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) 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): height = self.map.height width = self.map.width self.paths = [[PATH_LIMIT] * width for x in range(0, height)] closed = [list(row) for row in self.map.map] starting_pixels = [] open_pixels = [] counter = 0 while counter < height * width: x = counter % width y = counter // 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 debug_paths(self): debug_map = [] for y in range(0, self.map.height): row = list(self.map.map[y]) for x in range(0, self.map.width): level = self.paths[y][x] if row[x] != WALL: if level < 10: row[x] = str(level) else: row[x] = '*' debug_map.append("".join(row)) return debug_map def move_enemies(self): in_grid = [[1] * self.map.width for x in range(0, self.map.height)] 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: 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) def run(self): self.spawn_actors(5) self.move_enemies() while True: # 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() def main(stdscr): width=27 height=16 ui = UI(stdscr, height, width, 5) game = GameEngine(ui) game.run() curses.wrapper(main)