/
setup.py
606 lines (472 loc) · 22 KB
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setup.py
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import libtcodpy as libtcod
import const
import math
import textwrap
import shelve
########################################################################################################################
# CLASSES ##############################################################################################################
########################################################################################################################
class Object:
def __init__(self, x, y, char, name, color, blocks=False, ai=None):
self.name = name
self.blocks = blocks
self.x = x
self.y = y
self.char = char
self.color = color
self.ai = ai
if self.ai: # set ownership of the AI component
self.ai.owner = self
def move(self, dx, dy):
if not is_blocked(self.x + dx, self.y + dy):
self.x += dx
self.y += dy
def move_towards(self, target_x, target_y):
# vector from this object to the target, and distance
dx = target_x - self.x
dy = target_y - self.y
distance = math.sqrt(dx ** 2 + dy ** 2)
# normalize it to length 1 (preserving direction), then round it and
# convert to integer so the movement is restricted to the map grid
dx = int(round(dx / distance))
dy = int(round(dy / distance))
self.move(dx, dy)
def distance_to(self, other):
# return the distance to another object
dx = other.x - self.x
dy = other.y - self.y
return math.sqrt(dx ** 2 + dy ** 2)
def draw(self):
# only show if it's visible to the player
if libtcod.map_is_in_fov(fov_map, self.x, self.y):
(x, y) = to_camera_coordinates(self.x, self.y)
if x is not None:
# set color and then draw the character that represents this object at its position
libtcod.console_set_default_foreground(const.con, self.color)
libtcod.console_put_char(const.con, x, y, self.char, libtcod.BKGND_NONE)
def clear(self):
# erase the character that represents this object
(x, y) = to_camera_coordinates(self.x, self.y)
if x is not None:
libtcod.console_put_char(const.con, x, y, ' ', libtcod.BKGND_NONE)
class BasicNPC:
# AI for a basic monster.
def take_turn(self):
# a basic monster takes its turn. If you can see it, it can see you
monster = self.owner
if libtcod.map_is_in_fov(fov_map, monster.x, monster.y):
# move towards player if far away
if monster.distance_to(player) >= 2:
monster.move_towards(player.x, player.y)
class Tile:
def __init__(self, blocked, block_sight=None):
self.blocked = blocked
self.explored = False
if block_sight is None: block_sight = blocked
self.block_sight = block_sight
########################################################################################################################
# INPUT ################################################################################################################
########################################################################################################################
def handle_keys():
global fov_recompute
global looking
key = libtcod.console_wait_for_keypress(True)
if key.vk == libtcod.KEY_ENTER and key.lalt:
libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())
elif key.vk == libtcod.KEY_CHAR:
if key.c == ord('l'):
if looking == False:
looking = True
look_cursor.x = player.x
look_cursor.y = player.y
elif looking:
look_cursor.x = -100
look_cursor.y = -100
looking = False
elif key.vk == libtcod.KEY_ESCAPE:
return 'exit'
# Arrow Keys (Moving) ----------------------------------------------------------------------------------------------
if game_state == 'playing':
if looking == False:
if libtcod.console_is_key_pressed(libtcod.KEY_UP):
player_move_or_attack(0, -1)
elif libtcod.console_is_key_pressed(libtcod.KEY_DOWN):
player_move_or_attack(0, 1)
elif libtcod.console_is_key_pressed(libtcod.KEY_LEFT):
player_move_or_attack(-1, 0)
elif libtcod.console_is_key_pressed(libtcod.KEY_RIGHT):
player_move_or_attack(1, 0)
else:
if key.c == ord('i'):
# show the inventory
inventory_menu('Press the key next to an item to use it, or any other to cancel.\n')
return 'didnt-take-turn'
# Arrow Keys (Looking) ---------------------------------------------------------------------------------------------
if game_state == 'playing':
if looking == True:
if libtcod.console_is_key_pressed(libtcod.KEY_UP):
if libtcod.map_is_in_fov(fov_map, look_cursor.x, (look_cursor.y - 1)):
look_cursor.y -= 1
elif libtcod.console_is_key_pressed(libtcod.KEY_DOWN):
if libtcod.map_is_in_fov(fov_map, look_cursor.x, (look_cursor.y + 1)):
look_cursor.y += 1
elif libtcod.console_is_key_pressed(libtcod.KEY_LEFT):
if libtcod.map_is_in_fov(fov_map, (look_cursor.x - 1), look_cursor.y):
look_cursor.x -= 1
elif libtcod.console_is_key_pressed(libtcod.KEY_RIGHT):
if libtcod.map_is_in_fov(fov_map, (look_cursor.x + 1), look_cursor.y):
look_cursor.x += 1
return 'didnt-take-turn'
########################################################################################################################
# FUNCTIONS ############################################################################################################
########################################################################################################################
def place_objects(room):
# choose random number of monsters
num_monsters = libtcod.random_get_int(0, 0, const.MAX_ROOM_MONSTERS)
for i in range(num_monsters):
# choose random spot for this monster
x = libtcod.random_get_int(0, room.x1, room.x2)
y = libtcod.random_get_int(0, room.y1, room.y2)
# only place it if the tile is not blocked
if not is_blocked(x, y):
if libtcod.random_get_int(0, 0, 100) < 80: # 80% chance of getting an orc
# create an orc
ai_component = BasicNPC()
monster = Object(x, y, 'o', 'orc', libtcod.desaturated_green,
blocks=True, ai=ai_component)
else:
# create a troll
ai_component = BasicNPC()
monster = Object(x, y, 'T', 'troll', libtcod.darker_green,
blocks=True, ai=ai_component)
objects.append(monster)
def looking_oracle():
# return a string with the names of all objects under the mouse
(x, y) = (look_cursor.x, look_cursor.y)
(x, y) = (camera_x + x, camera_y + y)
# create a list with the names of all objects at the looking coordinates and in FOV
names = [obj.name for obj in objects
if obj.name != 'look'
if obj.x == x and obj.y == y and libtcod.map_is_in_fov(fov_map, obj.x, obj.y)]
names = ', '.join(names) # join the names, separated by commas
return names.capitalize()
def is_blocked(x, y):
# first test the map tile
if map[x][y].blocked:
return True
# now check for any blocking objects
for object in objects:
if object.blocks and object.x == x and object.y == y:
return True
return False
def player_move_or_attack(dx, dy):
global fov_recompute
# the coordinates the player is moving to/attacking
x = player.x + dx
y = player.y + dy
# try to find an attackable object there
target = None
for object in objects:
if object.x == x and object.y == y:
target = object
break
# attack if target found, move otherwise
if target is not None:
message('The ' + target.name + ' laughs at your puny efforts to attack him!', libtcod.red)
else:
player.move(dx, dy)
fov_recompute = True
def menu(header, options, width):
if len(options) > 26: raise ValueError('Cannot have a menu with more than 26 options.')
# calculate total height for the header (after auto-wrap) and one line per option
header_height = libtcod.console_get_height_rect(const.con, 0, 0, width, const.SCREEN_HEIGHT, header)
if header == '':
header_height = 0
height = len(options) + header_height
# create an off-screen console that represents the menu's window
window = libtcod.console_new(width, height)
# print the header, with auto-wrap
libtcod.console_set_default_foreground(window, libtcod.white)
libtcod.console_print_rect_ex(window, 0, 0, width, height, libtcod.BKGND_NONE, libtcod.LEFT, header)
# print all the options
y = header_height
letter_index = ord('a')
for option_text in options:
text = '(' + chr(letter_index) + ') ' + option_text
libtcod.console_print_ex(window, 0, y, libtcod.BKGND_NONE, libtcod.LEFT, text)
y += 1
letter_index += 1
# blit the contents of "window" to the root console
x = const.SCREEN_WIDTH / 2 - width / 2
y = const.SCREEN_HEIGHT / 2 - height / 2
libtcod.console_blit(window, 0, 0, width, height, 0, x, y, 1.0, 0.7)
# present the root console to the player and wait for a key-press
libtcod.console_flush()
key = libtcod.console_wait_for_keypress(True)
if key.vk == libtcod.KEY_ENTER and key.lalt: # (special case) Alt+Enter: toggle fullscreen
libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())
# convert the ASCII code to an index; if it corresponds to an option, return it
index = key.c - ord('a')
if index >= 0 and index < len(options): return index
return None
def inventory_menu(header):
# show a menu with each item of the inventory as an option
if len(inventory) == 0:
options = ['Inventory is empty.']
else:
options = [item.name for item in inventory]
index = menu(header, options, const.INVENTORY_WIDTH)
# if an item was chosen, return it
if index is None or len(inventory) == 0: return None
return inventory[index].item
class Rect:
def __init__(self, x, y, w, h):
self.x1 = x
self.y1 = y
self.x2 = x + w
self.y2 = y + h
def center(self):
center_x = (self.x1 + self.x2) / 2
center_y = (self.y1 + self.y2) / 2
return (center_x, center_y)
def intersect(self, other):
# returns true if this rectangle intersects with another one
return (self.x1 <= other.x2 and self.x2 >= other.x1 and
self.y1 <= other.y2 and self.y2 >= other.y1)
def create_room(room):
global map
# make tiles in the rectangle passable
for x in range(room.x1 + 1, room.x2):
for y in range(room.y1 + 1, room.y2):
map[x][y].blocked = True
map[x][y].block_sight = True
def render_bar(x, y, total_width, name, value, maximum, bar_color, back_color):
# render a bar (HP, experience, etc). first calculate the width of the bar
bar_width = int(float(value) / maximum * total_width)
# render the background first
libtcod.console_set_default_background(const.panel, back_color)
libtcod.console_rect(const.panel, x, y, total_width, 1, False, libtcod.BKGND_SCREEN)
# now render the bar on top
libtcod.console_set_default_background(const.panel, bar_color)
if bar_width > 0:
libtcod.console_rect(const.panel, x, y, bar_width, 1, False, libtcod.BKGND_SCREEN)
libtcod.console_set_default_foreground(const.panel, libtcod.white)
libtcod.console_print_ex(const.panel, x + total_width / 2, y, libtcod.BKGND_NONE, libtcod.CENTER,
name + ': ' + str(value) + '/' + str(maximum))
def message(new_msg, color=libtcod.white):
# split the message if necessary, among multiple lines
new_msg_lines = textwrap.wrap(new_msg, const.MSG_WIDTH)
for line in new_msg_lines:
# if the buffer is full, remove the first line to make room for the new one
if len(game_msgs) == const.MSG_HEIGHT:
del game_msgs[0]
# add the new line as a tuple, with the text and the color
game_msgs.append((line, color))
def make_map():
global map, objects
objects = [player, look_cursor]
# fill map with "open" tiles (ocean)
map = [[Tile(False)
for y in range(const.MAP_HEIGHT)]
for x in range(const.MAP_WIDTH)]
rooms = []
num_rooms = 0
for r in range(const.MAX_ROOMS):
# random width and height
w = libtcod.random_get_int(0, const.ROOM_MIN_SIZE, const.ROOM_MAX_SIZE)
h = libtcod.random_get_int(0, const.ROOM_MIN_SIZE, const.ROOM_MAX_SIZE)
# random position without going out of the boundaries of the map
x = libtcod.random_get_int(0, 0, const.MAP_WIDTH - w - 1)
y = libtcod.random_get_int(0, 0, const.MAP_HEIGHT - h - 1)
# "Rect" class makes rectangles easier to work with
new_room = Rect(x, y, w, h)
# run through the other rooms and see if they intersect with this one
failed = False
for other_room in rooms:
if new_room.intersect(other_room):
failed = True
break
if not failed:
# this means there are no intersections, so this room is valid
# "paint" it to the map's tiles
create_room(new_room)
# center coordinates of new room, will be useful later
(new_x, new_y) = new_room.center()
# finally, append the new room to the list
place_objects(new_room)
rooms.append(new_room)
num_rooms += 1
# place the player on an open sea tile
player_placed = False
while not player_placed:
new_x_place = libtcod.random_get_int(0, 5, const.MAP_WIDTH)
new_y_place = libtcod.random_get_int(0, 5, const.MAP_HEIGHT)
if not is_blocked(new_x_place, new_y_place):
player.x = new_x_place
player.y = new_y_place
player_placed = True
def move_camera(target_x, target_y):
global camera_x, camera_y, fov_recompute
# new camera coordinates (top-left corner of the screen relative to the map)
x = target_x - const.CAMERA_WIDTH / 2 # coordinates so that the target is at the center of the screen
y = target_y - const.CAMERA_HEIGHT / 2
# make sure the camera doesn't see outside the map
if x < 0: x = 0
if y < 0: y = 0
if x > const.MAP_WIDTH - const.CAMERA_WIDTH -1: x = const.MAP_WIDTH - const.CAMERA_WIDTH -1
if y > const.MAP_HEIGHT - const.CAMERA_HEIGHT -1: y = const.MAP_HEIGHT - const.CAMERA_HEIGHT -1
if x != camera_x or y != camera_y: fov_recompute = True
(camera_x, camera_y) = (x, y)
def to_camera_coordinates(x, y):
# convert coordinates on the map to coordinates on the screen
(x, y) = (x - camera_x, y - camera_y)
if (x < 0 or y < 0 or x >= const.CAMERA_WIDTH or y >= const.CAMERA_HEIGHT):
return (None, None) # if it's outside the view, return nothing
return (x, y)
def render_all():
global fov_map, color_dark_wall, color_light_wall
global color_dark_ground, color_light_ground
global fov_recompute
move_camera(player.x, player.y)
if fov_recompute:
# recompute FOV if needed (the player moved or something)
fov_recompute = False
libtcod.map_compute_fov(fov_map, player.x, player.y, const.TORCH_RADIUS, const.FOV_LIGHT_WALLS, const.FOV_ALGO)
libtcod.console_clear(const.con)
# go through all tiles, and set their background color according to the FOV
for y in range(const.CAMERA_HEIGHT):
for x in range(const.CAMERA_WIDTH):
(map_x, map_y) = (camera_x + x, camera_y + y)
visible = libtcod.map_is_in_fov(fov_map, map_x, map_y)
wall = map[map_x][map_y].block_sight
if not visible:
# if it's not visible right now, the player can only see it if it's explored
if map[map_x][map_y].explored:
if wall:
libtcod.console_set_char_background(const.con, x, y, const.color_dark_wall, libtcod.BKGND_SET)
else:
libtcod.console_set_char_background(const.con, x, y, const.color_dark_ground, libtcod.BKGND_SET)
else:
# it's visible
if wall:
libtcod.console_set_char_background(const.con, x, y, const.color_light_wall, libtcod.BKGND_SET)
else:
libtcod.console_set_char_background(const.con, x, y, const.color_light_ground, libtcod.BKGND_SET)
# since it's visible, explore it
map[map_x][map_y].explored = True
for object in objects:
if object != player:
object.draw()
player.draw()
look_cursor.draw()
libtcod.console_blit(const.con, 0, 0, const.SCREEN_WIDTH, const.SCREEN_HEIGHT, 0, 0, 0)
# prepare to render the GUI panel
libtcod.console_set_default_background(const.panel, libtcod.black)
libtcod.console_clear(const.panel)
# print the game messages, one line at a time
y = 1
for (line, color) in game_msgs:
libtcod.console_set_default_foreground(const.panel, color)
libtcod.console_print_ex(const.panel, const.MSG_X, y, libtcod.BKGND_NONE, libtcod.LEFT, line)
y += 1
if looking == True:
# display names of objects under the mouse
libtcod.console_set_default_foreground(const.panel, libtcod.light_gray)
libtcod.console_print_ex(const.panel, 1, 0, libtcod.BKGND_NONE, libtcod.LEFT, looking_oracle())
# show the player's stats
render_bar(1, 1, const.BAR_WIDTH, 'HP', 28, 50,
libtcod.light_red, libtcod.darker_red)
# blit the contents of "panel" to the root console
libtcod.console_blit(const.panel, 0, 0, const.SCREEN_WIDTH, const.PANEL_HEIGHT, 0, 0, const.PANEL_Y)
def initialize_fov():
global fov_recompute, fov_map
fov_recompute = True
# create the FOV map, according to the generated map
fov_map = libtcod.map_new(const.MAP_WIDTH, const.MAP_HEIGHT)
for y in range(const.MAP_HEIGHT):
for x in range(const.MAP_WIDTH):
libtcod.map_set_properties(fov_map, x, y, not map[x][y].block_sight, not map[x][y].blocked)
libtcod.console_clear(const.con)
def new_game():
global player, look_cursor, looking, inventory, game_msgs, game_state
# create object representing the player
player = Object(0, 0, '@', 'player', libtcod.white, blocks=True)
look_cursor = Object(0, 0, 'X', 'look', libtcod.yellow, blocks=False)
# generate map (at this point it's not drawn to the screen)
make_map()
initialize_fov()
game_state = 'playing'
looking = False
inventory = []
# create the list of game messages and their colors, starts empty
game_msgs = []
# a warm welcoming message!
message('Welcome stranger! Prepare to perish in the Tombs of the Ancient Kings.', libtcod.red)
def save_game():
# open a new empty shelve (possibly overwriting an old one) to write the game data
file = shelve.open('savegame', 'n')
file['map'] = map
file['objects'] = objects
file['player_index'] = objects.index(player) # index of player in objects list
file['inventory'] = inventory
file['game_msgs'] = game_msgs
file['game_state'] = game_state
file.close()
def load_game():
# open the previously saved shelve and load the game data
global map, objects, player, inventory, game_msgs, game_state
file = shelve.open('savegame', 'r')
map = file['map']
objects = file['objects']
player = objects[file['player_index']] # get index of player in objects list and access it
inventory = file['inventory']
game_msgs = file['game_msgs']
game_state = file['game_state']
file.close()
initialize_fov()
def msgbox(text, width=50):
menu(text, [], width)
def main_menu():
while not libtcod.console_is_window_closed():
# show the game's title, and some credits!
libtcod.console_set_default_foreground(0, libtcod.light_yellow)
libtcod.console_print_ex(0, const.SCREEN_WIDTH/2, const.SCREEN_HEIGHT/2-4, libtcod.BKGND_NONE, libtcod.CENTER,
'LOOMINGS')
libtcod.console_print_ex(0, const.SCREEN_WIDTH/2, const.SCREEN_HEIGHT-2, libtcod.BKGND_NONE, libtcod.CENTER,
'By nsv')
# show options and wait for the player's choice
choice = menu('', ['Play a new game', 'Continue last game', 'Quit'], 24)
if choice == 0: # new game
new_game()
play_game()
if choice == 1: # load last game
try:
load_game()
except:
msgbox('\n No saved game to load.\n', 24)
continue
play_game()
elif choice == 2: # quit
break
def play_game():
global camera_x, camera_y, player_x, player_y
player_action = None
(camera_x, camera_y) = (0, 0)
while not libtcod.console_is_window_closed():
# render the screen
render_all()
libtcod.console_flush()
# erase all objects at their old locations, before they move
for object in objects:
object.clear()
# handle keys and exit game if needed
player_action = handle_keys()
if player_action == 'exit':
save_game()
break
# let monsters take their turn
if game_state == 'playing' and player_action != 'didnt-take-turn':
for object in objects:
if object.ai:
object.ai.take_turn()
main_menu()