, 5], [60, 7]], self.dungeon_level)
        }

        item_chances = {
            'torch': 10,
            'healing_potion': 35,
            'dagger': from_dungeon_level([[7, 1]], self.dungeon_level),
            'buckler': from_dungeon_level([[7, 2]], self.dungeon_level),
            'sword': from_dungeon_level([[35, 4]], self.dungeon_level),
            'shield': from_dungeon_level([[35, 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 = randint(room.x1 + 1, room.x2 - 1)
            y = randint(room.y1 + 1, room.y2 - 1)

            if not any([
                    entity
                    for entity in entities if entity.x == x and entity.y == y
            ]):
                monster_choice = random_choice_from_dict(monster_chances)

                if monster_choice == 'rat':
                    level_component = Level(current_level=1,
                                            current_xp=0,
                                            level_up_base=100,
                                            level_up_factor=100)
                    fighter_component = Fighter(hp=5,
                                                defense=0,
                                                power=1,
                                                body=monster_choice,
                                                xp=10,
                                                will_power=0)
                    ai_component = BasicMonster()
                    monster = Entity(x,
                                     y,
                                     'r',
                                     libtcod.dark_amber,
                                     'Rat',
                                     blocks=True,
                                     render_order=RenderOrder.ACTOR,
                                     fighter=fighter_component,
                                     ai=ai_component)
                elif monster_choice == 'goblin':
                    level_component = Level(current_level=1,
                                            current_xp=0,
                                            level_up_base=40,
                                            level_up_factor=150)
                    fighter_component = Fighter(hp=10,
                                                defense=0,
                                                power=2,
                                                body=monster_choice,
                                                fov=7,
                                                xp=20,
                                                level=level_component,
                                                will_power=1)
                    ai_component = BasicMonster()
                    monster = Entity(x,
                                     y,
                                     'g',
                                     libtcod.dark_green,
                                     'Goblin',
                                     blocks=True,
                                     render_order=RenderOrder.ACTOR,
                                     fighter=fighter_component,
                                     ai=ai_component,
                                     inventory=Inventory(2),
                                     equipment=Equipment())
                elif monster_choice == 'orc':
                    fighter_component = Fighter(hp=20,
                                                defense=0,
                                                power=4,
                                                body=monster_choice,
                                                fov=4,
                                                xp=35,
                                                will_power=2)
                    ai_component = BasicMonster()
                    monster = Entity(x,
                                     y,
                                     'o',
                                     libtcod.darker_green,
                                     'Orc',
                                     blocks=True,
                                     render_order=RenderOrder.ACTOR,
                                     fighter=fighter_component,
                                     ai=ai_component,
                                     inventory=Inventory(10),
                                     equipment=Equipment())
                else:
                    fighter_component = Fighter(hp=30,
                                                defense=2,
                                                power=8,
                                                body=monster_choice,
                                                xp=100,
                                                will_power=3)
                    ai_component = BasicMonster()
                    monster = Entity(x,
                                     y,
                                     'T',
                                     libtcod.darkest_green,
                                     'Troll',
                                     blocks=True,
                                     render_order=RenderOrder.ACTOR,
                                     fighter=fighter_component,
                                     ai=ai_component,
                                     inventory=Inventory(15),
                                     equipment=Equipment())

                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)

            if not any([
                    entity
                    for entity in entities if entity.x == x and entity.y == y
            ]):
                item_choice = random_choice_from_dict(item_chances)

                if item_choice == 'healing_potion':
                    item_component = Item(use_function=heal, amount=40)
                    item = Entity(x,
                                  y,
                                  '!',
                                  libtcod.violet,
                                  'Healing Potion',
                                  render_order=RenderOrder.ITEM,
                                  item=item_component)
                elif item_choice == 'torch':
                    equippable_component = Equippable(EquipmentSlots.OFF_HAND,
                                                      fov_bonus=5)
                    item = Entity(x,
                                  y,
                                  't',
                                  libtcod.yellow,
                                  'Torch',
                                  equippable=equippable_component)
                elif item_choice == 'sword':
                    equippable_component = Equippable(EquipmentSlots.MAIN_HAND,
                                                      power_bonus=3)
                    item = Entity(x,
                                  y,
                                  '/',
                                  libtcod.sky,
                                  'Sword',
                                  equippable=equippable_component)
                elif item_choice == 'shield':
                    equippable_component = Equippable(EquipmentSlots.OFF_HAND,
                                                      defense_bonus=2)
                    item = Entity(x,
                                  y,
                                  '[',
                                  libtcod.darker_orange,
                                  'Shield',
                                  equippable=equippable_component)
                elif item_choice == 'dagger':
                    equippable_component = Equippable(EquipmentSlots.MAIN_HAND,
                                                      power_bonus=1)
                    item = Entity(x,
                                  y,
                                  '/',
                                  libtcod.red,
                                  'Small Dagger',
                                  equippable=equippable_component)
                elif item_choice == 'buckler':
                    equippable_component = Equippable(EquipmentSlots.OFF_HAND,
                                                      defense_bonus=1)
                    item = Entity(x,
                                  y,
                                  '[',
                                  libtcod.red,
                                  'Rotten Buckler',
                                  equippable=equippable_component)
                elif item_choice == 'fireball_scroll':
                    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.',
                            libtcod.light_cyan),
                        damage=25,
                        radius=3)
                    item = Entity(x,
                                  y,
                                  '#',
                                  libtcod.red,
                                  'Fireball Scroll',
                                  render_order=RenderOrder.ITEM,
                                  item=item_component)
                elif item_choice == 'confusion_scroll':
                    item_component = Item(
                        use_function=cast_confuse,
                        targeting=True,
                        targeting_message=Message(
                            'Left-click an enemy to confuse it, or right-click to cancel.',
                            libtcod.light_cyan))
                    item = Entity(x,
                                  y,
                                  '#',
                                  libtcod.light_pink,
                                  'Confusion Scroll',
                                  render_order=RenderOrder.ITEM,
                                  item=item_component)
                else:
                    item_component = Item(use_function=cast_lightning,
                                          damage=40,
                                          maximum_range=5)
                    item = Entity(x,
                                  y,
                                  '#',
                                  libtcod.yellow,
                                  'Lightning Scroll',
                                  render_order=RenderOrder.ITEM,
                                  item=item_component)

                entities.append(item)
Exemplo n.º 3
0
    def from_json(json_data):
        x = json_data.get('x')
        y = json_data.get('y')
        char = json_data.get('char')
        color_o = json_data.get('color')
        color = libtcod.Color(color_o[0], color_o[1], color_o[2])
        name = json_data.get('name')
        blocks = json_data.get('blocks', False)
        render_order = RenderOrder(json_data.get('render_order'))
        fighter_json = json_data.get('fighter')
        ai_json = json_data.get('ai')
        item_json = json_data.get('item')
        inventory_json = json_data.get('inventory')
        stairs_json = json_data.get('stairs')
        level_json = json_data.get('level')
        equipment_json = json_data.get('equipment')
        equippable_json = json_data.get('equippable')
        uID_data = json_data.get('uID')
        quickuse_json = json_data.get('quick_use')

        entity = Entity(x,
                        y,
                        char,
                        color,
                        name,
                        blocks,
                        render_order,
                        uID=uID_data)

        if fighter_json:
            entity.fighter = Fighter.from_json(fighter_json)
            entity.fighter.owner = entity

        if ai_json:
            name = ai_json.get('name')

            if name == BasicMonster.__name__:
                ai = BasicMonster.from_json()
            elif name == ConfusedMonster.__name__:
                ai = ConfusedMonster.from_json(ai_json, entity)
            else:
                ai = None

            if ai:
                entity.ai = ai
                entity.ai.owner = entity

        if item_json:
            entity.item = Item.from_json(item_json)
            entity.item.owner = entity

        if inventory_json:
            entity.inventory = Inventory.from_json(inventory_json)
            entity.inventory.owner = entity

        if stairs_json:
            entity.stairs = Stairs.from_json(stairs_json)
            entity.stairs.owner = entity

        if level_json:
            entity.level = Level.from_json(level_json)
            entity.level.owner = entity

        if equipment_json:
            entity.equipment = Equipment.from_json(equipment_json)
            entity.equipment.owner = entity

        if equippable_json:
            entity.equippable = Equippable.from_json(equippable_json)
            entity.equippable.owner = entity

        if quickuse_json:
            entity.quick_use = Quickuse.from_json(quickuse_json)
            entity.quick_use.owner = entity

        return entity
Exemplo n.º 4
0
def equipable_factory(equipable_name: dict):
    if 'MAIN_HAND' == equipable_name['slot']: slot = EquipmentSlots.MAIN_HAND
    if 'OFF_HAND' == equipable_name['slot']: slot = EquipmentSlots.OFF_HAND
    equipable_name.pop('slot')

    return Equippable(slot, **equipable_name)
Exemplo n.º 5
0
    def place_entities_at_nook(self, entities, min_monsters, max_monsters,
                               max_items):
        # 벽 지도 생성
        wall_map = np.zeros((self.height, self.width), dtype='uint8')
        for y in range(self.height):
            for x in range(self.width):
                wall_map[y, x] = 1 if self.tiles[y, x].blocked else 0

        # 구석 개수 설정
        nooks = find_nook(wall_map)
        monster_num = randint(min_monsters, max_monsters)

        # 몬스터 배치
        monster_chance = {'CI': 80, 'GS': 20, "FA": 10}
        for j in range(monster_num):
            ai_comp = BasicAi()
            choice = random_choice_from_dict(monster_chance)

            if j < len(nooks):
                mx = nooks[j][1]
                my = nooks[j][0]
            else:
                # 구석진 곳이 모자르면 지도에서 무작위로 좌표를 뽑아옴
                my, mx = self.np_find_empty_cell(entities, wall_map)

            if choice == 'CI':
                f_comp = Fighter(hp=10, defense=0, power=3)
                monster = self.create_monster(mx, my, '~', tcod.flame,
                                              '기어다니는 내장', f_comp, ai_comp)
            elif choice == 'GS':
                f_comp = Fighter(hp=16, defense=1, power=4)
                monster = self.create_monster(mx, my, 'S', tcod.dark_green,
                                              '거대 거미', f_comp, ai_comp)
            elif choice == 'FA':
                f_comp = Fighter(hp=20, defense=0, power=7)
                monster = self.create_monster(mx, my, '@',
                                              tcod.Color(128, 5, 5),
                                              '사람을 닮은 무언가', f_comp, ai_comp)
            entities.append(monster)
            self.monsters += 1  #계산용

        # 아이템 배치, 아직 임시
        shuffle(nooks)
        #item_chance = {'FB':5}
        item_chance = {
            'FJ': 60,
            'REG': 30,
            'FB': 10,
            "SC": 10,
            'FLW': 10,
            'SCF': 5,
            'SWD': 5,
            'SLD': 5,
            'AM': 1
        }  #'BK': 20 # #

        for i in range(len(nooks)):
            kinds = random_choice_from_dict(item_chance)

            if j < len(nooks):
                ix = nooks[i][1]
                iy = nooks[i][0]
            else:
                # 구석진 곳이 모자르면 지도에서 무작위로 좌표를 뽑아옴
                ix, iy = self.np_find_empty_cell(entities, wall_map)

            if kinds == 'REG':
                i_comp = Item(use_function=heal, amount=10)
                item = self.create_item(ix,
                                        iy,
                                        '!',
                                        tcod.violet,
                                        '재생 물약',
                                        item=i_comp)
            elif kinds == 'FJ':
                i_comp = Item(use_function=heal, amount=15, which='sanity')
                item = self.create_item(ix,
                                        iy,
                                        '!',
                                        tcod.orange,
                                        '과일 주스',
                                        item=i_comp)
            elif kinds == 'SC':
                i_comp = Item(use_function=cast_spell,
                              damage=(1, 30),
                              maximum_range=8)
                item = self.create_item(ix,
                                        iy,
                                        '?',
                                        tcod.green,
                                        '마법 불꽃의 주문서',
                                        item=i_comp)
            elif kinds == 'FB':
                i_comp = Item(use_function=cast_fireball,
                              targeting=True,
                              targeting_message=Message(
                                  SYS_LOG['target_message'], tcod.light_cyan),
                              damage=(3, 8, 5),
                              radius=3)
                item = self.create_item(ix,
                                        iy,
                                        '?',
                                        tcod.red,
                                        '화염 폭발의 주문서',
                                        item=i_comp)
            elif kinds == 'SCF':
                scarfs_list = {
                    '보라': tcod.violet,
                    '빨강': tcod.dark_red,
                    '초록': tcod.green,
                    '파랑': tcod.blue
                }
                from random import sample
                pick = sample(list(scarfs_list), 1)[0]
                if pick == '초록':
                    resist = 60
                else:
                    resist = 50
                e_comp = Equippable(EquipmentSlots.SCARF,
                                    sanity_resistance=resist)
                item = Entity(ix,
                              iy,
                              '>',
                              scarfs_list[pick],
                              f"{pick}색 목도리",
                              _Equippable=e_comp)
            elif kinds == 'SWD':
                e_comp = Equippable(EquipmentSlots.WIELD, attack_power=5)
                item = Entity(ix, iy, '/', tcod.gray, "검", _Equippable=e_comp)
            elif kinds == 'SLD':
                e_comp = Equippable(EquipmentSlots.OUTFIT, defense_power=5)
                item = Entity(ix,
                              iy,
                              '}',
                              tcod.lighter_gray,
                              "방패",
                              _Equippable=e_comp)
            elif kinds == 'FLW':
                e_comp = Equippable(EquipmentSlots.JEWELLERY,
                                    sanity_resistance=20)
                item = Entity(ix,
                              iy,
                              '*',
                              tcod.white,
                              "국화꽃 팔찌",
                              _Equippable=e_comp)
            elif kinds == "AM":
                e_comp = Equippable(EquipmentSlots.JEWELLERY,
                                    sanity_resistance=-80,
                                    attack_power=10)
                item = Entity(ix,
                              iy,
                              '&',
                              tcod.white,
                              "어딘가 잘못된 목걸이",
                              _Equippable=e_comp)
            entities.append(item)
        """
Exemplo n.º 6
0
    def place_entities(self, room, entities):

        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)

        # Get random # monsters
        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,
            '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),
            'sword': from_dungeon_level([[5, 4]], self.dungeon_level),
            'shield': from_dungeon_level([[15, 8]], self.dungeon_level),
            'breastplate': from_dungeon_level([[10, 6]], self.dungeon_level),
            'pantaloons': from_dungeon_level([[8, 5]], self.dungeon_level),
            'helmet': from_dungeon_level([[4, 3]], self.dungeon_level)
        }

        for i in range(number_of_monsters):
            # choose rand location in the room
            x = randint(room.x1 + 1, room.x2 - 1)
            y = randint(room.y1 + 1, room.y2 - 1)

            if not any([
                    entity
                    for entity in entities if entity.x == x and entity.y == y
            ]):

                monster_choice = random_choice_from_dict(monster_chances)

                if monster_choice == 'orc':
                    fighter_component: Fighter = Fighter(hp=20,
                                                         defense=0,
                                                         power=4,
                                                         xp=35)

                    ai_component = BasicMonster()
                    inventory_component = Inventory(3)

                    monster = Entity(x,
                                     y,
                                     'o',
                                     tcod.desaturated_green,
                                     'Orc',
                                     blocks=True,
                                     fighter=fighter_component,
                                     ai=ai_component,
                                     render_order=RenderOrder.ACTOR,
                                     inventory=inventory_component)

                elif monster_choice == 'troll':
                    fighter_component = Fighter(hp=30,
                                                defense=2,
                                                power=8,
                                                xp=100)
                    ai_component = BasicMonster()
                    inventory_component = Inventory(5)

                    monster = Entity(x,
                                     y,
                                     'T',
                                     tcod.darker_green,
                                     'Troll',
                                     blocks=True,
                                     fighter=fighter_component,
                                     ai=ai_component,
                                     render_order=RenderOrder.ACTOR,
                                     inventory=inventory_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)

            if not any([
                    entity
                    for entity in entities if entity.x == x and entity.y == y
            ]):
                item_choice = random_choice_from_dict(item_chances)

                if item_choice == 'healing_potion':
                    item_component = Item(use_function=heal, amount=40)

                    item = Entity(x,
                                  y,
                                  '!',
                                  tcod.violet,
                                  'Health Potion',
                                  render_order=RenderOrder.ITEM,
                                  item=item_component)

                elif item_choice == 'fireball_scroll':
                    item_component = Item(
                        use_function=fireball,
                        damage=25,
                        radius=3,
                        targeting=True,
                        targeting_message=Message(
                            'Click a target tile to cast a Fireball\
                                          , or right-click to cancel.',
                            tcod.light_cyan))

                    item = Entity(x,
                                  y,
                                  '#',
                                  tcod.orange,
                                  'Fireball Scroll',
                                  render_order=RenderOrder.ITEM,
                                  item=item_component)

                elif item_choice == 'confusion_scroll':
                    item_component = Item(use_function=confusion,
                                          targeting=True,
                                          targeting_message=Message(
                                              'Click an enemy to confuse them!\
                                           Right-click/escape to cancel.',
                                              tcod.cyan))

                    item = Entity(x,
                                  y,
                                  '#',
                                  tcod.light_pink,
                                  'Confusion Scroll',
                                  render_order=RenderOrder.ITEM,
                                  item=item_component)

                elif item_choice == 'lightning_scroll':
                    item_component = Item(use_function=lightning,
                                          damage=40,
                                          maximum_range=5)

                    item = Entity(x,
                                  y,
                                  '#',
                                  tcod.yellow,
                                  'Lightning Scroll',
                                  render_order=RenderOrder.ITEM,
                                  item=item_component)

                elif item_choice == 'sword':
                    equippable_component = Equippable(EquipmentSlots.MAIN_HAND,
                                                      power_bonus=3)

                    item = Entity(x,
                                  y,
                                  '/',
                                  tcod.sky,
                                  'Greatsword',
                                  render_order=RenderOrder.ITEM,
                                  equippable=equippable_component)

                elif item_choice == 'shield':
                    equippable_component = Equippable(EquipmentSlots.OFF_HAND,
                                                      defense_bonus=3)

                    item = Entity(x,
                                  y,
                                  '[',
                                  tcod.darker_orange,
                                  'Kite Shield',
                                  render_order=RenderOrder.ITEM,
                                  equippable=equippable_component)

                elif item_choice == 'breastplate':
                    equippable_component = Equippable(EquipmentSlots.MAIN_HAND,
                                                      hp_bonus=3)

                    item = Entity(x,
                                  y,
                                  'M',
                                  tcod.dark_azure,
                                  'Plate Mail Armor',
                                  render_order=RenderOrder.ITEM,
                                  equippable=equippable_component)

                elif item_choice == 'helmet':
                    equippable_component = Equippable(EquipmentSlots.MAIN_HAND,
                                                      defense_bonus=2)

                    item = Entity(x,
                                  y,
                                  '0',
                                  tcod.dark_gray,
                                  'Bucket Helmet',
                                  render_order=RenderOrder.ITEM,
                                  equippable=equippable_component)

                elif item_choice == 'pantaloons':
                    equippable_component = Equippable(EquipmentSlots.MAIN_HAND,
                                                      hp_bonus=2,
                                                      power_bonus=2)

                    item = Entity(x,
                                  y,
                                  'n',
                                  tcod.dark_gray,
                                  'Harlequin Pantaloons',
                                  render_order=RenderOrder.ITEM,
                                  equippable=equippable_component)

                entities.append(item)
Exemplo n.º 7
0
    def monster_stats(self, x, y, sect=monster_all):
        selector = sect.ret_mon()

        # This should be moved to a class that indexes all "entities" and copies out the needed entity

        if selector == monster_all.KOBOLD:
            monster = Entity(x,
                             y,
                             'k',
                             libtcod.desaturated_green,
                             'Kobold',
                             blocks=True,
                             render_order=RenderOrder.ACTOR,
                             fighter=Fighter(hp=10, defense=0, power=1, xp=35),
                             ai=BasicMonster(),
                             inventory=Inventory(5))
        if selector == monster_all.RAZORTOOTH:
            monster = Entity(x,
                             y,
                             'k',
                             libtcod.desaturated_green,
                             'Kolbold Razortooth',
                             blocks=True,
                             render_order=RenderOrder.ACTOR,
                             fighter=Fighter(hp=20, defense=0, power=2, xp=45),
                             ai=BasicMonster(),
                             inventory=Inventory(5))
        if selector == monster_all.KHUNTER:
            monster = Entity(x,
                             y,
                             'k',
                             libtcod.desaturated_green,
                             'Kolbold Hunter',
                             blocks=True,
                             render_order=RenderOrder.ACTOR,
                             fighter=Fighter(hp=25, defense=1, power=3, xp=50),
                             ai=BasicMonster(),
                             inventory=Inventory(5))
        if selector == monster_all.KGLASSMITH:
            monster = Entity(x,
                             y,
                             'k',
                             libtcod.desaturated_green,
                             'Kolbold Glasssmith',
                             blocks=True,
                             render_order=RenderOrder.ACTOR,
                             fighter=Fighter(hp=30, defense=1, power=2, xp=50),
                             ai=BasicMonster(),
                             inventory=Inventory(5))
            monster.inventory.add_item(
                Entity(0,
                       0,
                       '/',
                       libtcod.sky,
                       'Handfull of glass shards',
                       equippable=Equippable(EquipmentSlots.MAIN_HAND,
                                             power_bonus=2)))
        elif selector == monster_all.GOBLIN:
            monster = Entity(x,
                             y,
                             'g',
                             libtcod.green,
                             'Goblin',
                             blocks=True,
                             render_order=RenderOrder.ACTOR,
                             fighter=Fighter(hp=15, defense=0, power=2, xp=40),
                             ai=BasicMonster(),
                             inventory=Inventory(5))
        elif selector == monster_all.C_GOBLIN:
            monster = Entity(x,
                             y,
                             'g',
                             libtcod.green,
                             'Clanfear Goblin',
                             blocks=True,
                             render_order=RenderOrder.ACTOR,
                             fighter=Fighter(hp=15, defense=1, power=2, xp=45),
                             ai=BasicMonster(),
                             inventory=Inventory(5))
        elif selector == monster_all.CB_GOBLIN:
            monster = Entity(x,
                             y,
                             'g',
                             libtcod.green,
                             'Clanfear Goblin Brawler',
                             blocks=True,
                             render_order=RenderOrder.ACTOR,
                             fighter=Fighter(hp=15, defense=2, power=3, xp=60),
                             ai=BasicMonster(),
                             inventory=Inventory(5))
            monster.inventory.add_item(
                Entity(0,
                       0,
                       '-',
                       libtcod.sky,
                       'Rusty Dagger',
                       equippable=Equippable(EquipmentSlots.MAIN_HAND,
                                             power_bonus=2)))
            monster.inventory.add_item(
                Entity(0,
                       0,
                       '#',
                       libtcod.brown,
                       'Ratty Peasant Shirt',
                       equippable=Equippable(EquipmentSlots.CHEST,
                                             defense_bonus=1)))
        elif selector == monster_all.CO_GOBLIN:
            monster = Entity(x,
                             y,
                             'g',
                             libtcod.green,
                             'Clanfear Goblin Organizer',
                             blocks=True,
                             render_order=RenderOrder.ACTOR,
                             fighter=Fighter(hp=25, defense=2, power=3, xp=80),
                             ai=BasicMonster(),
                             inventory=Inventory(5))
            monster.inventory.add_item(
                Entity(0,
                       0,
                       '-',
                       libtcod.sky,
                       'Rusty Dagger',
                       equippable=Equippable(EquipmentSlots.MAIN_HAND,
                                             power_bonus=2)))
            monster.inventory.add_item(
                Entity(0,
                       0,
                       '#',
                       libtcod.brown,
                       'Ratty Peasant Shirt',
                       equippable=Equippable(EquipmentSlots.CHEST,
                                             defense_bonus=1)))
            monster.inventory.add_item(
                Entity(0,
                       0,
                       '#',
                       libtcod.brown,
                       'Ratty Cloth Toque',
                       equippable=Equippable(EquipmentSlots.HELMET,
                                             max_hp_bonus=10)))
            monster.inventory.add_item(
                Entity(0,
                       0,
                       '#',
                       libtcod.grey,
                       'Rusty Iron Ring',
                       equippable=Equippable(EquipmentSlots.RING_R,
                                             max_blood_bonus=10)))
        elif selector == monster_all.CS_GOBLIN:
            monster = Entity(x,
                             y,
                             'g',
                             libtcod.light_green,
                             'Clanfear Goblin Shaman',
                             blocks=True,
                             render_order=RenderOrder.ACTOR,
                             fighter=Fighter(hp=45, defense=2, power=3,
                                             xp=100),
                             ai=BasicShaman(),
                             inventory=Inventory(5))
            monster.inventory.add_item(
                Entity(0,
                       0,
                       '-',
                       libtcod.sky,
                       'Staff of Impovrished Lightning',
                       item=Item(use_function=cast_lightning_chance,
                                 damage=20,
                                 maximum_range=6)))
            monster.inventory.add_item(
                Entity(0,
                       0,
                       '#',
                       libtcod.brown,
                       'Ratty Peasant Shirt',
                       equippable=Equippable(EquipmentSlots.CHEST,
                                             defense_bonus=1)))
            monster.inventory.add_item(
                Entity(0,
                       0,
                       '#',
                       libtcod.brown,
                       'Ratty Cloth Toque',
                       equippable=Equippable(EquipmentSlots.HELMET,
                                             max_hp_bonus=10)))
            monster.inventory.add_item(
                Entity(0,
                       0,
                       '#',
                       libtcod.grey,
                       'Rusty Iron Ring',
                       equippable=Equippable(EquipmentSlots.RING_R,
                                             max_blood_bonus=10)))
        elif selector == monster_all.ORC:
            monster = Entity(x,
                             y,
                             'o',
                             libtcod.desaturated_green,
                             'Orc',
                             blocks=True,
                             render_order=RenderOrder.ACTOR,
                             fighter=Fighter(hp=25, defense=1, power=2, xp=45),
                             ai=BasicMonster(),
                             inventory=Inventory(5))
        elif selector == monster_all.TROLL:
            monster = Entity(x,
                             y,
                             'T',
                             libtcod.green,
                             'Troll',
                             blocks=True,
                             render_order=RenderOrder.ACTOR,
                             fighter=Fighter(hp=30, defense=2, power=6, xp=80),
                             ai=BasicMonster(),
                             inventory=Inventory(5))
Exemplo n.º 8
0
    def place_entities(self, room, entities):
        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)
        """ダンジョンに敵を配置する機能"""
        # モンスターを何体部屋に配置するかランダムに決める
        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,
            "stone_sword": from_dungeon_level([[5, 4]], self.dungeon_level),
            "wood_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 _ in range(number_of_monsters):
            # 部屋のどのあたりにmonsterを配置するかランダムに決める
            x = randint(room.x1 + 1, room.x2 - 1)
            y = randint(room.y1 + 1, room.y2 - 1)

            # ランダムな場所を選びそこにモンスターとかアイテムとかがなければ配置する
            if not any([
                    entity
                    for entity in entities if entity.x == x and entity.y == y
            ]):
                monster_choice = random_choice_from_dict(monster_chances)

                if monster_choice == "orc":
                    fighter_component = Fighter(hp=10,
                                                defense=0,
                                                power=3,
                                                xp=35)
                    ai_component = BasicMonster()

                    monster = Entity(x,
                                     y,
                                     "o",
                                     libtcod.desaturated_green,
                                     "Orc",
                                     blocks=True,
                                     render_order=RenderOrder.ACTOR,
                                     fighter=fighter_component,
                                     ai=ai_component)
                else:
                    fighter_component = Fighter(hp=26,
                                                defense=1,
                                                power=4,
                                                xp=100)
                    ai_component = BasicMonster()

                    monster = Entity(x,
                                     y,
                                     "T",
                                     libtcod.dark_green,
                                     "Troll",
                                     blocks=True,
                                     render_order=RenderOrder.ACTOR,
                                     fighter=fighter_component,
                                     ai=ai_component)
                # entitiesに格納する
                entities.append(monster)

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

            if not any([
                    entity
                    for entity in entities if entity.x == x and entity.y == y
            ]):
                item_choice = random_choice_from_dict(item_chances)

                if item_choice == "healing_potion":
                    item_component = Item(use_function=heal, amount=40)
                    item = Entity(x,
                                  y,
                                  "!",
                                  libtcod.violet,
                                  "Healing Potion",
                                  render_order=RenderOrder.ITEM,
                                  item=item_component)

                elif item_choice == "stone_sword":
                    equippable_component = Equippable(EquipmentSlots.MAIN_HAND,
                                                      power_bonus=3)
                    item = Entity(x,
                                  y,
                                  "/",
                                  libtcod.sky,
                                  "Stone_Sword",
                                  equippable=equippable_component)

                elif item_choice == "wood_shield":
                    equippable_component = Equippable(EquipmentSlots.OFF_HAMD,
                                                      defense_bones=1)
                    item = Entity(x,
                                  y,
                                  "[",
                                  libtcod.darker_orange,
                                  "Wood_Shield",
                                  equippable=equippable_component)

                elif item_choice == "fireball_scroll":
                    item_component = Item(
                        use_function=cast_fireball,
                        targeting=True,
                        targeting_message=Message(
                            "lift-click a target tile for the fireball, or right-click to cancel.",
                            libtcod.light_cyan),
                        damage=22,
                        radius=3)
                    item = Entity(x,
                                  y,
                                  "#",
                                  libtcod.red,
                                  "Fireball Scroll",
                                  render_order=RenderOrder.ITEM,
                                  item=item_component)

                elif item_choice == "confusion_scroll":
                    item_component = Item(
                        use_function=cast_confuse,
                        targeting=True,
                        targeting_message=Message(
                            "Left-click an enemy to confuse it, or right-click to cansel.",
                            libtcod.light_cyan))
                    item = Entity(x,
                                  y,
                                  "#",
                                  libtcod.light_pink,
                                  "Confusion Scroll",
                                  render_order=RenderOrder.ITEM,
                                  item=item_component)

                else:
                    item_component = Item(use_function=cast_lightning,
                                          damage=30,
                                          maximum_range=5)
                    item = Entity(x,
                                  y,
                                  "#",
                                  libtcod.yellow,
                                  "Lightning Scroll",
                                  render_order=RenderOrder.ITEM,
                                  item=item_component)

                entities.append(item)
Exemplo n.º 9
0
    def place_entities(self, room, entities, graphics):
        """
        Place les monstres et les objets dans la room en cours de construction, en veillant
        à ne pas superposer des entités, puis ajoute le tout à la liste des entités.
        Le nombre de monstres et d'ojbets dépend de l'étage du donjon

        Parametres:
        ----------
        room : Rect

        entities : list

        graphics : dict


        Renvoi:
        -------
        entities : list

        """

        # monster_chances et item_chances définissent les entités à faire apparaître
        # avec leurs chances d'apparition et leurs poids respectifs
        monster_chances = [('orc', 80, 1), ('troll', 20, 3)]
        monsters_to_pop = monsters_per_room(self.dungeon_level,
                                            monster_chances, room)
        item_chances = [('healing_potion', 45, 1), ('confusion_scroll', 20, 2),
                        ('lightning_scroll', 18, 4), ('fireball_scroll', 7, 5),
                        ('sword', 5, 1), ('shield', 5, 1)]
        items_to_pop = items_per_room(self.dungeon_level, item_chances)

        for monster_choice in monsters_to_pop:
            x = randint(room.x1 + 1, room.x2 - 1)
            y = randint(room.y1 + 1, room.y2 - 1)
            if not any([
                    entity
                    for entity in entities if entity.x == x and entity.y == y
            ]):
                if monster_choice == 'orc':
                    fighter_component = Fighter(hp=20,
                                                defense=0,
                                                power=4,
                                                xp=35)
                    ai_component = BasicMonster()
                    monster = Entity(x,
                                     y,
                                     graphics.get(monster_choice),
                                     libtcod.desaturated_green,
                                     'Orc',
                                     blocks=True,
                                     render_order=RenderOrder.ACTOR,
                                     fighter=fighter_component,
                                     ai=ai_component)
                elif monster_choice == 'troll':
                    fighter_component = Fighter(hp=30,
                                                defense=1,
                                                power=8,
                                                xp=100)
                    ai_component = BasicMonster()
                    monster = Entity(x,
                                     y,
                                     graphics.get(monster_choice),
                                     libtcod.darker_green,
                                     'Troll',
                                     blocks=True,
                                     fighter=fighter_component,
                                     render_order=RenderOrder.ACTOR,
                                     ai=ai_component)
                entities.append(monster)

        for item_choice in items_to_pop:
            x = randint(room.x1 + 1, room.x2 - 1)
            y = randint(room.y1 + 1, room.y2 - 1)
            if not any([
                    entity
                    for entity in entities if entity.x == x and entity.y == y
            ]):
                if item_choice == 'healing_potion':
                    item_component = Item(use_function=heal)
                    item = Entity(x,
                                  y,
                                  graphics.get(item_choice),
                                  libtcod.white,
                                  'Potion de soin',
                                  render_order=RenderOrder.ITEM,
                                  item=item_component)
                elif item_choice == 'sword':
                    equippable_component = Equippable(EquipmentSlots.MAIN_HAND,
                                                      power_bonus=3)
                    item = Entity(x,
                                  y,
                                  graphics.get(item_choice),
                                  libtcod.sky,
                                  'Epee',
                                  equippable=equippable_component)
                elif item_choice == 'shield':
                    equippable_component = Equippable(EquipmentSlots.OFF_HAND,
                                                      defense_bonus=1)
                    item = Entity(x,
                                  y,
                                  graphics.get(item_choice),
                                  libtcod.darker_orange,
                                  'Bouclier',
                                  equippable=equippable_component)
                elif item_choice == 'fireball_scroll':
                    item_component = Item(use_function=cast_fireball,
                                          targeting=True,
                                          targeting_message=Message(
                                              'Clic gauche sur une case pour '
                                              'y envoyer une fireball',
                                              libtcod.light_cyan),
                                          damage=25,
                                          radius=3)
                    item = Entity(x,
                                  y,
                                  graphics.get('fireball_scroll'),
                                  libtcod.dark_orange,
                                  'Parchemin de boule de feu',
                                  render_order=RenderOrder.ITEM,
                                  item=item_component)
                elif item_choice == 'confusion_scroll':
                    item_component = Item(
                        use_function=cast_confuse,
                        targeting=True,
                        targeting_message=Message(
                            'Clic gauche pour rendre un enemi '
                            'confus', libtcod.light_cyan))
                    item = Entity(x,
                                  y,
                                  graphics.get('confusion_scroll'),
                                  libtcod.lighter_pink,
                                  'Parchemin de confusion',
                                  render_order=RenderOrder.ITEM,
                                  item=item_component)
                elif item_choice == 'lightning_scroll':
                    item_component = Item(use_function=cast_lightning,
                                          damage=40,
                                          maximum_range=5)
                    item = Entity(x,
                                  y,
                                  graphics.get('lightning_scroll'),
                                  libtcod.yellow,
                                  'Parchemin de foudre',
                                  render_order=RenderOrder.ITEM,
                                  item=item_component)
                entities.append(item)
        return entities
Exemplo n.º 10
0
    def place_entities(self, room, entities):

        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)

        # Tileset
        wall_tile = 256
        floor_tile = 257
        player_tile = 258
        orc_tile = 259
        troll_tile = 260
        scroll_tile = 261
        healingpotion_tile = 262
        sword_tile = 263
        shield_tile = 264
        stairsdown_tile = 265
        dagger_tile = 266

        # Get a random number of monsters
        number_of_monsters = randint(0, max_monsters_per_room)

        # Get a random number of items

        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,
            'lightning_scroll': from_dungeon_level([[25, 4]], self.dungeon_level),
            'sword': from_dungeon_level([[5, 4]], self.dungeon_level),
            'shield': from_dungeon_level([[15, 8]], 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 = randint(room.x1 + 1, room.x2 - 1)
            y = randint(room.y1 + 1, room.y2 - 1)

            if not any([entity for entity in entities if entity.x == x and entity.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(x, y, orc_tile, libtcod.desaturated_green, 'Orc', blocks=True,
                                     fighter=fighter_component, ai=ai_component)

                elif monster_choice == 'Archer':
                    fighter_component = Fighter(hp=10, defense=0, power=3, xp=70)
                    ai_component = RangedMonster()

                    monster = Entity(x, y, 'A', libtcod.darker_green, 'Archer', blocks=True,
                                     fighter=fighter_component, ai=ai_component)

                else:
                    fighter_component = Fighter(hp=30, defense=2, power=8, xp=100)
                    ai_component = BasicMonster()

                    monster = Entity(x, y, troll_tile, libtcod.darker_green, 'Troll', blocks=True, 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)

            if not any([entity for entity in entities if entity.x == x and entity.y == y]):
                item_choice = random_choice_from_dict(item_chances)

                if item_choice == 'healing_potion':
                    item_component = Item(use_function=heal, amount=40)
                    item = Entity(x, y, healingpotion_tile, libtcod.violet, 'Healing Potion', render_order=RenderOrder.ITEM,
                                  item=item_component)

                elif item_choice == 'sword':
                    equippable_component = Equippable(EquipmentSlots.MAIN_HAND, power_bonus=3)
                    item = Entity(x, y, sword_tile, libtcod.sky, 'Sword', equippable=equippable_component)

                elif item_choice == 'shield':
                    equippable_component = Equippable(EquipmentSlots.OFF_HAND, defense_bonus=1)
                    item = Entity(x, y, shield_tile, libtcod.darker_orange, 'Shield', equippable=equippable_component)

                elif item_choice == 'fireball_scroll':
                    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.', libtcod.light_cyan),
                                          damage=25, radius=3)
                    item = Entity(x, y, scroll_tile, libtcod.red, 'Fireball Scroll', render_order=RenderOrder.ITEM,
                                  item=item_component)

                elif item_choice == 'confusion_scroll':
                    item_component = Item(use_function=cast_confuse, targeting=True, targeting_message=Message(
                        'Left-click an enemy to confuse it, or right-click to cancel.', libtcod.light_cyan))
                    item = Entity(x, y, scroll_tile, libtcod.light_pink, 'Confusion Scroll', render_order=RenderOrder.ITEM,
                                  item=item_component)

                elif item_choice == 'heal_scroll':
                    item_component = Item(use_function=cast_heal, targeting=True, targeting_message=Message(
                        'Left-click a friend to heal it, or right-click to cancel.', libtcod.light_cyan), amount=10)
                    item = Entity(x, y, scroll_tile, libtcod.blue, 'Healing Scroll', render_order=RenderOrder.ITEM,
                                  item=item_component)

                elif item_choice == 'ice_bolt':
                    item_component = Item(use_function=cast_freezeray, targeting=True, targeting_message=Message(
                        'Left-click an enemy to freeze it, or right-click to cancel.', libtcod.light_cyan), damage=2)
                    item = Entity(x, y, scroll_tile, libtcod.dark_blue, 'Ice Bolt', render_order=RenderOrder.ITEM,
                                  item=item_component)

                else:
                    item_component = Item(use_function=cast_lightning, damage=40, maximum_range=5)
                    item = Entity(x, y, scroll_tile, libtcod.yellow, 'Lightning Scroll', render_order=RenderOrder.ITEM,
                                  item=item_component)

                entities.append(item)
    def place_entities(self, room, entities):
        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)

        #Get a random number of monsters
        number_of_monsters = randint(0, max_monsters_per_room)

        #Get a random number of items to place
        number_of_items = randint(0, max_items_per_room)

        monster_choices = {
            'orc':
            80,
            'troll':
            from_dungeon_level([[15, 3], [30, 5], [60, 7]], self.dungeon_level)
        }

        item_choices = {
            'healing_potion': 35,
            'sword': from_dungeon_level([[5, 4]], self.dungeon_level),
            'shield': from_dungeon_level([[15, 8]], self.dungeon_level),
            'lighning_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)
        }

        #Place our random monsters
        for i in range(number_of_monsters):
            #Choose location in room
            x = randint(room.x + 1, room.x2 - 1)
            y = randint(room.y + 1, room.y2 - 1)

            if not any([
                    entity
                    for entity in entities if entity.x == x and entity.y == y
            ]):
                monster_choice = random_choice_from_dict(monster_choices)

                if monster_choice == 'orc':
                    fighter_component = Fighter(hp=20,
                                                defense=0,
                                                power=4,
                                                xp=35)
                    ai_component = BasicMonster()

                    monster = Entity(x,
                                     y,
                                     'o',
                                     libtcod.desaturated_green,
                                     "Orc",
                                     blocks=True,
                                     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(x,
                                     y,
                                     'T',
                                     libtcod.darker_green,
                                     "Troll",
                                     blocks=True,
                                     render_order=RenderOrder.ACTOR,
                                     fighter=fighter_component,
                                     ai=ai_component)

                entities.append(monster)

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

            if not any([
                    entity
                    for entity in entities if entity.x == x and entity.y == y
            ]):
                item = None

                item_choice = random_choice_from_dict(item_choices)
                if item_choice == 'healing_potion':
                    item_component = Item(use_function=heal, amount=40)
                    item = Entity(x,
                                  y,
                                  '!',
                                  libtcod.violet,
                                  'Healing Potion',
                                  render_order=RenderOrder.ITEM,
                                  item=item_component)
                elif item_choice == 'fireball_scroll':
                    item_component = Item(
                        use_function=cast_fireball,
                        radius=3,
                        damage=25,
                        targeting=True,
                        targeting_message=Message(
                            "Left-Click a target tile for the fireball or right-click to cancel",
                            libtcod.light_cyan))
                    item = Entity(x,
                                  y,
                                  '#',
                                  libtcod.red,
                                  'Fireball Scroll',
                                  render_order=RenderOrder.ITEM,
                                  item=item_component)
                elif item_choice == 'confusion_scroll':
                    item_component = Item(
                        use_function=cast_confusion,
                        radius=3,
                        damage=12,
                        targeting=True,
                        targeting_message=Message(
                            "Left-Click an enemy to confuse it right-click to cancel",
                            libtcod.light_cyan))
                    item = Entity(x,
                                  y,
                                  '#',
                                  libtcod.light_pink,
                                  'Confusion Scroll',
                                  render_order=RenderOrder.ITEM,
                                  item=item_component)
                elif item_choice == 'lighning_scroll':
                    item_component = Item(use_function=cast_lightning,
                                          maximum_range=5,
                                          damage=40)
                    item = Entity(x,
                                  y,
                                  '#',
                                  libtcod.yellow,
                                  'Lightning Scroll',
                                  render_order=RenderOrder.ITEM,
                                  item=item_component)
                elif item_choice == 'sword':
                    equippable_component = Equippable(EquipmentSlots.MAIN_HAND,
                                                      power_bonus=3)
                    item = Entity(x,
                                  y,
                                  '/',
                                  libtcod.sky,
                                  'Lightning Scroll',
                                  render_order=RenderOrder.ITEM,
                                  item=item_component)
                elif item_choice == 'shield':
                    equippable_component = Equippable(EquipmentSlots.OFF_HAND,
                                                      defense_bonus=1)
                    item = Entity(x,
                                  y,
                                  ']',
                                  libtcod.darker_orange,
                                  'Lightning Scroll',
                                  render_order=RenderOrder.ITEM,
                                  item=item_component)

                entities.append(item)
Exemplo n.º 12
0
 def place_entities(self, room, entities):
     # Get a random number of monsters
     number_of_monsters = from_dungeon_level([[2,1], [3,4], [5,6], [7,8]], self.dungeon_level)
     number_of_items = from_dungeon_level([[1,1], [2,4], [3,6], [4,8]], self.dungeon_level)
     
     monster_chances = {
             'bat': from_dungeon_level([[20,1], [10,2], [5,3], [0,4]], self.dungeon_level),
             'demon': from_dungeon_level([[10,12], [10,15]], self.dungeon_level),
             'ghost': from_dungeon_level([[10,9], [30,11], [15,13]], self.dungeon_level),
             'goblin': from_dungeon_level([[10,3], [30,5], [15,8], [0,10]], self.dungeon_level),
             'hound': from_dungeon_level([[13,20]], self.dungeon_level),
             'infernal_skeleton': from_dungeon_level([[10,13]], self.dungeon_level),
             'skeleton': from_dungeon_level([[5,6], [10,7], [30,8], [15,11], [0,13]], self.dungeon_level),
             'slime': from_dungeon_level([[60,1], [30,5], [15,7], [0,9]], self.dungeon_level),
             'witch': from_dungeon_level([[5,9], [10,11], [0,13]], self.dungeon_level)
             }
     
     item_chances = {
             'arrow': from_dungeon_level([[20,2], [15,4], [10,7]], self.dungeon_level),
             'confusion_rune': from_dungeon_level([[10,2]], self.dungeon_level),
             'fireball_rune': from_dungeon_level([[15,8]], self.dungeon_level),
             'freezing_rune': from_dungeon_level([[15,8]], self.dungeon_level),
             'healing_potion': 35,
             'lightning_rune': from_dungeon_level([[20,5]], self.dungeon_level),
             'none': from_dungeon_level([[60,1], [65,4], [50,7], [45,10]], self.dungeon_level),
             'buckler': from_dungeon_level([[5,4]], self.dungeon_level),
             'round_shield': from_dungeon_level([[5,7]], self.dungeon_level),
             'kite_shield': from_dungeon_level([[5,10]], self.dungeon_level),
             'tower_shield': from_dungeon_level([[5,13]], self.dungeon_level),
             'short_sword': from_dungeon_level([[5,5]], self.dungeon_level),
             'scimitar': from_dungeon_level([[5,8]], self.dungeon_level),
             'long_sword': from_dungeon_level([[5,11]], self.dungeon_level),
             'claymore': from_dungeon_level([[5,14]], self.dungeon_level)
             }
     
     for i in range(number_of_monsters):
         #Choose a random location in the room
         x = randint(room.x1 + 1, room.x2 - 1)
         y = randint(room.y1 + 1, room.y2 - 1)
         
         if not any([entity for entity in entities if entity.x == x and entity.y ==y]):
             monster_choice = random_choice_from_dict(monster_chances)
             
             if monster_choice == 'skeleton':
                 level_bonus = from_dungeon_level([[0,6], [1,10]], self.dungeon_level)
                 fighter_component = Fighter(hp=40 + 10 * level_bonus,
                                             defense=4,
                                             strength=10 + level_bonus,
                                             attack=10 + level_bonus,
                                             xp=200 + 25 * level_bonus)
                 
                 ai_component = BasicMonster()
                 
                 monster = Entity(x, y, 'S', tc.lightest_sepia, 'skeleton', blocks=True, render_order=RenderOrder.ACTOR, fighter=fighter_component, ai=ai_component)
                 
             elif monster_choice == 'slime':
                 level_bonus = from_dungeon_level([[0,1], [1,4], [2,7]], self.dungeon_level)
                 fighter_component = Fighter(hp = 20 + 10 * level_bonus,
                                             defense = 0 + level_bonus // 2,
                                             strength = 4 + level_bonus,
                                             attack = 4 + level_bonus,
                                             xp = 35 + 25 * level_bonus)
                 
                 ai_component = BasicMonster()
                 
                 monster = Entity(x, y, 's', tc.desaturated_green, 'slime', blocks=True, render_order=RenderOrder.ACTOR, fighter=fighter_component, ai=ai_component)
                 
             elif monster_choice == 'bat':
                 fighter_component = Fighter(hp = 10,
                                             defense = 1,
                                             strength = 1,
                                             attack = 1,
                                             xp = 5)
                 
                 ai_component = ConfusedMonster()
                 
                 monster = Entity(x, y, 'b', tc.darker_azure, 'bat', blocks=True, render_order=RenderOrder.ACTOR, fighter=fighter_component, ai=ai_component)
                 
             elif monster_choice == 'goblin':
                 level_bonus = from_dungeon_level([[0,3], [1,7], [2,10]], self.dungeon_level)
                 fighter_component = Fighter(hp = 30 + 10 * level_bonus,
                                             defense = 2 + level_bonus // 2,
                                             strength = 8 + level_bonus,
                                             attack = 8 + level_bonus,
                                             xp = 100 + 25 * level_bonus)
                 
                 ai_component = BasicMonster()
                 
                 monster = Entity(x, y, 'G', tc.darker_green, 'goblin', blocks=True, render_order=RenderOrder.ACTOR, fighter=fighter_component, ai=ai_component)
                 
             elif monster_choice == 'ghost':
                 level_bonus = from_dungeon_level([[0,9], [1,13]], self.dungeon_level)
                 fighter_component = Fighter(hp = 20 + 10 * level_bonus,
                                             defense = 2,
                                             strength = 9 + level_bonus,
                                             attack = 9 + level_bonus, 
                                             xp = 85 + 25 * level_bonus)
                 
                 ai_component = BasicMonster()
                 
                 monster = Entity(x, y, 'g', tc.lightest_grey, 'ghost', blocks=True, render_order=RenderOrder.ACTOR, fighter=fighter_component, ai=ai_component)
                 
             elif monster_choice == 'witch':
                 fighter_component = Fighter(hp = 40,
                                             defense = 4,
                                             strength = 10,
                                             attack = 12, 
                                             xp = 150 + 25)
                 
                 ai_component = BasicRangedMonster(attack_roll=3)
                 
                 monster = Entity(x, y, 'W', tc.darker_purple, 'witch', blocks=True, render_order=RenderOrder.ACTOR, fighter=fighter_component, ai=ai_component)
                 
             elif monster_choice == 'hound':
                 fighter_component = Fighter(hp = 40,
                                             defense = 4,
                                             strength = 10,
                                             attack = 10,
                                             xp = 125)
                 
                 ai_component = BasicMonster()
                 
                 monster = Entity(x, y, 'h', tc.dark_sepia, 'hellhound', blocks=True, render_order=RenderOrder.ACTOR, fighter=fighter_component, ai=ai_component)
                 
             elif monster_choice == 'infernal_skeleton':
                 fighter_component = Fighter(hp = 60,
                                             defense = 6,
                                             strength = 18,
                                             attack = 18,
                                             xp = 300)
                 
                 ai_component = BasicMonster()
                 
                 monster = Entity(x, y, 'S', tc.dark_amber, 'infernal skeleton', blocks=True, render_order=RenderOrder.ACTOR, fighter=fighter_component, ai=ai_component)
                 
             else:
                 fighter_component = Fighter(hp = 80,
                                             defense = 8,
                                             strength = 24,
                                             attack = 24,
                                             xp = 600)
                 
                 ai_component = BasicMonster()
                 
                 monster = Entity(x, y, 'D', tc.dark_crimson, 'demon', blocks=True, 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)
         
         if not any([entity for entity in entities if entity.x == x and entity.y == y]):
             item_choice = random_choice_from_dict(item_chances)
             
             if item_choice == 'healing_potion':
                 item_component = Item(use_function=heal, amount=40)
                 item = Entity(x, y, '!', tc.celadon, 'Potion of Healing', render_order = RenderOrder.ITEM,
                               item=item_component)
             elif item_choice == 'arrow':
                 item_component = Item(use_function=cast_projectile, targeting=True, targeting_message=Message(
                         'Left-click a target to fire at, or right-click to cancel.', tc.light_cyan), damage=15)
                 item = Entity(x, y, '^', tc.gray, 'Arrow', render_order=RenderOrder.ITEM, item=item_component)
             elif item_choice == 'short_sword':
                 equippable_component = Equippable(EquipmentSlots.MAIN_HAND, str_bonus=3, att_bonus=2)
                 item = Entity(x, y, '/', tc.dark_orange, 'Short Sword', equippable=equippable_component)
             elif item_choice == 'scimitar':
                 equippable_component = Equippable(EquipmentSlots.MAIN_HAND, str_bonus=4, att_bonus=3)
                 item = Entity(x, y, '/', tc.dark_yellow, 'Scimitar', equippable=equippable_component)
             elif item_choice == 'long_sword':
                 equippable_component = Equippable(EquipmentSlots.MAIN_HAND, str_bonus=5, att_bonus=4)
                 item = Entity(x, y, '/', tc.dark_sky, 'Long Sword', equippable=equippable_component)
             elif item_choice == 'claymore':
                 equippable_component = Equippable(EquipmentSlots.MAIN_HAND, str_bonus=6, att_bonus=5)
                 item = Entity(x, y, '/', tc.gold, 'Claymore', equippable=equippable_component)
             elif item_choice == 'buckler':
                 equippable_component = Equippable(EquipmentSlots.OFF_HAND, def_bonus=1)
                 item = Entity(x, y, '[', tc.darker_orange, 'Buckler', equippable=equippable_component)
             elif item_choice == 'round_shield':
                 equippable_component = Equippable(EquipmentSlots.OFF_HAND, def_bonus=2)
                 item = Entity(x, y, '[', tc.darker_yellow, 'Round Shield', equippable=equippable_component)
             elif item_choice == 'kite_shield':
                 equippable_component = Equippable(EquipmentSlots.OFF_HAND, def_bonus=3)
                 item = Entity(x, y, '[', tc.darker_sky, 'Kite Shield', equippable=equippable_component)
             elif item_choice == 'tower_shield':
                 equippable_component = Equippable(EquipmentSlots.OFF_HAND, def_bonus=4)
                 item = Entity(x, y, '[', tc.brass, 'Tower Shield', equippable=equippable_component)
             elif item_choice == 'fireball_rune':
                 item_component = Item(game_map=self, use_function=cast_fireball, targeting=True, targeting_message=Message(
                         'Left-cick a target to fire at, or right-click to cancel.', tc.light_cyan), damage=25, radius=3)
                 item = Entity(x, y, '<', tc.red, 'Rune of Fireball', render_order=RenderOrder.ITEM, item=item_component)
             elif item_choice == 'freezing_rune':
                 item_component = Item(use_function=cast_freezing, targeting=True, targeting_message=Message(
                         'Left-click an enemy to freeze it, or right-click to cancel.', tc.light_cyan))
                 item = Entity(x, y, '<', tc.cyan, 'Rune of Freezing', render_order=RenderOrder.ITEM, item=item_component)
             elif item_choice == 'confusion_rune':
                 item_component = Item(use_function=cast_confuse, targeting=True, targeting_message=Message(
                         'Left-cick an enemy to confuse it, or right-click to cancel.', tc.light_cyan))
                 item = Entity(x, y, '<', tc.light_pink, 'Rune of Confusion', render_order=RenderOrder.ITEM, item=item_component)
             elif item_choice == 'lightning_rune':
                 item_component = Item(use_function=cast_lightning, damage=40, maximum_range=5)
                 item = Entity(x, y, '<', tc.yellow, 'Rune of Lightning', render_order=RenderOrder.ITEM,
                               item=item_component)
             else:
                 continue
             
             entities.append(item)
Exemplo n.º 13
0
def get_game_variables(constants, fighter_component, character,
                       equip_component, wear_component):

    #fighter_component = Fighter(hp=100, defense=1, power=2)
    inventory_component = Inventory(26)
    level_component = Level()
    equipment_component = Equipment()

    player = Entity(0,
                    0,
                    character,
                    libtcod.white,
                    'Player',
                    blocks=True,
                    render_order=RenderOrder.ACTOR,
                    fighter=fighter_component,
                    inventory=inventory_component,
                    level=level_component,
                    equipment=equipment_component)
    entities = [player]

    equippable_component = Equippable(equip_component['hand'],
                                      power_bonus=equip_component['power'],
                                      defense_bonus=equip_component['defense'],
                                      range=equip_component['range'])
    arm = Entity(0,
                 0,
                 '-',
                 libtcod.sky,
                 equip_component['name'],
                 equippable=equippable_component)
    player.inventory.add_item(arm)
    player.equipment.toggle_equip(arm)

    wearable_component = Wearable(wear_component['wearing'],
                                  power_bonus=wear_component['power'],
                                  defense_bonus=wear_component['defense'],
                                  max_hp_bonus=wear_component['hp'])

    wearing = Entity(0,
                     0,
                     '-',
                     libtcod.sky,
                     wear_component['name'],
                     wearable=wearable_component)
    player.inventory.add_item(wearing)
    player.equipment.toggle_wearing(wearing)

    player.fighter.heal(wear_component['hp'])

    game_map = GameMap(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)

    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
Exemplo n.º 14
0
def place_entities(room, entities, dungeon_level, colors):
    #Get a random number of monsters
    max_monsters_per_room = from_dungeon_level([[2, 1], [3, 4], [5, 6]],
                                               dungeon_level)
    max_items_per_room = from_dungeon_level([[1, 1], [2, 4]], dungeon_level)

    number_of_monsters = randint(0, max_monsters_per_room)
    number_of_items = randint(0, max_items_per_room)

    monster_chances = {
        'orc':
        from_dungeon_level([[10, 1], [90, 2]], dungeon_level),
        'rat':
        from_dungeon_level([[60, 1]], dungeon_level),
        'snake':
        from_dungeon_level([[50, 5], [60, 6], [70, 8]], dungeon_level),
        'troll':
        from_dungeon_level([[15, 3], [30, 5], [60, 7]], dungeon_level),
        'death_knight':
        from_dungeon_level([[10, 5], [50, 7], [80, 10]], dungeon_level)
    }
    item_chances = {
        'healing_potion': 35,
        'mega_potion': from_dungeon_level([[25, 5]], dungeon_level),
        'hard_shell': from_dungeon_level([[10, 4]], dungeon_level),
        'sword': from_dungeon_level([[5, 4]], dungeon_level),
        'shield': from_dungeon_level([[15, 8]], dungeon_level),
        'chest_armor': from_dungeon_level([[10, 9]], dungeon_level),
        'shoulder_armor': from_dungeon_level([[10, 6]], dungeon_level),
        'leg_armor': from_dungeon_level([[10, 5]], dungeon_level),
        'ligtning_scroll': from_dungeon_level([[25, 4]], dungeon_level),
        'fireball_scroll': from_dungeon_level([[25, 6]], dungeon_level),
        'confusion_scroll': from_dungeon_level([[10, 2]], dungeon_level),
        'freeze_scroll': from_dungeon_level([[10, 2]], dungeon_level),
        'mysterious_bottle': from_dungeon_level([[1, 1]], dungeon_level)
    }

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

        if not any(
            [entity
             for entity in entities if entity.x == x and entity.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,
                                            gold=2)
                ai_component = BasicMonster()

                monster = Entity(x,
                                 y,
                                 'o',
                                 colors.get('desaturated_green'),
                                 'Orc',
                                 blocks=True,
                                 fighter=fighter_component,
                                 ai=ai_component,
                                 render_order=RenderOrder.ACTOR)

            elif monster_choice == 'rat':
                fighter_component = Fighter(hp=10,
                                            defense=0,
                                            power=2,
                                            xp=10,
                                            gold=1)
                ai_component = BasicMonster()

                monster = Entity(x,
                                 y,
                                 '.',
                                 colors.get('black'),
                                 'Rat',
                                 blocks=True,
                                 fighter=fighter_component,
                                 ai=ai_component,
                                 render_order=RenderOrder.ACTOR)

            elif monster_choice == 'death_knight':
                fighter_component = Fighter(hp=60,
                                            defense=4,
                                            power=13,
                                            xp=200,
                                            gold=10)
                ai_component = BasicMonster()

                monster = Entity(x,
                                 y,
                                 '@',
                                 colors.get('black'),
                                 'Death Knight',
                                 blocks=True,
                                 fighter=fighter_component,
                                 ai=ai_component,
                                 render_order=RenderOrder.ACTOR)

            else:
                fighter_component = Fighter(hp=30,
                                            defense=2,
                                            power=8,
                                            xp=100,
                                            gold=5)
                ai_component = BasicMonster()

                monster = Entity(x,
                                 y,
                                 'T',
                                 colors.get('darker_green'),
                                 'Troll',
                                 blocks=True,
                                 fighter=fighter_component,
                                 ai=ai_component,
                                 render_order=RenderOrder.ACTOR)

            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)

        if not any(
            [entity
             for entity in entities if entity.x == x and entity.y == y]):
            item_choice = random_choice_from_dict(item_chances)

            if item_choice == 'healing_potion':
                item_component = Item(use_function=heal, amount=40)
                item = Entity(x,
                              y,
                              '!',
                              colors.get('violet'),
                              'Healing Potion',
                              render_order=RenderOrder.ITEM,
                              item=item_component)

            elif item_choice == 'mega_potion':
                item_component = Item(use_function=heal, amount=80)
                item = Entity(x,
                              y,
                              '!',
                              colors.get('gold'),
                              'Mega Healing Potion',
                              render_order=RenderOrder.ITEM,
                              item=item_component)

            elif item_choice == 'hard_shell':
                item_component = Item(use_function=hard_shell, amount=1)
                item = Entity(x,
                              y,
                              '!',
                              colors.get('yellow'),
                              'Hard Shell Potion',
                              render_order=RenderOrder.ITEM,
                              item=item_component)

            elif item_choice == 'sword':
                equippable_component = Equippable(EquipmentSlots.MAIN_HAND,
                                                  power_bonus=3)
                item = Entity(x,
                              y,
                              '|',
                              colors.get('sky'),
                              'Sword',
                              equippable=equippable_component)

            elif item_choice == 'shield':
                equippable_component = Equippable(EquipmentSlots.OFF_HAND,
                                                  defense_bonus=1)
                item = Entity(x,
                              y,
                              '[',
                              colors.get('darker_orange'),
                              'Shield',
                              equippable=equippable_component)

            elif item_choice == 'chest_armor':
                equippable_component = Equippable(EquipmentSlots.CHEST_ARMOR,
                                                  defense_bonus=4,
                                                  max_hp_bonus=20)
                item = Entity(x,
                              y,
                              '/',
                              colors.get('black'),
                              'Chest Armor',
                              equippable=equippable_component)

            elif item_choice == 'shoulder_armor':
                equippable_component = Equippable(
                    EquipmentSlots.SHOULDER_ARMOR,
                    defense_bonus=3,
                    power_bonus=3)
                item = Entity(x,
                              y,
                              '}',
                              colors.get('black'),
                              'Shoulder Armor',
                              equippable=equippable_component)

            elif item_choice == 'leg_armor':
                equippable_component = Equippable(EquipmentSlots.LEG_ARMOR,
                                                  defense_bonus=2,
                                                  power_bonus=3)
                item = Entity(x,
                              y,
                              '{',
                              colors.get('black'),
                              'Leg Armor',
                              equippable=equippable_component)

            elif item_choice == 'fireball_scroll':
                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.',
                        colors.get('light_cyan')),
                    damage=25,
                    radius=3)
                item = Entity(x,
                              y,
                              '#',
                              colors.get('red'),
                              'Fireball Scroll',
                              render_order=RenderOrder.ITEM,
                              item=item_component)

            elif item_choice == 'confusion_scroll':
                item_component = Item(
                    use_function=cast_confuse,
                    targeting=True,
                    targeting_message=Message(
                        'Left-click an enemy to confuse it, or right-click to cancel.',
                        colors.get('light_cyan')))
                item = Entity(x,
                              y,
                              '#',
                              colors.get('light_pink'),
                              'Confusion Scroll',
                              render_order=RenderOrder.ITEM,
                              item=item_component)

            elif item_choice == 'freeze_scroll':
                item_component = Item(use_function=cast_freeze,
                                      maximum_range=5,
                                      damage=1)
                item = Entity(x,
                              y,
                              '#',
                              colors.get('gold'),
                              'Freeze Scroll',
                              render_order=RenderOrder.ITEM,
                              item=item_component)

            elif item_choice == 'mysterious_bottle':
                item_component = Item(use_function=xp_boost,
                                      amount=randint(30, 100))
                item = Entity(x,
                              y,
                              '?',
                              colors.get('red'),
                              'Mystery Bottle',
                              render_order=RenderOrder.ITEM,
                              item=item_component)

            else:
                item_component = Item(use_function=cast_lightning,
                                      damage=40,
                                      maximum_range=5)
                item = Entity(x,
                              y,
                              '#',
                              colors.get('yellow'),
                              'Lightning Scroll',
                              render_order=RenderOrder.ITEM,
                              item=item_component)

            entities.append(item)
Exemplo n.º 15
0
    def place_entities(self, room, entities):

        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)

        #get a random number of monsters
        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': 10,
            'sword': from_dungeon_level([[900, 1]], self.dungeon_level),
            'shield': from_dungeon_level([[900, 1]], self.dungeon_level),
            'lightning_scrool': from_dungeon_level([[25, 1]],
                                                   self.dungeon_level),
            'fireball_spell': from_dungeon_level([[25, 1]],
                                                 self.dungeon_level),
            'confusion_scroll': from_dungeon_level([[10, 1]],
                                                   self.dungeon_level)
        }

        #Creating MONSTERS
        for i in range(number_of_monsters):
            #choose a random location in the room
            x = randint(room.x1 + 1, room.x2 - 1)
            y = randint(room.y1 + 1, room.y2 - 1)

            if not any([
                    entity
                    for entity in entities if entity.x == x and entity.y == y
            ]):
                monster_choice = random_choice_from_dict(monster_chances)

                if monster_choice == 'orc':
                    figther_component = Fighter(hp=10,
                                                defense=0,
                                                power=3,
                                                xp=100)
                    ai_component = BasicMonster()

                    monster = Entity(x,
                                     y,
                                     'o',
                                     lbtc.desaturated_green,
                                     'Orc',
                                     blocks=True,
                                     render_order=RenderOrder.ACTOR,
                                     fighter=figther_component,
                                     ai=ai_component)
                else:
                    figther_component = Fighter(hp=16,
                                                defense=1,
                                                power=4,
                                                xp=200)
                    ai_component = BasicMonster()
                    monster = Entity(x,
                                     y,
                                     'T',
                                     lbtc.darker_green,
                                     'Troll',
                                     blocks=True,
                                     render_order=RenderOrder.ACTOR,
                                     fighter=figther_component,
                                     ai=ai_component)

                entities.append(monster)

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

            if not any([
                    entity
                    for entity in entities if entity.x == x and entity.y == y
            ]):
                item_choice = random_choice_from_dict(item_chances)

                #Just an item randomizer for making it
                if item_choice == 'healing_potion':
                    item_component = Item(use_function=heal, amount=4)
                    item = Entity(x,
                                  y,
                                  '!',
                                  lbtc.violet,
                                  'Healing Potion',
                                  render_order=RenderOrder.ITEM,
                                  item=item_component)

                elif item_choice == 'sword':
                    equippable_component = Equippable(EquipmentSlots.MAIN_HAND,
                                                      power_bonus=3)
                    item = Entity(x,
                                  y,
                                  '/',
                                  lbtc.sky,
                                  'Sword',
                                  equippable=equippable_component)

                elif item_choice == 'shield':
                    equippable_component = Equippable(EquipmentSlots.OFF_HAND,
                                                      defense_bonus=1)
                    item = Entity(x,
                                  y,
                                  '[',
                                  lbtc.darker_orange,
                                  'Shield',
                                  equippable=equippable_component)

                elif item_choice == 'lightning_scroll':
                    item_component = Item(use_function=cast_lightning,
                                          damage=20,
                                          maximum_range=5)
                    item = Entity(x,
                                  y,
                                  '#',
                                  lbtc.yellow,
                                  'Lightning Scroll',
                                  render_order=RenderOrder.ITEM,
                                  item=item_component)

                elif item_choice == 'fireball_scroll':
                    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.',
                            lbtc.light_cyan),
                        damage=12,
                        radius=3)
                    item = Entity(x,
                                  y,
                                  '#',
                                  lbtc.red,
                                  'Fireball Scroll',
                                  render_order=RenderOrder.ITEM,
                                  item=item_component)

                else:
                    item_component = Item(
                        use_function=cast_confuse,
                        targeting=True,
                        targeting_message=Message(
                            'Left-click an enemy to confuse it, or right-click to cancel.',
                            lbtc.light_cyan))
                    item = Entity(x,
                                  y,
                                  '#',
                                  lbtc.light_pink,
                                  'Confusion Scroll',
                                  render_order=RenderOrder.ITEM,
                                  item=item_component)

                entities.append(item)
Exemplo n.º 16
0
    def populate_shop(self):
        items = []
        equippable_component = Equippable(EquipmentSlots.MAIN_HAND,
                                          power_bonus=STICK_POWER)
        items.append(
            Entity(0,
                   0,
                   '/',
                   libtcod.red,
                   STICK_NAME,
                   equippable=equippable_component,
                   price=STICK_PRICE))
        equippable_component = Equippable(
            EquipmentSlots.OFF_HAND, defence_bonus=CARDBOARD_SHIELD_DEFENCE)
        items.append(
            Entity(0,
                   0,
                   ']',
                   libtcod.red,
                   CARDBOARD_SHIELD_NAME,
                   equippable=equippable_component,
                   price=CARDBOARD_SHIELD_PRICE))
        equippable_component = Equippable(EquipmentSlots.HEAD,
                                          max_hp_bonus=LEATHER_HELMET_HP)
        items.append(
            Entity(0,
                   0,
                   'h',
                   libtcod.red,
                   LEATHER_HELMET_NAME,
                   equippable=equippable_component,
                   price=LEATHER_HELMET_PRICE))
        equippable_component = Equippable(EquipmentSlots.BODY,
                                          max_hp_bonus=LEATHER_CHEST_PLATE_HP)
        items.append(
            Entity(0,
                   0,
                   'c',
                   libtcod.red,
                   LEATHER_CHEST_PLATE_NAME,
                   equippable=equippable_component,
                   price=LEATHER_CHEST_PLATE_PRICE))

        equippable_component = Equippable(EquipmentSlots.MAIN_HAND,
                                          power_bonus=WOODEN_SWORD_POWER)
        items.append(
            Entity(0,
                   0,
                   '/',
                   libtcod.red,
                   WOODEN_SWORD_NAME,
                   equippable=equippable_component,
                   price=WOODEN_SWORD_PRICE))
        equippable_component = Equippable(EquipmentSlots.OFF_HAND,
                                          defence_bonus=WOODEN_SHIELD_DEFENCE)
        items.append(
            Entity(0,
                   0,
                   ']',
                   libtcod.red,
                   WOODEN_SHIELD_NAME,
                   equippable=equippable_component,
                   price=WOODEN_SHIELD_PRICE))
        equippable_component = Equippable(EquipmentSlots.HEAD,
                                          max_hp_bonus=WOODEN_HELMET_HP,
                                          defence_bonus=WOODEN_HELMET_DEFENCE)
        items.append(
            Entity(0,
                   0,
                   'h',
                   libtcod.red,
                   WOODEN_HELMET_NAME,
                   equippable=equippable_component,
                   price=WOODEN_HELMET_PRICE))
        equippable_component = Equippable(
            EquipmentSlots.BODY,
            max_hp_bonus=WOODEN_CHEST_PLATE_HP,
            defence_bonus=WOODEN_CHEST_PLATE_DEFENCE)
        items.append(
            Entity(0,
                   0,
                   'c',
                   libtcod.red,
                   WOODEN_CHEST_PLATE_NAME,
                   equippable=equippable_component,
                   price=WOODEN_CHEST_PLATE_PRICE))

        equippable_component = Equippable(EquipmentSlots.MAIN_HAND,
                                          power_bonus=IRON_SWORD_POWER)
        items.append(
            Entity(0,
                   0,
                   '/',
                   libtcod.red,
                   IRON_SWORD_NAME,
                   equippable=equippable_component,
                   price=IRON_SWORD_PRICE))
        equippable_component = Equippable(EquipmentSlots.OFF_HAND,
                                          defence_bonus=IRON_SHIELD_DEFENCE)
        items.append(
            Entity(0,
                   0,
                   ']',
                   libtcod.red,
                   IRON_SHIELD_NAME,
                   equippable=equippable_component,
                   price=IRON_SHIELD_PRICE))
        equippable_component = Equippable(EquipmentSlots.HEAD,
                                          max_hp_bonus=IRON_HELMET_HP,
                                          defence_bonus=IRON_HELMET_DEFENCE)
        items.append(
            Entity(0,
                   0,
                   'h',
                   libtcod.red,
                   IRON_HELMET_NAME,
                   equippable=equippable_component,
                   price=IRON_HELMET_PRICE))
        equippable_component = Equippable(
            EquipmentSlots.BODY,
            max_hp_bonus=IRON_CHEST_PLATE_HP,
            defence_bonus=IRON_CHEST_PLATE_DEFENCE)
        items.append(
            Entity(0,
                   0,
                   'c',
                   libtcod.red,
                   IRON_CHEST_PLATE_NAME,
                   equippable=equippable_component,
                   price=IRON_CHEST_PLATE_PRICE))

        equippable_component = Equippable(EquipmentSlots.MAIN_HAND,
                                          power_bonus=STING_POWER)
        items.append(
            Entity(0,
                   0,
                   '/',
                   libtcod.red,
                   STING_NAME,
                   equippable=equippable_component,
                   price=STING_PRICE))
        equippable_component = Equippable(
            EquipmentSlots.HEAD,
            max_hp_bonus=CROWN_OF_GONDOR_HP,
            defence_bonus=CROWN_OF_GONDOR_DEFENCE)
        items.append(
            Entity(0,
                   0,
                   'h',
                   libtcod.red,
                   CROWN_OF_GONDOR_NAME,
                   equippable=equippable_component,
                   price=CROWN_OF_GONDOR_PRICE))
        equippable_component = Equippable(
            EquipmentSlots.BODY,
            max_hp_bonus=MITHRIL_MAIL_SHIRT_HP,
            defence_bonus=MITHRIL_MAIL_SHIRT_DEFENCE)
        items.append(
            Entity(0,
                   0,
                   'c',
                   libtcod.red,
                   MITHRIL_MAIL_SHIRT_NAME,
                   equippable=equippable_component,
                   price=MITHRIL_MAIL_SHIRT_PRICE))

        equippable_component = Equippable(EquipmentSlots.MAIN_HAND,
                                          power_bonus=SAURONS_SWORD_POWER)
        items.append(
            Entity(0,
                   0,
                   '/',
                   libtcod.red,
                   SAURONS_SWORD_NAME,
                   equippable=equippable_component,
                   price=SAURONS_SWORD_PRICE))

        return items
Exemplo n.º 17
0
	def place_entities(self, room, entities):
		max_monsters_per_room = from_dungeon_level([[2, 1], [4, 4], [6, 6], [8, 10]], self.dungeon_level)
		max_items_per_room = from_dungeon_level([[1, 1], [2, 8]], self.dungeon_level)
		max_equipment_items_per_room = from_dungeon_level([[1, 4]], self.dungeon_level)

		number_of_equipment_items = randint(0, max_equipment_items_per_room)
		number_of_monsters = randint(0, max_monsters_per_room)
		number_of_items = randint(0, max_items_per_room)

		monster_chances = {
			'goblin': from_dungeon_level([[80, 1], [60, 3], [30, 5], [0, 7]], self.dungeon_level),
			'orc': from_dungeon_level([[40, 2], [50, 3], [20, 10]], self.dungeon_level),
			'troll': from_dungeon_level([[20, 3], [40, 5], [60, 7]], self.dungeon_level),
			'basilisk': from_dungeon_level([[20, 7], [30, 9], [40, 11]], self.dungeon_level)
		}

		item_chances = {
			'healing_potion': from_dungeon_level([[15, 1], [10, 8]], self.dungeon_level),
			'greater_healing_potion': from_dungeon_level([[30, 8]], self.dungeon_level),
			'terrium_sword': from_dungeon_level([[15, 3], [0, 10]], self.dungeon_level),
			'terrium_shield': from_dungeon_level([[15, 3], [0, 10]], self.dungeon_level),
			'terrium_chestplate': from_dungeon_level([[15, 4], [0, 10]], self.dungeon_level),
			'terrium_leg_armor': from_dungeon_level([[15, 4], [0, 10]], self.dungeon_level),
			'terrium_helmet': from_dungeon_level([[20, 3], [0, 10]], self.dungeon_level),
			'terrium_amulet': from_dungeon_level([[10, 5], [0, 10]], self.dungeon_level),
			'ferrium_sword': from_dungeon_level([[15, 10], [0, 20]], self.dungeon_level),
			'ferrium_shield': from_dungeon_level([[15, 10], [0, 20]], self.dungeon_level),
			'ferrium_chestplate': from_dungeon_level([[15, 10], [0, 20]], self.dungeon_level),
			'ferrium_leg_armor': from_dungeon_level([[15, 10], [0, 20]], self.dungeon_level),
			'ferrium_helmet': from_dungeon_level([[20, 10], [0, 20]], self.dungeon_level),
			'ferrium_amulet': from_dungeon_level([[10, 10], [0, 20]], self.dungeon_level),
			'aurium_sword': from_dungeon_level([[15, 20]], self.dungeon_level),
			'aurium_shield': from_dungeon_level([[15, 20]], self.dungeon_level),
			'aurium_chestplate': from_dungeon_level([[15, 20]], self.dungeon_level),
			'aurium_leg_armor': from_dungeon_level([[15, 20]], self.dungeon_level),
			'aurium_helmet': from_dungeon_level([[20, 20]], self.dungeon_level),
			'aurium_amulet': from_dungeon_level([[10, 20]], self.dungeon_level),
			'lightning_spell': from_dungeon_level([[25, 3]], self.dungeon_level),
			'fireball_spell': from_dungeon_level([[25, 4]], self.dungeon_level),
			'confusion_spell': from_dungeon_level([[25, 2]], self.dungeon_level),
			'sleep_spell': from_dungeon_level([[25, 4]], self.dungeon_level),
			'sleep_aura': from_dungeon_level([[25, 5]], self.dungeon_level),
			'health_talisman': from_dungeon_level([[50, 10]], self.dungeon_level)
		}

		equipment_item_chances = {
			'equipment_health_potion': from_dungeon_level([[25, 4]], self.dungeon_level)
		}

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

			if not any([entity for entity in entities if entity.x == x and entity.y == y]):
				monster_choice = random_choice_from_dict(monster_chances)

				if monster_choice == 'goblin':
					fighter_component = Fighter(hp=4, defense=0, power=2, magic=0, xp=20, talismanhp=0, gold=randint(0, 2))
					ai_component = BasicMonster()
					monster = Entity(x, y, 'g', libtcod.darker_chartreuse, 'Goblin', blocks=True,
						render_order=RenderOrder.ACTOR, fighter=fighter_component, ai=ai_component)
				elif monster_choice == 'orc':
					fighter_component = Fighter(hp=10, defense=0, power=3, magic=0, xp=40, talismanhp=0, gold=randint(1, 5))
					ai_component = BasicMonster()
					monster = Entity(x, y, 'o', libtcod.desaturated_green, 'Orc', blocks=True,
						render_order=RenderOrder.ACTOR, fighter=fighter_component, ai=ai_component)
				elif monster_choice == 'troll':
					fighter_component = Fighter(hp=14, defense=2, power=5, magic=0, xp=100, talismanhp=0, gold=randint(3, 7))
					ai_component = BasicMonster()
					monster = Entity(x, y, 'T', libtcod.darker_green, 'Troll', blocks=True, fighter=fighter_component,
						render_order=RenderOrder.ACTOR, ai=ai_component) 
				else:
					fighter_component = Fighter(hp=40, defense=3, power=8, magic=0, xp=200, talismanhp=0, gold=randint(10, 20))
					ai_component = BasicMonster()
					monster = Entity(x, y, 'B', libtcod.darker_red, 'Basilisk', blocks=True, fighter=fighter_component,
						render_order=RenderOrder.ACTOR, 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)

			if not any([entity for entity in entities if entity.x == x and entity.y == y]):
				item_choice = random_choice_from_dict(item_chances)

				if item_choice == 'healing_potion':
					heal1_amount = 20
					item_component = Item(use_function=heal, amount=heal1_amount)
					item = Entity(x, y, '&', libtcod.violet, "health potion" + " (+" + str(heal1_amount) + " HP)", render_order=RenderOrder.ITEM, item=item_component)
				elif item_choice == 'greater_healing_potion':
					heal2_amount = 40
					item_component = Item(use_function=heal, amount=heal2_amount)
					item = Entity(x, y, '&', libtcod.red, "greater healing potion" + " (+" + str(heal2_amount) + " HP)", render_order=RenderOrder.ITEM, item=item_component)
				elif item_choice == 'terrium_sword':
					sword_amount = randint(2, 4)
					equippable_component = Equippable(EquipmentSlots.MAIN_HAND, power_bonus=sword_amount)
					item = Entity(x, y, '/', libtcod.darker_grey, "terrium sword" + " (+" + str(sword_amount) + " atk)", equippable=equippable_component)
				elif item_choice == 'terrium_shield':
					shield_amount = randint(1, 2)
					equippable_component = Equippable(EquipmentSlots.OFF_HAND, defense_bonus=shield_amount)
					item = Entity(x, y, '[', libtcod.darker_grey, "terrium shield" + " (+" + str(shield_amount) + " def)", equippable=equippable_component)
				elif item_choice == 'terrium_chestplate':
					chestplate_amount = randint(2, 3)
					equippable_component = Equippable(EquipmentSlots.CHEST, defense_bonus=chestplate_amount)
					item = Entity(x, y, 'M', libtcod.darker_grey, "terrium chestplate" + " (+" + str(chestplate_amount) + " def)", equippable=equippable_component)
				elif item_choice == 'terrium_leg_armor':
					leg_amount = randint(1, 3)
					equippable_component = Equippable(EquipmentSlots.LEGS, defense_bonus=leg_amount)
					item = Entity(x, y, 'H', libtcod.darker_grey, "terrium leg armor" + " (+" + str(leg_amount) + " def)", equippable=equippable_component)
				elif item_choice == 'terrium_helmet':
					helmet_amount = randint(1, 2)
					equippable_component = Equippable(EquipmentSlots.HEAD, defense_bonus=helmet_amount)
					item = Entity(x, y, '^', libtcod.darker_grey, "terrium helmet" + " (+" + str(helmet_amount) + " def)", equippable=equippable_component)
				elif item_choice == 'terrium_amulet':
					amulet_amount = randint(1, 4)
					equippable_component = Equippable(EquipmentSlots.AMULET, magic_bonus=amulet_amount)
					item = Entity(x, y, '*', libtcod.darker_grey, "terrium amulet" + " (+" + str(amulet_amount) + " mgk)", equippable=equippable_component)
				elif item_choice == 'ferrium_sword':
					sword_amount = randint(6, 10)
					equippable_component = Equippable(EquipmentSlots.MAIN_HAND, power_bonus=sword_amount)
					item = Entity(x, y, '/', libtcod.darker_orange, "ferrium sword" + " (+" + str(sword_amount) + " atk)", equippable=equippable_component)
				elif item_choice == 'ferrium_shield':
					shield_amount = randint(4, 6)
					equippable_component = Equippable(EquipmentSlots.OFF_HAND, defense_bonus=shield_amount)
					item = Entity(x, y, '[', libtcod.darker_orange, "ferrium shield" + " (+" + str(shield_amount) + " def)", equippable=equippable_component)
				elif item_choice == 'ferrium_chestplate':
					chestplate_amount = randint(5, 7)
					equippable_component = Equippable(EquipmentSlots.CHEST, defense_bonus=chestplate_amount)
					item = Entity(x, y, 'M', libtcod.darker_orange, "ferrium chestplate" + " (+" + str(chestplate_amount) + " def)", equippable=equippable_component)
				elif item_choice == 'ferrium_leg_armor':
					leg_amount = randint(4, 6)
					equippable_component = Equippable(EquipmentSlots.LEGS, defense_bonus=leg_amount)
					item = Entity(x, y, 'H', libtcod.darker_orange, "ferrium leg armor" + " (+" + str(leg_amount) + " def)", equippable=equippable_component)
				elif item_choice == 'ferrium_helmet':
					helmet_amount = randint(4, 5)
					equippable_component = Equippable(EquipmentSlots.HEAD, defense_bonus=helmet_amount)
					item = Entity(x, y, '^', libtcod.darker_orange, "ferrium helmet" + " (+" + str(helmet_amount) + " def)", equippable=equippable_component)
				elif item_choice == 'ferrium_amulet':
					amulet_amount = randint(5, 9)
					equippable_component = Equippable(EquipmentSlots.AMULET, magic_bonus=amulet_amount)
					item = Entity(x, y, '*', libtcod.darker_orange, "ferrium amulet" + " (+" + str(amulet_amount) + " mgk)", equippable=equippable_component)
				elif item_choice == 'aurium_sword':
					sword_amount = randint(15, 20)
					equippable_component = Equippable(EquipmentSlots.MAIN_HAND, power_bonus=sword_amount)
					item = Entity(x, y, '/', libtcod.crimson, "aurium sword" + " (+" + str(sword_amount) + " atk)", equippable=equippable_component)
				elif item_choice == 'aurium_shield':
					shield_amount = randint(8, 13)
					equippable_component = Equippable(EquipmentSlots.OFF_HAND, defense_bonus=shield_amount)
					item = Entity(x, y, '[', libtcod.crimson, "aurium shield" + " (+" + str(shield_amount) + " def)", equippable=equippable_component)
				elif item_choice == 'aurium_chestplate':
					chestplate_amount = randint(10, 15)
					equippable_component = Equippable(EquipmentSlots.CHEST, defense_bonus=chestplate_amount)
					item = Entity(x, y, 'M', libtcod.crimson, "aurium chestplate" + " (+" + str(chestplate_amount) + " def)", equippable=equippable_component)
				elif item_choice == 'aurium_leg_armor':
					leg_amount = randint(8, 13)
					equippable_component = Equippable(EquipmentSlots.LEGS, defense_bonus=leg_amount)
					item = Entity(x, y, 'H', libtcod.crimson, "aurium leg armor" + " (+" + str(leg_amount) + " def)", equippable=equippable_component)
				elif item_choice == 'aurium_helmet':
					helmet_amount = randint(8, 12)
					equippable_component = Equippable(EquipmentSlots.HEAD, defense_bonus=helmet_amount)
					item = Entity(x, y, '^', libtcod.crimson, "aurium helmet" + " (+" + str(helmet_amount) + " def)", equippable=equippable_component)
				elif item_choice == 'aurium_amulet':
					amulet_amount = randint(10, 15)
					equippable_component = Equippable(EquipmentSlots.AMULET, magic_bonus=amulet_amount)
					item = Entity(x, y, '*', libtcod.crimson, "aurium amulet" + " (+" + str(amulet_amount) + " mgk)", equippable=equippable_component)
				elif item_choice == 'fireball_spell':
					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.", libtcod.light_cyan), damage=15, radius=3)
					item = Entity(x, y, '#', libtcod.red, "Fireball Spell", render_order=RenderOrder.ITEM, item=item_component)
				elif item_choice == 'confusion_spell':
					item_component = Item(use_function=cast_confusion, targeting=True, targeting_message=Message("Left click an enemy to confuse it, or right click to cancel.", libtcod.light_cyan))
					item = Entity(x, y, '#', libtcod.light_pink, "Confusion Spell", render_order=RenderOrder.ITEM, item=item_component)
				elif item_choice == 'sleep_spell':
					item_component = Item(use_function=cast_sleep, targeting=True, targeting_message=Message("Left click an enemy to make it fall asleep, or right click to cancel.", libtcod.light_cyan))
					item = Entity(x, y, '#', libtcod.light_azure, "Sleep Spell", render_order=RenderOrder.ITEM, item=item_component)
				elif item_choice == 'sleep_aura':
					item_component = Item(use_function=cast_sleep_aura, targeting=True, targeting_message=Message("Left click a target tile to cast the sleep aura, or right click to cancel.", libtcod.light_cyan), radius=3)
					item = Entity(x, y, '#', libtcod.light_azure, "Sleep Aura Spell", render_order=RenderOrder.ITEM, item=item_component)
				elif item_choice == 'health_talisman':
					item_component = Item(use_function=health_talisman_sacrifice, amount=5)
					item = Entity(x, y, '?', libtcod.darker_orange, "Health Talisman", render_order=RenderOrder.ITEM, item=item_component)
				else:
					item_component = Item(use_function=cast_lightning, damage=30, maximum_range=5)
					item = Entity(x, y, '#', libtcod.blue, "Lightning Spell", render_order=RenderOrder.ITEM, item=item_component)
				entities.append(item)

		'''
Exemplo n.º 18
0
def place_entities(room, entities, dungeon_level, colors):
    max_monsters_per_room = from_dungeon_level([[2, 1], [3, 4], [5, 6]], dungeon_level)
    max_items_per_room = from_dungeon_level([[1, 1], [2, 4]], dungeon_level)

    # Get a random number of monsters
    number_of_monsters = randint(0, max_monsters_per_room)
    number_of_items = randint(0, max_items_per_room)

    monster_chances = {
        'Small kobold': 80,
        'Kobold': from_dungeon_level([[15, 3], [30, 5], [60, 7]], dungeon_level)
    }

    item_chances = {
        'healing_potion': 35,
        'sword': from_dungeon_level([[5, 4]], dungeon_level),
        'shield': from_dungeon_level([[15, 8]], dungeon_level),
        'lightning_scroll': from_dungeon_level([[25, 4]], dungeon_level),
        'fireball_scroll': from_dungeon_level([[25, 6]], dungeon_level),
        'confusion_scroll': from_dungeon_level([[10, 2]], dungeon_level)
    }

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

        if not any([entity for entity in entities if entity.x == x and entity.y == y]):
            monster_choice = random_choice_from_dict(monster_chances)

            if monster_choice == 'Small kobold':
                fighter_component = Fighter(hp=20, defense=0, power=4, xp=35)
                ai_component = BasicMonster()

                monster = Entity(x, y, 'o', colors.get('desaturated_green'), 'Small Kobold', blocks=True,
                                 render_order=RenderOrder.ACTOR, fighter=fighter_component, ai=ai_component)
            else:
                fighter_component = Fighter(hp=30, defense=2, power=8, xp=100)
                ai_component = BasicMonster()

                monster = Entity(x, y, 'T', colors.get('darker_green'), 'Kobold', blocks=True,
                                 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)

        if not any([entity for entity in entities if entity.x == x and entity.y == y]):
            item_choice = random_choice_from_dict(item_chances)

            if item_choice == 'healing_potion':
                item_component = Item(use_function=heal, amount=40)
                item = Entity(x, y, '!', colors.get('violet'), 'Healing Potion', render_order=RenderOrder.ITEM,
                              item=item_component)
            elif item_choice == 'sword':
                equippable_component = Equippable(EquipmentSlots.MAIN_HAND, power_bonus=3)
                item = Entity(x, y, '/', colors.get('sky'), 'Sword', equippable=equippable_component)
            elif item_choice == 'shield':
                equippable_component = Equippable(EquipmentSlots.OFF_HAND, defense_bonus=1)
                item = Entity(x, y, '[', colors.get('darker_orange'), 'Shield', equippable=equippable_component)
            elif item_choice == 'fireball_scroll':
                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.', colors.get('light_cyan')),
                                      damage=25, radius=3)
                item = Entity(x, y, '#', colors.get('red'), 'Fireball Scroll', render_order=RenderOrder.ITEM,
                              item=item_component)
            elif item_choice == 'confusion_scroll':
                item_component = Item(use_function=cast_confuse, targeting=True, targeting_message=Message(
                    'Left-click an enemy to confuse it, or right-click to cancel.', colors.get('light_cyan')))
                item = Entity(x, y, '#', colors.get('light_pink'), 'Confusion Scroll', render_order=RenderOrder.ITEM,
                              item=item_component)
            else:
                item_component = Item(use_function=cast_lightning, damage=20, maximum_range=5)
                item = Entity(x, y, '#', colors.get('yellow'), 'Lightning Scroll', render_order=RenderOrder.ITEM,
                              item=item_component)

            entities.append(item)
Exemplo n.º 19
0
    def place_entities(self, room, entities):
        # 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_stream = open(
            os.path.join(definitions.ROOT_DIR, 'data', 'objects',
                         'monsters.yaml'), 'r')
        monster_list = yaml.load(monster_stream)
        monster_chances = []
        for i in monster_list:
            monster_chances.append([
                'monster',
                from_dungeon_level(monster_list[i].get('spawn_chance'),
                                   self.dungeon_level), i
            ])

        # Load item list so it can be used to generate items
        item_stream = open(
            os.path.join(definitions.ROOT_DIR, 'data', 'objects',
                         'items.yaml'), 'r')
        item_list = yaml.load(item_stream)
        equipment_stream = open(
            os.path.join(definitions.ROOT_DIR, 'data', 'objects',
                         'equipment.yaml'), 'r')
        equipment_list = yaml.load(equipment_stream)
        item_chances = []
        item_index = 0
        for i in item_list:
            item_chances.append([
                'item',
                from_dungeon_level(item_list[i].get('loot_chance'),
                                   self.dungeon_level), i
            ])
            item_index += 1

        for i in equipment_list:
            item_chances.append([
                'equipment',
                from_dungeon_level(equipment_list[i].get('loot_chance'),
                                   self.dungeon_level), i
            ])
            item_index += 1

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

            if not any([
                    entity
                    for entity in entities if entity.x == x and entity.y == y
            ]):
                monster_roll = random_choice_from_dict(monster_chances)
                monster_object = monster_list[monster_roll[2]]

                fighter_component = Fighter(monster_object.get('hp'),
                                            monster_object.get('defense'),
                                            monster_object.get('power'),
                                            monster_object.get('xp'),
                                            dmg=monster_object.get('dmg'))
                ai_component = BasicMonster()

                monster = Entity(x,
                                 y,
                                 monster_object.get('char'),
                                 eval(monster_object.get('color')),
                                 monster_object.get('name'),
                                 monster_object.get('description'),
                                 blocks=True,
                                 render_order=eval(
                                     monster_object.get('render_order')),
                                 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)

            if not any([
                    entity
                    for entity in entities if entity.x == x and entity.y == y
            ]):
                item_roll = random_choice_from_dict(item_chances)
                if item_roll[0] == 'item':
                    item_object = item_list[item_roll[2]]
                    args = {}
                    kwargs = {}

                    for k, v in item_object['args'].items():
                        args[k] = eval(v)

                    for k, v in item_object['kwargs'].items():
                        kwargs[k] = v

                    item_component = Item(**args, **kwargs)
                    item = Entity(x,
                                  y,
                                  item_object.get('char'),
                                  eval(item_object.get('color')),
                                  item_object.get('name'),
                                  item_object.get('description'),
                                  render_order=eval(
                                      item_object.get('render_order')),
                                  item=item_component)

                    entities.append(item)
                #
                #
                #Need to add code that spawns equipement items, I then need to convert the monster_chance variable to a list and update the monster spwan code accordingly.
                #
                #
                if item_roll[0] == 'equipment':
                    item_object = equipment_list[item_roll[2]]
                    kwargs = {}
                    for k, v in item_object['kwargs'].items():
                        kwargs[k] = v

                    equippable_component = Equippable(
                        eval(item_object.get('slot')), **kwargs)
                    item = Entity(x,
                                  y,
                                  item_object.get('char'),
                                  eval(item_object.get('color')),
                                  item_object.get('name'),
                                  item_object.get('description'),
                                  render_order=eval(
                                      item_object.get('render_order')),
                                  equippable=equippable_component)

                    entities.append(item)
Exemplo n.º 20
0
def get_finger_choice(item_choice, x, y):
    suffix = '-finger'
    display_icon = 'o'
    display_color = libtcod.darker_amber
    equipment_slot = EquipmentSlots.FINGERS

    disp_name = item_choice.replace(suffix, "")
    item = None

    if item_choice == 'Ring of Hunger' + suffix:
        equippable_component = Equippable(equipment_slot, power_bonus=3)
        item = Entity(x,
                      y,
                      display_icon,
                      display_color,
                      disp_name,
                      equippable=equippable_component)
    elif item_choice == 'Ring of Adornment' + suffix:
        equippable_component = Equippable(equipment_slot, power_bonus=1)
        item = Entity(x,
                      y,
                      display_icon,
                      display_color,
                      disp_name,
                      equippable=equippable_component)
    elif item_choice == 'Ring of Levitation' + suffix:
        equippable_component = Equippable(equipment_slot, power_bonus=1)
        item = Entity(x,
                      y,
                      display_icon,
                      display_color,
                      disp_name,
                      equippable=equippable_component)
    elif item_choice == 'Ring of Invisibility' + suffix:
        equippable_component = Equippable(equipment_slot, power_bonus=1)
        item = Entity(x,
                      y,
                      display_icon,
                      display_color,
                      disp_name,
                      equippable=equippable_component)
    elif item_choice == 'Ring of See Invisible' + suffix:
        equippable_component = Equippable(equipment_slot, power_bonus=1)
        item = Entity(x,
                      y,
                      display_icon,
                      display_color,
                      disp_name,
                      equippable=equippable_component)
    elif item_choice == 'Ring of Gain Strength' + suffix:
        equippable_component = Equippable(equipment_slot, power_bonus=1)
        item = Entity(x,
                      y,
                      display_icon,
                      display_color,
                      disp_name,
                      equippable=equippable_component)
    elif item_choice == 'Ring of Gain Constitution' + suffix:
        equippable_component = Equippable(equipment_slot, power_bonus=1)
        item = Entity(x,
                      y,
                      display_icon,
                      display_color,
                      disp_name,
                      equippable=equippable_component)
    elif item_choice == 'Ring of Fire Resistance' + suffix:
        equippable_component = Equippable(equipment_slot, power_bonus=1)
        item = Entity(x,
                      y,
                      display_icon,
                      display_color,
                      disp_name,
                      equippable=equippable_component)
    elif item_choice == 'Ring of Magic Regeneration' + suffix:
        equippable_component = Equippable(equipment_slot, power_bonus=1)
        item = Entity(x,
                      y,
                      display_icon,
                      display_color,
                      disp_name,
                      equippable=equippable_component)
    elif item_choice == 'Ring of Polymorph' + suffix:
        equippable_component = Equippable(equipment_slot, power_bonus=1)
        item = Entity(x,
                      y,
                      display_icon,
                      display_color,
                      disp_name,
                      equippable=equippable_component)
    elif item_choice == 'Ring of Polymorph Control' + suffix:
        equippable_component = Equippable(equipment_slot, power_bonus=1)
        item = Entity(x,
                      y,
                      display_icon,
                      display_color,
                      disp_name,
                      equippable=equippable_component)
    elif item_choice == 'Ring of Teleport' + suffix:
        equippable_component = Equippable(equipment_slot, power_bonus=1)
        item = Entity(x,
                      y,
                      display_icon,
                      display_color,
                      disp_name,
                      equippable=equippable_component)
    elif item_choice == 'Ring of Teleport Control' + suffix:
        equippable_component = Equippable(equipment_slot, power_bonus=1)
        item = Entity(x,
                      y,
                      display_icon,
                      display_color,
                      disp_name,
                      equippable=equippable_component)
    elif item_choice == 'Ring of Regeneration' + suffix:
        equippable_component = Equippable(equipment_slot, power_bonus=1)
        item = Entity(x,
                      y,
                      display_icon,
                      display_color,
                      disp_name,
                      equippable=equippable_component)

    return item
Exemplo n.º 21
0
    def place_entities_in_room(self, room_rect, entities):
        max_monsters_per_room = weight_from_dungeon_level([[2, 1], [3, 4], [5, 6]], self.dungeon_level)
        max_items_per_room = weight_from_dungeon_level([[1, 1], [2, 4]], self.dungeon_level)

        # get random number of monsters
        number_of_monsters = randint(0, max_monsters_per_room)
        number_of_items = randint(0, max_items_per_room)

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

        for i in range(number_of_monsters):
            # choose random location in room
            x = randint(room_rect.x1 + 1, room_rect.x2 - 1)
            y = randint(room_rect.y1 + 1, room_rect.y2 - 1)

            # make sure no monster is already in spot
            if not any([entity for entity in entities if entity.x == x and entity.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(
                        x,
                        y,
                        'o',
                        libtcod.desaturated_green,
                        "Orc",
                        blocks=True,
                        render_order=RenderOrder.ACTOR,
                        fighter=fighter_component,
                        ai=ai_component
                    )
                else:  # Place troll
                    fighter_component = Fighter(hp=30, defense=2, power=8, xp=100)
                    ai_component = BasicMonster()
                    monster = Entity(
                        x,
                        y,
                        'T',
                        libtcod.darker_green,
                        "Troll",
                        blocks=True,
                        render_order=RenderOrder.ACTOR,
                        fighter=fighter_component,
                        ai=ai_component
                    )
                entities.append(monster)

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

            if not any([entity for entity in entities if entity.x == x and entity.y == y]):
                item_choice = random_choice_from_dict(item_chances)

                if item_choice == "healing_potion":
                    item_component = Item(use_function=heal, amount=40)
                    item = Entity(
                        x,
                        y,
                        '!',
                        libtcod.violet,
                        "Potion of Healing",
                        render_order=RenderOrder.ITEM,
                        item=item_component
                    )
                elif item_choice == "sword":
                    equippable_component = Equippable(EquipmentSlots.MAIN_HAND, power_bonus=3)
                    item = Entity(
                        x,
                        y,
                        '/',
                        libtcod.sky,
                        "Sword",
                        equippable=equippable_component
                    )
                elif item_choice == "shield":
                    equippable_component = Equippable(EquipmentSlots.OFF_HAND, defense_bonus=1)
                    item = Entity(
                        x,
                        y,
                        '[',
                        libtcod.darker_orange,
                        "Shield",
                        equippable=equippable_component
                    )
                elif item_choice == "fireball_scroll":
                    item_component = Item(
                        use_function=cast_fireball,
                        targeting=True,
                        targeting_message=Message("Left-click a target tile for fireball. Right-click or Esc to cancel.", libtcod.light_cyan),
                        damage=25,
                        radius=3
                    )
                    item = Entity(
                        x,
                        y,
                        '#',
                        libtcod.red,
                        "Scroll of Fireball",
                        render_order=RenderOrder.ITEM,
                        item=item_component
                    )
                elif item_choice == "confusion_scroll":
                    item_component = Item(
                        use_function=cast_confusion,
                        targeting=True,
                        targeting_message=Message("Left-click a target tile for fireball. Right-click or Esc to cancel.", libtcod.light_cyan)
                    )
                    item = Entity(
                        x,
                        y,
                        '#',
                        libtcod.light_green,
                        "Scroll of Confusion",
                        render_order=RenderOrder.ITEM,
                        item=item_component
                    )
                else:  # Place lightning scroll
                    item_component = Item(use_function=cast_lightning, damage=40, maximum_range=5)
                    item = Entity(
                        x,
                        y,
                        '#',
                        libtcod.yellow,
                        "Lightning Scroll",
                        render_order=RenderOrder.ITEM,
                        item=item_component
                    )
                entities.append(item)
Exemplo n.º 22
0
from entity import Entity
from components.item import Item
from components.equipment import EquipmentSlots
from components.equippable import Equippable
from item_functions import paralyse, cast_fireball
from game_messages import Message
artifact_1_component = Item(
    use_function=paralyse,
    mana_cost=15,
    targeting=True,
    targeting_message=Message(
        'Left-click a target tile for paralysing, or right-click to cancel.',
        libtcod.light_cyan))
equippable_component = Equippable(EquipmentSlots.MAIN_HAND,
                                  minimum_hit_dice=2,
                                  maximum_hit_dice=8)
honey_blade = Entity(0,
                     0,
                     '/',
                     libtcod.yellow,
                     'Honey Blade',
                     item=artifact_1_component,
                     equippable=equippable_component)

artifact_2_component = Item(
    use_function=cast_fireball,
    targeting=True,
    targeting_message=Message(
        'Left-click a target tile for the ball of honey, or right-click to cancel.',
        libtcod.light_cyan),
Exemplo n.º 23
0
    def place_entities(self, room, entities):
        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)

        # Get a random number of monsters
        number_of_monsters = randint(0, max_monsters_per_room)
        number_of_items = randint(0, max_items_per_room)

        monster_chances = {
            'quiz':
            80,
            'exam':
            from_dungeon_level([[15, 3], [30, 5], [60, 7]],
                               self.dungeon_level),
            'final':
            from_dungeon_level([[10, 3], [20, 5], [30, 7]], self.dungeon_level)
        }

        # Define chance for each type
        monster_type_chances = {
            'art': 25,
            'math': 25,
            'science': 25,
            'english': 25,
        }

        item_chances = {
            'healing_potion': 50,
            'art_sword': from_dungeon_level([[5, 1]], self.dungeon_level),
            'art_shield': from_dungeon_level([[5, 1]], self.dungeon_level),
            'math_sword': from_dungeon_level([[5, 1]], self.dungeon_level),
            'math_shield': from_dungeon_level([[5, 1]], self.dungeon_level),
            'science_sword': from_dungeon_level([[5, 1]], self.dungeon_level),
            'science_shield': from_dungeon_level([[5, 1]], self.dungeon_level),
            'english_sword': from_dungeon_level([[5, 1]], self.dungeon_level),
            'english_shield': from_dungeon_level([[5, 1]], 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 = randint(room.x1 + 1, room.x2 - 1)
            y = randint(room.y1 + 1, room.y2 - 1)

            if not any([
                    entity
                    for entity in entities if entity.x == x and entity.y == y
            ]):
                monster_choice = random_choice_from_dict(monster_chances)
                monster_type_choice = random_choice_from_dict(
                    monster_type_chances)  # Get random type of monsters

                if monster_choice == 'quiz':
                    if monster_type_choice == 'art':

                        fighter_component = Fighter(hp=20,
                                                    defense=0,
                                                    power=4,
                                                    name='Art Quiz',
                                                    xp=0,
                                                    subject='art')
                        ai_component = BasicMonster()
                        monster = Entity(x,
                                         y,
                                         275,
                                         libtcod.white,
                                         'Art Quiz',
                                         blocks=True,
                                         render_order=RenderOrder.ACTOR,
                                         fighter=fighter_component,
                                         ai=ai_component)

                    elif monster_type_choice == 'math':

                        fighter_component = Fighter(hp=20,
                                                    defense=0,
                                                    power=4,
                                                    name='Math Quiz',
                                                    xp=0,
                                                    subject='math')
                        ai_component = BasicMonster()
                        monster = Entity(x,
                                         y,
                                         278,
                                         libtcod.white,
                                         'Math Quiz',
                                         blocks=True,
                                         render_order=RenderOrder.ACTOR,
                                         fighter=fighter_component,
                                         ai=ai_component)

                    elif monster_type_choice == 'science':

                        fighter_component = Fighter(hp=20,
                                                    defense=0,
                                                    power=4,
                                                    name='Science Quiz',
                                                    xp=0,
                                                    subject='science')
                        ai_component = BasicMonster()
                        monster = Entity(x,
                                         y,
                                         281,
                                         libtcod.white,
                                         'Science Quiz',
                                         blocks=True,
                                         render_order=RenderOrder.ACTOR,
                                         fighter=fighter_component,
                                         ai=ai_component)

                    elif monster_type_choice == 'english':

                        fighter_component = Fighter(hp=20,
                                                    defense=0,
                                                    power=4,
                                                    name='English Quiz',
                                                    xp=0,
                                                    subject='english')
                        ai_component = BasicMonster()
                        monster = Entity(x,
                                         y,
                                         284,
                                         libtcod.white,
                                         'English Quiz',
                                         blocks=True,
                                         render_order=RenderOrder.ACTOR,
                                         fighter=fighter_component,
                                         ai=ai_component)

                elif monster_choice == 'exam':
                    if monster_type_choice == 'art':

                        fighter_component = Fighter(hp=35,
                                                    defense=1,
                                                    power=6,
                                                    name='Art Exam',
                                                    xp=0,
                                                    subject='art')
                        ai_component = BasicMonster()
                        monster = Entity(x,
                                         y,
                                         276,
                                         libtcod.white,
                                         'Art Exam',
                                         blocks=True,
                                         render_order=RenderOrder.ACTOR,
                                         fighter=fighter_component,
                                         ai=ai_component)

                    elif monster_type_choice == 'math':

                        fighter_component = Fighter(hp=35,
                                                    defense=1,
                                                    power=6,
                                                    name='Math Exam',
                                                    xp=0,
                                                    subject='math')
                        ai_component = BasicMonster()
                        monster = Entity(x,
                                         y,
                                         279,
                                         libtcod.white,
                                         'Math Exam',
                                         blocks=True,
                                         render_order=RenderOrder.ACTOR,
                                         fighter=fighter_component,
                                         ai=ai_component)

                    elif monster_type_choice == 'science':

                        fighter_component = Fighter(hp=35,
                                                    defense=1,
                                                    power=6,
                                                    name='Science Exam',
                                                    xp=0,
                                                    subject='science')
                        ai_component = BasicMonster()
                        monster = Entity(x,
                                         y,
                                         282,
                                         libtcod.white,
                                         'Science Exam',
                                         blocks=True,
                                         render_order=RenderOrder.ACTOR,
                                         fighter=fighter_component,
                                         ai=ai_component)

                    elif monster_type_choice == 'english':

                        fighter_component = Fighter(hp=35,
                                                    defense=1,
                                                    power=6,
                                                    name='English Exam',
                                                    xp=0,
                                                    subject='english')
                        ai_component = BasicMonster()
                        monster = Entity(x,
                                         y,
                                         285,
                                         libtcod.white,
                                         'English Exam',
                                         blocks=True,
                                         render_order=RenderOrder.ACTOR,
                                         fighter=fighter_component,
                                         ai=ai_component)

                elif monster_choice == 'final':
                    if monster_type_choice == 'art':

                        fighter_component = Fighter(hp=50,
                                                    defense=2,
                                                    power=8,
                                                    name='Art Final Exam',
                                                    xp=4,
                                                    subject='art')
                        ai_component = BasicMonster()
                        monster = Entity(x,
                                         y,
                                         277,
                                         libtcod.white,
                                         'Art Final Exam',
                                         blocks=True,
                                         render_order=RenderOrder.ACTOR,
                                         fighter=fighter_component,
                                         ai=ai_component)

                    elif monster_type_choice == 'math':

                        fighter_component = Fighter(hp=50,
                                                    defense=2,
                                                    power=8,
                                                    name='Math Final Exam',
                                                    xp=4,
                                                    subject='math')
                        ai_component = BasicMonster()
                        monster = Entity(x,
                                         y,
                                         280,
                                         libtcod.white,
                                         'Math Final Exam',
                                         blocks=True,
                                         render_order=RenderOrder.ACTOR,
                                         fighter=fighter_component,
                                         ai=ai_component)

                    elif monster_type_choice == 'science':

                        fighter_component = Fighter(hp=50,
                                                    defense=2,
                                                    power=8,
                                                    name='Science Final Exam',
                                                    xp=4,
                                                    subject='science')
                        ai_component = BasicMonster()
                        monster = Entity(x,
                                         y,
                                         283,
                                         libtcod.white,
                                         'Science Final Exam',
                                         blocks=True,
                                         render_order=RenderOrder.ACTOR,
                                         fighter=fighter_component,
                                         ai=ai_component)

                    elif monster_type_choice == 'english':

                        fighter_component = Fighter(hp=50,
                                                    defense=2,
                                                    power=8,
                                                    name='English Final Exam',
                                                    xp=4,
                                                    subject='english')
                        ai_component = BasicMonster()
                        monster = Entity(x,
                                         y,
                                         286,
                                         libtcod.white,
                                         'English Final Exam',
                                         blocks=True,
                                         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)

            if not any([
                    entity
                    for entity in entities if entity.x == x and entity.y == y
            ]):
                item_choice = random_choice_from_dict(item_chances)

                if item_choice == 'healing_potion':
                    item_component = Item(use_function=heal, amount=40)
                    item = Entity(x,
                                  y,
                                  262,
                                  libtcod.white,
                                  'Relaxing Tea',
                                  render_order=RenderOrder.ITEM,
                                  item=item_component)
                elif item_choice == 'art_sword':
                    equippable_component = Equippable(EquipmentSlots.MAIN_HAND,
                                                      art_power_bonus=5)
                    item = Entity(x,
                                  y,
                                  267,
                                  libtcod.white,
                                  'Paintbrush',
                                  equippable=equippable_component)
                elif item_choice == 'art_shield':
                    equippable_component = Equippable(EquipmentSlots.OFF_HAND,
                                                      art_defense_bonus=4)
                    item = Entity(x,
                                  y,
                                  268,
                                  libtcod.white,
                                  'Pallete Clipboard',
                                  equippable=equippable_component)
                elif item_choice == 'math_sword':
                    equippable_component = Equippable(EquipmentSlots.MAIN_HAND,
                                                      math_power_bonus=5)
                    item = Entity(x,
                                  y,
                                  269,
                                  libtcod.white,
                                  'Ruler',
                                  equippable=equippable_component)
                elif item_choice == 'math_shield':
                    equippable_component = Equippable(EquipmentSlots.OFF_HAND,
                                                      math_defense_bonus=4)
                    item = Entity(x,
                                  y,
                                  270,
                                  libtcod.white,
                                  'Measuring Clipboard',
                                  equippable=equippable_component)
                elif item_choice == 'science_sword':
                    equippable_component = Equippable(EquipmentSlots.MAIN_HAND,
                                                      science_power_bonus=5)
                    item = Entity(x,
                                  y,
                                  271,
                                  libtcod.white,
                                  'Calculator',
                                  equippable=equippable_component)
                elif item_choice == 'science_shield':
                    equippable_component = Equippable(EquipmentSlots.OFF_HAND,
                                                      science_defense_bonus=4)
                    item = Entity(x,
                                  y,
                                  272,
                                  libtcod.white,
                                  'Vial Clipboard',
                                  equippable=equippable_component)
                elif item_choice == 'english_sword':
                    equippable_component = Equippable(EquipmentSlots.MAIN_HAND,
                                                      english_power_bonus=5)
                    item = Entity(x,
                                  y,
                                  273,
                                  libtcod.white,
                                  'Dictionary',
                                  equippable=equippable_component)
                elif item_choice == 'english_shield':
                    equippable_component = Equippable(EquipmentSlots.OFF_HAND,
                                                      english_defense_bonus=4)
                    item = Entity(x,
                                  y,
                                  274,
                                  libtcod.white,
                                  'Report Clipboard',
                                  equippable=equippable_component)

                entities.append(item)
Exemplo n.º 24
0
def get_game_variables(constants):
    fighter_component = Fighter(hp=100,
                                defense=1,
                                power=2,
                                magic=0,
                                magic_defense=1,
                                talismanhp=0,
                                gold=0,
                                mana=100)
    inventory_component = Inventory(26)
    equipment_inventory_component = Inventory(26)
    level_component = Level()
    equipment_component = Equipment()
    player = Entity(0,
                    0,
                    constants['player_tile'],
                    libtcod.white,
                    'Player',
                    blocks=True,
                    render_order=RenderOrder.ACTOR,
                    fighter=fighter_component,
                    inventory=inventory_component,
                    level=level_component,
                    equipment=equipment_component,
                    equipment_inventory=equipment_inventory_component)
    entities = [player]

    gold_value = 1
    equipment_component = Equippable(EquipmentSlots.MAIN_HAND,
                                     power_bonus=1,
                                     gold=gold_value)
    dagger = Entity(0,
                    0,
                    constants['dagger_tile'],
                    libtcod.white,
                    "Terrium Dagger (+1 atk)",
                    equippable=equipment_component)
    player.equipment_inventory.add_item(dagger)
    player.equipment.toggle_equip(dagger)

    gold_value = 2
    item_component = Item(use_function=cast_magic,
                          damage=2,
                          maximum_range=3,
                          gold=gold_value)
    magic_wand = Entity(0,
                        0,
                        constants['magic_wand_tile'],
                        libtcod.white,
                        "Magic Wand",
                        item=item_component)
    player.inventory.add_item(magic_wand)

    game_map = GameMap(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['orc_tile'],
        constants['healing_potion_tile'], constants['scroll_tile'],
        constants['troll_tile'], constants['stairs_tile'],
        constants['sword_tile'], constants['shield_tile'],
        constants['dagger_tile'], constants['magic_wand_tile'],
        constants['greater_healing_potion_tile'], constants['ghost_tile'],
        constants['slime_tile'], constants['corpse_tile'],
        constants['goblin_tile'], constants['baby_slime_tile'],
        constants['skeleton_tile'], constants['slime_corpse_tile'],
        constants['baby_slime_corpse_tile'], constants['skeleton_corpse_tile'],
        constants['mana_potion_tile'], constants['wizard_staff_tile'],
        constants['health_talisman_tile'], constants['basilisk_tile'],
        constants['treasure_tile'], constants['chestplate_tile'],
        constants['leg_armor_tile'], constants['helmet_tile'],
        constants['amulet_tile'])

    item_descriptors = [
        'Valor', 'Power', 'Ingenuity', 'Glory', 'Strength', 'Speed', 'Wealth',
        'Divinity', 'Energy', 'Honor', 'Resistance', 'Greatness', 'Courage',
        'Intelligence'
    ]

    all_shop_equipment = []

    sword_amount = randint(2, 4)
    equippable_component = Equippable(EquipmentSlots.MAIN_HAND,
                                      power_bonus=sword_amount,
                                      gold=10)
    item = Entity(0,
                  0,
                  constants['sword_tile'],
                  libtcod.white,
                  "Terrium Sword of " + random.choice(item_descriptors) +
                  " (+" + str(sword_amount) + " atk)",
                  equippable=equippable_component)
    all_shop_equipment.append(item)

    shield_amount = randint(1, 2)
    equippable_component = Equippable(EquipmentSlots.OFF_HAND,
                                      defense_bonus=shield_amount,
                                      gold=7)
    item = Entity(0,
                  0,
                  constants['shield_tile'],
                  libtcod.white,
                  "Terrium Shield of " + random.choice(item_descriptors) +
                  " (+" + str(shield_amount) + " def)",
                  equippable=equippable_component)
    all_shop_equipment.append(item)

    chestplate_amount = randint(2, 3)
    equippable_component = Equippable(EquipmentSlots.CHEST,
                                      defense_bonus=chestplate_amount,
                                      gold=20)
    item = Entity(0,
                  0,
                  constants['chestplate_tile'],
                  libtcod.darker_grey,
                  "Terrium Chestplate of " + random.choice(item_descriptors) +
                  " (+" + str(chestplate_amount) + " def)",
                  equippable=equippable_component)
    all_shop_equipment.append(item)

    leg_amount = randint(1, 3)
    equippable_component = Equippable(EquipmentSlots.LEGS,
                                      defense_bonus=leg_amount,
                                      gold=15)
    item = Entity(0,
                  0,
                  constants['leg_armor_tile'],
                  libtcod.darker_grey,
                  "Terrium Leg Armor of " + random.choice(item_descriptors) +
                  " (+" + str(leg_amount) + " def)",
                  equippable=equippable_component)
    all_shop_equipment.append(item)

    helmet_amount = randint(1, 2)
    equippable_component = Equippable(EquipmentSlots.HEAD,
                                      defense_bonus=helmet_amount,
                                      gold=5)
    item = Entity(0,
                  0,
                  constants['helmet_tile'],
                  libtcod.darker_grey,
                  "Terrium Helmet of " + random.choice(item_descriptors) +
                  " (+" + str(helmet_amount) + " def)",
                  equippable=equippable_component)
    all_shop_equipment.append(item)

    amulet_amount = randint(1, 4)
    equippable_component = Equippable(EquipmentSlots.AMULET,
                                      magic_bonus=amulet_amount,
                                      gold=6)
    item = Entity(0,
                  0,
                  constants['amulet_tile'],
                  libtcod.darker_grey,
                  "Terrium Amulet of " + random.choice(item_descriptors) +
                  " (+" + str(amulet_amount) + " mgk)",
                  equippable=equippable_component)
    all_shop_equipment.append(item)

    sword_amount = randint(6, 10)
    equippable_component = Equippable(EquipmentSlots.MAIN_HAND,
                                      power_bonus=sword_amount,
                                      gold=35)
    item = Entity(0,
                  0,
                  constants['sword_tile'],
                  libtcod.white,
                  "Ferrium Sword of " + random.choice(item_descriptors) +
                  " (+" + str(sword_amount) + " atk)",
                  equippable=equippable_component)
    all_shop_equipment.append(item)

    shield_amount = randint(4, 6)
    equippable_component = Equippable(EquipmentSlots.OFF_HAND,
                                      defense_bonus=shield_amount,
                                      gold=30)
    item = Entity(0,
                  0,
                  constants['shield_tile'],
                  libtcod.white,
                  "Ferrium Shield of " + random.choice(item_descriptors) +
                  " (+" + str(shield_amount) + " def)",
                  equippable=equippable_component)
    all_shop_equipment.append(item)

    chestplate_amount = randint(5, 7)
    equippable_component = Equippable(EquipmentSlots.CHEST,
                                      defense_bonus=chestplate_amount,
                                      gold=50)
    item = Entity(0,
                  0,
                  constants['chestplate_tile'],
                  libtcod.darker_orange,
                  "Ferrium Chestplate of " + random.choice(item_descriptors) +
                  " (+" + str(chestplate_amount) + " def)",
                  equippable=equippable_component)
    all_shop_equipment.append(item)

    leg_amount = randint(4, 6)
    equippable_component = Equippable(EquipmentSlots.LEGS,
                                      defense_bonus=leg_amount,
                                      gold=40)
    item = Entity(0,
                  0,
                  constants['leg_armor_tile'],
                  libtcod.darker_orange,
                  "Ferrium Leg Armor of " + random.choice(item_descriptors) +
                  " (+" + str(leg_amount) + " def)",
                  equippable=equippable_component)
    all_shop_equipment.append(item)

    helmet_amount = randint(4, 5)
    equippable_component = Equippable(EquipmentSlots.HEAD,
                                      defense_bonus=helmet_amount,
                                      gold=15)
    item = Entity(0,
                  0,
                  constants['helmet_tile'],
                  libtcod.darker_orange,
                  "Ferrium Helmet of " + random.choice(item_descriptors) +
                  " (+" + str(helmet_amount) + " def)",
                  equippable=equippable_component)
    all_shop_equipment.append(item)

    amulet_amount = randint(5, 9)
    equippable_component = Equippable(EquipmentSlots.AMULET,
                                      magic_bonus=amulet_amount,
                                      gold=25)
    item = Entity(0,
                  0,
                  constants['amulet_tile'],
                  libtcod.darker_orange,
                  "Ferrium Amulet of " + random.choice(item_descriptors) +
                  " (+" + str(amulet_amount) + " mgk)",
                  equippable=equippable_component)
    all_shop_equipment.append(item)

    sword_amount = randint(15, 20)
    equippable_component = Equippable(EquipmentSlots.MAIN_HAND,
                                      power_bonus=sword_amount,
                                      gold=100)
    item = Entity(0,
                  0,
                  constants['sword_tile'],
                  libtcod.white,
                  "Aurium Sword of " + random.choice(item_descriptors) +
                  " (+" + str(sword_amount) + " atk)",
                  equippable=equippable_component)
    all_shop_equipment.append(item)

    shield_amount = randint(8, 13)
    equippable_component = Equippable(EquipmentSlots.OFF_HAND,
                                      defense_bonus=shield_amount,
                                      gold=80)
    item = Entity(0,
                  0,
                  constants['shield_tile'],
                  libtcod.white,
                  "Aurium Shield of " + random.choice(item_descriptors) +
                  " (+" + str(shield_amount) + " def)",
                  equippable=equippable_component)
    all_shop_equipment.append(item)

    chestplate_amount = randint(10, 15)
    equippable_component = Equippable(EquipmentSlots.CHEST,
                                      defense_bonus=chestplate_amount,
                                      gold=120)
    item = Entity(0,
                  0,
                  constants['chestplate_tile'],
                  libtcod.crimson,
                  "Aurium Chestplate of " + random.choice(item_descriptors) +
                  " (+" + str(chestplate_amount) + " def)",
                  equippable=equippable_component)
    all_shop_equipment.append(item)

    leg_amount = randint(8, 13)
    equippable_component = Equippable(EquipmentSlots.LEGS,
                                      defense_bonus=leg_amount,
                                      gold=100)
    item = Entity(0,
                  0,
                  constants['leg_armor_tile'],
                  libtcod.crimson,
                  "Aurium Leg Armor of " + random.choice(item_descriptors) +
                  " (+" + str(leg_amount) + " def)",
                  equippable=equippable_component)
    all_shop_equipment.append(item)

    helmet_amount = randint(8, 12)
    equippable_component = Equippable(EquipmentSlots.HEAD,
                                      defense_bonus=helmet_amount,
                                      gold=90)
    item = Entity(0,
                  0,
                  constants['helmet_tile'],
                  libtcod.crimson,
                  "Aurium Helmet of " + random.choice(item_descriptors) +
                  " (+" + str(helmet_amount) + " def)",
                  equippable=equippable_component)
    all_shop_equipment.append(item)

    amulet_amount = randint(10, 15)
    equippable_component = Equippable(EquipmentSlots.AMULET,
                                      magic_bonus=amulet_amount,
                                      gold=70)
    item = Entity(0,
                  0,
                  constants['amulet_tile'],
                  libtcod.crimson,
                  "Aurium Amulet of " + random.choice(item_descriptors) +
                  " (+" + str(amulet_amount) + " mgk)",
                  equippable=equippable_component)
    all_shop_equipment.append(item)

    all_shop_items = []

    item_component = Item(use_function=heal, amount=20, gold=20)
    item = Entity(0,
                  0,
                  constants['healing_potion_tile'],
                  libtcod.white,
                  "Health Potion (+20 HP)",
                  render_order=RenderOrder.ITEM,
                  item=item_component)
    all_shop_items.append(item)

    item_component = Item(use_function=heal, amount=40, gold=40)
    item = Entity(0,
                  0,
                  constants['greater_healing_potion_tile'],
                  libtcod.white,
                  "Greater Healing Potion (+40 HP)",
                  render_order=RenderOrder.ITEM,
                  item=item_component)
    all_shop_items.append(item)

    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.",
            libtcod.light_cyan),
        damage=15,
        radius=3,
        mana_cost=20,
        gold=70)
    item = Entity(0,
                  0,
                  constants['scroll_tile'],
                  libtcod.white,
                  "Fireball Spell",
                  render_order=RenderOrder.ITEM,
                  item=item_component)
    all_shop_items.append(item)

    item_component = Item(
        use_function=cast_confusion,
        targeting=True,
        targeting_message=Message(
            "Left click an enemy to confuse it, or right click to cancel.",
            libtcod.light_cyan),
        mana_cost=10,
        gold=30)
    item = Entity(0,
                  0,
                  constants['scroll_tile'],
                  libtcod.white,
                  "Confusion Spell",
                  render_order=RenderOrder.ITEM,
                  item=item_component)
    all_shop_items.append(item)

    item_component = Item(
        use_function=cast_sleep,
        targeting=True,
        targeting_message=Message(
            "Left click an enemy to make it fall asleep, or right click to cancel.",
            libtcod.light_cyan),
        mana_cost=10,
        gold=30)
    item = Entity(0,
                  0,
                  constants['scroll_tile'],
                  libtcod.white,
                  "Sleep Spell",
                  render_order=RenderOrder.ITEM,
                  item=item_component)
    all_shop_items.append(item)

    item_component = Item(
        use_function=cast_sleep_aura,
        targeting=True,
        targeting_message=Message(
            "Left click a target tile to cast the sleep aura, or right click to cancel.",
            libtcod.light_cyan),
        radius=3,
        mana_cost=20,
        gold=80)
    item = Entity(0,
                  0,
                  constants['scroll_tile'],
                  libtcod.white,
                  "Sleep Aura Spell",
                  render_order=RenderOrder.ITEM,
                  item=item_component)
    all_shop_items.append(item)

    item_component = Item(
        use_function=cast_mind_control,
        targeting=True,
        targeting_message=Message(
            "Left click a target tile to cast mind control, or right click to cancel.",
            libtcod.light_cyan),
        radius=3,
        mana_cost=15,
        gold=100)
    item = Entity(0,
                  0,
                  constants['scroll_tile'],
                  libtcod.white,
                  "Mind Control Spell",
                  render_order=RenderOrder.ITEM,
                  item=item_component)
    all_shop_items.append(item)

    item_component = Item(use_function=health_talisman_sacrifice,
                          amount=5,
                          gold=200)
    item = Entity(0,
                  0,
                  constants['health_talisman_tile'],
                  libtcod.darker_orange,
                  "Health Talisman",
                  render_order=RenderOrder.ITEM,
                  item=item_component)
    all_shop_items.append(item)

    item_component = Item(use_function=cast_magic,
                          damage=5,
                          maximum_range=5,
                          gold=200)
    item = Entity(0,
                  0,
                  constants['wizard_staff_tile'],
                  libtcod.white,
                  "Wizard Staff",
                  render_order=RenderOrder.ITEM,
                  item=item_component)
    all_shop_items.append(item)

    item_component = Item(use_function=necromancy,
                          number_of_monsters=5,
                          mana_cost=20,
                          gold=200)
    item = Entity(0,
                  0,
                  constants['scroll_tile'],
                  libtcod.white,
                  "Necromancy Spell",
                  render_order=RenderOrder.ITEM,
                  item=item_component)
    all_shop_items.append(item)

    item_component = Item(use_function=recover_mana, amount=20, gold=10)
    item = Entity(0,
                  0,
                  constants['mana_potion_tile'],
                  libtcod.white,
                  "Mana Potion (+20 MANA)",
                  render_order=RenderOrder.ITEM,
                  item=item_component)
    all_shop_items.append(item)

    item_component = Item(use_function=cast_lightning,
                          damage=30,
                          maximum_range=5,
                          mana_cost=15,
                          gold=50)
    item = Entity(0,
                  0,
                  constants['scroll_tile'],
                  libtcod.white,
                  "Lightning Spell",
                  render_order=RenderOrder.ITEM,
                  item=item_component)
    all_shop_items.append(item)

    number_of_shop_items = randint(3, 5)
    for i in range(number_of_shop_items):
        random_item = randint(0, len(all_shop_items) - 1)
        game_map.shop_items.append(all_shop_items[random_item])

    number_of_shop_equipment = randint(3, 5)
    for i in range(number_of_shop_equipment):
        random_equipment = randint(0, len(all_shop_equipment) - 1)
        game_map.shop_equipment_items.append(
            all_shop_equipment[random_equipment])

    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
Exemplo n.º 25
0
    def place_entities(self, room, entities):

        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)

        # gets random number of monsters
        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),
            "dragon":
            from_dungeon_level([[10, 7], [20, 10], [30, 14]],
                               self.dungeon_level)
        }
        item_chances = {
            "health_potion": 35,
            "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),
            "betrayal_scroll": from_dungeon_level([[10, 5]],
                                                  self.dungeon_level),
            "iron_sword": from_dungeon_level([[5, 4]], self.dungeon_level),
            "wooden_shield": from_dungeon_level([[15, 8]], self.dungeon_level)
        }

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

            if not any([
                    entity
                    for entity in entities if entity.x == x and entity.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(x,
                                     y,
                                     "o",
                                     libtcod.desaturated_green,
                                     "Orc",
                                     blocks=True,
                                     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(x,
                                     y,
                                     "T",
                                     libtcod.darker_green,
                                     "Troll",
                                     blocks=True,
                                     render_order=RenderOrder.ACTOR,
                                     fighter=fighter_component,
                                     ai=ai_component)
                elif monster_choice == "dragon":
                    fighter_component = Fighter(hp=40,
                                                defense=2,
                                                power=12,
                                                xp=500)
                    ai_component = BasicMonster()
                    monster = Entity(x,
                                     y,
                                     "D",
                                     libtcod.dark_red,
                                     "Dragon",
                                     blocks=True,
                                     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)

            if not any([
                    entity
                    for entity in entities if entity.x == x and entity.y == y
            ]):
                item_choice = random_choice_from_dict(item_chances)

                if item_choice == "health_potion":
                    item_component = Item(use_function=heal, amount=40)
                    item = Entity(x,
                                  y,
                                  "!",
                                  libtcod.violet,
                                  "Health Potion",
                                  False,
                                  render_order=RenderOrder.ITEM,
                                  item=item_component)
                elif item_choice == "fireball_scroll":
                    item_component = Item(
                        use_function=cast_fireball,
                        targeting=True,
                        targeting_message=Message(
                            "Left-click a tile to target, or right-click to cancel.",
                            libtcod.light_cyan),
                        damage=25,
                        radius=3)
                    item = Entity(x,
                                  y,
                                  "#",
                                  libtcod.red,
                                  "Fireball Scroll",
                                  False,
                                  render_order=RenderOrder.ITEM,
                                  item=item_component)

                elif item_choice == "confusion_scroll":
                    item_component = Item(
                        use_function=cast_confuse,
                        targeting=True,
                        targeting_message=Message(
                            "Left-click a tile to target, or right-click to cancel",
                            libtcod.light_cyan))
                    item = Entity(x,
                                  y,
                                  "#",
                                  libtcod.light_pink,
                                  "Confusion Scroll",
                                  False,
                                  render_order=RenderOrder.ITEM,
                                  item=item_component)

                elif item_choice == "betrayal_scroll":
                    item_component = Item(
                        use_function=cast_betrayal,
                        targeting=True,
                        targeting_message=Message(
                            "Left-click a tile to target, or right-click to cancel",
                            libtcod.light_cyan))
                    item = Entity(x,
                                  y,
                                  '#',
                                  libtcod.black,
                                  "Betrayal Scroll",
                                  False,
                                  render_order=RenderOrder.ITEM,
                                  item=item_component)
                elif item_choice == "lightning_scroll":
                    item_component = Item(use_function=cast_lightning,
                                          damage=40,
                                          maximum_range=5)
                    item = Entity(x,
                                  y,
                                  "#",
                                  libtcod.yellow,
                                  "Lightning Scroll",
                                  False,
                                  render_order=RenderOrder.ITEM,
                                  item=item_component)
                elif item_choice == "iron_sword":
                    equippable_component = Equippable(EquipmentSlots.MAIN_HAND,
                                                      power_bonus=3)
                    item = Entity(x,
                                  y,
                                  "/",
                                  libtcod.silver,
                                  "Iron Sword",
                                  False,
                                  render_order=RenderOrder.ITEM,
                                  equippable=equippable_component)
                elif item_choice == "wooden_shield":
                    equippable_component = Equippable(EquipmentSlots.OFF_HAND,
                                                      defense_bonus=1)
                    item = Entity(x,
                                  y,
                                  "[",
                                  libtcod.darker_orange,
                                  "Wooden Shield",
                                  False,
                                  render_order=RenderOrder.ITEM,
                                  equippable=equippable_component)
                entities.append(item)
Exemplo n.º 26
0
def main():
    constants = get_constants()

    libtcod.console_set_custom_font(
        'tiledfont.png',
        libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_TCOD, 32, 10)

    libtcod.console_init_root(constants['screen_width'],
                              constants['screen_height'],
                              constants['window_title'], False)

    # load the custom font rows
    load_customfont()

    # assign the custom font rows numbers to text (for easier calling when defining entities with custom tiles)
    # defining tiles (rather than numbers)
    wall_tile = 256
    floor_tile = 257
    player_tile = 258
    quiz_tile = 259
    exam_tile = 260
    healingpotion_tile = 261
    sword_tile = 263
    shield_tile = 264
    stairsdown_tile = 265
    dagger_tile = 266

    fighter_component = Fighter(hp=100, defense=1, power=3, name='Student')
    inventory_component = Inventory(26)
    level_component = Level()
    equipment_component = Equipment()
    player = Entity(0,
                    0,
                    player_tile,
                    libtcod.white,
                    'Student',
                    blocks=True,
                    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=1)
    dagger = Entity(0,
                    0,
                    dagger_tile,
                    libtcod.white,
                    'Pencil',
                    equippable=equippable_component)
    player.inventory.add_item(dagger)
    player.equipment.toggle_equip(dagger)

    con = libtcod.console.Console(constants['screen_width'],
                                  constants['screen_height'])
    panel = libtcod.console.Console(constants['screen_width'],
                                    constants['panel_height'])

    game_map = GameMap(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)

    fov_recompute = True

    fov_map = initialize_fov(game_map)

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

    key = libtcod.Key()
    mouse = libtcod.Mouse()

    game_state = GameStates.PLAYERS_TURN
    previous_game_state = game_state

    # Welcome the player
    message_log.add_message(
        Message(
            'Welcome, Student, to the College of Doom! Aquire 180 credits to graduate...or die trying!',
            libtcod.white))

    while not libtcod.console_is_window_closed():
        libtcod.sys_check_for_event(
            libtcod.EVENT_KEY_PRESS | libtcod.EVENT_MOUSE, key, mouse)

        if fov_recompute:
            recompute_fov(fov_map, player.x, player.y, constants['fov_radius'],
                          constants['fov_light_walls'],
                          constants['fov_algorithm'])

        render_all(con, panel, entities, player, game_map, fov_map,
                   fov_recompute, message_log, constants['screen_width'],
                   constants['screen_height'], constants['bar_width'],
                   constants['panel_height'], constants['panel_y'], mouse,
                   constants['colors'], game_state)

        fov_recompute = False

        libtcod.console_flush()

        clear_all(con, entities)

        action = handle_keys(key, game_state)

        move = action.get('move')
        pickup = action.get('pickup')
        show_inventory = action.get('show_inventory')
        drop_inventory = action.get('drop_inventory')
        inventory_index = action.get('inventory_index')
        take_stairs = action.get('take_stairs')
        level_up = action.get('level_up')
        show_character_screen = action.get('show_character_screen')
        wait = action.get('wait')
        exit = action.get('exit')
        fullscreen = action.get('fullscreen')

        player_turn_results = []

        if move and game_state == GameStates.PLAYERS_TURN:
            dx, dy = move
            destination_x = player.x + dx
            destination_y = player.y + dy

            if not game_map.is_blocked(destination_x, destination_y):
                target = get_blocking_entities_at_location(
                    entities, destination_x, destination_y)

                if target:
                    attack_results = player.fighter.attack(target)
                    player_turn_results.extend(attack_results)
                    fov_recompute = True
                else:
                    player.move(dx, dy)

                    fov_recompute = True

                game_state = GameStates.ENEMY_TURN

        elif pickup and game_state == GameStates.PLAYERS_TURN:
            for entity in entities:
                if entity.item and entity.x == player.x and entity.y == player.y:
                    pickup_results = player.inventory.add_item(entity)
                    player_turn_results.extend(pickup_results)

                    break

            else:
                message_log.add_message(
                    Message('There is nothing here to pick up.',
                            libtcod.yellow))

        if show_inventory:
            previous_game_state = game_state
            game_state = GameStates.SHOW_INVENTORY

        if drop_inventory:
            previous_game_state = game_state
            game_state = GameStates.DROP_INVENTORY

        if inventory_index is not None and previous_game_state != GameStates.PLAYER_DEAD and inventory_index < len(
                player.inventory.items):
            item = player.inventory.items[inventory_index]

            if game_state == GameStates.SHOW_INVENTORY:
                player_turn_results.extend(player.inventory.use(item))
            elif game_state == GameStates.DROP_INVENTORY:
                player_turn_results.extend(player.inventory.drop_item(item))

        if take_stairs and game_state == GameStates.PLAYERS_TURN:
            for entity in entities:
                if entity.stairs and entity.x == player.x and entity.y == player.y:
                    entities = game_map.next_floor(player, message_log,
                                                   constants)
                    fov_map = initialize_fov(game_map)
                    fov_recompute = True
                    con.clear()

                    break
            else:
                message_log.add_message(
                    Message(
                        'You search around, but Summer break is nowhere to be seen.',
                        libtcod.yellow))

        if level_up:
            if level_up == 'hp':
                player.fighter.base_max_hp += 20
                player.fighter.hp += 20
            elif level_up == 'str':
                player.fighter.base_power += 1
            elif level_up == 'def':
                player.fighter.base_defense += 1

            game_state = previous_game_state

        if show_character_screen:
            previous_game_state = game_state
            game_state = GameStates.CHARACTER_SCREEN

        if wait == True:
            game_state = GameStates.ENEMY_TURN
            fov_recompute = True

        if exit:
            if game_state in (GameStates.SHOW_INVENTORY,
                              GameStates.DROP_INVENTORY,
                              GameStates.CHARACTER_SCREEN):
                game_state = previous_game_state
            else:
                return True

        if fullscreen:
            libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())

        for player_turn_result in player_turn_results:
            message = player_turn_result.get('message')
            dead_entity = player_turn_result.get('dead')
            item_added = player_turn_result.get('item_added')
            item_consumed = player_turn_result.get('consumed')
            item_dropped = player_turn_result.get('item_dropped')
            equip = player_turn_result.get('equip')

            if message:
                message_log.add_message(message)

            if dead_entity:
                if dead_entity == player:
                    message, game_state = kill_player(dead_entity)
                else:
                    message = kill_monster(dead_entity)

                message_log.add_message(message)

            if item_added:
                entities.remove(item_added)

                game_state = GameStates.ENEMY_TURN

            if item_consumed:
                game_state = GameStates.ENEMY_TURN

            if item_dropped:
                entities.append(item_dropped)

                game_state = GameStates.ENEMY_TURN

            if equip:
                equip_results = player.equipment.toggle_equip(equip)

                for equip_result in equip_results:
                    equipped = equip_result.get('equipped')
                    dequipped = equip_result.get('dequipped')

                    if equipped:
                        message_log.add_message(
                            Message('You equipped the {0}.'.format(
                                equipped.name)))

                    if dequipped:
                        message_log.add_message(
                            Message('You dequipped the {0}.'.format(
                                dequipped.name)))

                game_state = GameStates.ENEMY_TURN

            xp = player_turn_result.get('xp')

            if xp:
                leveled_up = player.level.add_xp(xp)
                message_log.add_message(
                    Message(
                        'You passed the Final Exam and gained {0} credits!'.
                        format(xp)))

                if leveled_up:
                    if player.level.current_level == 5:
                        previous_game_state = game_state
                        game_state = GameStates.WIN
                        message_log.add_message(
                            Message(
                                'You have completed 180 credits at the College of Doom! You graduated!',
                                libtcod.yellow))
                    else:
                        message_log.add_message(
                            Message(
                                'You made it through another year of school! You move on to school year {0}'
                                .format(player.level.current_level) + '!',
                                libtcod.yellow))
                        previous_game_state = game_state
                        game_state = GameStates.LEVEL_UP

        if game_state == GameStates.ENEMY_TURN:
            for entity in entities:
                if entity.ai:
                    enemy_turn_results = entity.ai.take_turn(
                        player, fov_map, game_map, entities)

                    for enemy_turn_result in enemy_turn_results:
                        message = enemy_turn_result.get('message')
                        dead_entity = enemy_turn_result.get('dead')

                        if message:
                            message_log.add_message(message)

                        if dead_entity:
                            if dead_entity == player:
                                message, game_state = kill_player(dead_entity)
                            else:
                                message = kill_monster(dead_entity)

                            message_log.add_message(message)

                            if game_state == GameStates.PLAYER_DEAD:
                                break

                    if game_state == GameStates.PLAYER_DEAD:
                        break

            else:
                game_state = GameStates.PLAYERS_TURN

            fov_recompute = True
Exemplo n.º 27
0
    def place_entities(self, room, entities):
        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)
        max_equipment_items_per_room = from_dungeon_level([[2, 1]],
                                                          self.dungeon_level)

        number_of_equipment_items = randint(0, max_equipment_items_per_room)
        number_of_monsters = randint(0, max_monsters_per_room)
        number_of_items = randint(0, max_items_per_room)

        monster_chances = {
            'goblin':
            from_dungeon_level([[80, 1], [60, 3], [30, 5], [0, 7]],
                               self.dungeon_level),
            'orc':
            from_dungeon_level([[40, 2], [50, 3], [30, 7]],
                               self.dungeon_level),
            'troll':
            from_dungeon_level([[20, 3], [40, 5], [60, 7]],
                               self.dungeon_level),
            'Balrog':
            from_dungeon_level([[20, 7], [30, 9], [80, 11]],
                               self.dungeon_level)
        }

        #Terrium, Ferrium, Aurium
        item_chances = {
            'healing_potion':
            from_dungeon_level([[15, 1], [10, 8]], self.dungeon_level),
            'greater_healing_potion':
            from_dungeon_level([[30, 8]], self.dungeon_level),
            'terrium_sword':
            from_dungeon_level([[5, 4]], self.dungeon_level),
            'terrium_shield':
            from_dungeon_level([[15, 4]], self.dungeon_level),
            'terrium_chestplate':
            from_dungeon_level([[15, 5]], self.dungeon_level),
            'terrium_leg_armor':
            from_dungeon_level([[15, 4]], self.dungeon_level),
            'terrium_helmet':
            from_dungeon_level([[20, 3]], self.dungeon_level),
            'terrium_amulet':
            from_dungeon_level([[10, 7]], self.dungeon_level),
            'lightning_spell':
            from_dungeon_level([[25, 4]], self.dungeon_level),
            'fireball_spell':
            from_dungeon_level([[25, 5]], self.dungeon_level),
            'confusion_spell':
            from_dungeon_level([[10, 2]], self.dungeon_level)
        }

        equipment_item_chances = {
            'equipment_health_potion':
            from_dungeon_level([[90, 1]], self.dungeon_level)
        }

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

            if not any([
                    entity
                    for entity in entities if entity.x == x and entity.y == y
            ]):
                monster_choice = random_choice_from_dict(monster_chances)

                if monster_choice == 'goblin':
                    fighter_component = Fighter(hp=5,
                                                defense=0,
                                                power=2,
                                                magic=0,
                                                xp=10)
                    ai_component = BasicMonster()
                    monster = Entity(x,
                                     y,
                                     'g',
                                     libtcod.darker_chartreuse,
                                     'Goblin',
                                     blocks=True,
                                     render_order=RenderOrder.ACTOR,
                                     fighter=fighter_component,
                                     ai=ai_component)
                elif monster_choice == 'orc':
                    fighter_component = Fighter(hp=12,
                                                defense=0,
                                                power=4,
                                                magic=0,
                                                xp=35)
                    ai_component = BasicMonster()
                    monster = Entity(x,
                                     y,
                                     'o',
                                     libtcod.desaturated_green,
                                     'Orc',
                                     blocks=True,
                                     render_order=RenderOrder.ACTOR,
                                     fighter=fighter_component,
                                     ai=ai_component)
                elif monster_choice == 'troll':
                    fighter_component = Fighter(hp=18,
                                                defense=2,
                                                power=8,
                                                magic=0,
                                                xp=100)
                    ai_component = BasicMonster()
                    monster = Entity(x,
                                     y,
                                     'T',
                                     libtcod.darker_green,
                                     'Troll',
                                     blocks=True,
                                     fighter=fighter_component,
                                     render_order=RenderOrder.ACTOR,
                                     ai=ai_component)
                else:
                    fighter_component = Fighter(hp=60,
                                                defense=5,
                                                power=16,
                                                magic=0,
                                                xp=200)
                    ai_component = BasicMonster()
                    monster = Entity(x,
                                     y,
                                     'B',
                                     libtcod.darker_red,
                                     'Balrog',
                                     blocks=True,
                                     fighter=fighter_component,
                                     render_order=RenderOrder.ACTOR,
                                     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)

            if not any([
                    entity
                    for entity in entities if entity.x == x and entity.y == y
            ]):
                item_choice = random_choice_from_dict(item_chances)

                if item_choice == 'healing_potion':
                    item_component = Item(use_function=heal, amount=20)
                    item = Entity(x,
                                  y,
                                  '&',
                                  libtcod.violet,
                                  "health potion",
                                  render_order=RenderOrder.ITEM,
                                  item=item_component)
                elif item_choice == 'greater_healing_potion':
                    item_component = Item(use_function=heal, amount=40)
                    item = Entity(x,
                                  y,
                                  '&',
                                  libtcod.red,
                                  "greater healing potion",
                                  render_order=RenderOrder.ITEM,
                                  item=item_component)
                elif item_choice == 'terrium_sword':
                    equippable_component = Equippable(EquipmentSlots.MAIN_HAND,
                                                      power_bonus=randint(
                                                          2, 4))
                    item = Entity(x,
                                  y,
                                  '/',
                                  libtcod.darker_orange,
                                  "terrium sword",
                                  equippable=equippable_component)
                elif item_choice == 'terrium_shield':
                    equippable_component = Equippable(EquipmentSlots.OFF_HAND,
                                                      defense_bonus=randint(
                                                          1, 2))
                    item = Entity(x,
                                  y,
                                  '[',
                                  libtcod.darker_orange,
                                  "terrium shield",
                                  equippable=equippable_component)
                elif item_choice == 'terrium_chestplate':
                    equippable_component = Equippable(EquipmentSlots.CHEST,
                                                      defense_bonus=randint(
                                                          2, 3))
                    item = Entity(x,
                                  y,
                                  'M',
                                  libtcod.darker_orange,
                                  "terrium chestplate",
                                  equippable=equippable_component)
                elif item_choice == 'terrium_leg_armor':
                    equippable_component = Equippable(EquipmentSlots.LEGS,
                                                      defense_bonus=randint(
                                                          1, 2))
                    item = Entity(x,
                                  y,
                                  'H',
                                  libtcod.darker_orange,
                                  "terrium leg armor",
                                  equippable=equippable_component)
                elif item_choice == 'terrium_helmet':
                    equippable_component = Equippable(EquipmentSlots.HEAD,
                                                      defense_bonus=randint(
                                                          1, 2))
                    item = Entity(x,
                                  y,
                                  '^',
                                  libtcod.darker_orange,
                                  "terrium helmet",
                                  equippable=equippable_component)
                elif item_choice == 'terrium_amulet':
                    equippable_component = Equippable(EquipmentSlots.AMULET,
                                                      magic_bonus=randint(
                                                          1, 4))
                    item = Entity(x,
                                  y,
                                  '*',
                                  libtcod.darker_orange,
                                  "terrium amulet",
                                  equippable=equippable_component)
                elif item_choice == 'fireball_spell':
                    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.",
                            libtcod.light_cyan),
                        damage=15,
                        radius=3)
                    item = Entity(x,
                                  y,
                                  '#',
                                  libtcod.red,
                                  "Fireball Spell",
                                  render_order=RenderOrder.ITEM,
                                  item=item_component)
                elif item_choice == 'confusion_spell':
                    item_component = Item(
                        use_function=cast_confusion,
                        targeting=True,
                        targeting_message=Message(
                            "Left click an enemy to confuse it, or right click to cancel.",
                            libtcod.light_cyan))
                    item = Entity(x,
                                  y,
                                  '#',
                                  libtcod.light_pink,
                                  "Confusion Spell",
                                  render_order=RenderOrder.ITEM,
                                  item=item_component)
                else:
                    item_component = Item(use_function=cast_lightning,
                                          damage=30,
                                          maximum_range=5)
                    item = Entity(x,
                                  y,
                                  '#',
                                  libtcod.blue,
                                  "Lightning Spell",
                                  render_order=RenderOrder.ITEM,
                                  item=item_component)
                entities.append(item)
        '''
Exemplo n.º 28
0
def get_sword_choices(item_choice,wp_en,x,y,disp_name):
    item = None
    if item_choice == 'Orcish Shortsword'+wp_en:
        equippable_component = Equippable(EquipmentSlots.MAIN_HAND, power_bonus=3)
        item = Entity(x, y, '/', libtcod.black, disp_name, equippable=equippable_component)
    elif item_choice == 'Shortsword'+wp_en:
        equippable_component = Equippable(EquipmentSlots.MAIN_HAND, power_bonus=1)
        item = Entity(x, y, '/', libtcod.black, disp_name, equippable=equippable_component)
    elif item_choice == 'Gladius'+wp_en:
        equippable_component = Equippable(EquipmentSlots.MAIN_HAND, power_bonus=1)
        item = Entity(x, y, '/', libtcod.black, disp_name, equippable=equippable_component)
    elif item_choice == 'Dwarvish Shortsword'+wp_en:
        equippable_component = Equippable(EquipmentSlots.MAIN_HAND, power_bonus=1)
        item = Entity(x, y, '/', libtcod.black, disp_name, equippable=equippable_component)
    elif item_choice == 'Broadsword'+wp_en:
        equippable_component = Equippable(EquipmentSlots.MAIN_HAND, power_bonus=1)
        item = Entity(x, y, '/', libtcod.black, disp_name, equippable=equippable_component)
    elif item_choice == 'Elven Shortsword'+wp_en:
        equippable_component = Equippable(EquipmentSlots.MAIN_HAND, power_bonus=1)
        item = Entity(x, y, '/', libtcod.black, disp_name, equippable=equippable_component)
    elif item_choice == 'Longsword'+wp_en:
        equippable_component = Equippable(EquipmentSlots.MAIN_HAND, power_bonus=1)
        item = Entity(x, y, '/', libtcod.black, disp_name, equippable=equippable_component)
    elif item_choice == 'Tsurugi'+wp_en:
        equippable_component = Equippable(EquipmentSlots.MAIN_HAND, power_bonus=1)
        item = Entity(x, y, '/', libtcod.black, disp_name, equippable=equippable_component)
    elif item_choice == 'Elven Broadsword'+wp_en:
        equippable_component = Equippable(EquipmentSlots.MAIN_HAND, power_bonus=1)
        item = Entity(x, y, '/', libtcod.black, disp_name, equippable=equippable_component)
    elif item_choice == 'Bastard Sword'+wp_en:
        equippable_component = Equippable(EquipmentSlots.MAIN_HAND, power_bonus=1)
        item = Entity(x, y, '/', libtcod.black, disp_name, equippable=equippable_component)
    elif item_choice == 'Excalibur'+wp_en:
        equippable_component = Equippable(EquipmentSlots.MAIN_HAND, power_bonus=1)
        item = Entity(x, y, '/', libtcod.black, disp_name, equippable=equippable_component)
    elif item_choice == 'Tsurugi of Muramasa'+wp_en:
        equippable_component = Equippable(EquipmentSlots.MAIN_HAND, power_bonus=1)
        item = Entity(x, y, '/', libtcod.black, disp_name, equippable=equippable_component)

    return item
    def place_entities(self, room, entities):
        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)

        # Get a random number of monsters
        number_of_monsters = randint(0, max_monsters_per_room)

        # Get a random number of items
        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': 35,
            'fireball_scroll': 35,
            'teleport_scroll': 35,
            'confusion_scroll': 35,
            'polymorph_scroll': 35
        }

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

            # Check if an entity is already in that location
            if not any([
                    entity
                    for entity in entities if entity.x == x and entity.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(x,
                                     y,
                                     'o',
                                     libtcod.desaturated_green,
                                     'Orc',
                                     blocks=True,
                                     render_order=RenderOrder.ACTOR,
                                     fighter=fighter_component,
                                     ai=ai_component)
                else:
                    fighter_component = Fighter(hp=30,
                                                defense=2,
                                                power=8,
                                                xp=100)
                    ai_component = BasicMonster()

                    monster = Entity(x,
                                     y,
                                     'T',
                                     libtcod.darker_green,
                                     'Troll',
                                     blocks=True,
                                     fighter=fighter_component,
                                     render_order=RenderOrder.ACTOR,
                                     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)

            if not any([
                    entity
                    for entity in entities if entity.x == x and entity.y == y
            ]):
                item_choice = random_choice_from_dict(item_chances)

                if item_choice == 'healing_potion':
                    item_component = Item(use_function=heal, amount=40)
                    item = Entity(x,
                                  y,
                                  '!',
                                  libtcod.violet,
                                  'Healing Potion',
                                  render_order=RenderOrder.ITEM,
                                  item=item_component)
                elif item_choice == 'sword':
                    equippable_component = Equippable(EquipmentSlots.MAIN_HAND,
                                                      power_bonus=3)
                    item = Entity(x,
                                  y,
                                  '/',
                                  libtcod.sky,
                                  'Sword',
                                  equippable=equippable_component)
                elif item_choice == 'shield':
                    equippable_component = Equippable(EquipmentSlots.OFF_HAND,
                                                      defense_bonus=1)
                    item = Entity(x,
                                  y,
                                  '[',
                                  libtcod.darker_orange,
                                  'Shield',
                                  equippable=equippable_component)
                elif item_choice == 'fireball_scroll':
                    item_component = Item(
                        use_function=cast_fireball,
                        targeting=True,
                        targeting_message=Message(
                            'Left-click a target tile for the spell or right-click to cancel.',
                            libtcod.light_cyan),
                        damage=25,
                        radius=3)
                    item = Entity(x,
                                  y,
                                  '#',
                                  libtcod.red,
                                  'Fireball Scroll',
                                  render_order=RenderOrder.ITEM,
                                  item=item_component)
                elif item_choice == 'teleport_scroll':
                    item_component = Item(
                        use_function=cast_teleport,
                        targeting=True,
                        targeting_message=Message(
                            'Left-click an entity to cast the spell, or right-click to cancel.',
                            libtcod.light_cyan))
                    item = Entity(x,
                                  y,
                                  '#',
                                  libtcod.orange,
                                  'Teleport Scroll',
                                  render_order=RenderOrder.ITEM,
                                  item=item_component)
                elif item_choice == 'confusion_scroll':
                    item_component = Item(
                        use_function=cast_confuse,
                        targeting=True,
                        targeting_message=Message(
                            'Left-click an entity to cast the spell or right-click to cancel.',
                            libtcod.light_cyan))
                    item = Entity(x,
                                  y,
                                  '#',
                                  libtcod.light_pink,
                                  'Confusion Scroll',
                                  render_order=RenderOrder.ITEM,
                                  item=item_component)
                elif item_choice == 'polymorph_scroll':
                    item_component = Item(
                        use_function=cast_polymorph,
                        targeting=True,
                        targeting_message=Message(
                            'Left-click an entity to cast the spell or right-click to cancel.',
                            libtcod.light_cyan))
                    item = Entity(x,
                                  y,
                                  '#',
                                  libtcod.blue,
                                  'Polymorph Scroll',
                                  render_order=RenderOrder.ITEM,
                                  item=item_component)
                else:
                    item_component = Item(use_function=cast_lightning,
                                          damage=40,
                                          maximum_range=5)
                    item = Entity(x,
                                  y,
                                  '#',
                                  libtcod.yellow,
                                  'Lightning Scroll',
                                  render_order=RenderOrder.ITEM,
                                  item=item_component)

                entities.append(item)
Exemplo n.º 30
0
    def place_entities(self, room, entities):
        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([[10, 5]], self.dungeon_level),
            'shield': from_dungeon_level([[10, 6]], 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 = randint(room.x1 + 1, room.x2 - 1)
            y = randint(room.y1 + 1, room.y2 - 1)

            # Check if an entity is already in that location
            if not any([
                    entity
                    for entity in entities if entity.x == x and entity.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(x,
                                     y,
                                     tiles.get('orc_tile'),
                                     libtcod.white,
                                     'Orc',
                                     blocks=True,
                                     render_order=RenderOrder.ACTOR,
                                     fighter=fighter_component,
                                     ai=ai_component)
                else:
                    fighter_component = Fighter(hp=30,
                                                defense=2,
                                                power=8,
                                                xp=100)
                    ai_component = BasicMonster()
                    monster = Entity(x,
                                     y,
                                     tiles.get('troll_tile'),
                                     libtcod.white,
                                     'Troll',
                                     blocks=True,
                                     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)

            if not any([
                    entity
                    for entity in entities if entity.x == x and entity.y == y
            ]):
                item_choice = random_choice_from_dict(item_chances)

                if item_choice == 'healing_potion':
                    item_component = Item(use_function=heal, amount=40)
                    item = Entity(x,
                                  y,
                                  tiles.get('healingpotion_tile'),
                                  libtcod.white,
                                  'Healing Potion',
                                  render_order=RenderOrder.ITEM,
                                  item=item_component)
                elif item_choice == 'sword':
                    equippable_component = Equippable(EquipmentSlots.MAIN_HAND,
                                                      power_bonus=3)
                    item = Entity(x,
                                  y,
                                  tiles.get('sword_tile'),
                                  libtcod.white,
                                  'Sword',
                                  render_order=RenderOrder.ITEM,
                                  equippable=equippable_component,
                                  sprite_main_shift=576)
                elif item_choice == 'shield':
                    equippable_component = Equippable(EquipmentSlots.OFF_HAND,
                                                      defense_bonus=1)
                    item = Entity(x,
                                  y,
                                  tiles.get('shield_tile'),
                                  libtcod.white,
                                  'Shield',
                                  render_order=RenderOrder.ITEM,
                                  equippable=equippable_component,
                                  sprite_off_shift=320)
                elif item_choice == 'fireball_scroll':
                    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.',
                            colors.get('dark')),
                        targeting_radius=3,
                        damage=25,
                        radius=3)
                    item = Entity(x,
                                  y,
                                  tiles.get('scroll_tile'),
                                  libtcod.white,
                                  'Fireball Scroll',
                                  render_order=RenderOrder.ITEM,
                                  item=item_component)
                elif item_choice == 'confusion_scroll':
                    item_component = Item(
                        use_function=cast_confuse,
                        targeting=True,
                        targeting_message=Message(
                            'Left-click an enemy to confuse it, or right-click to cancel.',
                            colors.get('dark')),
                        targeting_radius=0)
                    item = Entity(x,
                                  y,
                                  tiles.get('scroll_tile'),
                                  libtcod.white,
                                  'Confusion Scroll',
                                  render_order=RenderOrder.ITEM,
                                  item=item_component)
                else:
                    item_component = Item(use_function=cast_lightning,
                                          damage=40,
                                          maximum_range=5)
                    item = Entity(x,
                                  y,
                                  tiles.get('scroll_tile'),
                                  libtcod.white,
                                  'Lightning Scroll',
                                  render_order=RenderOrder.ITEM,
                                  item=item_component)
                entities.append(item)