Phase 13: Inching into an ECSversion of the game by refactoring everything relevant to GameEngine into System.
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class ECS: |
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def __init__(self): |
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self.entities = {} |
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self.facts = {} |
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self.id_counter = 0 |
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def entity(self): |
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self.id_counter += 1 |
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return self.id_counter |
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def set(self, entity_id, obj): |
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name = obj.__class__.__qualname__ |
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target = self.entities.get(name, {}) |
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target[entity_id] = obj |
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self.entities[name] = target |
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def query(self, cls): |
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return self.entities[cls.__qualname__].items() |
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class Systems: |
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def __init__(self, ecs): |
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self.ecs = ecs |
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def play_sounds(self): |
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for eid, entity in ecs.query(Sound): |
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print("TALKING: ", entity.text) |
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def combat(self): |
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for eid, entity in ecs.query(Combat): |
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print("FIGHT: ", entity.hp) |
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def movement(self): |
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for eid, entity in ecs.query(Position): |
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print("MOVE: ", entity.x, entity.y) |
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class Combat: |
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def __init__(self, hp): |
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self.hp = hp |
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class Sound: |
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def __init__(self, text): |
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self.text = text |
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class Position: |
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def __init__(self, x, y): |
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self.x = x |
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self.y = y |
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ecs = ECS() |
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systems = Systems(ecs) |
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troll = ecs.entity() |
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ecs.set(troll, Combat(100)) |
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ecs.set(troll, Sound("ROAR!")) |
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ecs.set(troll, Position(1, 2)) |
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systems.play_sounds() |
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systems.combat() |
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systems.movement() |
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import utils |
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import numpy as np |
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class Player: |
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def __init__(self, x, y): |
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self.x = x |
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self.y = y |
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self.symbol = '@' |
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self.name = 'You' |
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self.hp = 10 |
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self.damage = 2 |
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class Enemy: |
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def __init__(self, x, y, symbol): |
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self.x = x |
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self.y = y |
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self.symbol = symbol |
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self.name = 'Python' |
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self.hp = 5 |
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self.damage = 1 |
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self.hearing_distance = 5 |
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class ECS: |
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def __init__(self): |
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self.entities = {} |
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self.facts = {} |
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self.id_counter = 0 |
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def entity(self): |
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self.id_counter += 1 |
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return self.id_counter |
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def set(self, entity_id, obj): |
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name = obj.__class__.__qualname__ |
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target = self.entities.get(name, {}) |
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target[entity_id] = obj |
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self.entities[name] = target |
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def query(self, cls): |
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return self.entities[cls.__qualname__].items() |
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class Systems: |
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def __init__(self, ecs, ui, the_map): |
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self.ecs = ecs |
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self.map = the_map |
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self.ui = ui |
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self.height = self.map.height |
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self.width = self.map.width |
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self.paths = np.full((self.height, self.width), utils.PATH_LIMIT, dtype=int) |
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def add_neighbors(self, neighbors, closed, near_y, near_x): |
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points = utils.compass(near_x, near_y) |
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for x,y in points: |
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if self.map.inbounds(x,y) and closed[y, x] == utils.SPACE: |
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closed[y, x] = utils.WALL |
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neighbors.append([x,y]) |
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def path_enemies(self, in_grid): |
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self.paths.fill(utils.PATH_LIMIT) |
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closed = self.map.map.copy() |
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starting_pixels = [] |
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open_pixels = [] |
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counter = 0 |
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while counter < self.height * self.width: |
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x = counter % self.width |
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y = counter // self.width |
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if in_grid[y, x] == 0: |
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self.paths[y, x] = 0 |
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closed[y, x] = utils.WALL |
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starting_pixels.append([x,y]) |
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counter += 1 |
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for x, y in starting_pixels: |
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self.add_neighbors(open_pixels, closed, y, x) |
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counter = 1 |
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while counter < utils.PATH_LIMIT and open_pixels: |
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next_open = [] |
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for x,y in open_pixels: |
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self.paths[y, x] = counter |
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self.add_neighbors(next_open, closed, y, x) |
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open_pixels = next_open |
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counter += 1 |
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for x, y in open_pixels: |
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self.paths[y, x] = counter |
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def move_enemies(self): |
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in_grid = np.full((self.map.height, self.map.width), 1, dtype=int) |
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in_grid[self.player.y, self.player.x] = 0 |
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self.path_enemies(in_grid) |
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# for every enemy (actors[0] is player) |
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for enemy in self.actors[1:]: |
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nearby = utils.compass(enemy.x, enemy.y) |
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our_path = self.paths[enemy.y, enemy.x] |
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if our_path > enemy.hearing_distance: continue |
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for x, y in nearby: |
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if self.paths[y, x] <= our_path and not self.actor_collision(enemy, x, y): |
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enemy.x = x |
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enemy.y = y |
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break |
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def death(self, target): |
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self.actors.remove(target) |
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self.ui.post_status(f"Killed {target.name}") |
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def combat(self, actor, target): |
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target.hp -= actor.damage |
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if target.hp > 0: |
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self.ui.post_status(f"HIT {target.name} for {actor.damage}") |
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else: |
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self.death(target) |
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def actor_collision(self, actor, x, y): |
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for target in self.actors: |
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if target != actor and target.x == x and target.y == y: |
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return target |
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return None |
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def collision(self, actor, x, y): |
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if self.map.collision(x, y): return True |
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target = self.actor_collision(actor, x, y) |
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if target: |
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self.combat(actor, target) |
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return True |
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return False |
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def move_player(self, actor, x, y): |
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if not self.collision(actor, x, y): |
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actor.x = x |
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actor.y = y |
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def spawn_actors(self, enemy_count): |
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x, y = self.map.spawn() |
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self.player = Player(x, y) |
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self.actors = [self.player] |
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for i in range(0, enemy_count): |
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x, y = self.map.spawn() |
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enemy = Enemy(x, y, '{') |
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self.actors.append(enemy) |
@ -0,0 +1,207 @@ |
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import curses |
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import sys |
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import random |
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import numpy as np |
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import ecs |
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import utils |
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class Map: |
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def __init__(self, width, height): |
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self.width = width |
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self.height = height |
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grid = self.make_grid() |
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dead_ends = self.hunt_and_kill(grid) |
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grid = self.sample_rooms(grid, dead_ends, 4, int(len(dead_ends) * 0.6)) |
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self.hunt_and_kill(grid) |
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self.render_map(grid) |
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def spawn(self): |
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while True: |
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y = random.randrange(0, self.height) |
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x = random.randrange(0, self.width) |
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if self.map[y][x] == utils.SPACE: |
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return x, y |
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def sample_rooms(self, grid, dead_ends, size, count): |
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grid = self.make_grid() |
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for x, y in random.sample(dead_ends, count): |
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if x < self.width - size and y < self.height - size: |
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self.make_room(grid, x, y, size) |
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return grid |
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def make_grid(self): |
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return np.full((self.height, self.width), utils.WALL, dtype=str) |
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def make_room(self, grid, x, y, size): |
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for row in range(y, y+size): |
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for col in range(x, x+size): |
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grid[row, col] = utils.SPACE |
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def find_coord(self, grid): |
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for y in range(1, self.height, 2): |
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for x in range(1, self.width, 2): |
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if grid[y, x] != utils.WALL: continue |
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found = self.neighbors(grid, x, y) |
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for found_x, found_y in found: |
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if grid[found_y, found_x] == utils.SPACE: |
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return [[x,y],[found_x, found_y]] |
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return None |
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def inbounds(self, x, y): |
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return x >= 0 and x < self.width and y >= 0 and y < self.height |
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def neighbors(self, grid, x, y): |
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points = utils.compass(x, y, 2) |
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result = [] |
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for x,y in points: |
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if self.inbounds(x, y): |
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result.append([x,y]) |
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return result |
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def neighbor_walls(self, grid, x, y): |
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neighbors = self.neighbors(grid, x, y) |
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result = [] |
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for x,y in neighbors: |
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if grid[y, x] == utils.WALL: |
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result.append([x,y]) |
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return result |
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def hunt_and_kill(self, grid): |
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on_x = 1 |
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on_y = 1 |
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dead_ends = [] |
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while True: |
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n = self.neighbor_walls(grid, on_x, on_y) |
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if len(n) == 0: |
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dead_ends.append([on_x, on_y]) |
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t = self.find_coord(grid) |
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if t == None: break |
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on_x, on_y = t[0] |
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found_x, found_y = t[1] |
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grid[on_y, on_x] = utils.SPACE |
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row = (on_y + found_y) // 2 |
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col = (on_x + found_x) // 2 |
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grid[row, col] = utils.SPACE |
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else: |
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nb_x, nb_y = random.choice(n) |
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grid[nb_y, nb_x] = utils.SPACE |
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row = (nb_y + on_y) // 2 |
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col = (nb_x + on_x) // 2 |
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grid[row, col] = utils.SPACE |
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on_x, on_y = nb_x, nb_y |
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return dead_ends |
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def render_map(self, grid): |
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self.map = np.full((self.height, self.width), '#', dtype=str) |
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for y, y_line in enumerate(grid): |
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for x, char in enumerate(y_line): |
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self.map[y, x] = char |
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def collision(self, target_x, target_y): |
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# remember this is True==COLLIDE WITH WALL, False=CAN MOVE THERE |
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return self.map[target_y][target_x] == utils.WALL |
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def draw(self, win): |
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for y, row in enumerate(self.map): |
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win.addstr(y, 0, "".join(row)) |
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class UI: |
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def __init__(self, stdscr, height, width, status_height): |
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curses.curs_set(0) |
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stdscr.clear() |
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begin_x = 0 |
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begin_y = 0 |
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win = curses.newwin(height, width, begin_y, begin_x) |
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win.keypad(True) |
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status = win.subwin(status_height, width, height-status_height, begin_x) |
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# keep these for later by assigning to self |
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self.begin_x = 0 |
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self.begin_y = 0 |
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self.map = None |
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self.height = height |
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self.width = width |
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self.win = win |
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self.status = status |
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self.status_msg = "HAVE FUN!" |
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self.status_height = status_height |
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def set_map(self, the_map): |
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self.map = the_map |
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def update(self, actors): |
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assert self.map, "You forgot to call set_map()" |
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self.win.clear() |
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self.status.box() |
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self.map.draw(self.win) |
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# this assumes actors[0] is the player |
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self.draw_status(actors) |
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for actor in actors: |
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self.draw_actor(actor) |
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self.win.refresh() |
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def post_status(self, msg): |
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self.status_msg = msg |
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def draw_status(self, actors): |
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self.status.addstr(1, 1, self.status_msg) |
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def draw_actor(self, actor): |
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assert self.map.map[actor.y][actor.x] != utils.WALL, f"WHAT? actor at {actor.x},{actor.y} but that's a wall!" |
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# actor has to be moved in by 1 for the border |
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self.win.addstr(actor.y, actor.x, actor.symbol, curses.A_BOLD) |
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def handle_input(self, x, y): |
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ch = self.win.getch() |
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if ch == ord('q'): |
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sys.exit(0) |
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elif ch == curses.KEY_UP: |
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y = (y - 1) % self.height |
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elif ch == curses.KEY_DOWN: |
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y = (y + 1) % self.height |
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elif ch == curses.KEY_RIGHT: |
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x = (x + 1) % self.width |
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elif ch == curses.KEY_LEFT: |
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x = (x - 1) % self.width |
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return x, y |
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class GameEngine: |
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def __init__(self, ui): |
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self.ui = ui |
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self.map = Map(ui.width, ui.height - ui.status_height) |
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self.ui = ui |
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ui.set_map(self.map) |
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self.ecs = ecs.ECS() |
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self.systems = ecs.Systems(self.ecs, self.ui, self.map) |
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def run(self): |
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self.systems.spawn_actors(5) |
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self.systems.move_enemies() |
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while True: |
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# remember, first one has to be the player |
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self.ui.update(self.systems.actors) |
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new_x, new_y = self.ui.handle_input(self.systems.player.x, self.systems.player.y) |
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self.systems.move_player(self.systems.player, new_x, new_y) |
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self.systems.move_enemies() |
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def main(stdscr): |
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width=27 |
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height=16 |
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ui = UI(stdscr, height, width, 5) |
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game = GameEngine(ui) |
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game.run() |
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curses.wrapper(main) |
@ -0,0 +1,10 @@ |
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WALL = '#' |
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SPACE = '.' |
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PATH_LIMIT = 1000 |
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def compass(x, y, offset=1): |
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return [[x, y - offset], # North |
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[x, y + offset], # South |
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[x + offset, y], # East |
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[x - offset, y]] # West |
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