master
parent
7fa0403a28
commit
ba73ff762f
@ -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) |
@ -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) |
@ -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 |
@ -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 |
Loading…
Reference in new issue