Exemplo n.º 1
0
    def construct_objects(self):
        stair = entities.Object(self.up[0],
                                self.up[1],
                                char="<",
                                name="stair",
                                colour=libtcod.purple,
                                blocks=False,
                                always_visible=False)
        self.objects.append(stair)
        stair = entities.Object(self.down[0],
                                self.down[1],
                                char=">",
                                name="stair",
                                colour=libtcod.red,
                                blocks=False,
                                always_visible=False)
        self.objects.append(stair)

        if len(self.rects) > 0:
            room = self.rects[libtcod.random_get_int(0, 0,
                                                     len(self.rects) - 1)]
            item = entities.Item()
            potion = entities.Object(
                libtcod.random_get_int(0, room.x, room.x + room.w - 2),
                libtcod.random_get_int(0, room.y, room.y + room.h - 2),
                char="!",
                name="potion",
                colour=libtcod.orange,
                blocks=False,
                always_visible=False,
                item=item)
            self.objects.append(potion)
Exemplo n.º 2
0
def new_game():
    global game_msgs, test_msgs, ui, game_state
    global world, world_obj, cities, player, selected
    global tiles, cam_x, cam_y
    global key, mouse

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

    cam_x, cam_y = 0, 0
    game_state = "playing"
    test_msgs = []
    world = R.world = worldMap.Map(R.MAP_WIDTH, R.MAP_HEIGHT)

    world_obj = R.world_obj = []
    tiles = R.tiles = world.tiles
    #make_map()

    cities = R.cities = world.cities
    R.ui.message(str(len(cities)) + " cities have been made!", libtcod.green)
    for city in cities:
        #print city.name + str(city.x) + "/" +  str(city.y)
        R.ui.message(city.name + str(city.x) + "/" + str(city.y),
                     libtcod.light_grey)
        city.createBaseRelationships(cities)


#    for n in range(5):
#        city = City(name = libtcod.namegen_generate("city"), resource_list =master_resource_list)
#        cities.append(city)
#    city = None
#    for city in cities:
#        city.createBaseRelationships(cities)
    selected = cities[0]
    player = R.player = entities.Object(name="player",
                                        player=entities.Player())
    world_obj.append(player)
    for a in range(5):
        x, y = worldMap.place_on_land()
        hero = R.hero = entities.Object(x=x,
                                        y=y,
                                        name="hero " + str(a),
                                        pather=entities.Pather(),
                                        ai=entities.AI_Hero())
        world_obj.append(hero)
    render_all()

    world.connect_cities()
    world.connect_cities()
    world.connect_cities()
    #    point = (0,0)
    #    diction = dict()
    #    diction[(0,0)] = 10
    #    print str(diction[point])

    #path = hero.pather.find_path((10,10),(0,0))
    R.ui.message("welcome and prepare your mind.", libtcod.blue)
Exemplo n.º 3
0
def place_objects(room, Game):
    #choose random number of monsters
    #max number monsters per room

    max_monsters = from_dungeon_level([[3, 1], [4, 3], [5, 6], [7, 10]], Game)
    num_monsters = libtcod.random_get_int(0, 0, max_monsters)
    monster_chances = get_monster_chances(Game)

    max_items = from_dungeon_level([[1, 1], [2, 4]], Game)
    num_items = libtcod.random_get_int(0, 0, max_items)
    item_chances = get_item_chances(Game)



    for i in range(num_monsters):
        #choose random spot for this monster
        x =  libtcod.random_get_int(0, room.x1 + 1, room.x2 - 1)
        y =  libtcod.random_get_int(0, room.y1 + 1, room.y2 - 1)

        if not entities.is_blocked(x, y, Game):
            #create a monster
            choice = random_choice(monster_chances)

            monster             = entities.Object(**entitydata.mobs[choice])
            monster.name        = choice  
            monster.blocks      = True        
            monster.ai          = entities.BasicMonster()  #how do I set different ai?
            monster.ai.owner    = monster

            monster.set_location(x, y, Game)
            #print 'Added a ' + choice
            Game.objects.append(monster)


    for i in range(num_items):
        #choose random spot for this item
        x = libtcod.random_get_int(0, room.x1 + 1, room.x2 - 1)
        y = libtcod.random_get_int(0, room.y1 + 1, room.y2 - 1)

        #only place it if the tile is not blocked
        if not entities.is_blocked(x, y,Game):
            #create an item
            choice = random_choice(item_chances)

            item = entities.Object(**entitydata.items[choice])
            item.always_visible = True

            item.set_location(x, y, Game)

            Game.objects.append(item)
            item.send_to_back(Game) #items appear below other objects
Exemplo n.º 4
0
    def generate_floors(self, level=1, num=5):
        for ID in range(num):
            monster_num = libtcod.random_get_int(0, 10, 25)
            item_num = libtcod.random_get_int(0, 5, 15)
            a_items = []
            a_monst = []
            for n in range(monster_num):
                key = random.choice(MONSTERS[str(self.level)].keys())
                mons = MONSTERS[str(self.level)][key]
                #not finsiehd yet.
                colour = libtcod.Color(mons["colour"][0], mons["colour"][1],
                                       mons["colour"][2])
                temp = entities.Object(0,
                                       0,
                                       char=mons["char"],
                                       name=mons["name"],
                                       colour=colour,
                                       blocks=False,
                                       always_visible=False)

                a_monst.append(mons)
            for n in range(item_num):
                item = random.choice(ITEMS)
                #colour = libtcod.Color(item["colour"][0],item["colour"][1],item["colour"][2])
                #temp = entities.Object(0,0, char=item["char"], name=item["name"], colour=colour, blocks=False, always_visible=False)
                a_items.append(item)
            floor = Floor(ID, a_monst, a_items)
            self.floors.append(floor)
Exemplo n.º 5
0
def new_game():
    #create object representing the player
    fighter_component = entities.Fighter(hp=300, defense=10, power=20, xp=0, xpvalue=0, clan='monster', death_function=entities.player_death, speed = 10)
    Game.player = entities.Object(data.SCREEN_WIDTH/2, data.SCREEN_HEIGHT/2, '@', 'Roguetato', libtcod.white, tilechar=data.TILE_MAGE, blocks=True, fighter=fighter_component)

    Game.player.dungeon_level = 1
    Game.game_state = data.STATE_PLAYING
    Game.player.game_turns = 0

    Game.dungeon_levelname = data.maplist[Game.player.dungeon_level]

    Game.map = {}
    Game.objects = {}
    Game.upstairs = {}
    Game.downstairs = {}
    Game.tick = 0

    if data.FREE_FOR_ALL_MODE: #turn on SQL junk and kill player.
        Game.entity_sql = logging.Sqlobj(data.ENTITY_DB)
        Game.message_sql = logging.Sqlobj(data.MESSAGE_DB)
        Game.sql_commit_counter = data.SQL_COMMIT_TICK_COUNT
        Game.player.fighter.alive = False
        Game.player.fighter.hp = 0

    #generate map (at this point it's not drawn to screen)
    maplevel.make_dungeon(Game)
    Game.tick = 1

    Game.fov_recompute = True
    Game.player.fighter.fov = Game.map[Game.dungeon_levelname].fov_map
    libtcod.console_clear(Game.con)

    #initial equipment
    if not data.AUTOMODE:
        equipment_component = entities.Equipment(slot='wrist', max_hp_bonus = 5)
        obj = entities.Object(0, 0, '-', 'wristguards of the whale', libtcod.gold, equipment=equipment_component)
        obj.always_visible = True

        Game.player.fighter.add_item(obj)
        equipment_component.equip(Game, Game.player)

        Game.player.fighter.hp = Game.player.fighter.max_hp(Game)

    #a warm welcoming message!
    message('Welcome to MeFightRogues! Good Luck! Don\'t suck!', Game, libtcod.blue)
    libtcod.console_set_keyboard_repeat(data.KEYS_INITIAL_DELAY,data.KEYS_INTERVAL)
Exemplo n.º 6
0
def give_items(Game):
    #healing potion
    x = 0
    y = 0

    for item in entitydata.items:
        theitem = entities.Object(**entitydata.items[item])
        theitem.always_visible = True
        Game.player.fighter.add_item(theitem)
Exemplo n.º 7
0
def new_game():
    #create object representing the player
    fighter_component = entities.Fighter(hp=100,
                                         defense=3,
                                         power=6,
                                         xp=0,
                                         death_function=entities.player_death)
    Game.player = entities.Object(data.SCREEN_WIDTH / 2,
                                  data.SCREEN_HEIGHT / 2,
                                  '@',
                                  'Roguetato',
                                  libtcod.white,
                                  tilechar=data.TILE_MAGE,
                                  blocks=True,
                                  fighter=fighter_component)

    Game.player.level = 1
    #generate map (at this point it's not drawn to screen)
    Game.dungeon_level = 1

    map.make_map(Game)
    map.initialize_fov(Game)

    Game.game_state = data.STATE_PLAYING
    Game.inventory = []

    #create the list of the game messages and their colors, starts empty
    Game.player.game_turns = 0

    #initial equipment
    equipment_component = entities.Equipment(slot='wrist', max_hp_bonus=5)
    obj = entities.Object(0,
                          0,
                          '-',
                          'wristguards of the whale',
                          libtcod.gold,
                          equipment=equipment_component)
    Game.inventory.append(obj)
    equipment_component.equip(Game)
    obj.always_visible = True

    #a warm welcoming message!
    message('Welcome to MeFightRogues! Good Luck! Don\'t suck!', Game,
            libtcod.blue)
Exemplo n.º 8
0
def give_items(Game):
    #healing potion
    x = 0
    y = 0
    item_component = entities.Item(use_function=entities.cast_heal)
    item = entities.Object(x,
                           y,
                           '!',
                           'healing potion',
                           libtcod.red,
                           always_visible=True,
                           item=item_component)
    item.always_visible = True
    Game.inventory.append(item)

    #lightning scroll
    item_component = entities.Item(use_function=entities.cast_lightning)
    item = entities.Object(x,
                           y,
                           '?',
                           'scroll of lightning bolt',
                           libtcod.yellow,
                           always_visible=True,
                           item=item_component)
    Game.inventory.append(item)

    #fireball scroll
    item_component = entities.Item(use_function=entities.cast_fireball)
    item = entities.Object(x,
                           y,
                           '?',
                           'scroll of fireball',
                           libtcod.red,
                           always_visible=True,
                           item=item_component)
    Game.inventory.append(item)

    #confusion scroll
    item_component = entities.Item(use_function=entities.cast_confusion)
    item = entities.Object(x,
                           y,
                           '?',
                           'scroll of confusion',
                           libtcod.light_violet,
                           always_visible=True,
                           item=item_component)
    Game.inventory.append(item)

    #sword
    equipment_component = entities.Equipment(slot='right hand', power_bonus=5)
    item = entities.Object(x,
                           y,
                           '/',
                           'sword',
                           libtcod.sky,
                           always_visible=True,
                           equipment=equipment_component)
    Game.inventory.append(item)

    #create a shield
    equipment_component = entities.Equipment(slot='left hand', defense_bonus=3)
    item = entities.Object(x,
                           y,
                           '[',
                           'shield',
                           libtcod.darker_orange,
                           equipment=equipment_component)
    Game.inventory.append(item)

    #wristguards
    equipment_component = entities.Equipment(slot='wrist', max_hp_bonus=5)
    item = entities.Object(0,
                           0,
                           '-',
                           'wristguards of the whale',
                           libtcod.gold,
                           equipment=equipment_component)
    Game.inventory.append(item)
Exemplo n.º 9
0
def make_map(Game):
    Game.objects = [Game.player]
    #fill map with "blocked" tiles
    Game.map = [[ Tile(True)
        for y in range(data.MAP_HEIGHT) ]
            for x in range(data.MAP_WIDTH) ]

    rooms = []
    num_rooms = 0

    for r in range(data.MAX_ROOMS):
        #get random width/height
        w = libtcod.random_get_int(0, data.ROOM_MIN_SIZE, data.ROOM_MAX_SIZE)
        h = libtcod.random_get_int(0, data.ROOM_MIN_SIZE, data.ROOM_MAX_SIZE)
        #get random positions, but stay within map
        x = libtcod.random_get_int(0, 0, data.MAP_WIDTH - w - 1)
        y = libtcod.random_get_int(0, 0, data.MAP_HEIGHT - h - 1)

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

        #check for intersection with this room
        failed = False
        for other_room in rooms:
            if new_room.intersect(other_room):
                failed = True
                break

        if not failed:
            #no intersections

            create_room(new_room, Game)
            (new_x, new_y) = new_room.center()

            #add some contents to the room
            place_objects(new_room, Game)

            if num_rooms == 0:
                #first room. start player here
                Game.player.x = new_x
                Game.player.y = new_y

            else:
                #for all other rooms, need to connect to previous room with a tunnel

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

                #flip coin
                if flip_coin() == 1:
                    #move h then v
                    create_h_tunnel(prev_x, new_x, prev_y, Game)
                    create_v_tunnel(prev_y, new_y, new_x, Game)
                else:
                    #move v then h
                    create_v_tunnel(prev_y, new_y, prev_x, Game)
                    create_h_tunnel(prev_x, new_x, new_y, Game)
            
            #add to rooms list
            rooms.append(new_room)
            num_rooms +=1

    #create stairs at the center of the last room
    Game.stairs = entities.Object(new_x, new_y, '>', 'stairs', libtcod.white, always_visible = True)
    Game.objects.append(Game.stairs)
    Game.stairs.send_to_back(Game) #so it's drawn below the monsters
Exemplo n.º 10
0
def place_objects(room, Game):
    #choose random number of monsters
    #max number monsters per room
    nextid = 1
    max_monsters = from_dungeon_level([[10, 1], [40, 3], [50, 6], [70, 10]],
                                      data.maplist.index(
                                          Game.dungeon_levelname))
    num_monsters = libtcod.random_get_int(0, 0, max_monsters)
    monster_chances = get_monster_chances(Game)

    max_items = from_dungeon_level([[10, 1], [2, 4]],
                                   data.maplist.index(Game.dungeon_levelname))
    num_items = libtcod.random_get_int(0, 0, max_items)
    item_chances = get_item_chances(Game)

    for i in range(num_monsters):
        #choose random spot for this monster
        x = libtcod.random_get_int(0, room.x1 + 1, room.x2 - 1)
        y = libtcod.random_get_int(0, room.y1 + 1, room.y2 - 1)

        if not entities.is_blocked(x, y, Game):
            #create a monster
            choice = random_choice(monster_chances)

            monster = entities.Object(**entitydata.mobs[choice])
            monster.dungeon_level = data.maplist.index(Game.dungeon_levelname)
            monster.blocks = True
            monster.ai = entities.Ai(
                entities.BasicMonster())  #how do I set different ai?
            monster.ai.owner = monster
            monster.id = str(monster.dungeon_level) + '.' + str(nextid)
            monster.name = choice + '(' + str(monster.id) + ')'
            if data.FREE_FOR_ALL_MODE:
                monster.fighter.clan = monster.name
            nextid += 1
            monster.fighter.fov = Game.map[Game.dungeon_levelname].fov_map

            print 'MAPGEN--\t ' + str(
                Game.tick
            ) + '\t' + Game.dungeon_levelname + '\t' + ' made a ' + monster.name

            #give monster items if they have them
            if entitydata.mobitems[choice]:
                for itemname in entitydata.mobitems[choice]:
                    item = entities.Object(**entitydata.items[itemname])
                    monster.fighter.add_item(item)

            monster.set_location(x, y, Game)
            Game.objects[Game.dungeon_levelname].append(monster)

    for i in range(num_items):
        #choose random spot for this item
        x = libtcod.random_get_int(0, room.x1 + 1, room.x2 - 1)
        y = libtcod.random_get_int(0, room.y1 + 1, room.y2 - 1)

        #only place it if the tile is not blocked
        if not entities.is_blocked(x, y, Game):
            #create an item
            choice = random_choice(item_chances)

            item = entities.Object(**entitydata.items[choice])
            item.always_visible = True

            item.set_location(x, y, Game)
            item.dungeon_level = data.maplist.index(Game.dungeon_levelname)

            Game.objects[Game.dungeon_levelname].append(item)
            item.send_to_back(Game)  #items appear below other objects
Exemplo n.º 11
0
def make_map(Game, levelnum, levelname):
    Game.objects[Game.dungeon_levelname] = [Game.player]
    #fill map with "blocked" tiles

    print 'MAPGEN--\t ' + str(
        Game.tick
    ) + '\t' + Game.dungeon_levelname + '\t' + ' creating map:' + str(
        Game.dungeon_levelname)
    Game.map[Game.dungeon_levelname] = Maplevel(data.MAP_HEIGHT,
                                                data.MAP_WIDTH, levelnum,
                                                levelname)

    rooms = []
    num_rooms = 0

    for r in range(data.MAX_ROOMS):
        #get random width/height
        w = libtcod.random_get_int(0, data.ROOM_MIN_SIZE, data.ROOM_MAX_SIZE)
        h = libtcod.random_get_int(0, data.ROOM_MIN_SIZE, data.ROOM_MAX_SIZE)
        #get random positions, but stay within map
        x = libtcod.random_get_int(0, data.MAP_PAD_W,
                                   data.MAP_WIDTH - w - data.MAP_PAD_W)
        y = libtcod.random_get_int(0, data.MAP_PAD_H,
                                   data.MAP_HEIGHT - h - data.MAP_PAD_H)

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

        #check for intersection with this room
        failed = False
        for other_room in rooms:
            if new_room.intersect(other_room):
                failed = True
                break

        if not failed:
            #no intersections

            Game.map[Game.dungeon_levelname].create_room(new_room)
            (new_x, new_y) = new_room.center()

            #add some contents to the room
            place_objects(new_room, Game)

            if num_rooms == 0:
                #first room. start player here
                Game.player.x = new_x
                Game.player.y = new_y
                #create upstairs at the center of the first room
                Game.upstairs[Game.dungeon_levelname] = entities.Object(
                    new_x,
                    new_y,
                    '<',
                    'upstairs',
                    libtcod.white,
                    always_visible=True)
                Game.objects[Game.dungeon_levelname].append(
                    Game.upstairs[Game.dungeon_levelname])
                Game.upstairs[Game.dungeon_levelname].send_to_back(
                    Game)  #so it's drawn below the monsters

            else:
                #for all other rooms, need to connect to previous room with a tunnel

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

                #flip coin
                if flip_coin() == 1:
                    #move h then v
                    Game.map[Game.dungeon_levelname].create_h_tunnel(
                        prev_x, new_x, prev_y)
                    Game.map[Game.dungeon_levelname].create_v_tunnel(
                        prev_y, new_y, new_x)
                else:
                    #move v then h
                    Game.map[Game.dungeon_levelname].create_v_tunnel(
                        prev_y, new_y, prev_x)
                    Game.map[Game.dungeon_levelname].create_h_tunnel(
                        prev_x, new_x, new_y)

            #add to rooms list
            rooms.append(new_room)
            num_rooms += 1

    #create stairs at the center of the last room
    Game.downstairs[Game.dungeon_levelname] = entities.Object(
        new_x, new_y, '>', 'downstairs', libtcod.white, always_visible=True)
    Game.objects[Game.dungeon_levelname].append(
        Game.downstairs[Game.dungeon_levelname])
    Game.downstairs[Game.dungeon_levelname].send_to_back(
        Game)  #so it's drawn below the monsters

    Game.map[Game.dungeon_levelname].initialize_fov()