diff --git a/phase_13/ecs.py b/phase_13/ecs.py deleted file mode 100644 index 39d56d4..0000000 --- a/phase_13/ecs.py +++ /dev/null @@ -1,111 +0,0 @@ -import utils -import numpy as np -import pathing - -class Player: - def __init__(self, x, y): - self.x = x - self.y = y - self.symbol = '@' - self.name = 'You' - self.hp = 10 - self.damage = 2 - -class Enemy: - def __init__(self, x, y, symbol): - self.x = x - self.y = y - self.symbol = symbol - self.name = 'Python' - self.hp = 5 - self.damage = 1 - self.hearing_distance = 5 - -class ECS: - def __init__(self): - self.entities = {} - self.facts = {} - self.id_counter = 0 - - def entity(self): - self.id_counter += 1 - return self.id_counter - - def set(self, entity_id, obj): - name = obj.__class__.__qualname__ - target = self.entities.get(name, {}) - target[entity_id] = obj - self.entities[name] = target - - def query(self, cls): - return self.entities[cls.__qualname__].items() - -class Systems: - def __init__(self, ecs, ui, the_map): - self.ecs = ecs - self.map = the_map - self.ui = ui - self.height = self.map.height - self.width = self.map.width - self.paths = np.full((self.height, self.width), utils.PATH_LIMIT, dtype=int) - - def move_enemies(self): - in_grid = np.full((self.map.height, self.map.width), 1, dtype=int) - in_grid[self.player.y, self.player.x] = 0 - - pathing.calculate_paths(self.map, self.paths, in_grid) - # for every enemy (actors[0] is player) - for enemy in self.actors[1:]: - nearby = utils.compass(enemy.x, enemy.y) - our_path = self.paths[enemy.y, enemy.x] - - if our_path > enemy.hearing_distance: continue - - for x, y in nearby: - if self.paths[y, x] <= our_path and not self.actor_collision(enemy, x, y): - enemy.x = x - enemy.y = y - break - - def death(self, target): - self.actors.remove(target) - self.ui.post_status(f"Killed {target.name}") - - def combat(self, actor, target): - target.hp -= actor.damage - if target.hp > 0: - self.ui.post_status(f"HIT {target.name} for {actor.damage}") - else: - self.death(target) - - def actor_collision(self, actor, x, y): - for target in self.actors: - if target != actor and target.x == x and target.y == y: - return target - return None - - def collision(self, actor, x, y): - if self.map.collision(x, y): return True - - target = self.actor_collision(actor, x, y) - - if target: - self.combat(actor, target) - return True - - return False - - def move_player(self, actor, x, y): - if not self.collision(actor, x, y): - actor.x = x - actor.y = y - - def spawn_actors(self, enemy_count): - x, y = self.map.spawn() - self.player = Player(x, y) - self.actors = [self.player] - - for i in range(0, enemy_count): - x, y = self.map.spawn() - enemy = Enemy(x, y, '{') - self.actors.append(enemy) diff --git a/phase_13/game.py b/phase_13/game.py deleted file mode 100644 index ea69d16..0000000 --- a/phase_13/game.py +++ /dev/null @@ -1,207 +0,0 @@ -import curses -import sys -import random -import numpy as np -import ecs -import utils - -class Map: - def __init__(self, width, height): - self.width = width - self.height = height - grid = self.make_grid() - dead_ends = self.hunt_and_kill(grid) - grid = self.sample_rooms(grid, dead_ends, 4, int(len(dead_ends) * 0.6)) - self.hunt_and_kill(grid) - self.render_map(grid) - - def spawn(self): - while True: - y = random.randrange(0, self.height) - x = random.randrange(0, self.width) - if self.map[y][x] == utils.SPACE: - return x, y - - def sample_rooms(self, grid, dead_ends, size, count): - grid = self.make_grid() - for x, y in random.sample(dead_ends, count): - if x < self.width - size and y < self.height - size: - self.make_room(grid, x, y, size) - return grid - - def make_grid(self): - return np.full((self.height, self.width), utils.WALL, dtype=str) - - def make_room(self, grid, x, y, size): - for row in range(y, y+size): - for col in range(x, x+size): - grid[row, col] = utils.SPACE - - def find_coord(self, grid): - for y in range(1, self.height, 2): - for x in range(1, self.width, 2): - if grid[y, x] != utils.WALL: continue - - found = self.neighbors(grid, x, y) - for found_x, found_y in found: - if grid[found_y, found_x] == utils.SPACE: - return [[x,y],[found_x, found_y]] - return None - - - def inbounds(self, x, y): - return x >= 0 and x < self.width and y >= 0 and y < self.height - - def neighbors(self, grid, x, y): - points = utils.compass(x, y, 2) - - result = [] - for x,y in points: - if self.inbounds(x, y): - result.append([x,y]) - return result - - def neighbor_walls(self, grid, x, y): - neighbors = self.neighbors(grid, x, y) - result = [] - for x,y in neighbors: - if grid[y, x] == utils.WALL: - result.append([x,y]) - return result - - def hunt_and_kill(self, grid): - on_x = 1 - on_y = 1 - dead_ends = [] - - while True: - n = self.neighbor_walls(grid, on_x, on_y) - if len(n) == 0: - dead_ends.append([on_x, on_y]) - t = self.find_coord(grid) - if t == None: break - on_x, on_y = t[0] - found_x, found_y = t[1] - grid[on_y, on_x] = utils.SPACE - row = (on_y + found_y) // 2 - col = (on_x + found_x) // 2 - grid[row, col] = utils.SPACE - else: - nb_x, nb_y = random.choice(n) - grid[nb_y, nb_x] = utils.SPACE - row = (nb_y + on_y) // 2 - col = (nb_x + on_x) // 2 - grid[row, col] = utils.SPACE - on_x, on_y = nb_x, nb_y - - return dead_ends - - def render_map(self, grid): - self.map = np.full((self.height, self.width), '#', dtype=str) - for y, y_line in enumerate(grid): - for x, char in enumerate(y_line): - self.map[y, x] = char - - def collision(self, target_x, target_y): - # remember this is True==COLLIDE WITH WALL, False=CAN MOVE THERE - return self.map[target_y][target_x] == utils.WALL - - def draw(self, win): - for y, row in enumerate(self.map): - win.addstr(y, 0, "".join(row)) - -class UI: - def __init__(self, stdscr, height, width, status_height): - curses.curs_set(0) - stdscr.clear() - begin_x = 0 - begin_y = 0 - - win = curses.newwin(height, width, begin_y, begin_x) - win.keypad(True) - status = win.subwin(status_height, width, height-status_height, begin_x) - - # keep these for later by assigning to self - self.begin_x = 0 - self.begin_y = 0 - self.map = None - self.height = height - self.width = width - self.win = win - self.status = status - self.status_msg = "HAVE FUN!" - self.status_height = status_height - - def set_map(self, the_map): - self.map = the_map - - def update(self, actors): - assert self.map, "You forgot to call set_map()" - self.win.clear() - self.status.box() - self.map.draw(self.win) - # this assumes actors[0] is the player - self.draw_status(actors) - - for actor in actors: - self.draw_actor(actor) - self.win.refresh() - - def post_status(self, msg): - self.status_msg = msg - - def draw_status(self, actors): - self.status.addstr(1, 1, self.status_msg) - - def draw_actor(self, actor): - assert self.map.map[actor.y][actor.x] != utils.WALL, f"WHAT? actor at {actor.x},{actor.y} but that's a wall!" - - # actor has to be moved in by 1 for the border - self.win.addstr(actor.y, actor.x, actor.symbol, curses.A_BOLD) - - def handle_input(self, x, y): - ch = self.win.getch() - - if ch == ord('q'): - sys.exit(0) - elif ch == curses.KEY_UP: - y = (y - 1) % self.height - elif ch == curses.KEY_DOWN: - y = (y + 1) % self.height - elif ch == curses.KEY_RIGHT: - x = (x + 1) % self.width - elif ch == curses.KEY_LEFT: - x = (x - 1) % self.width - - return x, y - -class GameEngine: - def __init__(self, ui): - self.ui = ui - self.map = Map(ui.width, ui.height - ui.status_height) - self.ui = ui - ui.set_map(self.map) - self.ecs = ecs.ECS() - self.systems = ecs.Systems(self.ecs, self.ui, self.map) - - def run(self): - self.systems.spawn_actors(5) - self.systems.move_enemies() - - while True: - # remember, first one has to be the player - self.ui.update(self.systems.actors) - - new_x, new_y = self.ui.handle_input(self.systems.player.x, self.systems.player.y) - - self.systems.move_player(self.systems.player, new_x, new_y) - self.systems.move_enemies() - -def main(stdscr): - width=27 - height=16 - ui = UI(stdscr, height, width, 5) - game = GameEngine(ui) - game.run() - -curses.wrapper(main) diff --git a/phase_13/pathing.py b/phase_13/pathing.py deleted file mode 100644 index 9b15181..0000000 --- a/phase_13/pathing.py +++ /dev/null @@ -1,41 +0,0 @@ -import utils - -def add_neighbors(the_map, neighbors, closed, near_y, near_x): - points = utils.compass(near_x, near_y) - - for x,y in points: - if the_map.inbounds(x,y) and closed[y, x] == utils.SPACE: - closed[y, x] = utils.WALL - neighbors.append([x,y]) - -def calculate_paths(the_map, paths, in_grid): - height, width = paths.shape - paths.fill(utils.PATH_LIMIT) - closed = the_map.map.copy() - starting_pixels = [] - open_pixels = [] - - counter = 0 - while counter < height * width: - x = counter % width - y = counter // width - if in_grid[y, x] == 0: - paths[y, x] = 0 - closed[y, x] = utils.WALL - starting_pixels.append([x,y]) - counter += 1 - - for x, y in starting_pixels: - add_neighbors(the_map, open_pixels, closed, y, x) - - counter = 1 - while counter < utils.PATH_LIMIT and open_pixels: - next_open = [] - for x,y in open_pixels: - paths[y, x] = counter - add_neighbors(the_map, next_open, closed, y, x) - open_pixels = next_open - counter += 1 - - for x, y in open_pixels: - paths[y, x] = counter diff --git a/phase_13/utils.py b/phase_13/utils.py deleted file mode 100644 index 08b1904..0000000 --- a/phase_13/utils.py +++ /dev/null @@ -1,10 +0,0 @@ - -WALL = '#' -SPACE = '.' -PATH_LIMIT = 1000 - -def compass(x, y, offset=1): - return [[x, y - offset], # North - [x, y + offset], # South - [x + offset, y], # East - [x - offset, y]] # West