Phase 13 is done and lets the player die.

master
Zed A. Shaw 3 days ago
parent ba73ff762f
commit c96265959f
  1. 349
      phase_13.py

@ -0,0 +1,349 @@
import curses
import sys
import random
import numpy as np
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
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 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] == 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), 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] = 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] != WALL: continue
found = self.neighbors(grid, x, y)
for found_x, found_y in found:
if grid[found_y, found_x] == 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 = 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] == 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] = SPACE
row = (on_y + found_y) // 2
col = (on_x + found_x) // 2
grid[row, col] = SPACE
else:
nb_x, nb_y = random.choice(n)
grid[nb_y, nb_x] = SPACE
row = (nb_y + on_y) // 2
col = (nb_x + on_x) // 2
grid[row, col] = 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] == 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] != 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.height = self.map.height
self.width = self.map.width
self.paths = np.full((self.height, self.width), PATH_LIMIT, dtype=int)
self.dead = False
def add_neighbors(self, neighbors, closed, near_y, near_x):
points = compass(near_x, near_y)
for x,y in points:
if self.map.inbounds(x,y) and closed[y, x] == SPACE:
closed[y, x] = WALL
neighbors.append([x,y])
def path_enemies(self, in_grid):
self.paths.fill(PATH_LIMIT)
closed = self.map.map.copy()
starting_pixels = []
open_pixels = []
counter = 0
while counter < self.height * self.width:
x = counter % self.width
y = counter // self.width
if in_grid[y, x] == 0:
self.paths[y, x] = 0
closed[y, x] = WALL
starting_pixels.append([x,y])
counter += 1
for x, y in starting_pixels:
self.add_neighbors(open_pixels, closed, y, x)
counter = 1
while counter < PATH_LIMIT and open_pixels:
next_open = []
for x,y in open_pixels:
self.paths[y, x] = counter
self.add_neighbors(next_open, closed, y, x)
open_pixels = next_open
counter += 1
for x, y in open_pixels:
self.paths[y, x] = counter
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
self.path_enemies(in_grid)
# for every enemy (actors[0] is player)
for enemy in self.actors[1:]:
nearby = 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:
target = self.paths[y, x]
if target == 0:
# hit player, so can't move there but do the damage
self.combat(enemy, self.player)
elif target <= our_path and not self.actor_collision(enemy, x, y):
enemy.x = x
enemy.y = y
break
def death(self, target):
if target == self.player:
self.dead = True
self.ui.post_status(f"You Died!")
else:
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)
def run(self):
self.spawn_actors(5)
self.move_enemies()
while not self.dead:
# remember, first one has to be the player
self.ui.update(self.actors)
new_x, new_y = self.ui.handle_input(self.player.x, self.player.y)
self.move_player(self.player, new_x, new_y)
self.move_enemies()
ch = self.ui.win.getch()
while ch != ord('q'):
self.ui.post_status("You Died. Hit q to quit.")
self.ui.update(self.actors);
ch = self.ui.win.getch()
def main(stdscr):
width=27
height=16
ui = UI(stdscr, height, width, 5)
game = GameEngine(ui)
game.run()
curses.wrapper(main)
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