Exemplo n.º 1
0
def handle_exit_input(player, game_state, previous_game_state,
                      player_turn_results, entities, game_map, message_log):
    exit_pressed = False
    if game_state in (get_inventory_states()):
        game_state = previous_game_state
    elif game_state == GameStates.TARGETING:
        player_turn_results.append({'targeting_cancelled': True})
    else:
        save_game(player, entities, game_map, message_log, game_state)
        exit_pressed = True

    return game_state, player_turn_results, exit_pressed
Exemplo n.º 2
0
def handle_exit_input(player,game_state,previous_game_state,player_turn_results,entities,game_map,message_log):
    exit_pressed = False
    if game_state in (GameStates.SHOW_INVENTORY, GameStates.SHOW_WEAPON_INVENTORY, GameStates.SHOW_SCROLL_INVENTORY,
                      GameStates.DROP_INVENTORY, GameStates.CHARACTER_SCREEN):
        game_state = previous_game_state
    elif game_state == GameStates.TARGETING:
        player_turn_results.append({'targeting_cancelled': True})
    else:
        save_game(player, entities, game_map, message_log, game_state)
        exit_pressed = True

    return game_state, player_turn_results, exit_pressed
Exemplo n.º 3
0
 def do_action_exit_current_screen(self):
     should_quit_game = False
     if self.game_state in (GameStates.SHOW_INVENTORY,
                            GameStates.DROP_INVENTORY,
                            GameStates.CHARACTER_SCREEN):
         self.game_state = self.previous_game_state
     elif self.game_state == GameStates.TARGETING:
         self.player_turn_results.append({'targeting_cancelled': True})
     else:
         save_game(self.player, self.entities, self.game_map,
                   self.message_log, self.game_state)
         should_quit_game = True
     return should_quit_game
Exemplo n.º 4
0
def play_game(player, entities, game_map, message_log, game_state, con, panel,
              constants):
    fov_recompute = True

    fov_map = initialize_fov(game_map)

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

    if not game_state == GameStates.PLAYER_DEAD:
        game_state = GameStates.PLAYERS_TURN

    begin_player_turn = True

    previous_game_state = game_state

    targeting_item = None

    if not game_state == GameStates.PLAYER_DEAD:
        PLAYERDEADSTATE = False
    else:
        PLAYERDEADSTATE = True

    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'], constants['kill_count'], game_state,
                   constants['wall_tile'], constants['floor_tile'])

        fov_recompute = False

        libtcod.console_flush()

        clear_all(con, entities)

        action = handle_keys(key, game_state)
        mouse_action = handle_mouse(mouse)

        move = action.get('move')
        wait = action.get('wait')
        pickup = action.get('pickup')
        show_inventory = action.get('show_inventory')
        drop_inventory = action.get('drop_inventory')
        drop_equipment = action.get('drop_equipment')
        show_equipment_inventory = action.get('show_equipment_inventory')
        show_bag = action.get('show_bag')
        inventory_index = action.get('inventory_index')
        equipment_inventory_index = action.get('equipment_inventory_index')
        take_stairs = action.get('take_stairs')
        level_up = action.get('level_up')
        show_character_screen = action.get('show_character_screen')
        show_help_menu = action.get('show_help_menu')
        exit = action.get('exit')
        exit_quit_menu = action.get('exit_quit_menu')
        fullscreen = action.get('fullscreen')
        cast_magic_wand = action.get('cast_magic_wand')
        shoot_bow = action.get('shoot_bow')
        drop_menu = action.get('drop_menu')
        sell_menu = action.get('sell_menu')
        sell_equipment_menu = action.get('sell_equipment_menu')
        buy_menu = action.get('buy_menu')
        buy_equipment_menu = action.get('buy_equipment_menu')
        shop_menu = action.get('shop_menu')
        shop_menu_index = action.get('shop_menu_index')
        shop_equipment_menu_index = action.get('shop_equipment_menu_index')

        left_click = mouse_action.get('left_click')
        right_click = mouse_action.get('right_click')

        player_turn_results = []

        if begin_player_turn and game_state == GameStates.PLAYERS_TURN:
            begin_player_turn = False

            if player.fighter.status:
                player_turn_results.extend(player.fighter.status.update())

        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,
                                                           constants,
                                                           entities=entities)
                    #playsound('sounds/attack.m4a', block=False)
                    player_turn_results.extend(attack_results)
                else:
                    player.move(dx, dy)

                    fov_recompute = True

                game_state = GameStates.ENEMY_TURN

        elif wait:
            game_state = GameStates.ENEMY_TURN

        elif pickup and game_state == GameStates.PLAYERS_TURN:
            for entity in entities:
                if entity.item and (
                        not entity.equippable
                ) and entity.x == player.x and entity.y == player.y:
                    pickup_results = player.inventory.add_item(entity)
                    player_turn_results.extend(pickup_results)

                    break

                elif entity.item and entity.x == player.x and entity.y == player.y:
                    pickup_results = player.equipment_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 show_equipment_inventory:
            previous_game_state = game_state
            game_state = GameStates.SHOW_EQUIPMENT_INVENTORY

        if drop_inventory:
            previous_game_state = game_state
            game_state = GameStates.DROP_INVENTORY

        if drop_equipment:
            previous_game_state = game_state
            game_state = GameStates.DROP_EQUIPMENT

        if show_bag:
            previous_game_state = game_state
            game_state = GameStates.SHOW_BAG

        if drop_menu:
            previous_game_state = game_state
            game_state = GameStates.DROP_MENU

        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,
                                         entities=entities,
                                         fov_map=fov_map))
            elif game_state == GameStates.DROP_INVENTORY:
                player_turn_results.extend(player.inventory.drop_item(item))
            elif game_state == GameStates.SELL_MENU:
                player_turn_results.extend(
                    player.inventory.sell(item, game_state))

        if equipment_inventory_index is not None and previous_game_state != GameStates.PLAYER_DEAD and equipment_inventory_index < len(
                player.equipment_inventory.items):
            equip_item = player.equipment_inventory.items[
                equipment_inventory_index]

            if game_state == GameStates.SHOW_EQUIPMENT_INVENTORY:
                player_turn_results.extend(
                    player.equipment_inventory.use(equip_item))
            elif game_state == GameStates.DROP_EQUIPMENT:
                player_turn_results.extend(
                    player.equipment_inventory.drop_item(equip_item))
            elif game_state == GameStates.SELL_EQUIPMENT_MENU:
                player_turn_results.extend(
                    player.equipment_inventory.sell(equip_item, game_state))

        if shop_menu_index is not None and previous_game_state != GameStates.PLAYER_DEAD:
            item = game_map.shop_items[shop_menu_index]

            if game_state == GameStates.BUY_MENU:
                player_turn_results.extend(
                    player.inventory.buy(item, game_state))

        if shop_equipment_menu_index is not None and previous_game_state != GameStates.PLAYER_DEAD:
            item = game_map.shop_equipment_items[shop_equipment_menu_index]

            if game_state == GameStates.BUY_EQUIPMENT_MENU:
                player_turn_results.extend(
                    player.equipment_inventory.buy(item, game_state))

        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
                    libtcod.console_clear(con)

                    break
            else:
                message_log.add_message(
                    Message("There are no stairs here...", libtcod.yellow))

        if cast_magic_wand and game_state == GameStates.PLAYERS_TURN:
            wand = player.inventory.search("Magic Wand")
            staff = player.inventory.search("Wizard Staff")
            if wand is None and staff is None:
                message_log.add_message(
                    Message("You cannot cast magic without a magic item!",
                            libtcod.orange))
            else:
                player_turn_results.extend(
                    player.inventory.use(wand,
                                         entities=entities,
                                         fov_map=fov_map))

                game_state = GameStates.ENEMY_TURN

        if shoot_bow and game_state == GameStates.PLAYERS_TURN:
            bow = player.inventory.search("Long Bow")
            arrow = player.inventory.search("Arrow")
            if bow is None and arrow is None:
                message_log.add_message(
                    Message(
                        "You don't have anything to shoot with at this time!",
                        libtcod.orange))
            elif bow is None and arrow is not None:
                message_log.add_message(
                    Message("You cannot shoot an arrow without a bow!",
                            libtcod.orange))
            elif bow is not None and arrow is None:
                message_log.add_message(
                    Message("You need arrows to use your bow", libtcod.orange))
            else:
                player_turn_results.extend(
                    player.inventory.use(bow,
                                         entities=entities,
                                         fov_map=fov_map))

                game_state = GameStates.ENEMY_TURN

        if level_up:
            if level_up == 'hp':
                player.fighter.base_max_hp += 20
                player.fighter.hp += 20
                message_log.add_message(
                    Message("You leveled up your HP!", libtcod.light_cyan))
            elif level_up == 'str':
                player.fighter.base_power += 1
                message_log.add_message(
                    Message("You leveled up your ATTACK!", libtcod.light_cyan))
            elif level_up == 'def':
                player.fighter.base_defense += 1
                message_log.add_message(
                    Message("You leveled up your DEFENSE!",
                            libtcod.light_cyan))
            elif level_up == 'mgk':
                player.fighter.base_magic += 1
                message_log.add_message(
                    Message("You leveled up your MAGIC!", libtcod.light_cyan))
            elif level_up == 'mgk_def':
                player.fighter.base_magic_defense += 1
                message_log.add_message(
                    Message("You leveled up your MAGIC RESISTANCE!",
                            libtcod.light_cyan))

            game_state = previous_game_state

        if show_character_screen:
            previous_game_state = game_state
            game_state = GameStates.CHARACTER_SCREEN

        if show_help_menu:
            previous_game_state = game_state
            game_state = GameStates.HELP_MENU

        if sell_menu:
            previous_game_state = game_state
            game_state = GameStates.SELL_MENU

        if sell_equipment_menu:
            previous_game_state = game_state
            game_state = GameStates.SELL_EQUIPMENT_MENU

        if buy_menu:
            previous_game_state = game_state
            game_state = GameStates.BUY_MENU

        if buy_equipment_menu:
            previous_game_state = game_state
            game_state = GameStates.BUY_EQUIPMENT_MENU

        if shop_menu:
            previous_game_state = game_state
            game_state = GameStates.SHOP_MENU

        if game_state == GameStates.TARGETING:
            if left_click:
                target_x, target_y = left_click

                item_use_results = player.inventory.use(targeting_item,
                                                        entities=entities,
                                                        fov_map=fov_map,
                                                        target_x=target_x,
                                                        target_y=target_y)
                player_turn_results.extend(item_use_results)
            elif right_click:
                player_turn_results.append({'targeting_cancelled': True})

        if exit:
            if game_state in (GameStates.SHOW_INVENTORY,
                              GameStates.DROP_INVENTORY,
                              GameStates.DROP_EQUIPMENT,
                              GameStates.CHARACTER_SCREEN,
                              GameStates.HELP_MENU,
                              GameStates.SHOW_EQUIPMENT_INVENTORY,
                              GameStates.SELL_MENU, GameStates.BUY_MENU,
                              GameStates.SELL_EQUIPMENT_MENU,
                              GameStates.BUY_EQUIPMENT_MENU):
                game_state = previous_game_state
            elif game_state == GameStates.TARGETING:
                player_turn_results.append({'targeting_cancelled': True})
            elif game_state == GameStates.SHOW_BAG:
                if PLAYERDEADSTATE == True:
                    game_state = GameStates.PLAYER_DEAD
                else:
                    game_state = GameStates.PLAYERS_TURN
            elif game_state == GameStates.SHOP_MENU:
                if PLAYERDEADSTATE == True:
                    game_state = GameStates.PLAYER_DEAD
                else:
                    game_state = GameStates.PLAYERS_TURN
            elif game_state == GameStates.PLAYERS_TURN:
                game_state = GameStates.QUIT_MENU
            elif game_state == GameStates.DROP_MENU:
                game_state = GameStates.PLAYERS_TURN
            else:
                save_game(player, entities, game_map, message_log, game_state)

                return True

        if exit_quit_menu:
            if game_state == GameStates.QUIT_MENU:
                game_state = previous_game_state

        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')
            equipment_item_added = player_turn_result.get(
                'equipment_item_added')
            item_consumed = player_turn_result.get('consumed')
            equipment_consumed = player_turn_result.get('equipment_consumed')
            item_dropped = player_turn_result.get('item_dropped')
            loot_dropped = player_turn_result.get('loot_dropped')
            staff_used = player_turn_result.get('staff_used')
            equip = player_turn_result.get('equip')
            targeting = player_turn_result.get('targeting')
            targeting_cancelled = player_turn_result.get('targeting_cancelled')
            xp = player_turn_result.get('xp')
            item_bought = player_turn_result.get('item_bought')
            equipment_bought = player_turn_result.get('equipment_bought')
            end_turn = player_turn_result.get('end_turn')

            if message:
                message_log.add_message(message)

            if targeting_cancelled:
                game_state = previous_game_state

                message_log.add_message(Message('Targeting cancelled'))

            if xp:
                leveled_up = player.level.add_xp(xp)
                message_log.add_message(
                    Message("You gain {0} experience points.".format(xp)))

                if leveled_up:
                    message_log.add_message(
                        Message(
                            "Your battle prowess grows stronger! You reached level {0}!"
                            .format(player.level.current_level),
                            libtcod.yellow))
                    previous_game_state = game_state
                    game_state = GameStates.LEVEL_UP

            if dead_entity:
                if dead_entity == player:
                    PLAYERDEADSTATE = True
                    message, game_state = kill_player(dead_entity, constants)
                    message_log.add_message(message)
                else:
                    monster_name = ''
                    monster_name = dead_entity.name
                    message = kill_monster(dead_entity, player, constants)
                    constants['kill_count'] += 1
                    message_log.add_message(message)

                    while dead_entity.equipment_inventory.items:
                        item = dead_entity.equipment_inventory.items[0]
                        dead_entity.equipment_inventory.loot_item(item)
                        entities.append(item)
                        message_log.add_message(
                            Message(
                                "The {0} dropped the {1}.".format(
                                    monster_name, item.name), libtcod.yellow))

                    while dead_entity.inventory.items:
                        item = dead_entity.inventory.items[0]
                        dead_entity.inventory.loot_item(item)
                        entities.append(item)
                        message_log.add_message(
                            Message(
                                "The {0} dropped the {1}.".format(
                                    monster_name, item.name), libtcod.yellow))

            if item_added:
                entities.remove(item_added)

                game_state = GameStates.ENEMY_TURN

            if equipment_item_added:
                entities.remove(equipment_item_added)

                game_state = GameStates.ENEMY_TURN

            if item_consumed:
                game_state = GameStates.ENEMY_TURN

            if item_bought:
                game_map.shop_items.remove(item_bought)

                game_state = GameStates.ENEMY_TURN

            if equipment_bought:
                game_map.shop_equipment_items.remove(equipment_bought)

                game_state = GameStates.ENEMY_TURN

            if equipment_consumed:
                game_state = GameStates.ENEMY_TURN

            if staff_used:
                game_state = GameStates.ENEMY_TURN

            if end_turn:
                game_state = GameStates.ENEMY_TURN

            if targeting:
                previous_game_state = GameStates.PLAYERS_TURN
                game_state = GameStates.TARGETING

                targeting_item = targeting

                message_log.add_message(targeting_item.item.targeting_message)

            if item_dropped:
                entities.append(item_dropped)

                game_state = GameStates.ENEMY_TURN

            if loot_dropped:
                entities.append(loot_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

        if game_state == GameStates.ENEMY_TURN:
            fov_recompute = True
            for entity in entities:
                if entity.ai:
                    if entity.fighter.status:
                        entity.fighter.status.update()

                    enemy_turn_results = entity.ai.take_turn(
                        player, fov_map, game_map, entities, constants)

                    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:
                                PLAYERDEADSTATE = True
                                message, game_state = kill_player(
                                    dead_entity, constants)
                                message_log.add_message(message)
                            else:
                                monster_name = ''
                                monster_name = dead_entity.name
                                message = kill_monster(dead_entity, player,
                                                       constants)
                                constants['kill_count'] += 1
                                message_log.add_message(message)

                                while dead_entity.equipment_inventory.items:
                                    item = dead_entity.equipment_inventory.items[
                                        0]
                                    dead_entity.equipment_inventory.loot_item(
                                        item)
                                    entities.append(item)
                                    message_log.add_message(
                                        Message(
                                            "The {0} dropped the {1}.".format(
                                                monster_name, item.name),
                                            libtcod.yellow))

                                while dead_entity.inventory.items:
                                    item = dead_entity.inventory.items[0]
                                    dead_entity.inventory.loot_item(item)
                                    entities.append(item)
                                    message_log.add_message(
                                        Message(
                                            "The {0} dropped the {1}.".format(
                                                monster_name, item.name),
                                            libtcod.yellow))

                            if game_state == GameStates.PLAYER_DEAD:
                                break
                    if game_state == GameStates.PLAYER_DEAD:
                        break
            else:
                game_state = GameStates.PLAYERS_TURN
                begin_player_turn = True
Exemplo n.º 5
0
def play_game(player, entities, game_map, message_log, game_state, con, panel,
              constants):
    # bool to store whether we update fov or not
    fov_recompute = True
    fov_map = initialize_fov(game_map)

    # key and mouse to capture input
    key = libtcod.Key()
    mouse = libtcod.Mouse()
    mouse_pos = 0

    # set game state
    game_state = GameStates.PLAYERS_TURN
    previous_game_state = game_state

    # make sure set to none
    targeting_item = None

    #-------GAME LOOP-------
    while not libtcod.console_is_window_closed():
        libtcod.sys_check_for_event(
            libtcod.EVENT_KEY_PRESS | libtcod.EVENT_MOUSE, key, mouse)

        # This is will update the mouse when it is moved.
        if mouse.x != mouse_pos:
            fov_recompute = True
            mouse_pos = mouse.x

        #if player doesn't move fov won't update.
        if fov_recompute:
            recompute_fov(fov_map, player.x, player.y, constants['fov_radius'],
                          constants['fov_light_walls'],
                          constants['fov_algorithm'])

        #update everything
        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)

        mouse_action = handle_mouse(mouse)

        #----ACTIONS-----
        move = action.get('move')
        pickup = action.get('pickup')
        show_inventory = action.get('show_inventory')
        inventory_index = action.get('inventory_index')
        drop_inventory = action.get('drop_inventory')
        exit = action.get('exit')
        fullscreen = action.get('fullscreen')

        left_click = mouse_action.get('left_click')
        right_click = mouse_action.get('right_click')

        player_turn_results = []

        if move and game_state == GameStates.PLAYERS_TURN:
            dx, dy = move
            fov_recompute = True
            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)
                else:
                    player.move(dx, dy)
                    fov_recompute = True
                #after player's turn set to enemy turn
                game_state = GameStates.ENEMY_TURN
        elif pickup and game_state == GameStates.PLAYERS_TURN:
            fov_recompute = True
            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:
            fov_recompute = True
            previous_game_state = game_state
            game_state = GameStates.SHOW_INVENTORY

        if drop_inventory:
            fov_recompute = True
            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):
            fov_recompute = True
            item = player.inventory.items[inventory_index]
            if game_state == GameStates.SHOW_INVENTORY:
                player_turn_results.extend(
                    player.inventory.use(item,
                                         entities=entities,
                                         fov_map=fov_map))
            elif game_state == GameStates.DROP_INVENTORY:
                player_turn_results.extend(player.inventory.drop_item(item))

        if game_state == GameStates.TARGETING:
            if left_click:
                target_x, target_y = left_click

                item_use_results = player.inventory.use(targeting_item,
                                                        entities=entities,
                                                        fov_map=fov_map,
                                                        target_x=target_x,
                                                        target_y=target_y)
                player_turn_results.extend(item_use_results)
            elif right_click:
                player_turn_results.append({'targeting_cancelled': True})

        if exit:
            if game_state in (GameStates.SHOW_INVENTORY,
                              GameStates.DROP_INVENTORY):
                game_state = previous_game_state
                fov_recompute = True
            elif game_state == GameStates.TARGETING:
                player_turn_results.append({'targeting_canclled': True})
            else:
                # save when the game is exited
                save_game(player, entities, game_map, message_log, game_state)

                return True

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

        ##-----PLAYER TURN RESULTS
        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')
            targeting = player_turn_result.get('targeting')
            targeting_cancelled = player_turn_result.get('targeting_cancelled')

            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)
                fov_recompute = True
                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 targeting:
                previous_game_state = GameStates.PLAYERS_TURN
                game_state = GameStates.TARGETING

                targeting_item = targeting

                message_log.add_message(targeting_item.item.targeting_message)

            if targeting_cancelled:
                game_state = previous_game_state
                message_log.add_message(Message('Targeting cancelled'))

        if game_state == GameStates.ENEMY_TURN:
            for entity in entities:
                if entity.ai:  #if an entity object has an ai, it gets a turn.
                    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:
                #after all the enemies move, players turn
                game_state = GameStates.PLAYERS_TURN
Exemplo n.º 6
0
def play_game(player, entities, game_map, message_log, game_state, constants,
              con, panel):
    fov_recompute = True

    fov_map = initialize_fov(game_map)

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

    previous_game_state = game_state

    targeting_item = None

    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["colours"], game_state)
        fov_recompute = False

        libtcod.console_flush()

        clear_all(con, entities)

        action = handle_keys(key, game_state)
        mouse_action = handle_mouse(mouse)

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

        left_click = mouse_action.get("left_click")
        right_click = mouse_action.get("right_click")

        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)
                else:
                    player.move(dx, dy)
                    fov_recompute = True
                game_state = GameStates.ENEMIES_TURN

        elif wait:
            game_state = GameStates.ENEMIES_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 to pick up here!",
                            libtcod.yellow))

        if show_inventory:
            previous_game_state = game_state
            game_state = GameStates.SHOWING_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.SHOWING_INVENTORY:
                player_turn_results.extend(
                    player.inventory.use(item,
                                         entities=entities,
                                         fov_map=fov_map))
            elif game_state == GameStates.DROPPING_INVENTORY:
                player_turn_results.extend(player.inventory.drop_item(item))

        if drop_inventory:
            previous_game_state = game_state
            game_state = GameStates.DROPPING_INVENTORY

        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
                    libtcod.console_clear(con)

                    break
            else:
                message_log.add_message(
                    Message("There are no stairs here.", 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 game_state == GameStates.TARGETING:
            if left_click:
                target_x, target_y = left_click

                item_use_results = player.inventory.use(targeting_item,
                                                        entities=entities,
                                                        fov_map=fov_map,
                                                        target_x=target_x,
                                                        target_y=target_y)
                player_turn_results.extend(item_use_results)
            elif right_click:
                player_turn_results.append({"targeting_cancelled": True})

        if exit:
            if game_state in (GameStates.SHOWING_INVENTORY,
                              GameStates.DROPPING_INVENTORY,
                              GameStates.CHARACTER_SCREEN):
                game_state = previous_game_state
            elif game_state == GameStates.TARGETING:
                player_turn_results.append({"targeting_cancelled": True})
            else:
                save_game(player, entities, game_map, message_log, game_state)
                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("equipped")
            targeting = player_turn_result.get("targeting")
            targeting_cancelled = player_turn_result.get("targeting_cancelled")
            xp = player_turn_result.get("xp")

            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.ENEMIES_TURN

            if item_dropped:
                entities.append(item_dropped)

                game_state = GameStates.ENEMIES_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.ENEMIES_TURN

            if targeting:
                previous_game_state = GameStates.PLAYERS_TURN
                game_state = GameStates.TARGETING

                targeting_item = targeting

                message_log.add_message(targeting_item.item.targeting_message)

            if targeting_cancelled:
                game_state = previous_game_state
                message_log.add_message(Message("Targeting cancelled."))

            if item_consumed:
                game_state = GameStates.ENEMIES_TURN

            if xp:
                leveled_up = player.level.add_xp(xp)
                message_log.add_message(
                    Message("You gain {0} experience points.".format(xp)))

                if leveled_up:
                    message_log.add_message(
                        Message(
                            "You leveled up to level {0}".format(
                                player.level.current_level) + "!",
                            libtcod.yellow))
                    previous_game_state = game_state
                    game_state = GameStates.LEVELED_UP

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

                    if enemy_turn_results:
                        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
Exemplo n.º 7
0
def play_game(con, player, entities, animator: Animator, turn_count: int,
              game_map: GameMap, message_log, game_state, panel, constants):
    target_x, target_y = player.x, player.y
    targeting_item = None
    target_entity = None

    while True:
        fov_algorithm = 2
        fov_light_walls = True
        fov_radius = 20
        fov_recompute = True
        fov_map = initialize_fov(game_map)

        if fov_recompute:
            recompute_fov(fov_map, player.x, player.y, fov_radius,
                          fov_light_walls, fov_algorithm)

        render_all(con, panel, entities, animator, player, game_map, fov_map,
                   fov_recompute, message_log, constants['screen_width'],
                   constants['screen_height'], constants['bar_width'],
                   constants['panel_height'], constants['panel_y'], game_state,
                   target_x, target_y, target_entity, turn_count)

        tcod.console_flush()

        clear_all(con, entities)

        player_turn_results = []

        animator.advance_frame()

        # Handle Game State
        if game_state == GameStates.ENEMY_TURN:
            turn_count += 1

            # Generate path map with all static tiles (ignore entities for now)
            path_map = generate_path_map(game_map,
                                         entities=None,
                                         player=player)

            for entity in entities:
                if entity.ai and entity.ai != Player:
                    recompute_walkable(fov_map, game_map, entities, entity)
                    entity_turn_results = entity.ai.take_turn(
                        player, fov_map, game_map, entities, path_map)

                    for entity_turn_result in entity_turn_results:
                        message = entity_turn_result.get('message')
                        dead_entity = entity_turn_result.get('dead')

                        if message:
                            message_log.add_message(message)

                        if dead_entity:
                            if dead_entity == player:
                                message, game_state = kill_player(player)
                            else:
                                message = kill_entity(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.PLAYER_TURN

        # Handle Events
        for event in tcod.event.wait():
            if event.type == "QUIT":
                save_game(player, entities, animator, turn_count, game_map,
                          message_log, game_state)
                raise SystemExit()

            if event.type == "KEYDOWN":
                action: [Action, None] = handle_keys(event.sym, game_state)

                if action is None:
                    continue

                action_type: ActionType = action.action_type

                if action_type == ActionType.EXECUTE:
                    if game_state == GameStates.TARGETING:
                        item_use_results = player.body.use_selected_appendage(
                            entities=entities,
                            fov_map=fov_map,
                            game_map=game_map,
                            target_x=target_x,
                            target_y=target_y)
                        player_turn_results.extend(item_use_results)
                        game_state = GameStates.ENEMY_TURN
                    elif game_state == GameStates.LOOKING:
                        look_results = []

                        looked_at_entities = get_entities_at_location(
                            entities, target_x, target_y)
                        if tcod.map_is_in_fov(fov_map, target_x, target_y):
                            if looked_at_entities:
                                for entity in looked_at_entities:
                                    look_results.extend(
                                        entity.get_description())
                                    target_entity = entity
                            else:
                                if game_map.tiles[target_x][target_y].blocked:
                                    look_results.append({
                                        'message':
                                        Message("You stare at the wall.")
                                    })
                                else:
                                    look_results.append({
                                        'message':
                                        Message("You stare into empty space.")
                                    })
                        else:
                            look_results.append({
                                'message':
                                Message("You can't see that far.")
                            })

                        game_state = GameStates.PLAYER_TURN
                        player_turn_results.extend(look_results)

                if action_type == ActionType.MOVEMENT:
                    dx: int = action.kwargs.get("dx", 0)
                    dy: int = action.kwargs.get("dy", 0)

                    # Player Movement
                    if game_state == GameStates.PLAYER_TURN:
                        destination_x = player.x + dx
                        destination_y = player.y + dy

                        tile_results = game_map.tiles[destination_x][
                            destination_y].overlap_entity(player)
                        player_turn_results.extend(tile_results)

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

                            if target_appendage:
                                if target_appendage.body:
                                    player_fighter = player.body.selected_appendage.fighter

                                    if player_fighter:
                                        target_entity = target_appendage
                                        game_state = GameStates.TARGET_APPENDAGE
                                    else:
                                        player_turn_results.append({
                                            'message':
                                            Message(
                                                "You cannot attack with your {0}."
                                                .format(
                                                    player.body.
                                                    selected_appendage.name),
                                                tcod.yellow)
                                        })
                                elif target_appendage.structure:
                                    structure_interact_results = target_appendage.structure.interact(
                                        player)
                                    player_turn_results.extend(
                                        structure_interact_results)
                            else:
                                player.move(dx, dy)
                        else:
                            player_turn_results.append({
                                'message':
                                Message("You slam yourself into the wall!",
                                        tcod.orange)
                            })

                        if game_state != GameStates.TARGET_APPENDAGE:
                            game_state = GameStates.ENEMY_TURN

                    # Targeting
                    elif game_state in (GameStates.TARGETING,
                                        GameStates.LOOKING):
                        new_x = target_x + dx
                        new_y = target_y + dy
                        if player.distance(new_x, new_y) < targeting_radius:
                            target_x = new_x
                            target_y = new_y

                elif action_type == ActionType.GRAB:
                    for entity in entities:
                        if entity.item and entity.x == player.x and entity.y == player.y:
                            pickup_result = player.body.grab_entity(entity)
                            player_turn_results.extend(pickup_result)
                            break
                    else:
                        player_turn_results.append({
                            'message':
                            Message('You grab at the air', tcod.yellow)
                        })

                    game_state = GameStates.ENEMY_TURN

                elif action_type == ActionType.LOOK:
                    game_state = GameStates.LOOKING
                    target_x, target_y = player.x, player.y
                    targeting_radius = 100

                elif action_type == ActionType.WAIT:
                    player_turn_results.append({
                        'message':
                        Message('You stare blankly into space', tcod.yellow)
                    })
                    game_state = GameStates.ENEMY_TURN

                elif action_type == ActionType.CHOOSE_OPTION:
                    option_index = action.kwargs.get("option_index", None)

                    if game_state == GameStates.SWAP_APPENDAGE:
                        if option_index < len(player.body.appendages):
                            item = player.body.appendages[option_index]
                            swap_results = player.body.select_appendage(item)
                            player_turn_results.extend(swap_results)
                            game_state = GameStates.PLAYER_TURN

                    elif game_state == GameStates.TARGET_APPENDAGE:
                        if option_index < len(target_entity.body.appendages):
                            target_appendage = target_entity.body.appendages[
                                option_index]
                            attack_results = player.body.selected_appendage.fighter.attack_appendage(
                                target_appendage)
                            player_turn_results.extend(attack_results)
                            game_state = GameStates.ENEMY_TURN

                elif action_type == ActionType.INTERACT:
                    for entity in entities:
                        if entity.structure and entity.x == player.x and entity.y == player.y:
                            interact_results = entity.structure.interact(
                                player)
                            player_turn_results.extend(interact_results)
                            break
                    else:
                        if game_state == GameStates.PLAYER_TURN:
                            activate_item_results = player.body.use_selected_appendage(
                                fov_map=fov_map,
                                game_map=game_map,
                                entities=entities)
                            if activate_item_results:
                                player_turn_results.extend(
                                    activate_item_results)
                                game_state = GameStates.ENEMY_TURN

                elif action_type == ActionType.DROP_INVENTORY_ITEM:
                    grabber = player.body.selected_appendage.grabber
                    if grabber:
                        player_turn_results.extend(grabber.drop())
                    # game_state = GameStates.DROP_INVENTORY

                elif action_type == ActionType.SWAP_APPENDAGE:
                    game_state = GameStates.SWAP_APPENDAGE

                elif action_type == ActionType.ESCAPE:
                    if game_state == GameStates.TARGETING:
                        game_state = GameStates.PLAYER_TURN
                    elif game_state == GameStates.PLAYER_TURN:
                        save_game(player, entities, animator, turn_count,
                                  game_map, message_log, game_state)
                        main()
                elif action_type == ActionType.RESTART:
                    main()

        # Process player turn results
        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')
            targeting = player_turn_result.get('targeting')
            next_floor = player_turn_result.get('next_floor')

            if message:
                message_log.add_message(message)

            if dead_entity:
                if dead_entity == player:
                    message, game_state = kill_player(player)
                else:
                    message_log.add_message(kill_entity(dead_entity))

            if item_added:
                entities.remove(item_added)
                game_state = GameStates.ENEMY_TURN

            if item_dropped:
                entities.append(item_dropped)

                game_state = GameStates.ENEMY_TURN

            if targeting:
                game_state = GameStates.TARGETING

                targeting_item = targeting
                targeting_radius = targeting.item.targeting_radius
                target_x = player.x
                target_y = player.y

                message_log.add_message(
                    Message("You begin aiming the {0}.".format(
                        targeting.name)))
                # TODO: Replace occurrences of add_message with player_turn_result approach
                # player_turn_results.append({'message': Message("You begin aiming the {0}.".format(targeting.name))})

            if next_floor:
                entities = game_map.next_floor(player, constants)
                fov_map = initialize_fov(game_map)
                tcod.console_clear(con)
Exemplo n.º 8
0
def play_game(player, entities, game_map, message_log, game_state, con, panel, constants):
	# Intialize FOV map.
	fov_recompute = True # Recompute FOV after the player moves
	fov_map = initialize_fov(game_map)
	target_fov_map = initialize_fov(game_map)
	fov_map_no_walls = initialize_fov(game_map)


	# Capture keyboard and mouse input
	key = libtcod.Key()
	mouse = libtcod.Mouse()
	game_state = GameStates.PLAYERS_TURN
	previous_game_state = game_state

	# Store the item that the player used to enter targeting mode (ie lightning scroll). This is so that we know what item we need to remove from inventory etc.
	targeting_item = None
	cursor_radius = 1

	# For showing object descriptions
	description_recompute = True
	description_list = []
	description_index = 0	
	prev_mouse_y = None
	prev_mouse_x = None

	# Start music
	mixer.init()
	mixer.music.load(os.path.join(definitions.ROOT_DIR, 'data', 'music', 'bgm2.mp3'))
	#mixer.music.play(loops=-1)

	#Our main loop
	while not libtcod.console_is_window_closed():
		# Check for input
		libtcod.sys_check_for_event(libtcod.EVENT_KEY_PRESS | libtcod.EVENT_MOUSE, key, mouse)
		for animator in Animator.animators:
			animator.update()
		if Animator.blocking > 0:
			if not game_state == GameStates.BLOCKING_ANIMATION:
				previous_game_state = game_state
			game_state = GameStates.BLOCKING_ANIMATION

		if Animator.blocking == 0 and game_state == GameStates.BLOCKING_ANIMATION:
				game_state = previous_game_state

		# Recompute FOV
		if fov_recompute:
			recompute_fov(fov_map, player.x, player.y, constants['fov_radius'], constants['fov_light_walls'], constants['fov_algorithm'])
			recompute_fov(fov_map_no_walls, player.x, player.y, constants['fov_radius'], light_walls=False, algorithm=constants['fov_algorithm'])
		
	
		# Show object descriptions
		if description_recompute == True:

			for entity in entities:

				if (prev_mouse_x != mouse.cx) or (prev_mouse_y != mouse.cy):
					description_list = []
					description_index = 0
				if entity.x == mouse.cx and entity.y == mouse.cy:
					description_list.append(entity)
					prev_mouse_x = mouse.cx
					prev_mouse_y = mouse.cy

			
		if len(description_list) > 0:
			description_recompute = False
			# We need to check to see if the mouse position changed and then clear our description list if it did, otherwise it will keep growing
			if (prev_mouse_x != mouse.cx) or (prev_mouse_y != mouse.cy):
				description_list = []
				description_index = 0
				description_recompute = True
			if mouse.lbutton_pressed:
				description_index += 1
			if description_index > (len(description_list) - 1):
				description_index = 0


		
		# Draw our scene
		render_all(con, panel, mouse, 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'], constants['colors'], game_state, description_list, description_index, cursor_radius, target_fov_map, fov_map_no_walls)
		fov_recompute = False
		libtcod.console_flush()

		# Clear our 'drawing consoles' so we dont leave a trail on the main console screen
		clear_all(con, entities)


		# Store input results
		action = handle_keys(key, game_state)
		mouse_action = handle_mouse(mouse)
		key = libtcod.Key()
		mouse = libtcod.Mouse()
		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')
		ability_1 = action.get('ability_1')
		exit = action.get('exit')
		fullscreen = action.get('fullscreen')
		left_click = mouse_action.get('left_click')
		right_click = mouse_action.get('right_click')
		


		#Instatiate our message queue for the players turn
		player_turn_results = []

		# Player Actions
		# Move
		if move and game_state == GameStates.PLAYERS_TURN:
			if not move == 'wait':
				dx, dy = move
				destination_x = player.x + dx
				destination_y = player.y + dy

				# Check to see if the location we want to move to is blocked by a wall or inhabited by a creature
				if not game_map.is_blocked(destination_x, destination_y):
					target = get_blocking_entities_at_location(entities, destination_x, destination_y)

					# If blocked by a creature, attack
					if target:
						attack_results = player.fighter.attack(target)
						player_turn_results.extend(attack_results)
					# Otherwise, move.
					else:
						player.move(dx, dy)
						fov_recompute = True
					game_state = GameStates.ENEMY_TURN
			else:
				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))
		#Ability complete checks:
		for ability in player.abilities:
			if player.animator.caller == ability and player.animator.complete:
				player_turn_results.extend(ability.use(complete=True))
				player.animator.caller = None
				player.animator.complete = None

		if ability_1:
			player_turn_results.extend(player.abilities[0].use())


		if show_inventory:
			if game_state != GameStates.SHOW_INVENTORY:
				previous_game_state = game_state
			player.inventory.sort_items()
			game_state = GameStates.SHOW_INVENTORY

		if drop_inventory:
			if game_state != GameStates.DROP_INVENTORY:
				previous_game_state = game_state
			game_state = GameStates.DROP_INVENTORY

		#Use or drop item in 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, entities=entities, fov_map=fov_map))

			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)
					target_fov_map = initialize_fov(game_map)
					fov_map_no_walls = initialize_fov(game_map)
					fov_recompute = True
					libtcod.console_clear(con)

					break
			else:
				message_log.add_message(Message('There are no stairs here.', libtcod.yellow))

		if level_up:
			if level_up == 'hp':
				player.fighter.con += 1
				message_log.add_message(Message('Your Constitution has increased by 1!', libtcod.yellow))
			elif level_up == 'str':
				player.fighter.base_power += 1
				message_log.add_message(Message('Your Strength has increased by 1!', libtcod.yellow))
			elif level_up == 'def':
				player.fighter.base_defense += 1
				message_log.add_message(Message('Your Defense has increased by 1!', libtcod.yellow))

			hp_increase = randint(player.fighter.hitdie[0], player.fighter.hitdie[1]) + int((player.fighter.con - 10) / 2)
			player.fighter.base_max_hp += hp_increase
			player.fighter.hp += hp_increase
			message_log.add_message(Message('Your HP has increased by {0}'.format(hp_increase) + '!', libtcod.yellow))
			game_state = previous_game_state

		if show_character_screen:
			if not game_state == GameStates.CHARACTER_SCREEN:
				previous_game_state = game_state
			game_state = GameStates.CHARACTER_SCREEN

		if game_state == GameStates.TARGETING:

			if hasattr(targeting_item, 'item'):
				cursor_radius = targeting_item.item.function_kwargs.get('radius')
			else:
				cursor_radius = targeting_item.function_kwargs.get('radius')
			if left_click:
				target_x, target_y = left_click
				if hasattr(targeting_item, 'item'):
					item_use_results = player.inventory.use(targeting_item, entities=entities, fov_map=fov_map, target_fov_map=target_fov_map,target_x=target_x, target_y=target_y)
				else:
					item_use_results = targeting_item.use(entities=entities, fov_map=fov_map, target_fov_map=target_fov_map,target_x=target_x, target_y=target_y)
				player_turn_results.extend(item_use_results)
				cursor_radius = 1
			
			elif right_click:
				player_turn_results.append({'targeting_cancelled': True})
				cursor_radius = 1		
						
		if exit:
			if game_state in (GameStates.SHOW_INVENTORY, GameStates.DROP_INVENTORY, GameStates.CHARACTER_SCREEN):
				game_state = previous_game_state
			elif game_state == GameStates.TARGETING:
				player_turn_results.append({'targeting_cancelled': True})
				cursor_radius = 1
			else:
				save_game(player, entities, game_map, message_log, game_state)
				return True


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

		# Check player message queue and react accordingly
		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')
			targeting = player_turn_result.get('targeting')
			targeting_cancelled = player_turn_result.get('targeting_cancelled')
			ability_used = player_turn_result.get("ability_used")
			xp = player_turn_result.get('xp')

			if message:
				message_log.add_message(message)

			if targeting_cancelled:
				game_state = previous_game_state

				message_log.add_message(Message('Targeting cancelled'))

			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 targeting:
				previous_game_state = GameStates.PLAYERS_TURN
				game_state = GameStates.TARGETING

				targeting_item = targeting
				if hasattr(targeting_item, 'item'):
					message_log.add_message(targeting_item.item.targeting_message)
				else:
					message_log.add_message(targeting_item.targeting_message)

			if ability_used:
				if Animator.blocking == 0:
					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 removed the {0}'.format(dequipped.name)))

				game_state = GameStates.ENEMY_TURN

			if xp:
				leveled_up = player.level.add_xp(xp)
				message_log.add_message(Message('You gain {0} experience points.'.format(xp)))

				if leveled_up:
					message_log.add_message(Message('Your battle skills grow stronger! You reached level {0}'.format(
													player.level.current_level) + '!', libtcod.yellow))
					if (player.level.current_level % 2) == 0:
						previous_game_state = game_state
						game_state = GameStates.LEVEL_UP
					else:
						hp_increase = randint(player.fighter.hitdie[0], player.fighter.hitdie[1]) + int((player.fighter.con - 10) / 2)
						player.fighter.base_max_hp += hp_increase
						player.fighter.hp += hp_increase
						message_log.add_message(Message('Your HP has increased by {0}'.format(hp_increase) + '!', libtcod.yellow))


		# Enemy Turn
		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)

					# Capture enemy turn message queue, analyze and react accordingly.
					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
Exemplo n.º 9
0
def play_game(player, entities, game_map, message_log, game_state, con, panel,
              constants):
    fov_recompute = True

    fov_map = initialize_fov(game_map)

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

    game_state = GameStates.PLAYERS_TURN
    previous_game_state = game_state

    targeting_item = None

    # game loop
    while not libtcod.console_is_window_closed():
        # captures user input - will update the key and mouse variables with what the user inputs
        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'])

        # draw the entities and blit the changes to the screen - only render the item inventory when the game state is in the inventory state
        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

        # present everything on the screen
        libtcod.console_flush()

        # clear entities after drawing to screen - this makes it so that when entities move, they do not leave a trail behind
        clear_all(con, entities)

        # gives a way to gracefully exit program by hitting the ESC key
        # gets any keyboard input to the program and stores in the key variable
        action = handle_keys(key, game_state)
        mouse_action = handle_mouse(mouse)

        move = action.get('move')
        wait = action.get('wait')
        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')
        exit = action.get('exit')
        fullscreen = action.get('fullscreen')

        left_click = mouse_action.get('left_click')
        right_click = mouse_action.get('right_click')

        player_turn_results = []

        # move the player only on the players turn
        if move and game_state == GameStates.PLAYERS_TURN:
            dx, dy = move
            destination_x = player.x + dx
            destination_y = player.y + dy

            # check if there is something at the destination that would block the player - if not, move the player there
            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)
                else:
                    player.move(dx, dy)
                    fov_recompute = True

                # change to enemy's turn after player's move
                game_state = GameStates.ENEMY_TURN

        elif wait:
            game_state = GameStates.ENEMY_TURN

        # if the player did not move and performed the pickup action by pressing the key 'g'...
        elif pickup and game_state == GameStates.PLAYERS_TURN:
            # loop through each entity on the map, check if it is an item and occupies the same space as the player
            for entity in entities:
                # if the entity is an item and in the same position as the player
                if entity.item and entity.x == player.x and entity.y == player.y:
                    # add the item to the inventory and append the results to player_turn_results
                    pickup_results = player.inventory.add_item(entity)
                    player_turn_results.extend(pickup_results)

                    break  # makes it so the player only picks up one item at a time
            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

        # take the index selected, use the item selected
        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,
                                         entities=entities,
                                         fov_map=fov_map))
            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
                    libtcod.console_clear(con)

                    break
            else:
                message_log.add_message(
                    Message('There are no stairs here.', libtcod.yellow))

        if level_up:
            if level_up == 'hp':
                player.fighter.max_hp += 20
                player.fighter.hp += 20
            elif level_up == 'str':
                player.fighter.power += 1
            elif level_up == 'def':
                player.fighter.defense += 1

            game_state = previous_game_state

        if show_character_screen:
            previous_game_state = game_state
            game_state = GameStates.CHARACTER_SCREEN

        if game_state == GameStates.TARGETING:
            if left_click:
                target_x, target_y = left_click

                item_use_results = player.inventory.use(targeting_item,
                                                        entities=entities,
                                                        fov_map=fov_map,
                                                        target_x=target_x,
                                                        target_y=target_y)
                player_turn_results.extend(item_use_results)
            elif right_click:
                player_turn_results.append({'targeting_cancelled': True})

        # checks if the key pressed was the Esc key - if it was, then exit the loop
        if exit:
            if game_state in (GameStates.SHOW_INVENTORY,
                              GameStates.DROP_INVENTORY,
                              GameStates.CHARACTER_SCREEN):
                game_state = previous_game_state
            elif game_state == GameStates.TARGETING:
                player_turn_results.append({'targeting_cancelled': True})
            else:
                save_game(player, entities, game_map, message_log, game_state)
                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')
            targeting = player_turn_result.get('targeting')
            targeting_cancelled = player_turn_result.get('targeting_cancelled')
            xp = player_turn_result.get('xp')

            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_dropped:
                entities.append(item_dropped)

                game_state = GameStates.ENEMY_TURN

            if item_consumed:
                game_state = GameStates.ENEMY_TURN

            if targeting:
                previous_game_state = GameStates.PLAYERS_TURN
                game_state = GameStates.TARGETING

                targeting_item = targeting

                message_log.add_message(targeting_item.item.targeting_message)

            if targeting_cancelled:
                game_state = previous_game_state

                message_log.add_message(Message('Targeting cancelled'))

            if xp:
                leveled_up = player.level.add_xp(xp)
                message_log.add_message(
                    Message('You gain {0} experience points.'.format(xp)))

                if leveled_up:
                    message_log.add_message(
                        Message(
                            'Your battle skills grow stronger! You reached level {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
            # note that this is a for-else statement; without a break statement, this else will always happen
            else:
                game_state = GameStates.PLAYERS_TURN
Exemplo n.º 10
0
def play_game(player, entities, game_map, message_log, game_state, con, panel,
              constants):
    fov_recompute = True
    fov_map = initialize_fov(game_map)

    previous_game_state = game_state

    targeting_item = None

    message_log.add_message(
        Message(f'You are a ghost.  You have nothing.', libtcod.white))
    message_log.add_message(
        Message(f'Use the arrow keys to move', libtcod.white))
    message_log.add_message(
        Message(f'Press \'p\' to possess a creature and gain its abilities...',
                libtcod.white))
    message_log.add_message(
        Message(f'(Mouse over symbols for more information)', libtcod.white))

    first_body = True
    first_inventory = True
    mouse_event = None
    while True:
        key_event = None
        left_click = None
        right_click = None
        exit_game = False

        for event in libtcod.event.get():
            #print(f"Got Event: {event.type}")
            if event.type in ("QUIT"):
                print("QUIT event: Exiting")
                raise SystemExit()
            if event.type == "KEYDOWN":
                if event.sym == libtcod.event.K_ESCAPE:
                    print(f"{event.type} K_ESCAPE: Exiting")
                    exit_game = True
                else:
                    key_event = event
                #print(f"Got Event: {event.type}: {key}")
            if event.type == "MOUSEMOTION":
                mouse_event = event
                if event.state & libtcod.event.BUTTON_LMASK:
                    left_click = mouse_event
                if event.state & libtcod.event.BUTTON_RMASK:
                    right_click = mouse_event

        if exit_game:
            break

        fov_radius = player.fighter.fov(
        ) if player.fighter else Constants.min_fov_radius
        if fov_recompute:
            recompute_fov(fov_map, player.x, player.y, 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_event,
                   Constants.colors, game_state)

        fov_recompute = False

        libtcod.console_flush()

        clear_all(con, entities)
        action = handle_keys(key_event, game_state)

        move = action.get('move')
        wait = action.get('wait')
        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')
        exit = action.get('exit')
        fullscreen = action.get('fullscreen')
        possession = action.get('possession')
        #start_test_mode = action.get('start_test_mode')
        restart = action.get('restart')

        player_turn_results = []

        if False:  # start_test_mode:
            fighter_component = Fighter(hp=30,
                                        defense=2,
                                        power=8,
                                        body='god mode',
                                        xp=100,
                                        will_power=4)
            player.fighter = fighter_component
            player.fighter.owner = player
            player.inventory = Inventory(26)
            player.equipment = Equipment()
            player.inventory.owner = player
            player.equipment.owner = player
            equippable_component = Equippable(EquipmentSlots.MAIN_HAND,
                                              power_bonus=1)
            item = Entity(player.x,
                          player.y,
                          '/',
                          libtcod.red,
                          'Small Dagger',
                          equippable=equippable_component)
            entities.append(item)

        if restart:
            player, entities, game_map, message_log, game_state = get_game_variables(
                Constants)
            game_state = GameStates.PLAYERS_TURN
            fov_map = initialize_fov(game_map)
            fov_recompute = True
            con.clear()

        if possession:
            if not player.fighter:
                for entity in entities:
                    if entity.fighter and entity.x == player.x and entity.y == player.y:
                        if player.level.current_level >= entity.fighter.will_power:
                            message_log.add_message(
                                Message(
                                    f"You take control of the {entity.name}'s body...",
                                    libtcod.white))
                            if first_body:
                                message_log.add_message(
                                    Message(f'(Press p to release it)',
                                            libtcod.gray))
                                first_body = False
                            if entity.inventory and first_inventory:
                                message_log.add_message(
                                    Message(
                                        f'(Press g to Get items, i for Inventory)',
                                        libtcod.gray))
                                first_inventory = False
                            player.fighter = entity.fighter
                            player.inventory = entity.inventory
                            player.equipment = entity.equipment
                            player.possessed_entity = entity
                            player.fighter.owner = player
                            player.char = entity.char
                            player.render_order = entity.render_order
                            player.name = f'Ghost/{entity.name}'
                            entities.remove(entity)
                        else:
                            message_log.add_message(
                                Message(
                                    f'The {entity.name} is too powerful for you to possess!',
                                    libtcod.yellow))

            else:
                message_log.add_message(
                    Message(
                        f'You cast your spirit out of the {player.possessed_entity.name}, leaving a shambling husk behind...',
                        libtcod.red))
                ai_component = SlowMonster()
                zombie_name = f'Zombie {player.possessed_entity.name}'
                zombie_char = player.possessed_entity.char
                zombie = Entity(player.x,
                                player.y,
                                zombie_char,
                                libtcod.desaturated_green,
                                zombie_name,
                                blocks=True,
                                render_order=RenderOrder.ACTOR,
                                fighter=player.fighter,
                                ai=ai_component,
                                inventory=player.inventory,
                                equipment=player.equipment)
                zombie.fighter.xp = 5
                zombie.fighter.owner = zombie
                entities.append(zombie)

                player.fighter = None
                player.inventory = None
                player.equipment = None
                player.char = ' '
                player.render_order = RenderOrder.GHOST
                player.name = 'Ghost'

        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 and player.fighter:
                    attack_results = player.fighter.attack(target)
                    player_turn_results.extend(attack_results)
                else:
                    player.move(dx, dy)
                    fov_recompute = True
                    over_entities = [
                        e for e in entities
                        if e.x == player.x and e.y == player.y and e != player
                    ]
                    if over_entities:
                        over_fighters = [e for e in over_entities if e.fighter]
                        over_items = [
                            e for e in over_entities if not e.fighter
                        ]
                        if over_fighters:
                            over_fighter = over_fighters[0]
                            message_log.add_message(
                                Message(
                                    f'Your shadow falls over the {over_fighter.name}...',
                                    libtcod.white))
                        elif over_items:
                            if len(over_items) == 1:
                                over_items_list = f'{over_items[0].name}'
                            elif len(over_items) == 2:
                                over_items_list = f'{over_items[1].name} and a {over_items[0].name}'
                            else:
                                over_items_list = [
                                    n.name for n in over_items[:-1]
                                ].join(', a ')
                                over_items_list += "and a {over_items[-1].name}"
                            message_log.add_message(
                                Message(f'There is a {over_items_list} here.',
                                        libtcod.white))
                            if 'Staircase' in [e.name for e in over_items
                                               ] and player.fighter:
                                message_log.add_message(
                                    Message(
                                        f'(Press enter/return to use stairs)',
                                        libtcod.gray))
                game_state = GameStates.ENEMY_TURN

        elif wait:
            game_state = GameStates.ENEMY_TURN

        elif pickup and game_state == GameStates.PLAYERS_TURN:
            if player.inventory:
                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))
            elif player.fighter:
                message_log.add_message(
                    Message('This creature cannot carry items.',
                            libtcod.yellow))
            else:
                message_log.add_message(
                    Message(
                        "You can't pick up items without a body of some kind...",
                        libtcod.yellow))

        if show_inventory:
            if player.inventory:
                previous_game_state = game_state
                game_state = GameStates.SHOW_INVENTORY
            elif player.fighter:
                message_log.add_message(
                    Message('This creature cannot carry items.',
                            libtcod.yellow))
            else:
                message_log.add_message(
                    Message('You lack a body to carry items...',
                            libtcod.yellow))

        if drop_inventory:
            previous_game_state = game_state
            game_state = GameStates.DROP_INVENTORY

        if inventory_index is not None and player.inventory 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,
                                         entities=entities,
                                         fov_map=fov_map))
            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
                    libtcod.console_clear(con)

                    break
            else:
                message_log.add_message(
                    Message('There are no stairs here.', libtcod.yellow))

        if level_up:
            if player.fighter:
                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 game_state == GameStates.TARGETING:
            if left_click:
                target_x, target_y = left_click

                item_use_results = player.inventory.use(targeting_item,
                                                        entities=entities,
                                                        fov_map=fov_map,
                                                        target_x=target_x,
                                                        target_y=target_y)
                player_turn_results.extend(item_use_results)
            elif right_click:
                player_turn_results.append({'targeting_cancelled': True})

        if exit:
            if game_state in (GameStates.SHOW_INVENTORY,
                              GameStates.DROP_INVENTORY,
                              GameStates.CHARACTER_SCREEN):
                game_state = previous_game_state
            elif game_state == GameStates.TARGETING:
                player_turn_results.append({'targeting_cancelled': True})
            else:
                save_game(player, entities, game_map, message_log, game_state)
                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')
            targeting = player_turn_result.get('targeting')
            targeting_cancelled = player_turn_result.get('targeting_cancelled')
            xp = player_turn_result.get('xp')

            if message:
                message_log.add_message(message)

            if targeting_cancelled:
                game_state = previous_game_state
                message_log.add_message(
                    Message('Targeting cancelled', libtcod.yellow))

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

                message_log.add_message(message)

            if xp:
                leveled_up = player.level.add_xp(xp)
                fighter_leveled_up = player.fighter.level.add_xp(xp)
                message_log.add_message(
                    Message('You gain {0} experience points.'.format(xp),
                            libtcod.white))

                if leveled_up:
                    message_log.add_message(
                        Message(
                            'You grow stronger! You reached level {0}'.format(
                                player.level.current_level) + '!',
                            libtcod.green))
                    message_log.add_message(
                        Message('You can now possess larger creatures...',
                                libtcod.red))

                if fighter_leveled_up:
                    previous_game_state = game_state
                    game_state = GameStates.LEVEL_UP

            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

            if targeting:
                previous_game_state = GameStates.PLAYERS_TURN
                game_state = GameStates.TARGETING

                targeting_item = targeting

                message_log.add_message(targeting_item.item.targeting_message)

        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.fighter == player.fighter:
                                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
Exemplo n.º 11
0
def play_game(player, entities, game_map, message_log, con, panel, tooltip,
              messages_pane, inventory_pane, constants, cam_x, cam_y,
              anim_frame, anim_time, log_scroll, log_height, inv_scroll,
              inv_height, inv_selected):

    fov_recompute = True
    fov_map = initialize_fov(game_map)

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

    game_state = GameStates.PLAYERS_TURN
    previous_game_state = game_state

    targeting_item = None

    while not libtcod.console_is_window_closed():
        anim_frame, anim_time = animation(anim_frame, anim_time)

        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'])

        log_height, inv_height = update_panels_heights(
            player, constants['panel_height'])

        render_all(con, panel, tooltip, messages_pane, inventory_pane,
                   entities, player, game_map, fov_map, fov_recompute,
                   message_log, constants['screen_width'],
                   constants['screen_height'], constants['map_width'],
                   constants['map_height'], constants['panel_width'],
                   constants['panel_height'], constants['panel_x'], mouse,
                   colors, cam_x, cam_y, anim_frame, game_state,
                   targeting_item, log_scroll, log_height, inv_scroll,
                   inv_height, inv_selected)

        fov_recompute = False

        libtcod.console_flush()

        clear_all(con, entities)

        action = handle_keys(key, game_state)
        mouse_action = handle_mouse(mouse, cam_x, cam_y)

        move = action.get('move')
        wait = action.get('wait')
        pickup = action.get('pickup')
        #        show_inventory = action.get('show_inventory')
        prev_inventory = action.get('prev_inventory')
        next_inventory = action.get('next_inventory')
        use_inventory = action.get('use_inventory')
        drop_inventory = action.get('drop_inventory')
        #        inventory_index = action.get('inventory_index')
        #        toggle_log = action.get('toggle_log')
        take_stairs = action.get('take_stairs')
        level_up = action.get('level_up')
        show_character_screen = action.get('show_character_screen')
        exit = action.get('exit')
        fullscreen = action.get('fullscreen')

        left_click = mouse_action.get('left_click')
        right_click = mouse_action.get('right_click')

        player_turn_results = []

        #inventory highlight for mouse use
        if mouse.cx > constants['screen_width'] - constants[
                'panel_width'] and mouse.cy >= constants[
                    'panel_height'] - 1 - inv_height and mouse.cy < constants[
                        'panel_height'] - 1:
            inv_selected = mouse.cy - (constants['panel_height'] - 1 -
                                       inv_height)

        if left_click:

            #move
            if mouse.cx < player.x * 3 - cam_x and mouse.cx > player.x * 3 - cam_x - 6 and mouse.cy <= player.y * 2 - cam_y + 1 and mouse.cy >= player.y * 2 - cam_y:
                #move left
                move = (-1, 0)
            if mouse.cx > player.x * 3 - cam_x + 2 and mouse.cx < player.x * 3 - cam_x + 9 and mouse.cy <= player.y * 2 - cam_y + 1 and mouse.cy >= player.y * 2 - cam_y:
                #move right
                move = (1, 0)
            if mouse.cx >= player.x * 3 - cam_x and mouse.cx <= player.x * 3 - cam_x + 2 and mouse.cy < player.y * 2 - cam_y and mouse.cy > player.y * 2 - cam_y - 4:
                #move up
                move = (0, -1)
            if mouse.cx >= player.x * 3 - cam_x and mouse.cx <= player.x * 3 - cam_x + 2 and mouse.cy > player.y * 2 - cam_y + 1 and mouse.cy < player.y * 2 - cam_y + 6:
                #move down
                move = (0, 1)

            #use inventory item
            if mouse.cx > constants['screen_width'] - constants[
                    'panel_width'] and mouse.cy >= constants[
                        'panel_height'] - 1 - inv_height and mouse.cy < constants[
                            'panel_height'] - 1:
                item = player.inventory.items[mouse.cy -
                                              (constants['panel_height'] - 1 -
                                               inv_height)]
                player_turn_results.extend(
                    player.inventory.use(item,
                                         entities=entities,
                                         fov_map=fov_map))
                if inv_selected > len(player.inventory.items) - 1:
                    inv_selected = len(player.inventory.items) - 1
                if inv_selected < 0:
                    inv_selected = 0

            #scroll log
            if mouse.cx == constants[
                    'screen_width'] - 1 or mouse.cx == constants[
                        'screen_width'] - 2 or mouse.cx == constants[
                            'screen_width'] - 3:
                if mouse.cy == 4:
                    #scroll message log up
                    log_scroll += 1
                    if log_scroll > len(message_log.messages) - log_height:
                        log_scroll = len(message_log.messages) - log_height
                elif mouse.cy == 4 + log_height and log_scroll > 0:
                    # scroll message log down
                    log_scroll -= 1

        if right_click:
            #drop inventory item
            if mouse.cx > constants['screen_width'] - constants[
                    'panel_width'] and mouse.cy >= constants[
                        'panel_height'] - 1 - inv_height and mouse.cy < constants[
                            'panel_height'] - 1 and len(
                                player.inventory.items) > 0:
                item = player.inventory.items[mouse.cy -
                                              (constants['panel_height'] - 1 -
                                               inv_height)]
                player_turn_results.extend(player.inventory.drop_item(item))
                if inv_selected > len(player.inventory.items) - 1:
                    inv_selected = len(player.inventory.items) - 1
                if inv_selected < 0:
                    inv_selected = 0

        if next_inventory and inv_selected < len(player.inventory.items) - 1:
            inv_selected += 1

        if prev_inventory and inv_selected > 0:
            inv_selected -= 1

        if use_inventory and game_state != GameStates.PLAYER_DEAD:
            item = player.inventory.items[inv_selected]
            player_turn_results.extend(
                player.inventory.use(item, entities=entities, fov_map=fov_map))
            if inv_selected > len(player.inventory.items) - 1:
                inv_selected = len(player.inventory.items) - 1
            if inv_selected < 0:
                inv_selected = 0

        if drop_inventory and game_state != GameStates.PLAYER_DEAD:
            item = player.inventory.items[inv_selected]
            player_turn_results.extend(player.inventory.drop_item(item))
            if inv_selected > len(player.inventory.items) - 1:
                inv_selected = len(player.inventory.items) - 1
            if inv_selected < 0:
                inv_selected = 0

        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)
                else:
                    player.move(dx, dy)
                    cam_x, cam_y = update_cam(player, constants)
                    fov_recompute = True

            else:
                message_log.add_message(
                    Message('You stupidly walk into the wall. Ouch.'))
            game_state = GameStates.ENEMY_TURN

        elif wait:
            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.'))


#        if show_inventory:
#            previous_game_state = game_state
#            game_state = GameStates.SHOW_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, entities=entities, fov_map=fov_map))
#            elif game_state == GameStates.DROP_INVENTORY:
#                player_turn_results.extend(player.inventory.drop_item(item))

#        if toggle_log:
#            if constants['panel_height'] == constants['screen_height']:
#                constants['panel_height'] = 5
#            else:
#                constants['panel_height'] = constants['screen_height']

        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
                    libtcod.console_clear(con)
                    cam_x, cam_y = update_cam(player, constants)
                    break
            else:
                message_log.add_message(
                    Message('There are no stairs here.', colors.get('red')))

        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 game_state == GameStates.TARGETING:
            if left_click:
                target_x, target_y = left_click

                item_use_results = player.inventory.use(targeting_item,
                                                        entities=entities,
                                                        fov_map=fov_map,
                                                        target_x=target_x,
                                                        target_y=target_y)
                player_turn_results.extend(item_use_results)
                fov_recompute = True
            elif right_click:
                player_turn_results.append({'targeting_cancelled': True})
                fov_recompute = True

        if exit:
            if game_state in (GameStates.SHOW_INVENTORY,
                              GameStates.DROP_INVENTORY,
                              GameStates.CHARACTER_SCREEN):
                game_state = previous_game_state
            elif game_state == GameStates.TARGETING:
                player_turn_results.append({'targeting_cancelled': True})
            else:
                save_game(player, entities, game_map, message_log, game_state)
                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')
            targeting = player_turn_result.get('targeting')
            targeting_cancelled = player_turn_result.get('targeting_cancelled')
            xp = player_turn_result.get('xp')

            if message:
                message_log.add_message(message)

            if targeting_cancelled:
                game_state = previous_game_state
                message_log.add_message(Message('Targeting cancelled'))
                fov_recompute = True

            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 targeting:
                previous_game_state = GameStates.PLAYERS_TURN
                game_state = GameStates.TARGETING

                targeting_item = targeting

                message_log.add_message(targeting_item.item.targeting_message)

            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 unquipped the {0}'.format(
                                dequipped.name)))

                game_state = GameStates.ENEMY_TURN

            if xp:
                leveled_up = player.level.add_xp(xp)
                message_log.add_message(
                    Message('You gain {0} experience points.'.format(xp)))

                if leveled_up:
                    message_log.add_message(
                        Message(
                            'You reached level {0}'.format(
                                player.level.current_level) + '!',
                            colors.get('green')))
                    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
Exemplo n.º 12
0
def play_game(player, world, message_log, game_state, con, panel, constants):

    fov_recompute = True

    fov_map = initialize_fov(world.current_floor)

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

    previous_game_state = game_state

    targeting_item = None

    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, player, world.current_floor, 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, targeting_item)
        fov_recompute = False

        libtcod.console_flush()

        clear_all(con, world.current_floor.entities)

        action = handle_keys(key, game_state)
        mouse_action = handle_mouse(mouse)

        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_exit = action.get('take_exit')
        exit = action.get('exit')
        fullscreen = action.get('fullscreen')
        level_up = action.get('level_up')
        show_character_screen = action.get('show_character_screen')
        wait = action.get('wait')

        left_click = mouse_action.get('left_click')
        right_click = mouse_action.get('right_click')

        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 world.current_floor.is_blocked(destination_x,
                                                  destination_y):
                target = get_blocking_entities_at_location(
                    world.current_floor.entities, destination_x, destination_y)

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

                game_state = GameStates.ENEMY_TURN

        elif wait:
            message_log.add_message(Message('You wait.'))
            game_state = GameStates.ENEMY_TURN

        elif pickup and game_state == GameStates.PLAYERS_TURN:
            for entity in world.current_floor.entities:
                if entity.try_component(
                        '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,
                                         entities=world.current_floor.entities,
                                         fov_map=fov_map))
            elif game_state == GameStates.DROP_INVENTORY:
                player_turn_results.extend(player.inventory.drop_item(item))

        if take_exit and game_state == GameStates.PLAYERS_TURN:
            for entity in world.current_floor.entities:
                if entity.try_component(
                        'exit'
                ) and entity.x == player.x and entity.y == player.y:
                    world.change_room(player, entity, message_log)
                    fov_map = initialize_fov(world.current_floor)
                    fov_recompute = True
                    con.clear(fg=(63, 127, 63))
                    game_state = GameStates.ENEMY_TURN
                    break

            else:
                message_log.add_message(
                    Message('There are no stairs here.', libtcod.yellow))

        if level_up:
            player.fighter.base_max_hp += 20
            player.fighter.hp += 20
            if level_up == 'str':
                player.fighter.hit += 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 game_state == GameStates.TARGETING:
            if left_click:
                target_x, target_y = left_click

                item_use_results = player.inventory.use(
                    targeting_item,
                    entities=world.current_floor.entities,
                    fov_map=fov_map,
                    target_x=target_x,
                    target_y=target_y)
                player_turn_results.extend(item_use_results)
            elif right_click:
                player_turn_results.append({'targeting_cancelled': True})

        if exit:
            if game_state in (GameStates.SHOW_INVENTORY,
                              GameStates.DROP_INVENTORY,
                              GameStates.CHARACTER_SCREEN):
                game_state = previous_game_state
            elif game_state == GameStates.TARGETING:
                player_turn_results.append({'targeting_cancelled': True})
            else:
                save_game(player, world, message_log, game_state)
                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')
            targeting = player_turn_result.get('targeting')
            targeting_cancelled = player_turn_result.get('targeting_cancelled')
            xp = player_turn_result.get('xp')
            won_game = player_turn_result.get('won_game')

            if won_game:
                message_log.add_message(Message("You win!"))
                game_state = GameStates.WON_GAME

            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:
                world.current_floor.entities.remove(item_added)

                game_state = GameStates.ENEMY_TURN

            if item_consumed:
                game_state = GameStates.ENEMY_TURN

            if targeting:
                previous_game_state = GameStates.PLAYERS_TURN
                game_state = GameStates.TARGETING

                targeting_item = targeting

                message_log.add_message(targeting_item.item.targeting_message)

            if targeting_cancelled:
                game_state = previous_game_state
                message_log.add_message(Message('Targeting cancelled'))

            if xp:
                leveled_up = player.level.add_xp(xp)
                message_log.add_message(
                    Message('You gain {0} experience points.'.format(xp)))

                if leveled_up:
                    message_log.add_message(
                        Message(
                            'Your battle skills grow stronger! You reached level {0}'
                            .format(player.level.current_level) + '!',
                            libtcod.yellow))
                    previous_game_state = game_state
                    game_state = GameStates.LEVEL_UP

            if item_dropped:
                world.current_floor.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

        if game_state == GameStates.ENEMY_TURN:
            # I don't love this hack. May have to add a new game state for status effects.
            status_effect_results = player.status_effects.process_statuses()
            for result in status_effect_results:
                if 'message' in result:
                    message_log.add_message(result['message'])
                if 'dead' in result:
                    message, game_state = kill_player(player)
                    message_log.add_message(message)
                    continue  # jumps back to main game loop, skipping the ai processing

            for entity in world.current_floor.entities:
                if entity.try_component('ai'):
                    enemy_turn_results = entity.ai.take_turn(
                        player, fov_map, world.current_floor)

                    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
Exemplo n.º 13
0
def play_game(constants, root_console, panel_ui, panel_map, debug_f,
              omnivision, in_handle, mouse_x, mouse_y,
              player, entities, controlled_entity, curr_entity,
              game_state, prev_state, message_log, game_map, timeq,
              next_turn, render_update, targeting_item):
    # always update rendering upon entry
    render_update = True
    # main game loop
    while True:

        # refresh graphics
        for entity in entities:
            if entity.fov_map and entity.fov_recompute:
                render_update = True
                recompute_fov(game_map, entity, constants["fov_radius"],
                              constants["fov_light_walls"],
                              constants["fov_algorithm"])
                entity.fov_recompute = False
        if render_update:
            if debug_f:
                print("RENDER UPDATE")
            render_all(root_console, panel_ui, panel_map, entities,
                       game_map, controlled_entity, constants, omnivision,
                       message_log, mouse_x, mouse_y, game_state)
            tcod.console_flush()
            render_update = False

        # run an entity's turn
        actions = {}
        results = []

        # if it's the controlled entity's turn
        if curr_entity is controlled_entity:
            # get the actions the player wants to take
            next_turn = False
            # get user input
            in_handle.set_game_state(game_state)
            for event in tcod.event.get():
                in_handle.dispatch(event)

            user_in = in_handle.get_user_input()

            if debug_f and user_in:
                print(user_in)

            input_r = parse_input(panel_map, in_handle, user_in,
                                  curr_entity,
                                  entities, game_map, mouse_x, mouse_y,
                                  game_state, prev_state, targeting_item)
            actions, mouse_x, mouse_y = input_r

            # process any player-only actions
            act_r = handle_player_actions(actions, in_handle, entities,
                                          game_map, root_console,
                                          panel_ui, panel_map,
                                          curr_entity, controlled_entity,
                                          player, omnivision,
                                          message_log, mouse_x, mouse_y,
                                          timeq, game_state, prev_state,
                                          constants, debug_f)
            (next_turn, curr_entity, controlled_entity, entities, player,
             timeq, omnivision, render_update_p, want_exit,
             game_state, prev_state) = act_r

        # if it's not the controlled entity's turn
        elif curr_entity.ai:
            # get the actions the entity wants to take
            actions = curr_entity.ai.take_turn(player, game_map, entities)

        if debug_f and actions:
            print(f"{curr_entity.name} - {curr_entity}: {actions}")

        # process turn actions, modify game state, and get results
        act_r = handle_entity_actions(actions, in_handle, entities, timeq,
                                      game_map, root_console, message_log,
                                      controlled_entity, player, game_state,
                                      prev_state, targeting_item, debug_f)

        (action_cost, next_turn, controlled_entity, render_update_e,
         game_state, prev_state, targeting_item) = act_r

        render_update = render_update_p or render_update_e

        # process turn results
        if want_exit:
            save_game(player, entities, controlled_entity, curr_entity,
                      game_state, prev_state, message_log, game_map, timeq,
                      next_turn, render_update, targeting_item)
            return True

        if debug_f and results:
            print(results)

        # TODO: check for and handle failure states
        if ((not player.fighter or player.fighter.hp <= 0)
                and game_state != GameStates.FAIL_STATE):
            message_log.add_message(Message("Oh no you lose!", tcod.red))
            game_state = GameStates.FAIL_STATE
            render_update = True

        # put current entity back in time queue and get the next one
        if next_turn:
            # we do not reinsert entities with 0 speed
            if curr_entity.speed != 0:
                curr_entity.time_to_act = action_cost // curr_entity.speed
                # future: action_cost / curr_entity.speed
                for index, entity in enumerate(timeq):
                    if entity.time_to_act > curr_entity.time_to_act:
                        timeq.insert(index, curr_entity)
                        break
                else:
                    timeq.append(curr_entity)
            # get our next entity
            curr_entity = timeq.popleft()
            # count down everyone's time to act
            time_tick = curr_entity.time_to_act
            for entity in timeq:
                entity.time_to_act -= time_tick
                if entity.time_to_act < 0:
                    entity.time_to_act = 0
Exemplo n.º 14
0
def main():
    constants = get_constants()

    libtcod.console_set_custom_font(
        'arial12x12.png',
        libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_TCOD)

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

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

    player = None
    entities = []
    game_map = None
    message_log = None
    game_state = None

    show_main_menu = True
    show_load_error_message = False

    main_menu_background_image = libtcod.image_load('menu_background.png')

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

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

        if show_main_menu:
            main_menu(con, main_menu_background_image,
                      constants['screen_width'], constants['screen_height'])

            if show_load_error_message:
                message_box(con, 'No save game to load', 50,
                            constants['screen_width'],
                            constants['screen_height'])

            libtcod.console_flush()

            action = handle_main_menu(key)

            new_game = action.get('new_game')
            load_saved_game = action.get('load_game')
            save_game_menu = action.get('save_game')
            exit_game = action.get('exit')

            if show_load_error_message and (new_game or load_saved_game
                                            or exit_game):
                show_load_error_message = False

            elif new_game:
                player, entities, game_map, message_log, game_state = get_game_variables(
                    constants)
                game_state = GameStates.PLAYERS_TURN

                show_main_menu = False

            elif save_game_menu:
                save_game(player, entities, game_map, message_log, game_state)
                print('save success')

            elif load_saved_game:
                try:
                    player, entities, game_map, message_log, game_state = load_game(
                    )
                    show_main_menu = False
                except FileNotFoundError:
                    show_load_error_message = True
            elif exit_game:
                break

        else:
            libtcod.console_clear(con)
            play_game(player, entities, game_map, message_log, game_state, con,
                      panel, constants)

            show_main_menu = True
Exemplo n.º 15
0
def play_game(player, entities, game_map, message_log, game_state, console,
              panel, constants):
    """ Initialize game and handle actions via game state and player events

    """

    fov_recompute = True

    fov_map = initialize_fov(game_map)

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

    game_state = GameStates.PLAYERS_TURN
    previous_game_state = game_state

    targeting_item = None

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

        if fov_recompute:
            recompute_fov(
                fov_map,
                player.x_pos,
                player.y_pos,
                constants["fov_radius"],
                constants["fov_light_walls"],
                constants["fov_algorithm"],
            )

        render_all(
            console,
            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

        tcod.console_flush()

        clear_all(console, entities)

        action = handle_keys(key, game_state)
        mouse_action = handle_mouse(mouse)

        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')
        exit_game = action.get("exit")
        fullscreen = action.get("fullscreen")

        left_click = mouse_action.get("left_click")
        right_click = mouse_action.get("right_click")

        player_turn_results = []

        if move and game_state == GameStates.PLAYERS_TURN:
            d_x, d_y = move
            destination_x = player.x_pos + d_x
            destination_y = player.y_pos + d_y

            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)
                else:
                    player.move(d_x, d_y)
                    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_pos == player.x_pos
                        and entity.y_pos == player.y_pos):
                    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.", tcod.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,
                                         entities=entities,
                                         fov_map=fov_map))
            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_pos == player.x_pos
                                      and entity.y_pos == player.y_pos):
                    entities = game_map.next_floor(player, message_log,
                                                   constants)
                    fov_map = initialize_fov(game_map)
                    fov_recompute = True
                    tcod.console_clear(console)
                    break
            else:
                message_log.add_message(
                    Message('There are no stairs here.', tcod.yellow))

        if level_up:
            if level_up == 'hp':
                player.fighter.max_hp += 20
                player.fighter.hp += 20
            elif level_up == 'str':
                player.fighter.power += 1
            elif level_up == 'def':
                player.fighter.defense += 1

            game_state = previous_game_state

        if game_state == GameStates.TARGETING:
            if left_click:
                target_x_pos, target_y_pos = left_click

                print(left_click)

                item_use_results = player.inventory.use(
                    targeting_item,
                    entities=entities,
                    fov_map=fov_map,
                    target_x_pos=target_x_pos,
                    target_y_pos=target_y_pos,
                )
                player_turn_results.extend(item_use_results)
            elif right_click:
                print(right_click)
                player_turn_results.append({"targeting_cancelled": True})

        if exit_game:
            if game_state in (GameStates.SHOW_INVENTORY,
                              GameStates.DROP_INVENTORY):
                game_state = previous_game_state
            elif game_state == GameStates.TARGETING:
                player_turn_results.append({"targeting_cancelled": True})
            else:
                save_game(player, entities, game_map, message_log, game_state)
                return True

        if fullscreen:
            tcod.console_set_fullscreen(not tcod.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")
            targeting = player_turn_result.get("targeting")
            targeting_cancelled = player_turn_result.get("targeting_cancelled")
            xp = player_turn_result.get("xp")

            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 targeting:
                previous_game_state = GameStates.PLAYERS_TURN
                game_state = GameStates.TARGETING

                targeting_item = targeting

                message_log.add_message(targeting_item.item.targeting_message)

            if targeting_cancelled:
                game_state = previous_game_state

                message_log.add_message(Message("Targeting cancelled"))

            if xp:
                leveled_up = player.level.add_xp(xp)
                message_log.add_message(
                    Message(f'You gain {xp} experience points'))

                if leveled_up:
                    message_log.add_message(
                        Message(
                            f'Your battle skills grow stronger! You reached level {player.level.current_level}!',
                            tcod.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
Exemplo n.º 16
0
def play_game(player, entities, game_map, message_log, game_state, con, panel,
              constants):

    fov_recompute = True
    fov_map = initialize_fov(game_map)
    key = tc.Key()
    mouse = tc.Mouse()
    targeting_item = None
    visible_enemies = []
    room_enemies_index = 0
    room_enemies_length = 0
    event = tc.event.get()

    while event != "QUIT":
        # while not tc.console_is_window_closed():
        tc.sys_check_for_event(tc.EVENT_KEY_PRESS | tc.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
        tc.console_flush()
        clear_all(con, entities)

        action = handle_keys(key, game_state)
        mouse_action = handle_mouse(mouse)
        mouse_teleport_action = handle_mouse_teleport(mouse)

        move = action.get('move')
        wait = action.get('wait')
        pickup = action.get('pickup')
        show_inventory = action.get('show_inventory')
        drop_inventory = action.get('drop_inventory')
        inventory_index = action.get('inventory_index')
        ranged_index = action.get('ranged_index')
        take_stairs = action.get('take_stairs')
        level_up = action.get('level_up')
        show_character_screen = action.get('show_character_screen')
        exit = action.get('exit')
        fullscreen = action.get('fullscreen')
        god_mode = action.get('god_mode')
        show_help_menu = action.get('show_help_menu')
        close_help_menu = action.get('close_help_menu')
        cycle_target = action.get('cycle_target')
        cycle_target_right = action.get('right_target')
        cycle_target_left = action.get('left_target')
        poisoned = action.get('poisoned')
        burning = action.get('burning')
        reveal_map = action.get('reveal_map')
        decrease_limb_damage = action.get('decrease_limb_damage')
        increase_limb_damage = action.get('increase_limb_damage')
        teleport = action.get('teleport')
        mouse_teleport = mouse_teleport_action.get('mouse_teleport')
        ranged = action.get('ranged')
        spawn_enemy_at = action.get('spawn_enemy_at')
        left_click = mouse_action.get('left_click')
        right_click = mouse_action.get('right_click')

        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)
                else:
                    player.move(dx, dy)
                    fov_recompute = True

                if player.fighter.turns_since_special <= 5:
                    player.fighter.turns_since_special += 1

                game_state = GameStates.ENEMY_TURN

        elif wait:

            if player.fighter.turns_since_special <= 5:
                player.fighter.turns_since_special += 1

            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.', tc.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 show_help_menu:
            previous_game_state = game_state
            game_state = GameStates.SHOW_HELP_MENU

        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,
                                         entities=entities,
                                         fov_map=fov_map))

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

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

            if game_state == GameStates.RANGED:
                player_turn_results.extend(
                    player.inventory.use(item,
                                         entities=entities,
                                         fov_map=fov_map))

        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 and entity.stairs.direction == 'down':
                    entities = game_map.next_floor(player, message_log,
                                                   constants)
                    fov_map = initialize_fov(game_map)
                    fov_recompute = True
                    con.clear()
                    break

                elif entity.stairs and entity.x == player.x and entity.y == player.y and entity.stairs.direction == 'up':
                    entities = game_map.previous_floor(player, message_log,
                                                       constants)
                    fov_map = initialize_fov(game_map)
                    fov_recompute = True
                    con.clear()
                    break

                elif entity.area and entity.x == player.x and entity.y == player.y:
                    entities = game_map.load_area(player, message_log,
                                                  constants)
                    fov_map = initialize_fov(game_map)
                    fov_recompute = True
                    con.clear()
                    break

            else:
                message_log.add_message(
                    Message('There are no stairs here.', tc.yellow))

        if cycle_target:
            previous_game_state = game_state
            game_state = GameStates.CYCLE_TARGET
            visible_enemies.clear()

            for entity in entities:

                if entity.ai != None:

                    if tc.map_is_in_fov(fov_map, entity.x, entity.y):
                        visible_enemies.append([
                            cycle_target_distance_to(player, entity), entity.x,
                            entity.y, entity.name
                        ])

            if len(visible_enemies) != 0:
                con.default_fg = tc.black
                con.default_fg = tc.white
                con.print(
                    int(constants['screen_width'] / 2), 1,
                    'Press RIGHT arrow or LEFT arrow key to cycle targets or ESCAPE to cancel targeting'
                    .format(), (255, 255, 255), (0, 0, 0), 1, tc.CENTER)
                tc.console_blit(con, 0, 0, constants['screen_width'],
                                constants['screen_height'], 0, 0, 0)
                visible_enemies.sort()
                room_enemies_length = len(visible_enemies)

            else:
                con.print(
                    int(constants['screen_width'] / 2), 1,
                    'There are no enemies present! Press ESCAPE to cancel targeting'
                    .format(), (255, 255, 255), (0, 0, 0), 1, tc.CENTER)

        if cycle_target_right:

            if len(visible_enemies) != 0:
                fov_recompute = True

                con.clear()
                con.default_fg = tc.black
                con.default_fg = tc.white

                con.print(
                    int(constants['screen_width'] / 2), 1,
                    'Press RIGHT arrow or LEFT arrow key to cycle targets or ESCAPE to cancel targeting'
                    .format(), (255, 255, 255), (0, 0, 0), 1, tc.CENTER)
                tc.console_blit(con, 0, 0, constants['screen_width'],
                                constants['screen_height'], 0, 0, 0)

                con.draw_frame((visible_enemies[room_enemies_index][1]) - 1,
                               (visible_enemies[room_enemies_index][2]) - 1,
                               3,
                               3,
                               "",
                               True,
                               fg=tc.white,
                               bg=tc.black)
                con.print((visible_enemies[room_enemies_index][1]) + 1,
                          (visible_enemies[room_enemies_index][2]) - 2,
                          '{0}'.format(visible_enemies[room_enemies_index][3]),
                          (255, 255, 255), (0, 0, 0), 1, tc.CENTER)

                for entity in entities:

                    if tc.map_is_in_fov(fov_map, entity.x, entity.y):

                        if visible_enemies[room_enemies_index][
                                3] == entity.name:
                            names = entity.name
                            names = names + ' ' + Mage.get_stats(
                                entity) + Fighter.get_stats(entity)
                            con.print(
                                (visible_enemies[room_enemies_index][1]) + 1,
                                (visible_enemies[room_enemies_index][2]) - 2,
                                '{0}'.format(names, tc.white), (255, 255, 255),
                                (0, 0, 0), 1, tc.CENTER)

                if room_enemies_index == room_enemies_length - 1:
                    room_enemies_index = 0

                else:
                    room_enemies_index += 1

        if cycle_target_left:

            if len(visible_enemies) != 0:
                fov_recompute = True

                con.clear()

                con.default_fg = tc.black
                con.default_fg = tc.white
                con.print(
                    int(constants['screen_width'] / 2), 1,
                    'Press RIGHT arrow or LEFT arrow key to cycle targets or ESCAPE to cancel targeting'
                    .format(), (255, 255, 255), (0, 0, 0), 1, tc.CENTER)

                tc.console_blit(con, 0, 0, constants['screen_width'],
                                constants['screen_height'], 0, 0, 0)
                con.draw_frame((visible_enemies[room_enemies_index][1]) - 1,
                               (visible_enemies[room_enemies_index][2]) - 1,
                               3,
                               3,
                               "",
                               True,
                               fg=tc.white,
                               bg=tc.black)
                con.print((visible_enemies[room_enemies_index][1]) + 1,
                          (visible_enemies[room_enemies_index][2]) - 2,
                          '{0}'.format(visible_enemies[room_enemies_index][3]),
                          (255, 255, 255), (0, 0, 0), 1, tc.CENTER)

                for entity in entities:

                    if tc.map_is_in_fov(fov_map, entity.x, entity.y):

                        if visible_enemies[room_enemies_index][
                                3] == entity.name:
                            names = entity.name
                            names = names + ' ' + Mage.get_stats(
                                entity) + Fighter.get_stats(entity)
                            con.print(
                                (visible_enemies[room_enemies_index][1]) + 1,
                                (visible_enemies[room_enemies_index][2]) - 2,
                                '{0}'.format(names, tc.white), (255, 255, 255),
                                (0, 0, 0), 1, tc.CENTER)

                if room_enemies_index == 0:
                    room_enemies_index = room_enemies_length - 1

                else:
                    room_enemies_index -= 1

        if god_mode:
            player.fighter.hp = 2500

        if poisoned:

            if player.fighter.is_poisoned == False:
                player.fighter.is_poisoned = True
                player.fighter.poison_turns_remaining = 5
                player.color = tc.green

        if burning:

            if player.fighter.is_burning == False:
                player.fighter.is_burning = True
                player.fighter.burning_turns_remaining = 5
                player.color = tc.red

        if reveal_map:

            if constants['fov_radius'] == 8:
                constants['fov_radius'] = 250

                for i in range(len(game_map.tiles)):

                    for j in range(len(game_map.tiles[i])):

                        if not game_map.tiles[i][j].blocked:
                            game_map.tiles[i][j].explored = True
                            game_map.tiles[i][j].block_sight = False

                fov_map = initialize_fov(game_map)
                fov_recompute = True

                con.default_fg = tc.black
                con.default_fg = tc.white

                for entity in entities:
                    #ALL ENTITIES
                    # con.draw_frame(entity.x - 1, entity.y - 1 , 3, 3, "", False, fg=tc.black, bg=tc.black)
                    #ENEMIES ONLY
                    if entity.ai != None:
                        #ENEMY SEEING POWER
                        con.draw_frame(entity.x - 1,
                                       entity.y - 1,
                                       3,
                                       3,
                                       "",
                                       False,
                                       fg=tc.black,
                                       bg=tc.black)

            elif constants['fov_radius'] != 8:
                constants['fov_radius'] = 8

                fov_recompute = True
                con.clear()

        if spawn_enemy_at:
            mouse_x = mouse.cx
            mouse_y = mouse.cy
            spawn_enemy(mouse_x, mouse_y, entities, game_map.dungeon_level)

        if increase_limb_damage:
            player.fighter.take_limb_damge(randint(1, 12))

        if decrease_limb_damage:
            player.fighter.heal(randint(1, 12))

        if teleport:

            for entity in entities:

                if entity.name == "Stairs Down":
                    player.x = entity.x
                    player.y = entity.y + 1

        if mouse_teleport:
            player.x = mouse.cx
            player.y = mouse.cy

        if ranged:
            previous_game_state = game_state
            game_state = GameStates.RANGED

        if level_up:

            if level_up == 'hp':
                player.fighter.base_max_hp += 20
                player.fighter.hp += 20

            elif level_up == 'str':
                player.fighter.base_strength += 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 game_state == GameStates.TARGETING:

            if left_click:
                target_x, target_y = left_click
                item_use_results = player.inventory.use(targeting_item,
                                                        entities=entities,
                                                        fov_map=fov_map,
                                                        target_x=target_x,
                                                        target_y=target_y)
                player_turn_results.extend(item_use_results)

            elif right_click:
                player_turn_results.append({'targeting_cancelled': True})

        if exit:

            if game_state in (GameStates.SHOW_INVENTORY,
                              GameStates.DROP_INVENTORY,
                              GameStates.CHARACTER_SCREEN, GameStates.RANGED,
                              GameStates.TARGETING, GameStates.SHOW_TUTORIAL,
                              GameStates.SHOW_HELP_MENU):
                game_state = previous_game_state

            elif game_state == GameStates.CYCLE_TARGET:
                game_state = previous_game_state
                con.clear()
                clear_all(con, entities)
                fov_map = initialize_fov(game_map)
                fov_recompute = True
                con.clear()

            elif game_state == GameStates.TARGETING:
                game_state = previous_game_state
                player_turn_results.append({'targeting_cancelled': True})
                con.clear()
                clear_all(con, entities)
                fov_map = initialize_fov(game_map)
                fov_recompute = True
                con.clear()

            else:
                save_game(player, entities, game_map, message_log, game_state)

                return True

        if fullscreen:
            tc.console_set_fullscreen(not tc.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')
            targeting = player_turn_result.get('targeting')
            targeting_cancelled = player_turn_result.get('targeting_cancelled')
            xp = player_turn_result.get('xp')
            god_mode = player_turn_result.get('god_mode')

            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)
                    last_index = len(entities)
                    pre_dead_name = dead_entity.name.replace('remains of ', '')

                    if dead_entity.inventory != None:

                        for items in dead_entity.inventory.items:
                            items.x = dead_entity.x
                            items.y = dead_entity.y
                            entities.insert(last_index, items)
                            message_log.add_message(
                                Message('{0}'.format(pre_dead_name) +
                                        ' dropped' +
                                        ' {0}'.format(items.name)))

                message_log.add_message(message)

            if item_added:
                entities.remove(item_added)

            if item_consumed:
                game_state = GameStates.ENEMY_TURN

            if item_dropped:
                entities.append(item_dropped)

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

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

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

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

                    if failed:
                        message_log.add_message(
                            Message(
                                'You failed to equip the {0} due to your injuries'
                                .format(failed.name)))

                game_state = GameStates.ENEMY_TURN

            if targeting:
                previous_game_state = GameStates.PLAYERS_TURN
                game_state = GameStates.TARGETING
                targeting_item = targeting
                message_log.add_message(targeting_item.item.targeting_message)

            if targeting_cancelled:
                game_state = previous_game_state
                message_log.add_message(Message('Targeting cancelled'))

            if xp:
                leveled_up = player.level.add_xp(xp)
                message_log.add_message(
                    Message('You gain {0} experience points.'.format(xp)))

                if leveled_up:
                    previous_game_state = game_state
                    game_state = GameStates.LEVEL_UP

        if game_state == GameStates.ENEMY_TURN:

            for entity in entities:

                if entity.ai:
                    # #TRACK ENEMY SPECIAL TURNS
                    # if tc.map_is_in_fov(fov_map, entity.x, entity.y):
                    #     print(entity.name + ":" + " " + str(entity.fighter.turns_since_special))
                    enemy_turn_results = entity.ai.take_turn(
                        player, fov_map, game_map, entities)

                    if entity.fighter.is_poisoned == True:
                        message = entity.fighter.take_poison_damage()
                        message_log.add_message(message)

                    elif entity.fighter.is_burning == True:
                        message = entity.fighter.take_burning_damage()
                        message_log.add_message(message)

                    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:

                if player.fighter.is_poisoned == True:
                    message = player.fighter.take_poison_damage()
                    message_log.add_message(message)

                elif player.fighter.is_burning == True:
                    message = player.fighter.take_burning_damage()
                    message_log.add_message(message)

                game_state = GameStates.PLAYERS_TURN

        if game_state == GameStates.SHOW_TUTORIAL:
            action = handle_tutorial_menu(key)
            close_tutorial = action.get('close_tutorial')

            if close_tutorial:
                con.clear()
                clear_all(con, entities)
                fov_map = initialize_fov(game_map)
                fov_recompute = True
                con.clear()
                game_state = GameStates.PLAYERS_TURN

        if game_state == GameStates.SHOW_HELP_MENU:
            action = handle_help_menu(key)
            close_help_menu = action.get('close_help_menu')

            if close_help_menu:
                con.clear()
                clear_all(con, entities)
                fov_map = initialize_fov(game_map)
                fov_recompute = True
                con.clear()
                game_state = GameStates.PLAYERS_TURN
Exemplo n.º 17
0
def play_game(
    player, entities, game_map, message_log, game_state, con, panel, constants
):
    fov_recompute = True

    fov_map = initialize_fov(game_map)

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

    game_state = GameStates.PLAYERS_TURN
    previous_game_state = game_state

    targeting_item = None

    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)
        mouse_action = handle_mouse(mouse)

        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")
        exit = action.get("exit")
        fullscreen = action.get("fullscreen")

        left_click = mouse_action.get("left_click")
        right_click = mouse_action.get("right_click")

        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)
                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, entities=entities, fov_map=fov_map)
                )
            elif game_state == GameStates.DROP_INVENTORY:
                player_turn_results.extend(player.inventory.drop_item(item))

        if game_state == GameStates.TARGETING:
            if left_click:
                target_x, target_y = left_click

                item_use_results = player.inventory.use(
                    targeting_item,
                    entities=entities,
                    fov_map=fov_map,
                    target_x=target_x,
                    target_y=target_y,
                )
                player_turn_results.extend(item_use_results)
            elif right_click:
                player_turn_results.append({"targeting_cancelled": True})

        if exit:
            if game_state in (GameStates.SHOW_INVENTORY, GameStates.DROP_INVENTORY):
                game_state = previous_game_state
            elif game_state == GameStates.TARGETING:
                player_turn_results.append({"targeting_cancelled": True})
            else:
                save_game(player, entities, game_map, message_log, game_state)

                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")
            targeting = player_turn_result.get("targeting")
            targeting_cancelled = player_turn_result.get("targeting_cancelled")

            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 targeting:
                previous_game_state = GameStates.PLAYERS_TURN
                game_state = GameStates.TARGETING

                targeting_item = targeting

                message_log.add_message(targeting_item.item.targeting_message)

            if targeting_cancelled:
                game_state = previous_game_state

                message_log.add_message(Message("Targeting cancelled"))

        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
Exemplo n.º 18
0
def main():
    """
    L'une des deux fonctions principales du jeu, elle est appelée une seule et unique fois : au démarrage du jeu.
    Elle a la charge de gérer le choix d'affichage des menus et les réactions aux inputs du joueur.
    Lorsque le joueur quitte un menu pour retourner en jeu, elle appelle la deuxième fonction de ce module : play_game

    Parametres:
    ----------
    Aucun

    Renvoi:
    -------
    Aucun

    """
    # Initialise le jeu en commencant par afficher le menu principal
    constants = get_constants()
    # The font has 32 chars in a row, and there's a total of 10 rows. Increase the "10" when you add new rows to the sample font file
    libtcod.console_set_custom_font('textures.png', libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_TCOD, 32, 10)
    load_customfont()

    libtcod.console_init_root(constants['screen_width'], constants['screen_height'], "Rogue doesn't like", False)

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

    player = None
    entities = []
    game_map = None
    message_log = None
    game_state = None

    show_main_menu = True
    show_load_error_message = False
    show_command_menu = False
    show_scores = False

    main_menu_background_image = libtcod.image_load('menu_background.png')

    play_bg_music = False
    bg_music = sm.choose_sound(constants.get('sound').get('background_music'))

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

    score = (1, 0)

    while not libtcod.console_is_window_closed():
        libtcod.sys_check_for_event(libtcod.EVENT_KEY_PRESS | libtcod.EVENT_MOUSE, key, mouse)
        # Si le menu principal est affiche :
        if show_main_menu:
            main_menu(con, main_menu_background_image, constants['screen_width'], constants['screen_height'])
            if show_load_error_message:
                message_box(con, 'Rien a charger', 70, constants['screen_width'], constants['screen_height'])

            libtcod.console_flush()

            action = handle_main_menu(key)

            new_game = action.get('new_game')
            load_saved_game = action.get('load_game')
            exit_game = action.get('exit')
            sound = action.get('sound')
            command = action.get('command')
            back_to_game = action.get('back_to_game')
            scores = action.get('scores')

            if show_load_error_message and (new_game or load_saved_game or exit_game):
                show_load_error_message = False
            # Cree une nouvelle partie
            elif new_game:
                if score != (1, 0):
                    save_score(score)
                player, entities, game_map, message_log, game_state = get_game_variables(constants)
                game_state = GameStates.PLAYERS_TURN
                show_main_menu = False
            # Charge une partie existante, si possible
            elif load_saved_game:
                try:
                    player, entities, game_map, message_log, game_state, score = load_game()
                    show_main_menu = False
                except FileNotFoundError:
                    show_load_error_message = True
            elif exit_game:
                if score != (1, 0):
                    save_game(player, entities, game_map, message_log, game_state, score)
                sm.close_sound()
                break
            # Lit ou arrete la musique de fond
            elif sound:
                play_bg_music = not play_bg_music
                bg_music.playpause()
            elif command:
                show_command_menu = True
                show_main_menu = False
            elif back_to_game and show_main_menu and game_state != GameStates.PLAYER_DEAD:
                show_main_menu = False
            elif scores:
                show_main_menu = False
                show_scores = True

        # Affiche le menu des commandes
        elif show_command_menu:
            action = handle_main_menu(key)
            command_menu(con, main_menu_background_image, constants['screen_width'], constants['screen_height'])
            libtcod.console_flush()
            back_to_game = action.get('back_to_game')
            if back_to_game:
                show_main_menu = True
                show_command_menu = False
                libtcod.console_clear(con)

        # Affiche les trois meilleurs scores et le dernier
        elif show_scores:
            action = handle_main_menu(key)
            scores_menu(con, main_menu_background_image, constants['screen_width'], constants['screen_height'])
            libtcod.console_flush()
            back_to_game = action.get('back_to_game')
            if back_to_game:
                show_main_menu = True
                show_scores = False
                libtcod.console_clear(con)

        # Lance une partie
        else:
            libtcod.console_clear(con)
            player, entities, game_map, message_log, game_state, bg_music, play_bg_music, score = play_game(player, entities, game_map, message_log, game_state, con, panel, constants, bg_music, play_bg_music, score)
            if game_state == GameStates.PLAYER_DEAD:
                show_scores = True
            else:
                show_main_menu = True
Exemplo n.º 19
0
def play_game(player, entities, game_map, message_log, game_state, con, panel,
              constants):
    fov_recompute = True  #bool so that we only update fov when we need to
    fov_map = initalize_fov(game_map)
    key = libtcod.Key()
    mouse = libtcod.Mouse()

    previous_game_state = game_state
    targeting_item = None

    ########    GAME LOOP STARTS HERE   #######################################################################################################################################################
    while not libtcod.console_is_window_closed(
    ):  # while the console window is....open??? MAIN GAME LOOP
        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']
                          )  # this is where we do the FOV stuff!

        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['colours'], game_state)
        fov_recompute = False

        libtcod.console_flush(
        )  # this is what actually tells the window to draw I guess

        clear_all(con, entities)
        #####   Action handler   #####
        action = handle_keys(key, game_state)
        mouse_action = handle_mouse(mouse)

        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')
        exit = action.get('exit')
        fullscreen = action.get('fullscreen')

        left_click = mouse_action.get('left_click')
        right_click = mouse_action.get('right_click')

        player_turn_results = [
        ]  ## this is the container for the results of the players action during their turn
        ########################################################################################################################################
        if move and game_state == GameStates.PLAYER_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)
                else:
                    player.move(dx, dy)
                    fov_recompute = True  # recalculate feild of view whenver the player moves

                game_state = GameStates.ENEMY_TURN
                ##########################
        elif pickup and game_state == GameStates.PLAYER_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 to pick up.', libtcod.amber))

                ####################################################################################
        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,
                                         entities=entities,
                                         fov_map=fov_map))
            elif game_state == GameStates.DROP_INVENTORY:
                player_turn_results.extend(player.inventory.drop_item(item))
                ####################################################################################
        if game_state == GameStates.TARGETING:
            if left_click:
                target_x, target_y = left_click
                item_use_results = player.inventory.use(targeting_item,
                                                        entities=entities,
                                                        fov_map=fov_map,
                                                        target_x=target_x,
                                                        target_y=target_y)
                player_turn_results.extend(item_use_results)

            elif right_click:
                player_turn_result.append({'targeting_canceled': True})
                ####################################################################################
        if exit:
            if game_state in (GameStates.SHOW_INVENTORY,
                              GameStates.DROP_INVENTORY):
                game_state = previous_game_state
            elif game_state == GameStates.TARGETING:
                player_turn_results.append({'targeting_canceled': True})

            else:
                save_game(player, entities, game_map, message_log, game_state)

                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')
            targeting = player_turn_result.get('targeting')
            targeting_canceled = player_turn_result.get('targeting canceled')

            if message:
                message_log.add_message(message)
            if targeting_canceled:
                game_state = previous_game_state
                message_log.add_message(Message('Targeting canceled'))
            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 targeting:
                previous_game_state = GameStates.PLAYER_TURN  #prev is set ot player turn so that canceling targeting doesnt put you bakc into the inventory
                game_state = GameStates.TARGETING

                targeting_item = targeting

                message_log.add_message(targeting_item.item.targeting_message)
            if item_dropped:
                entities.append(item_dropped)

                game_state = GameStates.ENEMY_TURN
######################################################################################################
        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.PLAYER_TURN
Exemplo n.º 20
0
def play_game(player, entities, game_map, message_log, game_state, con, panel,
              constants, root_con):
    tcod.console_set_custom_font(
        "arial10x10.png", tcod.FONT_LAYOUT_TCOD | tcod.FONT_TYPE_GREYSCALE)
    fov_recompute = True
    fov_map = initialize_fov(game_map)
    previous_game_state = game_state
    targeting_item = None
    while True:
        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_y"], constants["colors"], root_con,
                   game_state)
        tcod.console_flush()
        clear_all(con, entities)
        for event in tcod.event.get():
            move = None
            pickup = None
            look_enemy = None
            left_click = None
            right_click = None
            show_inventory = None
            drop_inventory = None
            inventory_index = None
            take_stairs = None
            leave = None
            fullscreen = None
            show_character_screen = None
            player_turn_results = []
            if isinstance(event, tcod.event.KeyDown):
                action = handle_keys(event, game_state)
                move = action.get("move")
                pickup = action.get("pickup")
                look_enemy = action.get("look_enemy")
                show_inventory = action.get("show_inventory")
                drop_inventory = action.get("drop_inventory")
                inventory_index = action.get("inventory_index")
                take_stairs = action.get('take_stairs')
                leave = action.get("leave")
                fullscreen = action.get("fullscreen")
                show_character_screen = action.get('show_character_screen')
            if isinstance(event, tcod.event.MouseButtonDown):
                mouse_action = handle_mouse(event)
                left_click = mouse_action.get("left_click")
                right_click = mouse_action.get("right_click")
            if look_enemy and game_state == GameStates.PLAYER_TURN:
                game_state = GameStates.LOOK_ENEMY
                player_turn_results.extend([{
                    'message':
                    Message('You are in the looking mode', tcod.green)
                }])
            elif look_enemy and game_state == GameStates.LOOK_ENEMY:
                game_state = GameStates.PLAYER_TURN
                player_turn_results.extend([{
                    'message':
                    Message('You left the looking mode', tcod.green)
                }])
            elif left_click and game_state == GameStates.LOOK_ENEMY:
                entities_at_location = check_entity_at_location(
                    entities, left_click[0], left_click[1])
                player_turn_results.extend(entities_at_location)
            elif pickup and game_state == GameStates.PLAYER_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.',
                                tcod.yellow))
            elif show_inventory:
                previous_game_state = game_state
                game_state = GameStates.SHOW_INVENTORY
                MenuState.menu_state = 0
            elif drop_inventory:
                previous_game_state = game_state
                game_state = GameStates.DROP_INVENTORY
            elif 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,
                                             entities=entities,
                                             fov_map=fov_map))
                elif game_state == GameStates.DROP_INVENTORY:
                    player_turn_results.extend(
                        player.inventory.drop_item(item))
            elif game_state == GameStates.TARGETING:
                if left_click and targeting_item:
                    target_x, target_y = left_click
                    item_use_results = player.inventory.use(targeting_item,
                                                            entities=entities,
                                                            fov_map=fov_map,
                                                            target_x=target_x,
                                                            target_y=target_y)
                    player_turn_results.extend(item_use_results)
                elif right_click:
                    player_turn_results.append({'targeting_cancelled': True})
            elif move and game_state == GameStates.PLAYER_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.melee_attack(target)
                        player_turn_results.extend(attack_results)
                    else:
                        player.move(dx, dy)

                        fov_recompute = True
                    game_state = GameStates.ENEMY_TURN
            elif take_stairs and game_state == GameStates.PLAYER_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(fg=(63, 127, 63))

                        break
                else:
                    message_log.add_message(
                        Message('There are no stairs here.', tcod.yellow))
            elif game_state == GameStates.LEVEL_UP:
                player.fighter.max_hp += DiceRoll("1d8").roll_dice()
                game_state = previous_game_state
            elif show_character_screen:
                previous_game_state = game_state
                game_state = GameStates.CHARACTER_SCREEN
            if leave:
                if game_state in (GameStates.SHOW_INVENTORY,
                                  GameStates.DROP_INVENTORY,
                                  GameStates.CHARACTER_SCREEN):
                    game_state = previous_game_state
                elif game_state == GameStates.TARGETING:
                    player_turn_results.append({'targeting_cancelled': True})
                else:
                    save_game(player, entities, game_map, message_log,
                              game_state)
                    return True

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

            for player_turn_result in player_turn_results:
                message = player_turn_result.get('message')
                dead_entity = player_turn_result.get('dead')
                entity_identified = player_turn_result.get("entity_identified")
                item_added = player_turn_result.get('item_added')
                item_consumed = player_turn_result.get('consumed')
                item_dropped = player_turn_result.get('item_dropped')
                targeting = player_turn_result.get('targeting')
                targeting_cancelled = player_turn_result.get(
                    'targeting_cancelled')
                xp = player_turn_result.get('xp')
                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 entity_identified:
                    game_state = GameStates.PLAYER_TURN

                if targeting:
                    previous_game_state = GameStates.PLAYER_TURN
                    game_state = GameStates.TARGETING
                    targeting_item = targeting
                    message_log.add_message(
                        targeting_item.item.targeting_message)

                if targeting_cancelled:
                    game_state = previous_game_state
                    message_log.add_message(Message('Targeting cancelled'))

                if xp:
                    leveled_up = player.level.add_xp(xp)
                    message_log.add_message(
                        Message('You gain {0} experience points.'.format(xp)))

                    if leveled_up:
                        message_log.add_message(
                            Message(
                                'Your battle skills grow stronger! You reached level {0}'
                                .format(player.level.current_level) + '!',
                                tcod.yellow))
                        player.fighter.cr = str(player.level.current_level / 4)
                        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.PLAYER_TURN
Exemplo n.º 21
0
def play_game(player, entities, game_map, message_log, game_state, con, panel,
              constants):
    # Whether to recompute the fov (Would be false if the player didn't move that turn).
    # True by default because we have to compute it when the game starts.
    fov_recompute = True
    # Computes the fov_map
    fov_map = initialise_fov(game_map)

    # Stores the keyboard and mouse input. This will be updated throughout the game loop.
    key = libtcod.Key()
    mouse = libtcod.Mouse()

    # Stores the previous game state. Used for changing gamestate and reverting without wasting a turn.
    # e.g when opening the inventory.
    previous_game_state = game_state

    # Stores which item requires targeting.
    targeting_item = None

    ############################################################
    # GAME LOOP
    ############################################################
    while not libtcod.console_is_window_closed():
        # Captures input - will update key and mouse variables with the input.
        libtcod.sys_check_for_event(
            libtcod.EVENT_KEY_PRESS | libtcod.EVENT_MOUSE, key, mouse)

        # Recomputes the FOV if necessary.
        if fov_recompute:
            recompute_fov(fov_map, player.x, player.y, constants["fov_radius"],
                          constants["fov_light_walls"],
                          constants["fov_algorithm"])

        # Draws all entities to the off-screen console and blits the console to the root.
        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)

        # Don't recompute the fov/repaint the tiles until after the player moves.
        fov_recompute = False

        # Flushes/draws the screen.
        libtcod.console_flush()

        # Erases all characters on the off-screen console.
        clear_all(con, entities)

        ##### REACTS TO A KEY PRESS OR A MOUSE CLICK #####
        action = handle_keys(key, game_state)
        mouse_action = handle_mouse(mouse)

        # Stores the value/s returned from dictionary key.
        # Performs an action if one of the variables is not empty.

        # Key presses:
        move = action.get("move")
        wait = action.get("wait")
        pickup = action.get("pickup")
        show_inventory = action.get("show_inventory")
        drop_inventory = action.get(
            "drop_inventory"
        )  # An inventory screen where you can only drop items.
        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")
        exit = action.get("exit")
        fullscreen = action.get("fullscreen")

        # Mouse clicks:
        left_click = mouse_action.get("left_click")
        right_click = mouse_action.get("right_click")

        ########## PLAYER'S TURN ##########

        # Stores the results from the player's turn.
        # Each index defines what action should be taken.
        player_turn_results = []

        if move and game_state == GameStates.PLAYERS_TURN:
            # Stores the coordinates to move to.
            dx, dy = move
            destination_x = player.x + dx
            destination_y = player.y + dy
            # Alters the player's position by dx/dy amount if the destination is not a blocked tile.
            if not game_map.is_blocked(destination_x, destination_y):
                # Stores the blocking entity if the destination if there is one.
                target = get_blocking_entities_at_location(
                    entities, destination_x, destination_y)
                # If there is a blocking entity:
                if target:
                    # Stores the attack results.
                    attack_results = player.fighter.attack(target)
                    player_turn_results.extend(attack_results)
                # If there is no blocking entity the player will move.
                else:
                    player.move(dx, dy)
                    # Recomputes the FOV map now the player has moved.
                    fov_recompute = True

            # Sets the game state to the enemy's turn.
            game_state = GameStates.ENEMY_TURN

        elif wait:
            game_state = GameStates.ENEMY_TURN  # Skips the player's turn.

        # If the pickup button was pressed (g).
        elif pickup and game_state == GameStates.PLAYERS_TURN:
            for entity in entities:
                # If the overlapping entity can be picked up.
                if entity.item and entity.x == player.x and entity.y == player.y:
                    # Adds the item to the inventory and results the results.
                    # Results include a Message and the grabbed Item object.
                    pickup_results = player.inventory.add_item(entity)
                    player_turn_results.extend(pickup_results)

                    # Breaks so we can only pickup one item at a time.
                    break
            else:
                message_log.add_message(
                    Message("There is nothing here to pick up",
                            libtcod.yellow))

        # If 'i' was pressed for inventory it changes the gamestate while storing the previous state.
        if show_inventory:
            previous_game_state = game_state
            game_state = GameStates.SHOW_INVENTORY
        # If 'd' was pressed for the drop inventory.
        if drop_inventory:
            previous_game_state = game_state
            game_state = GameStates.DROP_INVENTORY

        # Selects an item in the inventory using the index value of the item.
        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 the SHOW_INVENTORY state, the item will be used.
            if game_state == GameStates.SHOW_INVENTORY:
                player_turn_results.extend(
                    player.inventory.use(item,
                                         entities=entities,
                                         fov_map=fov_map))
            # If the DROP_INVENTORY state, the item will be dropped.
            elif game_state == GameStates.DROP_INVENTORY:
                player_turn_results.extend(player.inventory.drop_item(item))

        # If the player has attempted to move down some stairs.
        if take_stairs and game_state == GameStates.PLAYERS_TURN:
            for entity in entities:
                # If the player IS on the same tile as the stairs.
                if entity.stairs and entity.x == player.x and entity.y == player.y:
                    # Creates a new dungeon floor and returns and stores a new set of entities for the new floor.
                    entities = game_map.next_floor(player, message_log,
                                                   constants)
                    # Initialises the fov mapf or the new floor.
                    fov_map = initialise_fov(game_map)
                    fov_recompute = True
                    # Clears the console of the old game map.
                    libtcod.console_clear(con)
                    # Prevents other entities from being checked.
                    break
                else:
                    message_log.add_message(
                        Message("There are no stairs here.", libtcod.yellow))

        # Upgrades one of the player's stats on level up then return to previous game state.
        if level_up:
            if level_up == "hp":
                player.fighter.base_max_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 the game state has bene set to tarrgeting mode it will check if any left or right clicks have been made
        # Left clicks use the item stored in 'targeting_item' and will extend the results to player_turn_results.
        # Right click appends 'targeting_cancelled'. to the player results.
        if game_state == GameStates.TARGETING:
            if left_click:
                target_x, target_y = left_click

                item_use_results = player.inventory.use(targeting_item,
                                                        entities=entities,
                                                        fov_map=fov_map,
                                                        target_x=target_x,
                                                        target_y=target_y)
                player_turn_results.extend(item_use_results)
            elif right_click:
                player_turn_results.append({"targeting_cancelled": True})

        # Exits the game. UNLESS a menu is open then it just closes the menu.
        if exit:
            if game_state in (GameStates.SHOW_INVENTORY,
                              GameStates.DROP_INVENTORY,
                              GameStates.CHARACTER_SCREEN):
                game_state = previous_game_state
            # If the user is targeting ESC only exist the targeting game state.
            elif game_state == GameStates.TARGETING:
                player_turn_results.append({'targeting_cancelled': True})
            # Saves the game and exits the game.
            else:
                save_game(player, entities, game_map, message_log, game_state)
                return True

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

        ### Acts on player's turn results including adding to message log. ###
        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")
            targeting = player_turn_result.get("targeting")
            targeting_cancelled = player_turn_result.get("targeting_cancelled")
            xp = player_turn_result.get('xp')

            if message:
                message_log.add_message(message)

            if dead_entity:
                # If the dead entity is the player.
                # Gamestate will be set to PLAYER_DEAD
                if dead_entity == player:
                    message, game_state = kill_player(dead_entity)

                # If the dead entity is not the player it will be killed.
                else:
                    message = kill_monster(dead_entity)

                # Prints one of the messages.
                message_log.add_message(message)

            # If an item was picked up it removes it from the entity list and sets the game state to enemy turn.
            # (The entity is no longer on the map so it is removed)
            if item_added:
                entities.remove(item_added)

                game_state = GameStates.ENEMY_TURN

            # Consuming an item triggers the enemy turn.
            if item_consumed:
                game_state = GameStates.ENEMY_TURN

            # Switches the game state to TARGETING, stores the targeting item and adds the targeting message to the log.
            if targeting:
                # Changes the previous game state to PLAYERS_TURN rather than INVENTORY so that cancelling the targeting
                # mode (with ESC) returns the playher back to the main console rather than the inventory screen.
                previous_game_state = GameStates.PLAYERS_TURN
                game_state = GameStates.TARGETING
                targeting_item = targeting
                message_log.add_message(targeting_item.item.targeting_message)

            # If the user cancelled targeting the previous state will be reverted.
            if targeting_cancelled:
                game_state = previous_game_state
                message_log.add_message(Message("Targeting cancelled"))

            if xp:
                leveled_up = player.level.add_xp(
                    xp)  # Will be True if the player leveled up.
                message_log.add_message(
                    Message("You gain {0} experience points".format(xp)))

                if leveled_up:
                    message_log.add_message(
                        Message(
                            "Your experience enhances your abilities - you reached level {0}!"
                            .format(player.level.current_level),
                            libtcod.yellow))
                    previous_game_state = game_state
                    game_state = GameStates.LEVEL_UP

            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_results.get("equipped")
                    dequipped = equip_result.get("dequipped")

                    if equipped:
                        message_log.add_message(
                            Message("You equipped the {}".format(
                                equipped.name)))
                    if dequipped:
                        message_log.add_message(
                            Message("You dequipped the {}".format(
                                dequipped.name)))

                game_state = GameStates.ENEMY_TURN  # Equipping or dequipping uses a turn.

        ########## ENEMY's TURN ##########
        if game_state == GameStates.ENEMY_TURN:
            for entity in entities:
                # If the entity has the ai component.
                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 the dead entity is the player.
                            # Gamestate will be set to PLAYER_DEAD
                            if dead_entity == player:
                                message, game_state = kill_player(dead_entity)
                            # If the monster killed another monster.
                            else:
                                message = kill_monster(dead_entity)

                            # Prints one of the death messages.
                            message_log.add_message(message)

                            # Prevents the else/player's turn from occurring again by breaking the for loop.
                            if game_state == GameStates.PLAYER_DEAD:
                                break

                    # Prevents the else/player's turn from occurring again by breaking the for loop.
                    if game_state == GameStates.PLAYER_DEAD:
                        break
            # If break wasn't called do this:
            else:
                # Sets the game state to the player's turn.
                game_state = GameStates.PLAYERS_TURN
Exemplo n.º 22
0
def play_game(player, entities, game_map, message_log, game_state, con, panel,
              constants):
    fov_recompute = True
    fov_map = initialize_fov(game_map)
    game_state = GameStates.PLAYERS_TURN
    previous_game_state = game_state
    targeting_item = None
    mouse = libtcod.Mouse()
    key = libtcod.Key()
    render_update = True

    # main game loop
    while True:
        libtcod.sys_check_for_event(libtcod.EVENT_MOUSE, key, mouse)

        rendering_proc(player, entities, game_map, message_log, game_state,
                       con, panel, constants, fov_map, mouse, fov_recompute)

        move, wait, doexit, pickup, fullscreen, show_inventory, drop_inventory, inventory_index, take_stairs, level_up, show_character_screen, in_target, mousemotion, left_click, right_click = check_actions(
            game_state)

        player_turn_results = []

        if mousemotion:
            render_update = True

        if render_update:
            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'],
                       constants['colors'], game_state, mouse)
            tcod.console_flush()
            render_update = False

        game_state, fov_recompute, fov_map, con, entities = action_check_player_actions(
            game_state, move, player, game_map, entities, player_turn_results,
            wait, message_log, take_stairs, level_up, previous_game_state,
            constants, con, fov_recompute, fov_map)
        player_turn_results, previous_game_state, game_state = action_check_inventory(
            pickup, drop_inventory, game_state, entities, player,
            player_turn_results, message_log, show_inventory, fov_map,
            inventory_index, previous_game_state)
        if show_character_screen:
            previous_game_state = game_state
            game_state = GameStates.CHARACTER_SCREEN

        if game_state == GameStates.TARGETING:
            if left_click:
                target_x, target_y = left_click

                item_use_results = player.inventory.use(targeting_item,
                                                        entities=entities,
                                                        fov_map=fov_map,
                                                        target_x=target_x,
                                                        target_y=target_y)
                player_turn_results.extend(item_use_results)
            elif right_click:
                player_turn_results.append({'targeting_cancelled': True})

        if doexit:
            if game_state in (GameStates.SHOW_INVENTORY,
                              GameStates.DROP_INVENTORY,
                              GameStates.CHARACTER_SCREEN):
                game_state = previous_game_state
            elif game_state == GameStates.TARGETING:
                player_turn_results.append({'targeting_cancelled': True})
            else:
                save_game(player, entities, game_map, message_log, game_state)
                return True

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

        game_state, message_log, targeting_item = action_turn_results(
            player_turn_results, message_log, player, con, game_map, in_target,
            entities, game_state, previous_game_state, targeting_item)

        game_state, message_log = action_enemy_turn(game_state, entities,
                                                    player, fov_map, game_map,
                                                    message_log)
Exemplo n.º 23
0
def play_game(player, entities, game_map, message_log, game_state, con, panel,
              constants, turns, poison_turns, burned_turns, frozen_turns):

    fov_recompute = True
    pet = 0
    boss = None
    for entity in entities:
        if entity.name == 'Pet':
            pet = entity
            break
    for entity in entities:
        if entity.name == 'Dragonlord':
            boss = entity
            break

    fov_map = initialize_fov(game_map)

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

    game_state = GameStates.PLAYERS_TURN
    previous_game_state = game_state

    targeting_item = None
    arrow_targeting_item = None

    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'])

        if game_map.biome == 'The Dungeon':
            colors = {
                'dark_wall': libtcod.darkest_grey,
                'dark_ground': libtcod.darker_grey,
                'light_wall': libtcod.grey,
                'light_ground': libtcod.white,
                'dark_water': libtcod.blue,
                'light_water': libtcod.light_blue
            }
        elif game_map.biome == 'The Icebleak Cavern':
            colors = {
                'dark_wall': libtcod.darkest_cyan,
                'dark_ground': libtcod.darker_cyan,
                'light_wall': libtcod.dark_cyan,
                'light_ground': libtcod.white,
                'dark_water': libtcod.blue,
                'light_water': libtcod.light_blue
            }
        elif game_map.biome == 'The Underglade':
            colors = {
                'dark_wall': libtcod.darker_green,
                'dark_ground': libtcod.darkest_green,
                'light_wall': libtcod.desaturated_green,
                'light_ground': libtcod.brass,
                'dark_water': libtcod.blue,
                'light_water': libtcod.light_blue
            }
        elif game_map.biome == 'The Hadalrealm':
            colors = {
                'dark_wall': libtcod.darkest_red,
                'dark_ground': libtcod.darker_red,
                'light_wall': libtcod.dark_red,
                'light_ground': libtcod.white,
                'dark_water': libtcod.blue,
                'light_water': libtcod.light_blue
            }
        elif game_map.biome == 'Dragonroost':
            colors = {
                'dark_wall': libtcod.darkest_grey,
                'dark_ground': libtcod.darker_grey,
                'light_wall': libtcod.dark_grey,
                'light_ground': libtcod.grey,
                'dark_water': libtcod.blue,
                'light_water': libtcod.light_blue
            }
        elif game_map.biome == 'Oblivion\'s Gate':
            colors = {
                'dark_wall': libtcod.darkest_grey,
                'dark_ground': libtcod.darker_grey,
                'light_wall': libtcod.dark_grey,
                'light_ground': libtcod.white,
                'dark_water': libtcod.blue,
                'light_water': libtcod.light_blue
            }
        elif game_map.biome == 'The Vault':
            colors = {
                'dark_wall': libtcod.darker_yellow,
                'dark_ground': libtcod.dark_yellow,
                'light_wall': libtcod.yellow,
                'light_ground': libtcod.white,
                'dark_water': libtcod.blue,
                'light_water': libtcod.light_blue
            }

        render_all(turns, 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,
                   colors, game_state)

        fov_recompute = False

        libtcod.console_flush()

        clear_all(con, entities)

        action = handle_keys(key, game_state)
        mouse_action = handle_mouse(mouse)

        player.sound = 0
        Scent.set_scent(game_map, player.x, player.y, turns)

        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')
        exit = action.get('exit')
        fullscreen = action.get('fullscreen')
        wait = action.get('wait')
        take_up_stairs = action.get('take_up_stairs')
        take_down_stairs = action.get('take_down_stairs')
        level_up = action.get('level_up')
        show_character_screen = action.get('show_character_screen')
        show_help_screen = action.get('show_help_screen')

        left_click = mouse_action.get('left_click')
        right_click = mouse_action.get('right_click')

        up = action.get('up')
        down = action.get('down')
        left = action.get('left')
        right = action.get('right')

        player_turn_results = []

        if player.frozen and frozen_turns > 0:
            game_state = GameStates.ENEMY_TURN

        if player.frozen == False:
            frozen_turns = -42

        if player.burned == False:
            burned_turns = -42

        if player.poisoned == False:
            poison_turns = -42

        if poison_turns == 0:
            player_turn_results.append({
                'message':
                Message('You feel a lot better', libtcod.light_cyan)
            })
            poison_turns = -42
            player.poisoned = False

        if burned_turns == 0:
            player_turn_results.append({
                'message':
                Message('Your burn feels a lot better', libtcod.light_cyan)
            })
            burned_turns = -42
            player.burned = False

        if frozen_turns == 0:
            player_turn_results.append(
                {'message': Message('You defrost', libtcod.light_cyan)})
            frozen_turns = -42
            player.frozen = False

        if wait:
            game_state = GameStates.ENEMY_TURN
            d = randint(0, 100)
            if d < 25:
                message_log.add_message(
                    Message('You stand around doing nothing', libtcod.brass))
            elif d < 50:
                message_log.add_message(
                    Message('You lean on your sword', libtcod.brass))
            elif d < 75:
                message_log.add_message(
                    Message('You stand around looking like a lemon',
                            libtcod.brass))
            else:
                message_log.add_message(
                    Message('You examine your surroundings intensely',
                            libtcod.light_amber))

        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:
                    if target.name == 'Pet':
                        target = None
                if target:
                    attack_results = player.fighter.attack(target)
                    player_turn_results.extend(attack_results)
                else:

                    if game_map.tiles[player.x][player.y].water == True:
                        if randint(0, 10) == 1:
                            game_map.tiles[destination_x][
                                destination_y].water = True
                            player_turn_results.append({
                                'message':
                                Message(
                                    'You splash water all over the dry bit of floor',
                                    libtcod.cyan)
                            })
                    player.move(dx, dy)
                    player.sound = 10

                    if turns % randint(9, 11) == 0:
                        player.fighter.heal(1)

                    levelup = player.level.add_con_xp(1)
                    if levelup:
                        player.fighter.hp += 20
                        player.fighter.base_max_hp += 20
                        player_turn_results.append({
                            'message':
                            Message(
                                'You feel healthy, you must have been very active',
                                libtcod.fuchsia)
                        })

                    fov_recompute = True

                game_state = GameStates.ENEMY_TURN

        elif pickup and game_state == GameStates.PLAYERS_TURN:
            here = 0
            for entity in entities:
                if entity.name != 'Player' and not entity.stairs and not entity.monster_class == '(Pet)':
                    if (entity.item or entity.equippable
                        ) and entity.x == player.x and entity.y == player.y:
                        here = 1
                        player.sound = 5
                        pickup_results = player.inventory.add_item(entity)
                        player_turn_results.extend(pickup_results)
            else:
                if here == 0:
                    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
            player.sound = 5
            game_state = GameStates.DROP_INVENTORY

        if inventory_index is not None and previous_game_state != GameStates.PLAYER_DEAD and inventory_index < len(
                player.items):
            item = player.items[inventory_index]
            if type(item) != str:
                if game_state == GameStates.SHOW_INVENTORY:
                    success = True
                    if item.item_class == '(Scroll)':
                        difficulty = randint(0, 10)
                        if difficulty > player.fighter.intelligence:
                            success = False
                        else:
                            levelup = player.level.add_int_xp(1)
                            if levelup:
                                message_log.add_message(
                                    Message(
                                        'Your reading grows more accurate!',
                                        libtcod.fuchsia))
                                player.fighter.base_intelligence += 1

                    player_turn_results.extend(
                        player.inventory.use(success,
                                             item,
                                             entities=entities,
                                             fov_map=fov_map))
                elif game_state == GameStates.DROP_INVENTORY:
                    player_turn_results.extend(
                        player.inventory.drop_item(item))
            else:
                message_log.add_message(
                    Message('You can\'t use Headers', libtcod.yellow))

        if take_up_stairs and game_state == GameStates.PLAYERS_TURN and not boss:
            for entity in entities:
                if entity.stairs and entity.x == player.x and entity.y == player.y:
                    pet, entities = game_map.next_floor(
                        player, message_log, constants, entities, 'up')
                    fov_map = initialize_fov(game_map)
                    fov_recompute = True
                    player.sound = 10
                    libtcod.console_clear(con)

                    break
            else:
                message_log.add_message(
                    Message('You can\'t go up here.', libtcod.yellow))

        if take_down_stairs and game_state == GameStates.PLAYERS_TURN and not boss:
            for entity in entities:
                if entity.stairs and entity.x == player.x and entity.y == player.y:
                    pet, entities = game_map.next_floor(
                        player, message_log, constants, entities, 'down')
                    fov_map = initialize_fov(game_map)
                    fov_recompute = True
                    player.sound = 10
                    libtcod.console_clear(con)

                    break
            else:
                message_log.add_message(
                    Message('You can\'t go down here.', 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_defence += 1
            elif level_up == 'int':
                player.fighter.base_intelligence += 1
            elif level_up == 'dex':
                player.fighter.base_dexterity += 1

            game_state = previous_game_state

        if show_character_screen:
            previous_game_state = game_state
            game_state = GameStates.CHARACTER_SCREEN

        if show_help_screen:
            previous_game_state = game_state
            game_state = GameStates.HELP_SCREEN

        if game_state == GameStates.TARGETING:
            if left_click:
                target_x, target_y = left_click
                item_use_results = player.inventory.use(success,
                                                        targeting_item,
                                                        entities=entities,
                                                        fov_map=fov_map,
                                                        target_x=target_x,
                                                        target_y=target_y)
                player_turn_results.extend(item_use_results)
            elif right_click:
                player_turn_results.append({'targeting_cancelled': True})

        if game_state == GameStates.ARROW_TARGETING:
            direction = None
            if up:
                direction = 'up'
            elif down:
                direction = 'down'
            elif left:
                direction = 'left'
            elif right:
                direction = 'right'
            if direction:
                item_use_results = player.inventory.use(success,
                                                        arrow_targeting_item,
                                                        entities=entities,
                                                        fov_map=fov_map,
                                                        direction=direction)

                player_turn_results.extend(item_use_results)

        if exit:
            if game_state in (GameStates.SHOW_INVENTORY,
                              GameStates.DROP_INVENTORY,
                              GameStates.CHARACTER_SCREEN,
                              GameStates.HELP_SCREEN):
                game_state = previous_game_state
            elif game_state == GameStates.TARGETING or game_state == GameStates.ARROW_TARGETING:
                player_turn_results.append({'targeting_cancelled': True})
            else:
                save_game(player, entities, game_map, message_log, game_state,
                          poison_turns, turns, burned_turns, frozen_turns)
                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')
            arrow_consumed = player_turn_result.get('arrow_consumed')
            item_dropped = player_turn_result.get('item_dropped')
            equip = player_turn_result.get('equip')
            targeting = player_turn_result.get('targeting')
            arrow_targeting = player_turn_result.get('arrow_targeting')
            targeting_cancelled = player_turn_result.get('targeting_cancelled')
            player_burned = player_turn_result.get('burned')
            enemy_turn = player_turn_result.get('pass')

            if enemy_turn:
                game_state = GameStates.ENEMY_TURN

            if player_burned:
                player_turn_results.append(
                    {'message': Message('You get Burned', libtcod.flame)})
                burned_turns = randint(5, 10)
                message = player_turn_result.get('message')

            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, game_map, entities)
                    arrows = 0
                    for i in range(0, dead_entity.arrows):
                        arrow_break = randint(0, 1)
                        if not arrow_break:
                            item_component = Item(use_function=None)
                            arrow = Entity(dead_entity.x,
                                           dead_entity.y,
                                           '|',
                                           libtcod.sepia,
                                           'Arrow',
                                           item=item_component,
                                           item_class='(Arrow)')
                            entities.append(arrow)
                        else:
                            arrows += 1
                    if arrows == 1:
                        MessageLog.add_message(
                            self=message_log,
                            message=Message(
                                'The arrow stuck in the {0} breaks as it falls over'
                                .format(dead_entity.name), libtcod.red))
                    elif arrows:
                        MessageLog.add_message(
                            self=message_log,
                            message=Message(
                                'The {0} arrows stuck in the {1} breaks as it falls over'
                                .format(arrows,
                                        dead_entity.name), libtcod.red))

                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 arrow_consumed:
                game_state = GameStates.ENEMY_TURN

            if item_dropped:
                entities.append(item_dropped)

                game_state = GameStates.ENEMY_TURN

            if equip:
                player.sound = 10
                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

            if targeting:
                previous_game_state = GameStates.PLAYERS_TURN
                game_state = GameStates.TARGETING

                targeting_item = targeting

                message_log.add_message(targeting_item.item.targeting_message)

            if arrow_targeting:
                player.sound = 5
                previous_game_state = GameStates.PLAYERS_TURN
                game_state = GameStates.ARROW_TARGETING

                arrow_targeting_item = arrow_targeting

                message_log.add_message(
                    arrow_targeting_item.item.targeting_message)

            if targeting_cancelled:
                game_state = previous_game_state

                message_log.add_message(Message('Targeting cancelled'))

        if game_state == GameStates.ENEMY_TURN:
            if turns % int(
                (300 - (game_map.dungeon_level * 2)) / 2) == 0 and turns != 0:
                game_map.add_entity(message_log, entities, fov_map)

            if burned_turns >= 0 and player.burned:
                dead_entity = False
                burned_results = player.fighter.take_damage(4)
                for burned_result in burned_results:
                    dead_entity = burned_result.get('dead')
                if dead_entity:
                    if dead_entity.name == 'Player':
                        message, game_state = kill_player(dead_entity)
                        message_log.add_message(message)
                burned_turns -= 1

            if poison_turns >= 0 and player.poisoned:
                dead_entity = False
                poison_results = player.fighter.take_damage(1)
                for poison_result in poison_results:
                    dead_entity = poison_result.get('dead')
                if dead_entity:
                    if dead_entity.name == 'Player':
                        message, game_state = kill_player(dead_entity)
                        message_log.add_message(message)
                poison_turns -= 1

            if frozen_turns >= 0 and player.frozen:
                frozen_turns -= 1
                if frozen_turns == 0:
                    player.frozen = False

            for entity in entities:
                if entity.ai:
                    pet_there = 0
                    if pet:
                        if entity.distance_to(player) >= entity.distance_to(
                                pet) and entity.name != 'Pet':
                            pet_there = 1
                            enemy_turn_results = entity.ai.take_turn(
                                pet, fov_map, game_map, entities, turns)
                        else:
                            enemy_turn_results = entity.ai.take_turn(
                                player, fov_map, game_map, entities, turns)
                    else:
                        enemy_turn_results = entity.ai.take_turn(
                            player, fov_map, game_map, entities, turns)

                    for enemy_turn_result in enemy_turn_results:
                        if burned_turns >= 0:
                            burned_results = entity.fighter.take_damage(4)
                            for burned_result in burned_results:
                                dead_entity = burned_result.get('dead')
                                if dead_entity.name == 'Player':
                                    message, game_state = kill_player(
                                        dead_entity)
                                    message_log.add_message(message)
                            burned_turns -= 1
                        poisoned, player_burned, frozen = False, False, False
                        if not player.fighter.poison_resistance and not pet_there:
                            poisoned = enemy_turn_result.get('poisoned')
                        if not player.fighter.fire_resistance and not pet_there:
                            player_burned = enemy_turn_result.get('burned')
                        if not player.fighter.poison_resistance and not pet_there:
                            frozen = enemy_turn_result.get('frozen')

                        if player_burned:
                            enemy_turn_results.append({
                                'message':
                                Message('You get Burned', libtcod.flame)
                            })
                            burned_turns = randint(5, 10)
                            player.burned = True
                        if poisoned:
                            enemy_turn_results.append({
                                'message':
                                Message('you start to feel ill', libtcod.green)
                            })
                            poison_turns = randint(20, 50)
                            player.poisoned = True
                        if frozen:
                            enemy_turn_results.append({
                                'message':
                                Message('you stop being able to move!',
                                        libtcod.light_blue)
                            })
                            frozen_turns = randint(2, 5)
                            player.frozen = True

                    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)
                            elif dead_entity == pet:
                                pet = 0
                                message = kill_pet(dead_entity)
                            elif dead_entity == boss:
                                game_state = GameStates.WINNING
                                message = kill_boss(dead_entity)
                            else:
                                message = kill_monster(dead_entity, pet,
                                                       game_map)

                            message_log.add_message(message)

                            if game_state == GameStates.PLAYER_DEAD:
                                break

                    if game_state == GameStates.PLAYER_DEAD:
                        break
            else:

                turns += 1

                game_state = GameStates.PLAYERS_TURN
Exemplo n.º 24
0
def play_game(player, entities, game_map, message_log, game_state, con, panel,
              constants):
    fov_recompute = True

    fov_map = initialize_fov(game_map)

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

    game_state = GameStates.PLAYERS_TURN
    previous_game_state = game_state

    targeting_item = None

    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)
        mouse_action = handle_mouse(mouse)

        move = action.get('move')
        aim_weapon = action.get('aim_weapon')
        wait = action.get('wait')
        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')
        show_character_screen = action.get('show_character_screen')
        exit = action.get('exit')
        level_up = action.get('level_up')
        fullscreen = action.get('fullscreen')
        exit_menu = action.get('exit_menu')

        left_click = mouse_action.get('left_click')
        right_click = mouse_action.get('right_click')

        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 dx == 0 and dy == 0:
                    player.move(dx, dy)

                    fov_recompute = True
                elif target:  # ATTACK!

                    if player.equipment.power_bonus == 4:
                        attack_results = player.fighter.basic_bow_attack(
                            target)
                        player_turn_results.extend(attack_results)

                    else:
                        attack_results = player.fighter.attack(target)
                        player_turn_results.extend(attack_results)

                else:
                    player.move(dx, dy)

                    fov_recompute = True

                game_state = GameStates.ENEMY_TURN

        elif aim_weapon and game_state == GameStates.PLAYERS_TURN:  # ALSO ATTACK! Working on this at the moment
            if player.equipment.power_bonus == 4 and game_state == GameStates.PLAYERS_TURN:
                message_log.add_message(
                    Message(
                        'Left click a tile to fire at it or right click to cancel!',
                        libtcod.yellow))
                game_state = GameStates.AIMING
            else:
                message_log.add_message(
                    Message('You do not have a ranged weapon equipped!',
                            libtcod.yellow))

        elif wait:
            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,
                                         entities=entities,
                                         fov_map=fov_map))
            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
                    libtcod.console_clear(con)

                    break
            else:
                message_log.add_message(
                    Message('There are no stairs here.', 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 game_state == GameStates.TARGETING:
            if left_click:
                target_x, target_y = left_click

                item_use_results = player.inventory.use(targeting_item,
                                                        entities=entities,
                                                        fov_map=fov_map,
                                                        target_x=target_x,
                                                        target_y=target_y)
                player_turn_results.extend(item_use_results)
            elif right_click:
                player_turn_results.append({'targeting_cancelled': True})

        if game_state == GameStates.AIMING:
            if left_click:
                target_x, target_y = left_click
                coordinates = target_x, target_y  # OKAY NOW WHAT THE F**K I DONT UNDESTAND WHY THIS WORKS OR HOW THE
                # VARIABLES GET FROM HERE TO THE FUNCTION I NEED THEM I MEAN JESUS CHRIST I JUST WOUND UP WITH THIS
                # ARRANGEMENT BY F*****G AROUND I MEAN IT WORKS BUT SERIOUSLY I DONT UNDERSTAND WHY THIS WORKS
                player_turn_results.append({'fire_weapon': True})
            elif right_click:
                player_turn_results.append({'targeting_cancelled': True})

        if exit_menu:
            if game_state in (GameStates.SHOW_INVENTORY,
                              GameStates.DROP_INVENTORY,
                              GameStates.CHARACTER_SCREEN):
                game_state = previous_game_state
            elif game_state == GameStates.TARGETING:
                player_turn_results.append({'targeting_cancelled': True})

        if exit:
            save_game(player, entities, game_map, message_log, game_state)

            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')
            fire_weapon = player_turn_result.get('fire_weapon')
            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')
            targeting = player_turn_result.get('targeting')
            targeting_cancelled = player_turn_result.get('targeting_cancelled')
            xp = player_turn_result.get('xp')

            if fire_weapon:
                destination_x, destination_y = coordinates
                target = get_blocking_entities_at_location(
                    entities, destination_x, destination_y)
                try:
                    if target == player:
                        message_log.add_message(
                            Message(
                                'No hitting yourself. Targeting cancelled.',
                                libtcod.yellow))
                        game_state = previous_game_state
                    elif target.ai and libtcod.map_is_in_fov(
                            fov_map, target.x, target.y):
                        attack_results = player.fighter.basic_bow_attack(
                            target)
                        player_turn_results.extend(attack_results)
                        game_state = GameStates.ENEMY_TURN
                    elif target.ai and not libtcod.map_is_in_fov(
                            fov_map, target.x, target.y):
                        message_log.add_message(
                            Message(
                                'That cannot be targeted. Targeting cancelled.',
                                libtcod.yellow))
                        game_state = previous_game_state
                except:
                    message_log.add_message(
                        Message(
                            'That cannot be targeted. Targeting cancelled.',
                            libtcod.yellow))
                    game_state = previous_game_state

            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 config.win == True:
                    game_state = GameStates.PLAYER_DEAD

            if game_state == GameStates.PLAYER_DEAD:
                break

            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

            if targeting:
                previous_game_state = GameStates.PLAYERS_TURN
                game_state = GameStates.TARGETING

                targeting_item = targeting

                message_log.add_message(targeting_item.item.targeting_message)

            if targeting_cancelled:
                game_state = previous_game_state

                message_log.add_message(Message('Targeting cancelled'))

            if xp:
                leveled_up = player.level.add_xp(xp)
                message_log.add_message(
                    Message('You gain {0} experience points.'.format(xp)))

                if leveled_up:
                    message_log.add_message(
                        Message(
                            'Your battle skills grow stronger! You reached level {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
Exemplo n.º 25
0
def play_game(player, entities, game_map, message_log, game_state, con, panel, constants):
	fov_recompute = True

	fov_map = initialize_fov(game_map)

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

	game_state = GameStates.PLAYERS_TURN
	previous_game_state = game_state

	targeting_item = None

	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)
		mouse_action = handle_mouse(mouse)

		move = action.get('move')
		wait = action.get('wait')
		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')
		exit = action.get('exit')
		fullscreen = action.get('fullscreen')

		left_click = mouse_action.get('left_click')
		right_click = mouse_action.get('right_click')

		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)
				else:
					player.move(dx, dy)

					fov_recompute = True

				game_state = GameStates.ENEMY_TURN

		elif wait:
			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, entities=entities, fov_map=fov_map))
			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
					libtcod.console_clear(con)

					break

				else:
					message_log.add_message(Message('There are no stairs here.', libtcod.yellow))

		if level_up:
			if level_up == 'hp':
				player.fighter.max_hp += 20
				player.fighter.hp += 20
			elif level_up == 'str':
				player.fighter.power += 1
			elif level_up == 'def':
				player.fighter.defense += 1

			game_state = previous_game_state

		if show_character_screen:
			previous_game_state = game_state
			game_state = GameStates.CHARACTER_SCREEN

		if game_state == GameStates.TARGETING:
			if left_click:
				target_x, target_y = left_click

				item_use_results = player.inventory.use(targeting_item, entities=entities, fov_map=fov_map,
														target_x=target_x, target_y=target_y)
				player_turn_results.extend(item_use_results)
			elif right_click:
				player_turn_results.append({'targeting_cancelled': True})

		if exit:
			if game_state in (GameStates.SHOW_INVENTORY, GameStates.DROP_INVENTORY, GameStates.CHARACTER_SCREEN):
				game_state = previous_game_state
			elif game_state == GameStates.TARGETING:
				player_turn_results.append({'targeting_cancelled': True})
			else:
				save_game(player, entities, game_map, message_log, game_state)

				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')
			targeting = player_turn_result.get('targeting')
			targeting_cancelled = player_turn_result.get('targeting_cancelled')
			xp = player_turn_result.get('xp')

			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 targeting:
				previous_game_state = GameStates.PLAYERS_TURN
				game_state = GameStates.TARGETING

				targeting_item = targeting

				message_log.add_message(targeting_item.item.targeting_message)

			if targeting_cancelled:
				game_state = previous_game_state

				message_log.add_message(Message('Targeting cancelled'))

			if xp:
				leveled_up = player.level.add_xp(xp)
				message_log.add_message(Message('You gain {0} experience points.'.format(xp)))

				if leveled_up:
					message_log.add_message(Message(
						'Your battle skills grow stronger! You reached level {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
Exemplo n.º 26
0
def play_game(player, entities, game_map, message_log, game_state, con, panel,
              constants):
    fov_recompute = True

    fov_map = initialize_fov(game_map)

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

    game_state = GameStates.PLAYERS_TURN
    previous_game_state = game_state

    targeting_item = None

    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)
        mouse_action = handle_mouse(mouse)

        move = action.get('move')
        wait = action.get('wait')
        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')
        exit = action.get('exit')
        fullscreen = action.get('fullscreen')

        left_click = mouse_action.get('left_click')
        right_click = mouse_action.get('right_click')

        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)
                else:
                    player.move(dx, dy)

                    fov_recompute = True

                game_state = GameStates.ENEMY_TURN

        elif wait:
            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,
                                         entities=entities,
                                         fov_map=fov_map))
            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
                    libtcod.console_clear(con)

                    break
            else:
                message_log.add_message(
                    Message('There are no stairs here.', 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 game_state == GameStates.TARGETING:
            if left_click:
                target_x, target_y = left_click

                item_use_results = player.inventory.use(targeting_item,
                                                        entities=entities,
                                                        fov_map=fov_map,
                                                        target_x=target_x,
                                                        target_y=target_y)
                player_turn_results.extend(item_use_results)
            elif right_click:
                player_turn_results.append({'targeting_cancelled': True})

        if exit:
            if game_state in (GameStates.SHOW_INVENTORY,
                              GameStates.DROP_INVENTORY,
                              GameStates.CHARACTER_SCREEN):
                game_state = previous_game_state
            elif game_state == GameStates.TARGETING:
                player_turn_results.append({'targeting_cancelled': True})
            else:
                save_game(player, entities, game_map, message_log, game_state)

                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')
            targeting = player_turn_result.get('targeting')
            targeting_cancelled = player_turn_result.get('targeting_cancelled')
            xp = player_turn_result.get('xp')

            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

            if targeting:
                previous_game_state = GameStates.PLAYERS_TURN
                game_state = GameStates.TARGETING

                targeting_item = targeting

                message_log.add_message(targeting_item.item.targeting_message)

            if targeting_cancelled:
                game_state = previous_game_state

                message_log.add_message(Message('Targeting cancelled'))

            if xp:
                leveled_up = player.level.add_xp(xp)
                message_log.add_message(
                    Message('You gain {0} experience points.'.format(xp)))

                if leveled_up:

                    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
Exemplo n.º 27
0
def play_game(player, entities, game_map, message_log, game_state, con,
            panel, constants):
    '''
    Main engine and executor of code
    '''
    fov_recompute = True

    fov_map = initialize_fov(game_map)

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

    game_state = GameStates.PLAYERS_TURN
    previous_game_state = game_state

    targeting_item = None

    while not libtcod.console_is_window_closed():

        if game_map.dungeon_level == 51:
            end_game(player)

        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)
        mouse_action = handle_mouse(mouse)

        # checks for actions
        move = action.get('move')
        wait = action.get('wait')
        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')
        show_rules_screen = action.get('show_rules_screen')
        shop = action.get('shop')
        shop_sell = action.get('shop_sell')
        shop_buy = action.get('shop_buy')
        sell_index = action.get('sell_index')
        buy_index = action.get('buy_index')
        exit = action.get('exit')
        fullscreen = action.get('fullscreen')

        left_click = mouse_action.get('left_click')
        right_click = mouse_action.get('right_click')

        player_turn_results = []

        # player moving
        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)
                else:
                    player.move(dx, dy)

                    fov_recompute = True

                game_state = GameStates.ENEMY_TURN

        # player waiting
        elif wait:
            game_state = GameStates.ENEMY_TURN

        # player tries to pick up item
        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))

        # player shows inventory menu
        if show_inventory:
            previous_game_state = game_state
            game_state = GameStates.SHOW_INVENTORY

        # player shows inventory menu
        if drop_inventory:
            previous_game_state = game_state
            game_state = GameStates.DROP_INVENTORY

        # player selects object from 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,
                    entities=entities, fov_map=fov_map))
            elif game_state == GameStates.DROP_INVENTORY:
                player_turn_results.extend(player.inventory.drop_item(item))

        # player tries to take stairs
        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
                    libtcod.console_clear(con)

                    break
            else:
                message_log.add_message(Message('There are no stairs here.',
                    libtcod.yellow))
        # player levels up
        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

        # player opens character screen
        if show_character_screen:
            previous_game_state = game_state
            game_state = GameStates.CHARACTER_SCREEN

        # player opens rules screen
        if show_rules_screen:
            previous_game_state = game_state
            game_state = GameStates.RULES

        # player tries to target
        if game_state == GameStates.TARGETING:
            if left_click:
                target_x, target_y = left_click

                item_use_results = player.inventory.use(targeting_item,
                    entities=entities, fov_map=fov_map, target_x=target_x,
                    target_y=target_y)
                player_turn_results.extend(item_use_results)
            elif right_click:
                player_turn_results.append({'targeting_cancelled': True})

        # player tries to enter shop
        if shop and game_state == GameStates.PLAYERS_TURN:
            for entity in entities:
                if entity.shopkeep and entity.x == player.x and entity.y == player.y:
                    previous_game_state = game_state
                    game_state = GameStates.ENTER_SHOP

                    break
            else:
                message_log.add_message(Message('There is no shopkeeper here.',
                    libtcod.yellow))

        # player tries to sell
        if shop_sell:
            game_state = GameStates.SELLING

        # player tries to sell item at shop
        if sell_index is not None and previous_game_state != GameStates.PLAYER_DEAD and\
                game_state == GameStates.SELLING and sell_index < len(player.inventory.items):

            for entity in entities:
                if entity.shopkeep:
                    item_cost = player.inventory.items[sell_index].cashable.coin
                    player.fighter.coin += (item_cost // 10)
                    message_log.add_message(Message('You sell {0}for {1} coins.'\
                        .format(player.inventory.items[sell_index].name.split('(')[0],
                        (item_cost // 10)), libtcod.blue))
                    player.inventory.remove_item(player.inventory.items[sell_index])

                    break

        # player tries to buy
        if shop_buy:
            game_state = GameStates.BUYING

        # player tries to buy item at shop
        if buy_index is not None and previous_game_state != GameStates.PLAYER_DEAD and\
                game_state == GameStates.BUYING and buy_index < 25:

            for entity in entities:
                if entity.shopkeep:
                    player_coin = player.fighter.coin
                    item_cost = entity.inventory.items[buy_index].cashable.coin
                    if player_coin >= item_cost:
                        player.inventory.add_item(entity.inventory.items[buy_index])
                        player.fighter.coin -= item_cost
                        message_log.add_message(Message('You buy {0}for {1} coins.'\
                            .format(entity.inventory.items[buy_index].name.split('(')[0],
                            item_cost), libtcod.blue))
                    else:
                        message_log.add_message(Message('Not enough coins!',
                            libtcod.yellow))

                    break

        # exit menu or game
        if exit:
            if game_state in (GameStates.SHOW_INVENTORY, GameStates.DROP_INVENTORY,
                    GameStates.CHARACTER_SCREEN, GameStates.RULES):
                game_state = previous_game_state
            elif game_state == GameStates.TARGETING:
                player_turn_results.append({'targeting_cancelled': True})
            elif game_state == GameStates.ENTER_SHOP:
                game_state = GameStates.PLAYERS_TURN
            elif game_state in (GameStates.SELLING, GameStates.BUYING):
                game_state = GameStates.ENTER_SHOP
            else:
                save_game(player, entities, game_map, message_log, game_state)

                return True

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

        # player turn results
        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')
            targeting = player_turn_result.get('targeting')
            targeting_cancelled = player_turn_result.get('targeting_cancelled')
            xp = player_turn_result.get('xp')
            coin = player_turn_result.get('coin')

            # adds message to log
            if message:
                message_log.add_message(message)

            # deals with dead entity
            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)

            # item picked up
            if item_added:
                entities.remove(item_added)

                game_state = GameStates.ENEMY_TURN

            # item used
            if item_consumed:
                game_state = GameStates.ENEMY_TURN

            # item dropped
            if item_dropped:
                entities.append(item_dropped)

                game_state = GameStates.ENEMY_TURN

            # item equip toggled
            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.split('(')[0])))

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

                game_state = GameStates.ENEMY_TURN

            # something targeted
            if targeting:
                previous_game_state = GameStates.PLAYERS_TURN
                game_state = GameStates.TARGETING

                targeting_item = targeting

                message_log.add_message(targeting_item.item.targeting_message)

            # targeting cancelled
            if targeting_cancelled:
                game_state = previous_game_state

                message_log.add_message(Message('Targeting cancelled'))

            # gained xp
            if xp:
                leveled_up = player.level.add_xp(xp)
                message_log.add_message(Message('You gain {0} experience points.'\
                    .format(xp), libtcod.orange))

                if leveled_up:
                    message_log.add_message(Message(
                        'Your battle skills grow stronger! You reached level {0}'\
                            .format(player.level.current_level) + '!',
                            libtcod.yellow))
                    previous_game_state = game_state
                    game_state = GameStates.LEVEL_UP

            # gained coins
            if coin:
                player.fighter.add_coin(coin)
                message_log.add_message(Message('You gain {0} coins.'\
                    .format(coin), libtcod.orange))
        # enemy takes turn
        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')

                        # adds message to log
                        if message:
                            message_log.add_message(message)

                        # checks for dead entity
                        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 player is dead, we're done
                            if game_state == GameStates.PLAYER_DEAD:
                                break

                    # if player is dead, we're done
                    if game_state == GameStates.PLAYER_DEAD:
                        break
            # player's turn again
            else:
                game_state = GameStates.PLAYERS_TURN
Exemplo n.º 28
0
def play_game(player, entities, game_map, message_log, game_state,
              root_console, con, panel, constants):
    tdl.set_font('arial10x10.png', greyscale=True, altLayout=True)

    fov_recompute = True

    mouse_coordinates = (0, 0)

    previous_game_state = game_state

    targeting_item = None

    while not tdl.event.is_window_closed():
        if fov_recompute:
            game_map.compute_fov(player.x,
                                 player.y,
                                 fov=constants['fov_algorithm'],
                                 radius=constants['fov_radius'],
                                 light_walls=constants['fov_light_walls'])
        render_all(con, panel, entities, player, game_map, fov_recompute,
                   root_console, message_log, constants['screen_width'],
                   constants['screen_height'], constants['bar_width'],
                   constants['panel_height'], constants['panel_y'],
                   mouse_coordinates, constants['colors'], game_state)
        tdl.flush()

        clear_all(con, entities)

        fov_recompute = False

        for event in tdl.event.get():
            if event.type == 'KEYDOWN':
                user_input = event
                break
            elif event.type == 'MOUSEMOTION':
                mouse_coordinates = event.cell
            elif event.type == 'MOUSEDOWN':
                user_mouse_input = event
                break
        else:
            user_input = None
            user_mouse_input = None

        if not (user_input or user_mouse_input):
            continue

        action = handle_keys(user_input, game_state)
        mouse_action = handle_mouse(user_mouse_input)

        move = action.get('move')
        wait = action.get('wait')
        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')
        exit = action.get('exit')
        fullscreen = action.get('fullscreen')

        left_click = mouse_action.get('left_click')
        right_click = mouse_action.get('right_click')

        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 game_map.walkable[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)
                else:
                    player.move(dx, dy)
                    fov_recompute = True

                game_state = GameStates.ENEMY_TURN

        elif wait:
            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, constants['colors'])
                    player_turn_results.extend(pickup_results)

                    break
            else:
                message_log.add_message(
                    Message('There is nothing here to pick up.',
                            constants['colors'].get('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,
                                         constants['colors'],
                                         entities=entities,
                                         game_map=game_map))
            elif game_state == GameStates.DROP_INVENTORY:
                player_turn_results.extend(
                    player.inventory.drop_item(item, constants['colors']))

        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:
                    game_map, entities = next_floor(player, message_log,
                                                    entity.stairs.floor,
                                                    constants)
                    fov_recompute = True
                    con.clear()

                    break
            else:
                message_log.add_message(
                    Message('There are no stairs here.',
                            constants['colors'].get('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 game_state == GameStates.TARGETING:
            if left_click:
                target_x, target_y = left_click

                item_use_results = player.inventory.use(targeting_item,
                                                        constants['colors'],
                                                        entities=entities,
                                                        game_map=game_map,
                                                        target_x=target_x,
                                                        target_y=target_y)
                player_turn_results.extend(item_use_results)
            elif right_click:
                player_turn_results.append({'targeting_cancelled': True})

        if exit:
            if game_state in (GameStates.SHOW_INVENTORY,
                              GameStates.DROP_INVENTORY,
                              GameStates.CHARACTER_SCREEN):
                game_state = previous_game_state
            elif game_state == GameStates.TARGETING:
                player_turn_results.append({'targeting_cancelled': True})
            else:
                save_game(player, entities, game_map, message_log, game_state)

                return True

        if fullscreen:
            tdl.set_fullscreen(not tdl.get_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')
            targeting = player_turn_result.get('targeting')
            targeting_cancelled = player_turn_result.get('targeting_cancelled')
            xp = player_turn_result.get('xp')

            if message:
                message_log.add_message(message)

            if dead_entity:
                if dead_entity == player:
                    message, game_state = kill_player(dead_entity,
                                                      constants['colors'])
                else:
                    message = kill_monster(dead_entity, constants['colors'])

                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(f'You equipped the {equipped.name}'))

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

                game_state = GameStates.ENEMY_TURN

            if targeting:
                previous_game_state = GameStates.PLAYERS_TURN
                game_state = GameStates.TARGETING

                targeting_item = targeting

                message_log.add_message(targeting_item.item.targeting_message)

            if targeting_cancelled:
                game_state = previous_game_state

                message_log.add_message(Message('Targeting cancelled'))

            if xp:
                leveled_up = player.level.add_xp(xp)
                message_log.add_message(
                    Message('You gain {0} experience points.'.format(xp)))

                if leveled_up:
                    message_log.add_message(
                        Message(
                            'Your battle skills grow stronger! You reached level {0}'
                            .format(player.level.current_level) + '!',
                            constants['colors'].get('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, 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, constants['colors'])
                            else:
                                message = kill_monster(dead_entity,
                                                       constants['colors'])

                            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
Exemplo n.º 29
0
def play_game(player, entities, game_map, message_log, game_state, con, panel,
              constants):
    fov_recompute = True

    fov_map = initialize_fov(game_map)

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

    game_state = GameStates.PLAYERS_TURN
    previous_game_state = game_state

    targeting_item = None

    wait_timer = 0

    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)
        mouse_action = handle_mouse(mouse)

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

        left_click = mouse_action.get('left_click')
        right_click = mouse_action.get('right_click')

        player_turn_results = []

        if player.fighter.max_hp < player.fighter.hp:
            player.fighter.hp = player.fighter.max_hp

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

            if wait_timer > 0:
                if randint(0, 7) == 7:
                    wait_timer = wait_timer - 5

            passive_regen = randint(0, 20)
            if passive_regen == 20 and player.fighter.hp < player.fighter.max_hp:
                if player.fighter.hp >= player.fighter.max_hp - round(
                    (player.fighter.max_hp / 150)):
                    player.fighter.hp = player.fighter.max_hp
                    message_log.add_message(
                        Message('Your wounds are completely healed!',
                                libtcod.green))
                else:
                    player.fighter.hp = player.fighter.hp + round(
                        (player.fighter.max_hp / 150))

            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)
                else:
                    player.move(dx, dy)

                    fov_recompute = True

                game_state = GameStates.ENEMY_TURN

        elif wait:
            if wait_timer <= 55:
                wait_timer = wait_timer + 5
                if player.fighter.hp < player.fighter.max_hp:
                    if player.fighter.hp >= player.fighter.max_hp - round(
                        (player.fighter.max_hp / 50)):
                        player.fighter.hp = player.fighter.max_hp
                        message_log.add_message(
                            Message(
                                'You rest for a moment. Your wounds are completely healed!',
                                libtcod.green))
                        game_state = GameStates.ENEMY_TURN
                    else:
                        player.fighter.hp = player.fighter.hp + round(
                            (player.fighter.max_hp / 50))
                        message_log.add_message(
                            Message(
                                'You rest for a moment. Your wounds are beginning to feel slightly better.',
                                libtcod.green))
                        game_state = GameStates.ENEMY_TURN
                else:
                    message_log.add_message(
                        Message('You rest for a moment.', libtcod.yellow))
                    game_state = GameStates.ENEMY_TURN
            elif wait_timer >= 56:
                if player.fighter.hp >= 501:
                    player.fighter.hp = player.fighter.hp - 500
                    message_log.add_message(
                        Message(
                            'You begin to rest, but the Dropbear drops down on your back and begins feasting on your flesh!',
                            libtcod.dark_red))
                    game_state = GameStates.ENEMY_TURN
                elif player.fighter.hp <= 500:
                    player.fighter.hp = player.fighter.hp - 500
                    message_log.add_message(
                        Message(
                            'You begin to rest, but the Dropbear drops down on your back and feasts on your flesh!',
                            libtcod.dark_red))
                    player.char = 180
                    player.color = libtcod.dark_red
                    if not os.path.isfile('savegame.dat'):
                        pass
                    else:
                        os.remove('savegame.dat')
                    message_log.add_message(Message('You died!', libtcod.red))
                    game_state = GameStates.PLAYER_DEAD

        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,
                                         entities=entities,
                                         fov_map=fov_map))
                game_state = GameStates.ENEMY_TURN
            elif game_state == GameStates.DROP_INVENTORY:
                player_turn_results.extend(player.inventory.drop_item(item))

        if take_trail and game_state == GameStates.PLAYERS_TURN:
            for entity in entities:
                if entity.trail 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('There is no trail here.', libtcod.yellow))

        if level_up:
            if player.fighter.hp <= player.fighter.max_hp - round(
                (player.fighter.max_hp / 7)):
                player.fighter.hp = player.fighter.hp + round(
                    (player.fighter.max_hp / 7))
            else:
                player.fighter.hp = player.fighter.max_hp
            if level_up == 'hp':
                player.fighter.base_max_hp += 250
                player.fighter.hp += 250
            elif level_up == 'str':
                player.fighter.base_power += 12
            elif level_up == 'def':
                player.fighter.base_defense += 12

            game_state = previous_game_state

        if show_character_screen:
            previous_game_state = game_state
            game_state = GameStates.CHARACTER_SCREEN

        if game_state == GameStates.TARGETING:
            if left_click:
                target_x, target_y = left_click

                item_use_results = player.inventory.use(targeting_item,
                                                        entities=entities,
                                                        fov_map=fov_map,
                                                        target_x=target_x,
                                                        target_y=target_y)
                player_turn_results.extend(item_use_results)
            elif right_click:
                player_turn_results.append({'targeting_cancelled': True})

        if checkpoint:
            save_game(player, entities, game_map, message_log, game_state)
            message_log.add_message(
                Message('Your game has been saved.', libtcod.green))

        if exit:
            if game_state in (GameStates.SHOW_INVENTORY,
                              GameStates.DROP_INVENTORY,
                              GameStates.CHARACTER_SCREEN):
                game_state = previous_game_state
            elif game_state == GameStates.TARGETING:
                player_turn_results.append({'targeting_cancelled': True})
            else:
                save_game(player, entities, game_map, message_log, game_state)

                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')
            targeting = player_turn_result.get('targeting')
            targeting_cancelled = player_turn_result.get('targeting_cancelled')
            xp = player_turn_result.get('xp')

            if message:
                message_log.add_message(message)

            if dead_entity:
                if dead_entity == player:
                    message, gamestate = 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 unequipped the {0}'.format(
                                dequipped.name)))

                game_state = GameStates.ENEMY_TURN

            if targeting:
                previous_game_state = GameStates.PLAYERS_TURN
                game_state = GameStates.TARGETING

                targeting_item = targeting

                message_log.add_message(targeting_item.item.targeting_message)

            if targeting_cancelled:
                game_state = previous_game_state

                message_log.add_message(Message('Targeting cancelled.'))

            if xp:
                leveled_up = player.level.add_xp(xp)
                message_log.add_message(
                    Message('You gain {0} experience points.'.format(xp)))

                if leveled_up:
                    message_log.add_message(
                        Message(
                            'Your battle skills grow stronger! Welcome to level {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
Exemplo n.º 30
0
def play_game(player, entities, game_map, message_log, game_state, con,
              message_panel, char_info_panel, area_info_panel,
              under_mouse_panel, constants, floor_index, original_entity_index,
              entity_index, fov_index):
    fov_recompute = True
    fov_map = initialize_fov(game_map)
    key = libtcod.Key()
    mouse = libtcod.Mouse()

    game_state = GameStates.PLAYERS_TURN
    previous_game_state = game_state

    mouse_x = mouse.cx
    old_mouse_x = mouse_x

    mouse_y = mouse.cy
    old_mouse_y = mouse_y

    #attack_animation_x = 0
    #attack_animation_y = 0

    clean_map = False

    #attacked = False

    #animation_time = 200
    #animation_distance = 0

    targeting_item = None

    equipment_choice = 0

    npc = None

    item = None

    while not libtcod.console_is_window_closed():
        libtcod.sys_check_for_event(
            libtcod.EVENT_KEY_PRESS | libtcod.EVENT_MOUSE, key, mouse)
        """
		if animation_time == 0:
			if attacked:
				animation_distance += 1
			animation_time = 200

		if animation_distance == 5:
			animation_distance = 0
			attacked = False
		"""

        if clean_map == True:
            fov_recompute = True
            clean_map = False

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

        render_all(con, message_panel, char_info_panel, area_info_panel,
                   under_mouse_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['tiles'], constants['colors'], game_state, npc,
                   targeting_item, item, equipment_choice)

        fov_recompute = False

        libtcod.console_flush()

        clear_all(con, entities, fov_map, game_map)

        action = handle_keys(key, game_state)
        mouse_action = handle_mouse(mouse)

        ############################################
        if game_state == GameStates.EQUIPMENT_SCREEN and not action.get(
                'exit'):
            for equipment in action:
                if equipment:
                    equipment_choice = equipment
                    break

        ############################################

        move = action.get('move')
        ranged_attack = action.get('ranged_attack')
        interact = action.get('interact')
        inspect_item = action.get('inspect_item')
        wait = action.get('wait')
        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')
        show_equipment_screen = action.get('show_equipment_screen')
        exit = action.get('exit')
        fullscreen = action.get('fullscreen')

        left_click = mouse_action.get('left_click')
        right_click = mouse_action.get('right_click')

        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 and not target.invulnerable:
                    attack_results = player.combat_class.attack(target)
                    player_turn_results.extend(attack_results)

                    clean_map = True

                elif not target:
                    player.move(dx, dy)

                    if player.combat_class.turns_until_rest == 0:
                        pass
                    else:
                        player.combat_class.turns_until_rest -= 1

                    fov_recompute = True

                game_state = GameStates.ENEMY_TURN

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

            if not game_map.is_blocked(destination_x, destination_y):
                blocking_target = get_blocking_entities_at_location(
                    entities, destination_x, destination_y)
                non_blocking_target = get_non_blocking_entities_at_location(
                    entities, destination_x, destination_y)

                if blocking_target:
                    try:
                        if blocking_target.dialogue.dialogue:
                            npc = blocking_target
                    except (AttributeError):
                        pass
                    if blocking_target.bonfire is not None:
                        message_log.add_message(
                            Message(
                                'You see a mysterious bonfire. You cannot resist touching it',
                                libtcod.light_violet))
                        entity_index = blocking_target.bonfire.reset_entities(
                            game_map, original_entity_index, entity_index)
                        game_state = GameStates.PLAYERS_TURN
                    else:
                        message_log.add_message(
                            Message('You see {0}'.format(blocking_target.name),
                                    libtcod.white))

                elif non_blocking_target:
                    message_log.add_message(
                        Message('You see {0}'.format(non_blocking_target.name),
                                libtcod.white))

                else:
                    message_log.add_message(
                        Message('There is nothing to inspect here.',
                                libtcod.white))

        elif wait:
            if player.combat_class.turns_until_rest == 0:
                pass
            else:
                player.combat_class.turns_until_rest -= 1

            message = player.combat_class.rest()
            message_log.add_message(Message(message, libtcod.green))
            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.white))

        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 interact:
            previous_game_state = GameStates.PLAYERS_TURN
            game_state = GameStates.INTERACT
            message_log.add_message(Message('You begin to look around.'))

        if ranged_attack:
            if player.equipment.main_hand.equippable.ranged:
                previous_game_state = GameStates.PLAYERS_TURN
                game_state = GameStates.TARGETING
                message_log.add_message(Message('Choose a target to attack.'))
            else:
                message_log.add_message(
                    Message('This weapon cannot attack at range.'))

        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,
                                         entities=entities,
                                         fov_map=fov_map))
            elif game_state == GameStates.DROP_INVENTORY:
                player_turn_results.extend(player.inventory.drop_item(item))

            elif game_state == GameStates.CHOOSE_ITEM_TO_INSPECT:
                previous_game_state = GameStates.CHOOSE_ITEM_TO_INSPECT
                game_state = GameStates.INSPECT_ITEM
                message_log.add_message(
                    Message('You inspect the {0}.'.format(item.name)))

        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:
                    if entity.name == 'Stairs Down':
                        if len(floor_index) == game_map.dungeon_level:
                            entities = game_map.new_floor(
                                player, message_log, constants)
                            fov_map = initialize_fov(game_map)
                            floor_index.append(game_map.tiles)
                            entity_index.append(entities)
                            original_entity_index.append(entities)
                            fov_index.append(fov_map)
                            fov_recompute = True
                            libtcod.console_clear(con)
                            break

                        elif len(floor_index) > game_map.dungeon_level:
                            # Update the entity index with the floors NEW entity list
                            entity_index[game_map.dungeon_level - 1] = entities
                            entities, player, fov_map = game_map.next_floor(
                                player, entity_index, floor_index, fov_index,
                                message_log, constants)
                            fov_recompute = True
                            libtcod.console_clear(con)
                            break

                    elif entity.name == 'Stairs Up':
                        entity_index[game_map.dungeon_level - 1] = entities
                        entities, player, fov_map = game_map.previous_floor(
                            player, entity_index, floor_index, fov_index,
                            message_log, constants)
                        fov_recompute = True
                        libtcod.console_clear(con)
                        break

            else:
                message_log.add_message(
                    Message('There are no stairs here.', libtcod.yellow))

        if level_up:
            if level_up == 'str':
                player.combat_class.base_strength += 1
            elif level_up == 'dex':
                player.combat_class.base_dexterity += 1
            elif level_up == 'sta':
                player.combat_class.base_stamina += 1
            elif level_up == 'int':
                player.combat_class.base_intelligence += 1

            game_state = previous_game_state

        if show_character_screen:
            previous_game_state = game_state
            game_state = GameStates.CHARACTER_SCREEN

        if show_equipment_screen:
            previous_game_state = game_state
            game_state = GameStates.EQUIPMENT_SCREEN

        if game_state == GameStates.TARGETING:
            mouse_x = mouse.cx
            mouse_y = mouse.cy

            if (old_mouse_y != mouse_y
                    or old_mouse_x != mouse_x) and libtcod.map_is_in_fov(
                        fov_map, mouse_x, mouse_y):
                fov_recompute = True
            elif libtcod.map_is_in_fov(
                    fov_map, old_mouse_x,
                    old_mouse_y) and not libtcod.map_is_in_fov(
                        fov_map, mouse_x, mouse_y):
                clean_map = True

            old_mouse_x = mouse_x
            old_mouse_y = mouse_y
            if left_click and targeting_item != None:
                target_x, target_y = left_click

                item_use_results = player.inventory.use(targeting_item,
                                                        entities=entities,
                                                        fov_map=fov_map,
                                                        target_x=target_x,
                                                        target_y=target_y)
                player_turn_results.extend(item_use_results)
                fov_recompute = True

            elif right_click:
                player_turn_results.append({'targeting_cancelled': True})
                fov_recompute = True

            elif left_click and targeting_item == None:
                target_x, target_y = left_click
                if not game_map.tiles[target_x][target_y].blocked:
                    target = get_blocking_entities_at_location(
                        entities, target_x, target_y)
                else:
                    message_log.add_message(
                        Message('You can\'t attack that.', libtcod.yellow))

                if target and not target.invulnerable:
                    attack_results = player.combat_class.attack(target)
                    player_turn_results.extend(attack_results)
                    fov_recompute = True
                    game_state = GameStates.ENEMY_TURN

        if game_state == GameStates.SHOW_INVENTORY:
            if inspect_item:
                previous_game_state = game_state
                game_state = GameStates.CHOOSE_ITEM_TO_INSPECT
                message_log.add_message(
                    Message('Choose an item to inspect.', libtcod.yellow))

        if game_state == GameStates.EQUIPMENT_SCREEN:
            if equipment_choice:
                previous_game_state = game_state
                game_state = GameStates.EQUIPMENT_DETAILS

        if exit:
            if game_state in (GameStates.SHOW_INVENTORY,
                              GameStates.DROP_INVENTORY,
                              GameStates.CHARACTER_SCREEN,
                              GameStates.INTERACT):
                if game_state == (GameStates.INTERACT):
                    player_turn_results.append({'interacting_cancelled': True})
                    game_state = previous_game_state
                    npc = None
                else:
                    game_state = previous_game_state

            elif game_state == GameStates.CHOOSE_ITEM_TO_INSPECT:
                game_state = GameStates.SHOW_INVENTORY
                previous_game_state = GameStates.PLAYERS_TURN
                message_log.add_message(
                    Message('Item inspection cancelled.', libtcod.yellow))

            elif game_state == GameStates.INSPECT_ITEM:
                game_state = previous_game_state

            elif game_state == GameStates.EQUIPMENT_SCREEN:
                game_state = GameStates.PLAYERS_TURN

            elif game_state == GameStates.EQUIPMENT_DETAILS:
                game_state = previous_game_state
                equipment_choice = False

            elif game_state == GameStates.TARGETING:
                player_turn_results.append({'targeting_cancelled': True})
                game_state = previous_game_state
                fov_recompute = True

            else:
                libtcod.console_clear(0)
                save_game(player, entities, game_map, message_log, game_state,
                          floor_index, original_entity_index, entity_index,
                          fov_index)

                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')
            targeting = player_turn_result.get('targeting')
            targeting_cancelled = player_turn_result.get('targeting_cancelled')
            xp = player_turn_result.get('xp')
            interacting_cancelled = player_turn_result.get(
                'interacting_cancelled')

            if message:
                message_log.add_message(message)

            if dead_entity:
                if dead_entity == player:
                    message, game_state = kill_player(dead_entity)
                else:
                    dead_entity.alive = False
                    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 equip:
                equip_results = player.equipment.toggle_equip(equip)

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

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

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

                game_state = GameStates.ENEMY_TURN

            if targeting:
                previous_game_state = GameStates.PLAYERS_TURN
                game_state = GameStates.TARGETING

                targeting_item = targeting

                message_log.add_message(targeting_item.item.targeting_message)

            if targeting_cancelled:
                game_state = previous_game_state
                message_log.add_message(Message('Targeting cancelled.'))

            if interacting_cancelled:
                game_state = previous_game_state
                message_log.add_message(Message('You stop looking around.'))

            if xp:
                leveled_up = player.level.add_xp(xp)
                message_log.add_message(
                    Message('You gain {0} experience points.'.format(xp),
                            libtcod.lighter_yellow))

                if leveled_up:
                    message_log.add_message(
                        Message(
                            'Your skills grow more honed. You reach level {0}'.
                            format(player.level.current_level) + "!",
                            libtcod.yellow))
                    previous_game_state = game_state
                    game_state = GameStates.LEVEL_UP

            if item_dropped:
                entities.append(item_dropped)
                game_state = GameStates.ENEMY_TURN

        if game_state == GameStates.ENEMY_TURN:
            for entity in entities:
                if entity.ai:
                    if wait:
                        enemy_turn_results = entity.ai.approach_player_on_wait(
                            player, fov_map, game_map, entities)
                    else:
                        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
Exemplo n.º 31
0
def play_game(player, entities, game_map, message_log, game_state, con, panel,
              cursor, constants):
    colors = constants['colors']

    fov_recompute = True
    fov_map = initialize_fov(game_map)

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

    game_state = GameStates.PLAYER_TURN
    previous_game_state = game_state

    # Keep track of targeting item
    targeting_item = None

    # === MAIN GAME LOOP ===
    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, cursor, entities, player, game_map, fov_map,
                   fov_recompute, message_log, constants['screen_width'],
                   constants['screen_height'], constants['bar_width'],
                   constants['panel_width'], constants['panel_x'], mouse,
                   constants['colors'], game_state, targeting_item, key)

        fov_recompute = False

        libtcod.console_flush()

        clear_all(con, entities)

        # === PLAYER TURN ===
        # Handle player action
        action = handle_keys(key, game_state)
        mouse_action = handle_mouse(mouse)

        move = action.get('move')
        wait = action.get('wait')
        pickup = action.get('pickup')
        show_inventory = action.get('show_inventory')
        show_equipment = action.get('show_equipment')
        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')
        exit = action.get('exit')
        fullscreen = action.get('fullscreen')

        left_click = mouse_action.get('left_click')
        right_click = mouse_action.get('right_click')

        player_turn_results = []

        # Check what player did this turn
        if move and game_state == GameStates.PLAYER_TURN:
            dx, dy = move
            destination_x = player.x + dx
            destination_y = player.y + dy
            # Check if tile is passable
            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)
                else:
                    player.take_step(dx, dy, game_map)

                    # Recompute FOV everytime the player moves
                    fov_recompute = True

                game_state = GameStates.ENEMY_TURN

        elif wait:
            game_state = GameStates.ENEMY_TURN

        elif pickup and game_state == GameStates.PLAYER_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.',
                            colors['text_warning']))

        if show_inventory:
            previous_game_state = game_state
            game_state = GameStates.SHOW_INVENTORY

        if show_equipment:
            previous_game_state = game_state
            game_state = GameStates.SHOW_EQUIPMENT

        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,
                                          entities=entities,
                                          fov_map=fov_map)))

            elif game_state == GameStates.SHOW_EQUIPMENT:
                item = player.equipment.equipped[inventory_index]
                player_turn_results.extend(
                    (player.inventory.use(item,
                                          entities=entities,
                                          fov_map=fov_map)))

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

        if take_stairs and game_state == GameStates.PLAYER_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)
                    libtcod.console_clear(con)

                    break
            else:
                message_log.add_message(
                    Message('There are no stairs here.',
                            colors['text_warning']))

        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 game_state == GameStates.TARGETING:
            # if select_target:
            #     current_x, current_y = player.x, player.y
            #     dx, dy = select_target
            #     new_x, new_y = current_x + dx, current_y + dy

            if left_click:
                target_x, target_y = left_click

                item_use_results = player.inventory.use(targeting_item,
                                                        entities=entities,
                                                        fov_map=fov_map,
                                                        target_x=target_x,
                                                        target_y=target_y)
                player_turn_results.extend(item_use_results)
            elif right_click:
                player_turn_results.append({'targeting_cancelled': True})

        if exit:
            if game_state in {
                    GameStates.SHOW_INVENTORY, GameStates.SHOW_EQUIPMENT,
                    GameStates.DROP_INVENTORY, GameStates.CHARACTER_SCREEN
            }:
                game_state = previous_game_state
            elif game_state == GameStates.TARGETING:
                player_turn_results.append({'targeting_cancelled': True})
            elif game_state == GameStates.PLAYER_DEAD:
                # Delete save file if player exits after dying
                if os.path.isfile('savegame.dat'):
                    os.remove('savegame.dat')
                return True
            else:
                save_game(player, entities, game_map, message_log, game_state)
                return True

        if fullscreen:
            libtcod.console_set_fullscreen(
                not libtcod.console_is_fullscreen())  # toggle on/off

        # At the end of the player's turn, evaluate results and print messages to log
        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')
            targeting = player_turn_result.get('targeting')
            targeting_cancelled = player_turn_result.get('targeting_cancelled')
            xp = player_turn_result.get('xp')

            if message:
                message_log.add_message(message)

            if targeting_cancelled:
                game_state = previous_game_state

                message_log.add_message(Message('Targeting cancelled'))

            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:
                # Remove item from map (now in inventory)
                entities.remove(item_added)
                # Takes a turn
                game_state = GameStates.ENEMY_TURN

            if item_consumed:
                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),
                                colors['text_equip']))

                    if dequipped:
                        message_log.add_message(
                            Message(
                                'You dequipped the {0}'.format(dequipped.name),
                                colors['text_unequip']))

                game_state = GameStates.ENEMY_TURN

            if targeting:
                previous_game_state = GameStates.PLAYER_TURN
                game_state = GameStates.TARGETING

                targeting_item = targeting

                message_log.add_message(targeting_item.item.targeting_message)

            if item_dropped:
                entities.append(item_dropped)

                game_state = GameStates.ENEMY_TURN

            if xp:
                leveled_up = player.level.add_xp(xp)
                message_log.add_message(
                    Message('You gain {0} experience'.format(xp)))

                if leveled_up:
                    message_log.add_message(
                        Message(
                            'Your battle skills grow stronger! You reached level {0}!'
                            .format(player.level.current_level),
                            libtcod.yellow))
                    previous_game_state = game_state
                    game_state = GameStates.LEVEL_UP

        # === MONSTER TURN ===
        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.PLAYER_TURN