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map_utils.py
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map_utils.py
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from tdl.map import Map
from random import randint
from components.ai import BasicMonster
from components.equipment import EquipmentSlots
from components.equippable import Equippable
from components.fighter import Fighter
from components.item import Item
from components.stairs import Stairs
from entity import Entity
from game_messages import Message
from item_functions import cast_confuse, cast_fireball, cast_lightning, heal
from random_utils import from_dungeon_level, random_choice_from_dict
from render_functions import RenderOrder
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):
# 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(game_map, room):
# go through the tiles in the rectangle and make them 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) + 1):
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) + 1):
game_map.walkable[x, y] = True
game_map.transparent[x, y] = True
def place_entities(room, entities, dungeon_level, colors):
max_monsters_per_room = from_dungeon_level([[2, 1], [3, 4], [5, 6]], dungeon_level)
max_items_per_room = from_dungeon_level([[1, 1], [2, 4]], dungeon_level)
# Get a random number of monsters
number_of_monsters = randint(0, max_monsters_per_room)
number_of_items = randint(0, max_items_per_room)
monster_chances = {
'orc': 80,
'troll': from_dungeon_level([[15, 3], [30, 5], [60, 7]], dungeon_level)
}
item_chances = {
'healing_potion': 35,
'sword': from_dungeon_level([[5, 4]], dungeon_level),
'shield': from_dungeon_level([[15, 8]], dungeon_level),
'lightning_scroll': from_dungeon_level([[25, 4]], dungeon_level),
'fireball_scroll': from_dungeon_level([[25, 6]], dungeon_level),
'confusion_scroll': from_dungeon_level([[10, 2]], dungeon_level)
}
for i in range(number_of_monsters):
# Choose a random location in the room
x = randint(room.x1 + 1, room.x2 - 1)
y = randint(room.y1 + 1, room.y2 - 1)
if not any([entity for entity in entities if entity.x == x and entity.y == y]):
monster_choice = random_choice_from_dict(monster_chances)
if monster_choice == '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 == 'sword':
equippable_component = Equippable(EquipmentSlots.MAIN_HAND, power_bonus=3)
item = Entity(x, y, '/', colors.get('sky'), 'Sword', equippable=equippable_component)
elif item_choice == 'shield':
equippable_component = Equippable(EquipmentSlots.OFF_HAND, defense_bonus=1)
item = Entity(x, y, '[', colors.get('darker_orange'), 'Shield', equippable=equippable_component)
elif item_choice == 'fireball_scroll':
item_component = Item(use_function=cast_fireball, targeting=True, targeting_message=Message(
'Left-click a target tile for the fireball, or right-click to cancel.', colors.get('light_cyan')),
damage=25, radius=3)
item = Entity(x, y, '#', colors.get('red'), 'Fireball Scroll', render_order=RenderOrder.ITEM,
item=item_component)
elif item_choice == 'confusion_scroll':
item_component = Item(use_function=cast_confuse, targeting=True, targeting_message=Message(
'Left-click an enemy to confuse it, or right-click to cancel.', colors.get('light_cyan')))
item = Entity(x, y, '#', colors.get('light_pink'), 'Confusion Scroll', render_order=RenderOrder.ITEM,
item=item_component)
else:
item_component = Item(use_function=cast_lightning, damage=20, maximum_range=5)
item = Entity(x, y, '#', colors.get('yellow'), 'Lightning Scroll', render_order=RenderOrder.ITEM,
item=item_component)
entities.append(item)
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 the boundaries of the map
x = randint(0, map_width - w - 1)
y = randint(0, 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
for other_room in rooms:
if new_room.intersect(other_room):
break
else:
# this means there are no intersections, so this room is valid
# "paint" it to the map's tiles
create_room(game_map, new_room)
# center coordinates of new room, will be useful later
(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:
# this is the first room, where the player starts at
player.x = new_x
player.y = new_y
else:
# all rooms after the first:
# connect it to the previous room with a tunnel
# center coordinates of previous room
(prev_x, prev_y) = rooms[num_rooms - 1].center()
# flip a coin (random number that is either 0 or 1)
if randint(0, 1) == 1:
# first move horizontally, then vertically
create_h_tunnel(game_map, prev_x, new_x, prev_y)
create_v_tunnel(game_map, prev_y, new_y, new_x)
else:
# first move vertically, then horizontally
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)
# finally, append the new room to the 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