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349 lines
10 KiB
349 lines
10 KiB
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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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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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 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] == 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), 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] = 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] != 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] == 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 = 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] == 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] = 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] = 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] = 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] = 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] == 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] != 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.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), PATH_LIMIT, dtype=int)
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self.dead = False
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def add_neighbors(self, neighbors, closed, near_y, near_x):
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points = 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] == SPACE:
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closed[y, x] = 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(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] = 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 < 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 = 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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target = self.paths[y, x]
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if target == 0:
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# hit player, so can't move there but do the damage
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self.combat(enemy, self.player)
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elif target <= 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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if target == self.player:
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self.dead = True
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self.ui.post_status(f"You Died!")
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else:
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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)
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def run(self):
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self.spawn_actors(5)
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self.move_enemies()
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while not self.dead:
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# remember, first one has to be the player
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self.ui.update(self.actors)
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new_x, new_y = self.ui.handle_input(self.player.x, self.player.y)
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self.move_player(self.player, new_x, new_y)
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self.move_enemies()
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ch = self.ui.win.getch()
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while ch != ord('q'):
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self.ui.post_status("You Died. Hit q to quit.")
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self.ui.update(self.actors);
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ch = self.ui.win.getch()
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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)
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