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map_utils.py
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210 lines (161 loc) · 8.13 KB
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from tdl.map import Map
from random import randint
from entity import Entity
from components.ai import BasicMonster
from components.fighter import Fighter
from components.item import Item
from components.stairs import Stairs
from render_functions import RenderOrder
from item_functions import heal, cast_lightning, cast_fireball, cast_confusion
from random_utils import random_choice_from_dict, from_dungeon_level
from game_messages import Message
class GameMap(Map):
def __init__(self, width, height, dungeon_level=1):
super().__init__(width, height)
self.explored = [[False for y in range(height)] for x in range(width)]
self.dungeon_level = dungeon_level
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 = int((self.x1 + self.x2) / 2)
center_y = int((self.y1 + self.y2) / 2)
return (center_x, center_y)
def intersect(self, other):
# true if rect intersects with another
return (self.x1 <= other.x2 and self.x2 >= other.x1 and self.y1 <= other.y2 and self.y2 >= other.y1)
def create_room(game_map, room):
# go through tiles in rect and make passable
for x in range(room.x1 + 1, room.x2):
for y in range(room.y1 + 1, room.y2):
game_map.walkable[x, y] = True
game_map.transparent[x, y] = True
def create_h_tunnel(game_map, x1, x2, y):
for x in range(min(x1, x2), max(x1, x2)):
game_map.walkable[x, y] = True
game_map.transparent[x, y] = True
def create_v_tunnel(game_map, y1, y2, x):
for y in range(min(y1, y2), max(y1, y2)):
game_map.walkable[x, y] = True
game_map.transparent[x, y] = True
def place_entities(room, entities, dungeon_level, colors):
# random number of monsters
number_of_monsters = from_dungeon_level([[2, 1], [3, 4], [5, 6]], dungeon_level)
max_items_per_room = from_dungeon_level([[1, 1], [2, 4]], dungeon_level)
number_of_items = randint(0, max_items_per_room)
monster_chances = {
'orc': 80,
'troll': from_dungeon_level([[15, 3], [30, 5], [60, 7]], dungeon_level)
}
item_chances = {
'healing_potion': 35,
'lightning_scroll': from_dungeon_level([[25, 4]], dungeon_level),
'fireball_scroll': from_dungeon_level([[25, 6]], dungeon_level),
'confusion_scroll': from_dungeon_level([[10, 2]], dungeon_level)
}
for i in range(number_of_monsters):
# random location in room
x = randint(room.x1 + 1, room.x2 - 1)
y = randint(room.y1 + 1, room.y2 - 1)
if not any([entity for entity in entities if entity.x == x and entity.y == y]):
monster_choice = random_choice_from_dict(monster_chances)
if monster_choice == 'orc':
fighter_component = Fighter(hp=20, defense=0, power=4, xp=35)
ai_component = BasicMonster()
monster = Entity(x, y, 'o', colors.get('desaturated_green'), 'Orc', blocks=True,
render_order=RenderOrder.ACTOR, fighter=fighter_component, ai=ai_component)
else:
fighter_component = Fighter(hp=30, defense=2, power=8, xp=100)
ai_component = BasicMonster()
monster = Entity(x, y, 'T', colors.get('darker_green'), 'Troll', blocks=True,
render_order=RenderOrder.ACTOR, fighter=fighter_component, ai=ai_component)
entities.append(monster)
for i in range(number_of_items):
x = randint(room.x1 + 1, room.x2 - 1)
y = randint(room.y1 + 1, room.y2 - 1)
if not any([entity for entity in entities if entity.x == x and entity.y == y]):
item_choice = random_choice_from_dict(item_chances)
if item_choice == 'healing_potion':
item_component = Item(use_function=heal, amount=40)
item = Entity(x, y, '!', colors.get('violet'), 'Healing Potion', render_order=RenderOrder.ITEM,
item=item_component)
elif item_choice == 'fireball_scroll':
item_component = Item(use_function=cast_fireball, targeting=True, targeting_message=Message(
'Left-click a tile to cast Fireball, or right-click to cancel.', colors.get('light_cyan')),
damage=25, radius=3)
item = Entity(x, y, '#', colors.get('red'), 'Scroll of Fireball', render_order=RenderOrder.ITEM,
item=item_component)
elif item_choice == 'confusion_scroll':
item_component = Item(use_function=cast_confusion, targeting=True, targeting_message=Message(
'Left-click to confuse and enemy, or right-click to cancel.', colors.get('light_cyan')))
item = Entity(x, y, '#', colors.get('light_pink'), 'Scroll of Confusion', render_order=RenderOrder.ITEM,
item=item_component)
else:
item_component = Item(use_function=cast_lightning, damage=40, maximum_range=5)
item = Entity(x, y, '#', colors.get('yellow'), 'Scroll of Lightning', render_order=RenderOrder.ITEM,
item=item_component)
entities.append(item)
def make_map(game_map, max_rooms, room_min_size, room_max_size, map_width, map_height, player, entities, colors):
rooms = []
num_rooms = 0
center_of_last_room_x = None
center_of_last_room_y = None
for r in range(max_rooms):
# random width and height
w = randint(room_min_size, room_max_size)
h = randint(room_min_size, room_max_size)
# random position without going out of bounds
x = randint(0, map_width - w - 1)
y = randint(0, map_height - h - 1)
new_room = Rect(x, y, w, h)
# run through the other rooms and see if intersect
for other_room in rooms:
if new_room.intersect(other_room):
break
else:
# no intersection, valid room
# paint room to tiles
create_room(game_map, new_room)
# center coords of new room
(new_x, new_y) = new_room.center()
center_of_last_room_x = new_x
center_of_last_room_y = new_y
if num_rooms == 0:
# first room/player start
player.x = new_x
player.y = new_y
else:
# rooms after first
# connect with tunnels
# center coords of prev room
(prev_x, prev_y) = rooms[num_rooms - 1].center()
# coin flip
if randint(0, 1) == 1:
# first move horz then vert
create_h_tunnel(game_map, prev_x, new_x, prev_y)
create_v_tunnel(game_map, prev_y, new_y, new_x)
else:
# first ver then horz
create_v_tunnel(game_map, prev_y, new_y, prev_x)
create_h_tunnel(game_map, prev_x, new_x, new_y)
place_entities(new_room, entities, game_map.dungeon_level, colors)
# append room to list
rooms.append(new_room)
num_rooms += 1
stairs_component = Stairs(game_map.dungeon_level + 1)
down_stairs = Entity(center_of_last_room_x, center_of_last_room_y, '>', (255, 255, 255), 'Stairs',
render_order=RenderOrder.STAIRS, stairs=stairs_component)
entities.append(down_stairs)
def next_floor(player, message_log, dungeon_level, constants):
game_map = GameMap(constants['map_width'], constants['map_height'], dungeon_level)
entities = [player]
make_map(game_map, constants['max_rooms'], constants['room_min_size'],
constants['room_max_size'], constants['map_width'], constants['map_height'], player,
entities, constants['colors'])
player.fighter.heal(player.fighter.max_hp // 2)
message_log.add_message(Message('You take a moment to rest, and recover your strength.',
constants['colors'].get('light_violet')))
return game_map, entities